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This item is a game information page
It belongs to categories: Orthodox chess, 
It was last modified on: 1998-05-06
 and Seth  Blanchard. and Seth  Blanchard. Assassination Chess. On a 10 by 10 board with teleporters and assassins. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
George Duke wrote on 2009-11-03 UTC
When the King is killed, the game is not over, it goes on. See the rules. Thanks, Seth and Dave. 5 years ago I found this Assassination Chess from 1998. It revolves around the Teleporters. When T switches, he himself goes back to the Home Row, 3 or 8. What you do is get a cheap piece forward, the Teleporter Pawn, and then swap the good piece forward if or when it's safe. ''A Teleporter is allowed to teleport another teleporter'' -- the null move, not unheard of around here. Well, no, this null move isn't really, for it does something, because it had to move at least to where it went and then he can(must) go to any Home Square, when the other one takes the new place. It's jockeying for position. This is a case where the Centaur works or rather King plus Centaur. Gilman may use the suffix -ruler for this in m&b08, so Prince and this Princess are CentaurRuler or CardinalRuler here, but there's really just adding Wazir. In any case, simple compound of Carrera-Bird-Capablanca mold is okey-doke here because the Teleportings by any of ten are new strategy aplenty. The rules are fluid in respect to when the game always definitely ends and whether opposite sides' mixed teleporting is ever a consideration. --the obligatory ''variants'' of upheaval other words, make your own suppositions, or cough up or cook a new cv to clarify out of the broad-scale teleporter template. Fertile ground.

George Duke wrote on 2007-09-20 UTC
'ABC' This is a Chess from year 1998 having a Switch/Swap mechanism recently raised(Switching and Swap Chesses) just when Proliferation itself began to be encouraged. The rest of the rules and piece selections are mediocre on second look(we commented on this 3 years ago). Interesting Teleporter Pawns, whereever they reach, can transpose a same-side piece there and Teleporter itself returns to home row 3(or 8). Three of the five admonishments at the end are about Teleporting, so they are supposedly the key, such as always trying to keep a teleporter spot clear. Really with ten spaces it would not be a problem, so that is just some authors' filler. In all, the central idea might work well with a smaller set of available squares to return. See similarity to AFourriere's Jacks & Witches' Teleporter Squares, the squares being the sole mechanism there without necessary pawns.

George Duke wrote on 2005-01-25 UTCGood ★★★★
Still in the 'ABC's in review of Large CVs, here's one never commented, never played probably except by Blanchard and Hogarty. Despite the name 'Assassination'(1998), it appears the game will revolve around the ten Teleporters. A T switches any other piece to its own square and then itself goes to Home Row, i.e. rank 3(8). I think there is only same-colour 'switching', but it is not entirely clear. This 'swap' is like Swapper of Rococo (V.R. Parton's Chimaerine), except the T goes elsewhere. That makes it different from Switching Chess' way of swapping too. The disruption in established positions 'T's can wreak is reminiscent of Lavieri's Alpha Centauri and its Rotor, just commented; and having a whole row (the Home Row) for the Teleporter to go connects to 'Positional 3D Chess', itself a panoply of games featuring promotion to any square in an entire row.

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