Dice Mate Chess
By George William Duke
Can a CV be more extreme? In Dice-Mate there is no CAPTURING of any kind.
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No Promotion and No Capture.
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Array: White: Rook a1, Knight b1, Bishop c1, King d1, Falcon e1; Black: King d8, Falcon e8, Bishop f8, Knight g8, Rook h8
Pawns: White 4 only: a3, c3, e3, g3; Black: b6, d6, f6, h6 -
No more than two friendly pieces may be adjacent to the King. This prevents walling off King. No more than two enemy pieces may be adjacent to the King. This prevents a withering attack.
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The precise winning condition is variable and unknown until the Roll of Dice after a Check. So, any Check may become Mate. Once checked, the King cannot move OUT OF it, unless invalidated by the opponent's Roll of the Dice--as it usually is, as follows. One die gives the piece, 1-Pawn, 2-Knight, 3-Bishop, 4-Rook, 5-Falcon, 6-King. With good play there may be two or more prospects in multiple checks. The other die gives the direction of check/mate with orientation always from the White side: 1-North, 2-East, 3-South, 4-West, 5-NE/SW, 6-SE/NW. The Roller takes numbers in either favorable order: a 1 in 18 chance for mate per check. If you don't have a check, don't roll the dice. Anyone wins with a cheap check and a lucky throw.
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King may move INTO check. Knight can check/mate from either of its two directions into King. King may not move to a corner square. Falcon of course uses any of its pathways.
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If Dice do not match attack conditions, play just goes on until Checkmate is validated by the Dice. In the long run, this game is strategic because better play will net many more Checks and opportunity to throw the dice to try to get the checkmate.