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Anonymous wrote on Tue, Nov 30, 2004 03:28 PM UTC:
I apologize for not being more familiar with existing chess variants, but I
hope this will not count too heavily against me in sharing what little I
have to contribute.

Time-Chess consists of three regulation chess boards stacked vertically on
three shelves with access from both sides. The bottom board is labeled
'Past' on both sides; the middle board is labelled 'Present', and the
top board 'Future'. 

Each board has a full set of Black and White pieces, making for 32 pieces
per board, or 96 in all.

Each board is given regulation alpha-numerics, A-H and 1-8. For clarity,
it must be from one side only, so that White's A-1 remains Black's H-8.


Each chess piece is given an alpha-numeric. For instance; Past King and
Past King's Pawn (white or black) are labelled PK. Again; Present
Queen's Knight or Present Queen's Knight's Pawn (black or white) are
labelled PrQKt. Future King's Rook or it's Pawn would be FKR.

The whole thing can be set up by getting dime store chess boards and
plastic chess sets. Then you take a model-maker's paint brush, say the 00
size, and some white and black model-maker's paint (Testor's), and you
hand-letter every other square on the chessboards, and their time names
(Past, Present, Future), and you hand-letter each chess piece with its
proper designation, as; PK, PrQKt, FKR, and so on.

Now you can keep track of things.

The moves.

You can make regulation chess moves on individual boards. These are the
sub-games.

The overgame is what is called Time-Chess, and involves time-moves and
time-attack.

A time-move simply incorporates a regulation move with a jump from one
board to another. You cannot skip the Present board, but can move from
Past to Present, and Present to Future, or Future to Present, and Present
to Past. This and the following arbitrary rules help to make for more
meaningful playability, which is a trade-off between power plays vs.
strategy.

In a time-attack move, you combine a time-move with an attack/capture. 

In normal subgame attacks, you keep your attacking piece.

In time-attack, you lose your attacking piece. This is based on the
logical interpretation that 'no two things can exist in the same space at
the same time', thus, to appear on an enemy square through time is to
sacrifice your attacking piece.

Temporal succession. If you lose a Past piece, you lose its corresponding
Present and Future counterparts. Hence; if you lose a Past Rook's Pawn,
you find the corresponding Present and Future Rook's Pawns, locating them
by their alpha-numeric labels, and remove them also. This is logical, as
what ceases to exist in the past cannot exist anymore in the present or
future. No matter where the successor pieces may have been time-moved to,
they must be located and removed. 

If you lose a Present piece, you lose the corresponding Future piece, but
not the Past piece. So if you lose a Present Queen's Knight, you also
remove the Future piece, or FQKt, but not the Past one.

If you lose a Future piece, you only lose it and not its predecessors. 

If you lose a King, you lose all its pieces and successor Kings and
pieces. So if you lose your Future King, you lose all your Future pieces.
If your opponant loses her/his Present King, she/he loses all Present and
Future Kings and pieces. If you lose your Past King, you lose the entire
game.

Thus, if you use your Present King's Rook to time-attack your opponant's
Past Queen's Bishop, you lose, in one move, your Present and Future
King's Rooks, and your opponant loses his/her Past, Present, and Future
Queen's Bishops, or five pieces in all.

This makes for fast-paced play but enhances strategy.

If anyone wishes further clarification, I will try to help as best I can.

If this duplicates anyone else's work, I apologize. These rules were
published as a poem titled 'Time-Chess' in 'The Little Daisy Girl and
other poems' in 1989. A game patent based on Time-Chess was filed about
in the late 1970's. The original idea was first conceived in the early
1970's.

'The Little Daisy Girl' was posted to Project Gutenberg without
'Time-Chess', but the original, physical book (out of print) includes
it. I could have the Time-Chess poem explaining the rules uploaded to
Project Gutenberg if anyone is interested, or I can explain or clarify the
rules just as easily here if anyone likes.

I see that there are a lot of chess variants listed here, and some involve
imaginary time travel. Perhaps someone has come up with a better and more
playable variant, for which I can only enthusiastically applaud, with
apologies for not already being aware of. Thank you.

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