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Extreme 2D Chess

Setup

Played upon a 10x10 field between two opponents, White and Black.

The initial setup is thus:

+---+---+---+---+---+---+---+---+---+---+

| B | B | | B | B | B | B | | B | B |

| r | b | | b | r | r | b | | b | r |

+---+---+---+---+---+---+---+---+---+---+

| | B | | B | | | B | | | B |

| | y | | y | | | y | | | y |

+---+---+---+---+---+---+---+---+---+---+

| B | B | B | B | B | B | B | B | B | B |

| | | | | | | | | | |

+---+---+---+---+---+---+---+---+---+---+

| | | | | | | | | | |

| | | | | | | | | | |

+---+---+---+---+---+---+---+---+---+---+

| | | | | | | | | | |

| | | | | | | | | | |

+---+---+---+---+---+---+---+---+---+---+

| | | | | | | | | | |

| | | | | | | | | | |

+---+---+---+---+---+---+---+---+---+---+

| | | | | | | | | | |

| | | | | | | | | | |

+---+---+---+---+---+---+---+---+---+---+

| W | W | W | W | W | W | W | W | W | W |

| | | | | | | | | | |

+---+---+---+---+---+---+---+---+---+---+

| | W | | W | | | W | | W | |

| | y | | y | | | y | | y | |

+---+---+---+---+---+---+---+---+---+---+

| W | W | | W | W | W | W | | W | W |

| r | b | | b | r | r | b | | b | r |

+---+---+---+---+---+---+---+---+---+---+

The remaining discs, the Heir and King, are both introduced by each player to the vacant cells of their first rank on their first turn. The second player is NOT obligated to match the first player's positioning.

Pieces

Types of discs needed:

22 Black [B]

1 Black with gold ring [Bh]

1 Black with gold circle [Bk]

22 White [W]

1 White with gold ring [Wh]

1 White with gold circle [Wk]

8 Red [r]

8 Blue [b]

8 Yellow [y]

The pieces in this game can consist of several discs, and such 'stacks' move as a single unit. The top disc denotes ownership, the others represent the power of movement.

A plain White or Black disc by itself represents the Pawn. With other discs, it merely represents ownership.

The White or Black disc with a gold ring represents the Heir.

The White or Black disc with a gold circle represents the King.

All 'stacks' will either have a plain White or Black disc on top, or an Heir or King.

Upon the captured an opponent's piece, its movement powers are absorbed by the capturing piece.

Rules

The Pawn[W or B] steps one forward orthogonal. Upon reaching the last rank, it promotes to the Heir if it has been previously captured. If the Heir is not available for such a promotion, the Pawn may only make a capturing move to the last rank. If the Pawn performs a capture move to the last rank, it is not permitted to promote. Once the Pawn has absorbed the movement powers of a captured piece, it no longer makes the forward orthogonal step, except as part of its absorbed powers.

The Heir[Wh or Bh] steps orthogonal or diagonal. When it absorbs other powers, it retains this movement.

The King[Wk or Bk] steps orthogonal or diagonal. When it absorbs other powers, it retains this movement. When threatened, as a move, it may swap positions with its Heir, leaving any of its powers and assuming any powers of the Heir (only the top discs trade positions).

The Red[r] disc denotes the ability to slide orthogonal. If there are two, the piece is able to perfom an orthogonal planar move. There is no need for more than two for a piece, so any other that are captured are removed from play.

The Blue[b] disc denotes the ability to slide diagonal. If there are two, the piece is able to perfom an diagonal planar move. There is no need for more than two for a piece, so any other that are captured are removed from play.

The Yellow[y] disc denotes the ability to perform a 2x3 area leap, meaning that the piece is able to move from one corner of a 2x3 area to the opposite regardless of the condition of the cells within that area. If there are two, the piece is able to perform additional leaps in the same direction as long the cell before each leap is vacant. There is no need for more than two for a piece, so any other that are captured are removed from play.

Planar moves are also area leaps, except that the condition of the cells contained within these areas must be vacant. The areas are defined by two axes, orthogonal or diagonal, depending upon the specific power of the piece. The common slide is considered a planar move with one axis equal to one.

The diagonal planar move is enfluenced by a particular feature of the square-divided playing field. This being that there are two distinct diagonal patterns on such a field. A piece restricted to moving diagonally upon one pattern will never be able to move on the other. The cells within the area of a diagonal planar move will only consist of those within its particular diagonal pattern. The condition of the cells on the other pattern will have no effect on the move. The area of these diagonal planar moves will consist only of cells located on the playing field. There will be no use of 'imagined' cells located off the field to fill in an area.

The game is won by checkmating the opponent King.

Notes

If the players are either unfamiliar or uncomfortable with planar moves, these powers may be optional. In fact, players might start with the simple powers, allowing only one disc of each. Then, in subsequent games, introduce them one at a time. First, the use of two Yellow, allowing multiple 2x3 area leap. Next, the use of two Red or the orthogonal planar move, since this is the easiest to visualize. Finally, the use of two Blue or the diagonal planar move.



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By Larry L. Smith.
Web page created: 2008-05-09. Web page last updated: 2008-05-09