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4-by-1 Knot Chess

Introduction

This game is a one-dimensional chess game in four dimensions. The center space is called the Knot, because- oh, well, who cares? I don't even know.

Setup

You can use a chess board, but you could also use four 1x17 strips. The center square on each is considered one square. The way to do it on a chess board is as follows:

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

1--1--2--2--3--3--4--4

You will also need pieces. I suggest using a chess set, but turn one of the rooks upside-down, put one pawn on its side, and put four pawns together. Now you have the pieces!

Each player puts one of the following configurations (abbreviated) on each strip, royals at the edge, with no spaces. They have one of each:

KGB•CIA•FBI•FIDE

Pieces

The pieces are all abbreviated with the letters of their name. The pieces, grouped by arrangement, are as follows:

King- King: Slides 1, 2, or 3 squares in any direction. Royal!

Right-side-up Rook- Golem: Moves 1 space in any direction. Captured pieces fly back and capture the next piece in line too.

Knight- Boomerang: A rook that moves back to its starting place. Can also move but not capture one space in any direction.

Queen- Crown Prince: Leaps 1 or 2 squares in any direction. Royal!

Right-side-up Single Pawn- Icosahedron: Moves exactly 20 squares. Can change direction any number of times, but can capture only on the last square.

Upside-down Rook- Attacker: Rook. Once per game, it can berserk. See BERZERKING for more details.

Bishop- Frog-in-a-well: Leaps two squares in any direction, but slips back one each turn to its starting location.

Sideways Pawn- Dingo: A Dababa-rider that can make a Wazir move first.

Quadruple Pawn- Entity: Leaps two squares. Captures on all squares the same distance from the Knot as its own. Must capture all pieces or cannot move. If there is a friendly piece in the capturing zone, it cannot move there. Can also teleport to any square equidistant from the Knot as its own.

Rules

THE KNOT: The center square. Any piece passing through it (not jumping over it) can change directions, but cannot backtrack. To represent the Knot on a chessboard, use a sticky note or something. Be creative.

BERZERKING: Each attacker can BERZERK once per game. This involves moving the attacker in any direction, possibly changing direction at the Knot, capturing every enemy piece and passing through friendly ones. Note that once a BERZERK is finished, the attacker is destroyed. The threat of BERZERKING doesn't count toward checkmate.

Checkmate: Whenever a royal piece is checked, it must get out of check on the next turn. (I phrase it this way so that frog-in-a-wells can simply slip out of say, a king's check.) If checkmated, another piece can move, unless the checkmate is on your only royal. After checkmate, the royal can be captured or possibly saved. When all royals are checkmated or captured, you lose. Draws are the same as FIDE.

Notes

Okay... C#, B natural, F. *rim shot*

Anyways, an attacker on the Knot would be powerful indeed- if not berzerking.



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By Daniel Robert MacDuff.
Web page created: 2013-06-22. Web page last updated: 2013-06-22