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This item is a game information page
It belongs to categories: Orthodox chess, 
It was last modified on: 2004-01-14
 By Gary K. Gifford. Time Travel Chess. Pieces can travel into the Future. Kings can also return to the Past! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Roberto Lavieri wrote on 2004-01-14 UTCExcellent ★★★★★

Larry Smith wrote on 2004-01-15 UTCGood ★★★★
The following is a form of time travel chess worked out by Jens Meder and
myself.  It involves the use of Checkers as markers.

All pieces can be warped either from the future or into the future.

A piece is time-warped from the future by 'cloning' a piece located upon
the field.  A duplicate piece preforms a legal move from the location of
the 'original' piece.  The 'original' piece is denoted with a number
of red checkers, up to six.  The player is allowed to move either
'duplicate' and 'original' on subsequent turns.  At the end of each
turn, the player removes one of the checkers from the 'original' piece. 
The 'original' piece is removed from the game with the last of the
checkers.  (If there is no extra piece available for the 'duplicate', a
player can merely mark one of the checkers with a sticker noting the value
of the 'original' piece and use the current piece for the

A player time-warps a piece into the future by placing a number of black
tokens, up to six, with it.  Such a piece is considered to have
'dis-appeared' and not allowed to be move from its cell until it
'reappears' in the future.  Other pieces are allowed to move through and
upon a cell occupied by such a piece.  At the end of each turn, the player
removes one of the checkers from this piece.  When all the checkers are
gone, it has 're-appeared'.  Any other piece, regardless of owner, which
is located on the cell of a 're-appearing' piece is considered captured
and removed from the game.  The  're-appearance' of a piece is automatic
and not considered a turn in itself.

Each player is only allowed one warp, either to the future or from the
future, to exist during a turn.  Since the checkers are not removed until
the end of the turn, a player must wait to the next before creating a new
warp.  A player is not allowed to add checkers to a warp.

The game is won by check-mating the opponent King or capture of an
'original' piece of a time-warp from the future.  The latter condition
of this rule is due to a paradox, since a captured 'original' piece
would then be unable to warp back in time.  And yes, the King can
time-warp into the future to avoid a current check.  And the King can
time-warp from the future, its 'duplicate' would be subject to the
check-mate portion of the rule while the 'original' is now subject to
the capture portion of the rule.

Anonymous wrote on 2006-08-15 UTCExcellent ★★★★★
Can a K+P to K+R draw by pawn go forward 1 move and drop to block the check, king hide after the pawn when check and protect the pawn at the square diagonal adjacent to it so it can travel in time and don't put king in check?

Abdul-Rahman Sibahi wrote on 2006-09-08 UTCExcellent ★★★★★
I have a question regarding the rules. If there are two kings on the board, and one of them travelled back to the time when there was only one king .. and you still have two kings on the board. The question is : is this legal, or does the king which didn't travel get lost in time ?

Christine Bagley-Jones wrote on 2006-09-22 UTCExcellent ★★★★★
time travel in chess, how good is this! I looked at the game you mentioned worth checking out - MSchmahl-cvgameroom-2004-77-566 Fri, Aug 27, 2004, very very good, classic. Fascinating game, well done Gary.

Anonymous wrote on 2006-12-15 UTCExcellent ★★★★★
When white has 2 kings, either side travelled backward in time again to when white only has one king. Now, white's 2nd king didn't really land in the new time variant. Then, white wants to travel backward once (if the 2nd time travel was did by him) or twice (if that was did by black). Is that legal?

Jeremy Good wrote on 2007-04-04 UTCExcellent ★★★★★

A brilliant game, one of my favorites.

Time Travel Chess can be very sharp.

I suspect time travel must be entered into only extremely sparingly and at very decisive moments. Time Travel can be very fatal or debilitating.

There are three rules you must constantly, constantly bear in mind (like guarding against nightrider forks, they require constant vigilance).

(1) One is that pieces are lost in time if compelled by check to play a different move. One problem with this is that if you time travel with a major piece, your opponent might be able to frivolously check you with a minor piece right before the major piece is destined to arrive, causing you to lose at least an exchange.

(2) A piece can not be lost in time if there is a possible move. That allows your opponent to snatch pieces and / or pawns right before your time traveling piece is destined to arrive. With no recourse.

(3) When time traveling into the past, you must remember that your entire game will become twice as vulnerable if you have two times as many royal pieces that can be checkmated. I think I may have discovered a possible loophole to this, but if so, that will be saved for a later comment. So time traveling into the past may save you from a losing position, but it's usually a desperate measure.

I think the rule of thumb when time traveling into the future is this: Try to make sure that what you are threatening with the returning piece is likely to be greater than what is going to be threatened right before your piece returns.

summersolstice wrote on 2013-04-07 UTCExcellent ★★★★★
I've been working on a "time travel" chess game called "time portal chess"

the rules are incomplete atm and the game is untested but when I finish the rules I'm going to ask for volunteers to help test it out.

some of the main differences I've spotted between the two versions are

-the trigger for a piece to time travel is landing on a portal instead of
being next to a king

-when a piece arrives that doesn't count as a move (a player makes a move with anything other than the piece that arrived)

Future travel

-a piece has to arrive on the same sqaure it departed on, if it can't it becomes "lost in time"

-a player is allowed for a piece to be lost in time

-if a king is lost in time it's not checkmate but is very vularanable to checkmate 


-all pieces can travel back in time

-a player decides early on to bring a piece back in time by placing it on an empty square

-if it fails to arrive on portal (if the number of moves since it arrival excedes the largest numbered portal on the board) it's a "time paradox" the piece "disintegrates" (both copies are removed) 

-if the earlier piece is captured all 3 pieces (including the capturing piece) are removed because it's a paradox

check and checkmate are a lot more complicated in this game

for more info (like I say it's incomplete atm but I'm working on it) see

Anthony Viens wrote on 2018-11-29 UTCExcellent ★★★★★

Excellent time travel twist on chess!  Beautiful!

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