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How about Snidemost Chess: after each move, the opposing player must immediately make a sarcastic and cutting remark. For example: 1. e4 Black: 'Oooh! Hold on to your hats! Haven't seen that one before! What oh what shall I do now?'
I don't know if every-piece-a-leaper has been done on 8X8. One of my 84-spaces contest entries, Beastmaster Chess, is an every-piece-a-leaper (including the royal piece, but not the pawns). It tends to call for a different way of visualizing the board. The game should be on these pages shortly; the contest editor had an attack of Real Life, and is a bit behind on postings.
Ralph has provided an interesting theme which can be developed in different ways. Colorboundmost Chess emphasizes the race to mate theme too strongly for my taste. Nearly Colorboundmost Chess would be more playable. I have any idea for a game which emphasizes colorboundness but not to the degree of either of these variants (based on Peter Aronson's An Odd Piece comment). King and pawns are standard FIDE. The Rooks move as Dabbabah-riders and capture as Rooks (mDDcR). The Bishops move as Alfil-riders and capture as Bishops (mAAcB). The Queen combines the Rook and Bishop (mAADDcQ). The Knight moves as Narrow Knight and captures as Knight (mvNcN). The pieces move to half of their normal squares but capture normally. Rooks, Knights, and Queens are initially confined to 1/4 of the board and the Bishops to 1/8 of the board, but by capturing, each piece has its normal reach. Except for the moves of the pieces, normal FIDE rules would apply and the colorbound castling rule in Rule Zero would apply.
Snidemost Chess was played by the ancient (and weak) computer chess game named 'Boris'. Most of the other suggestions have already been implemented under different names, I think; however, however.... Castlingmost Chess: all moves must castle. Any piece can castle with any other piece, friend or foe; and of course a piece can participate in castling more than once. Owner chooses promotion. Example: 1. a2-d5 (and f7-c4), a8-a5 and a2-a6 2. a6-b7 and b7-a6; advantage W because the Pawn ptomotes. (You may not make a move that merely is an undo of the opponent's move.) The game is won by mate and there are no captures and no stalemate. Not play tested much. It may need another rule or two. ======== I've been on vacation.
Query on Castlingmost Chess: Are the castles strictly along ranks and files or will castles along diagonal lines be permitted?
<p>Another query: If two pieces are already within 2 squares of each other, what do the castles look like?
Oops, your example starts off with a diagonal castle. Duh! Sorry, please disregard my first question.
Yes, diagonal 'castling' is permitted -- and necessary to the game. If an even number of squares, each piece crosses the midline: a2-d5+f7-c4; a1-a5+a8-a4; a3-a5+a6-a4; a4-a5+a5-a4. If an odd number of pieces, the piece initiating the castling occupies the midpoint: e1-c1+a1-d1; e1-d1+c1-d1; and so on. Just like FIDE Chess.
You could have a version of Castlingmost Chess with captures -- when castling with a friendly piece not separated from the castling piece by
friendly pieces, any opposing pieces between them are captured. You may still castle with opposing pieces, just not capture in those cases.
I have been waiting for somebody to notice that, in Castlingmost Chess, once you vacate a corner square that square can never again be occupied; and if a8 is empty and you vacate b8, b8 must forever stay empty; and so on. Because there are no captures, this has interesting implications!!
One more question on Castlingmost Chess: If there are no captures, what does a 'mate' look like?
> If there are no captures, what does a 'mate' look like? It's what we call 'pictorial' mate. That is, if you look at the diagram it appears to be checkmate, even though the rules of the game do not permit capture. In other words, when it comes to check, the pieces have their normal powers. It's a funny situation, and although I cannot think of an example right now, I know that there are several variants that use this concept. For an example, what's the fastest foolsmate? 1 Ke1-e2+e2-e1, e7-e4+Ke2-e5 is a promising start, but now what? Kf6+g7-e5 is illegal -- cannot put self in check -- and K can retreat from check by Castling with b2 or h2. I said you can castle out of check, right? Maybe that was a wrong choice. The foolsmate is not easy to find.
I liked this game. And also i liked Pitt Bill's ideas (if games, he suggested, already exists, please, give links here); I have also some ideas: game, where all non-capturing moves are different from capturing; game, where all pieces must leap to move (like cannons in Korean chess); game, where all turns are promotion; game, where all pieces must (or, at least, can) use both orthgonal and diagonal moves in same turn (like gryphon); game, where all pieces always can go almost anywhere (with different restrictions); game, where all pieces are compound (the last is probabbly stupid idea)...
Good idea. But rules of this game are easier to understand and remember: /play/erf/Colorbou.html
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Runniest Chess, where every piece is a runner?
Leapingest Chess, where every move is a leap?
Le Plus En Passant Chess, where every move is, somehow, made en passant?
Castlingiest Chess, where the only moves are castlings?
Colorchangingiest Chess, where every move must change the color on which the moved piece stands?
Forwardest Chess, where every move is forward?