Mathematichess
Mathematichess is a new chess variant created for both chess lovers and mathematicians. It is played on a normal chess board and involves unique rules that incorporate mathematical concepts.
This game is a combination of Chess, Go, Rummy, and Maths. The objective of the game is to control the empty squares that give value points to the owner. The value of a square depends on the number and type of pieces surrounding it.
Setup
The initial setup is an empty board.
Each player has 5 Kings, 5 Queens, 5 Rooks, 5 Bishops, 5 Knights, and 5 Pawns, with values ranging from 10 to 1.
The game has two stages:
- In the first stage players take turns placing their pieces anywhere on the board until all pieces are on the board.
- In the second stage players battle for controlling the empty squares.
Each player has 30 pieces. When all pieces are on the board four empty squares should remain. The empty squares are the focus of the game.
Here is an example diagram for the game.
Pieces
Each piece has a certain numerical value:
- The King has a value of 10.
- The Queen has a value of 9.
- The Rook has a value of 5.
- The Knight has a value of 4.
- The Bishop has a value of 3.
- The Pawn has a value of 1.
Pieces have to move differently from classical chess due to the crowded board.
All piece movements are only allowed towards an empty square.
- Pawns move by jumping over a piece (of the same or different color) in any direction. They cannot jump over a Royal figure: King or Queen.
- Bishops move one square diagonally.
- Knights move like in the classical chess.
- Rooks move one square orthogonally.
- Queens move one square in any direction.
- Kings move one square in any direction.
- Kings and Queens can also push a lower piece, of the same or different color, towards an empty square in order to take its place and to move the empty square nearby.
Rules
General rules
There is no castling, no en passant, no promotions, no check, and no check mate. Also, there is no capturing of pieces. The battle is arround the empty squares. Each empty square represents a territory whose value is given by the value of the pieces (Settlers) around it. The objective of the game is to control a majority of territory points.
Each teritory in the center of the board can have 8 Settlers, territories on a side 5 Settlers, and a corner territory just 3 Settlers. Players are allowed to join territories (two or more empty squares) if they can control them; they must be orthogonally connected to count as a single territory.
A player may pass their turn. If a player passes two turns in a row, the game ends (so their opponent will have had the last move). The game also ends when a player has no more legal moves, or by agreement between the two players if a certain territory configuration has been reached.
Territory valuation
Base value
The value of a territory is calculated as following:
- Pieces controlling the sides have their value doubled.
- Pieces controlling the corners retain their original value.
- The values of all pieces controlling a territory are added together giving the overall value of that territory.
The player contributing the majority of the points of a territory wins all the points of that territory. In case of equal contributions, the players split the points.
Bonus points
Additional points are given to players with multiple Settlers of the same kind controlling a territory. For a territory in the center or side of the board, the bonus requires at least three settlers of the same type (three pawns, or three bishops, etc.). For territories on a corner of the board, bonus points are given for at having at least two settlers of the same kind. In either case, the bonus points are calculated by adding the value of these like pieces, and then their value gets tripled, and added to the overal value of that territory.
If a territory is also entirely composed of pieces of the same color, the overall value of that territory is doubled.
Example scoring
Here is an example diagram of white refusing to play because he will lose points. White clearly wins in this example.
1) The c5 territory
a) White = (10x2) + (3x2) + 10 = 36 points
b) Black = (3x2) +(3x2) +3 = 15 points
White wins = 36 + 15 = 51 points.
2) The d6 territory
a) White = (10x2) + (9x2) + (3x2) + 5 + 1 = 50 points
b) Black = (10x2) + 10 = 30 points.
White wins = 50 + 30 = 80 points.
3) The e3 territory
a) White = (9x2) + (9x2) + (9x2) + 1 = 55 points.
b) Black = (10x2) + 10 + 9 + 4 = 43 points.
c) Bonus points
White gets additional bonus points because of the three Queens.
The three Queens bring 54 points
This value gets tripled.
54 x 3 = 162 bonus points
White brings 55 + 162 = 217 points.
We now add this with the black points.
217 + 43 = 260 points for white.
4) The h6 territory
a) White = (3x2) + (1x2) + 1 = 9 points
b) Black = (5x2) + 10 = 20 points
Black wins with 20 + 9 = 29 points.
Result:
White wins with 391 points against 29 points for black.
Notes
The quality and position of the Settlers is more important than the numerical advantage.
Players may also decide the winning conditions and the value of the additional (bonus) points for different pieces combinations in their own territories. For examples, taking inspiration from Poker, players may agree to create "Four of a Kind" or "Full House" combinations for their controlled territories, with additional bonus points for each variant.
This 'user submitted' page is a collaboration between the posting user and the Chess Variant Pages. Registered contributors to the Chess Variant Pages have the ability to post their own works, subject to review and editing by the Chess Variant Pages Editorial Staff.
By Florin Lupusoru.
Last revised by Ben Reiniger.
Web page created: 2023-05-07. Web page last updated: 2024-01-04