Chess Variants and Games for Intellectual Development and Amusement
by AV Murali is not a book about Chess. If it's about anything it's about
geometry, puzzles, and education. It’s like Hoyle’s Book of Games but instead
of well-established games, it has speculative and creative modifications to
chess.
In this 350-odd-page book there are more than 100 suggested games.
In many of them, especially in the first of three parts of the book, an
alternative board geometry is suggested, such as a hexagon grid, a set of intersecting
ellipsoids, or even a hyperbolic surfaces. The rules of the pieces are them
made to work in that geometry as best they can.
Each game includes the following:
-
A
king, whom makes one move in any direction and needs to be checkmated (or captured)
for a player to be defeated.
-
Many
pawns, whom are in the front to protect other pieces and which move slowly
across the board.
-
A few
bishops which move in one fashion.
-
A few
rooks which move in a complementary fashion.
-
A few
knights, which move in a way that is a combination of the bishop and rook
moves.
-
A
queen, which may move either as a bishop or a rook, but not both at once.
The information about each variant is bare. Only a diagram of the starting
setup, a description of the moves, and key deviations from the Orthodox chess
rule set are included.
Sometimes even some rules are left to the reader to interpret. One
of the described variants restricts the kings to the middle 4x4 squares of an orthodox
8x8 square board, and restricts all other pieces to the remaining outer 48
squares. (As shown in Figure 1 here, or Figure 2.39 in the book) However, it's
unclear if pieces can pass through the middle part without ending there or if
they can only traverse along the outside squares. In the traverse-only interpretation,
bishops are nearly useless, so the cannot-land interpretation is the reasonable
assumption.
Figure 1 |
This is what I mean when I say
this book is more about geometry than Chess. There is no in-depth analysis of
strategies on these boards, it is more of a list of suggested mathematical exercises
that involve chess. Amazon even lists the book under self-help, which is a
better categorization than game analysis.
That being said, a major advantage to this approach is that many variants
are showcased in relatively few words. A disadvantage is that without much analysis
or discussion of each variant, it's hard to tell which ones are theoretically
interesting without going through the work of trying a few of them yourself.
There are a few more notable
ideas worth some play and analysis. In the diminishing board variant, after a
certain number of moves, the board shrinks and any pieces that were on the
board’s edge are considered captured. One such game could starts as a 10-by-10 board
and after 20 moves it could diminish to an 8-by-8 board. After 40 moves, only a
6-by-6 board could remain. This leads to an alternate check and checkmate,
because a king can be captured this way too (in reality the game would end in a
checkmate the turn before the board diminishes, because that’s when capture
would be unavoidable). This variant
feels like a chess version of a game like Ultra Hardcore Minecraft, Fortnite
and Battle Royale, in which a large number of players fight to survive in an
ever-diminishing landscape.
Another interesting variant was
one where the board had one or two pinch points in the middle of the board (see
Figure 2). When occupying such a point, a piece would effectively have an
increased range of places it could move to. In this variant, in order to avoid
a traffic jam, pawns are allowed to jump over the pinch points and continue in
their respective files.
Figure 2 |
(I'm skeptical about the
angel because it makes the king invincible, and even immune to check, so
perhaps with it there's a way to force a stalemate every game.)
Some of these themes are visited again in my review of New Rules for Classic Games
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