A Grand Adventure
So I was doodling. I was coming up with chess pieces when I found one that struck my fancy. Anyway, it was odd and irregular, and I thought it was interesting. So I made more. Many of these cannot be described by Betza's funny notation. Oh well. I ended up with a theme and I have an analogy.
Jupiter is larger than Ganymede. This is true for both the chess variants and the celestial bodies. But the universe makes Jupiter look like a pimple. This board is about 278% of Jupiter's but there are finite pieces. Space is mostly empty; Jupiter is full of gas.
Is this not the largest finite board ever? For a single game, with no smaller games, I mean. Sorry, Mega-Chess.
Each player sets up a Grand Chess army (though the pieces are much cooler) in the middle ten rows. Yes, they do this across two boards. Yes, only one. Anyways, either you need 100 Grand Chess boards or you need graph paper or a computer.
You need graph paper or a computer.
The following pieces are used:
Use a Grand Chess set. To make sure you know which pieces to use for which, the first letters are the same as their piece counterparts.
Pulsar- Forward as a Griffon, Far Back as a Rose (it comes around front), Sideways as a Crooked Bishop limited to nine squares. Just like a pulsar, it has a lot of power in one direction, but keeps a strong central core. It cannot promote.
Remnant- Nightrider with an optional initial Ferz move that it can Nightride outward from. Originally called a supernova, it was changed to match the rook. However, the piece movement still remained.
Nebula- Like a Rose up to two steps and only if both were taken, like a Bishop in the closest direction to the last step. Its move is expansive but leaves a lot of empty space.
Cluster- Like a Mini-Rose or a Dababa-rider. It has a lot of power in a small are and very little beyond it, like a globular cluster.
Active Galaxy- Like a Rook, or a rider that takes a knight's move, then a camel's move in the same direction, then a knight's move, then a camel's move, etc, or a Bishop that can move one or two spaces, but not three or four, but can move five or six, but not seven or eight, etc. Every move opens up new possibilities, and the moves are new and tumultuous, just like its namesake.
Quasar- A Slip Bishop (ie. one that is an Alfil-rider that must first take a Ferz step) or takes up to two Ferz steps (but cannot backtrack) and, only if both were taken, can move like a Rook outward. If caught in its Rook moves it is nigh impossible to escape, just like the super-massive black hole at the center of a quasar.
Kuiper Belt- this royal piece moves like a Q3, an N2, or a Camel or Zebra. It is packed close and small, and is royal because destroying it would allow entry into the solar system. Say hello to the aliens.
Bok Globule- It can move as an R4 and only if all four steps were taken, as a Crooked R4 outward or sideways, or as a Crooked R4, and only if all four steps were taken, as a Knight or B4 outward. It has a lot of power but is very small and hard to describe.
All rules are the same when applicable. No castling, first step double move, en passant, or promotion. You win by checkmate, and stalemate is marked by the player whose move was impossible saying "Nya Nya Nya. You couldn't catch me." and a win being marked for said player. Let's face it. With 10,000 cells, if you left one uncovered, and one alone, you need a Nya-ing.
You could play where pulsars can rotate like they do in real life, and could be set in any of the 4 orthogonal directions. Or you could have them rotate 90Â° each turn. Or not.
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By Daniel Robert MacDuff.
Web page created: 2013-06-28. Web page last updated: 2013-06-28