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Me, Joao Neto and Claude Chaunier joined together to play a game of giveaway chess for an email tournament last year.
One day, in the middle of that game, Claude asked me to say a word and then try to invent a game with that word in mind. I said "inertia". We then started talking about what could mean inertia on a chess board. After some trials, we got a set of rules and called that Inertia Chess, a game full of pieces with lots of problems to stop in the middle of their way :-) We played some games and found out that it was a pleasant game to play. You will find some examples below.
Then I got another idea from the word Magnetic, and suddenly Magnetic Chess appeared. A great and fast game, full of danger and missile pawns! With magnetic came Gravity Chess. And with iteration, Chaos Chess appeared, a game where you cannot know all the consequences of your fair acts, despite the fact that all the rules are deterministic!
After a while, and with some new games in the way, we noticed that many of these variants have physics terms as their inspiration. We decided to present all of them in one file for you to read, play and above all enjoy.
btw, there are at least 19689 new chess variants in here :-), but don't panic, if we cut out the generalizations, we get six different variants.
Here are the variants covered in this document:
-------------
Inertia 1: Joao - Claude
1. Nf3 a5 2. Ne5 a4 3. Nxf7 a3 4. Nxd8 h5 5. b4 h4 6. b5 h3 7. b6 cxb6
8. gxh3 Ra4 9. Nc3 d6 10. Nd5 Bxh3 11. Nxb7 Rh4 12. Nc7+ Kf7 13. Rg1 Kg6
14. Rxg6++ 1-0
Inertia 2: Claude - Joao
1. c4 Nf6 2. c5 Ne4 3. c6 e5 4. Qa4 Qh4 (* 4. cxd7 Bxd7? 5. h3 Bxh3
6. gxh3 *) 5. Nf3 Qxf2 6. Kd1 Qb6 7. cxd7 Nxd7 (* 7... Bxd7 h3 Bxh3
Qxe8++ *) 8. Qxe4 Qa5 9. a4 Kd8 10. Ng5 Nb6 (* 10... h5 Nh7 h4 Nxf8
h3 Nxd7 *) 11. Na3 Qd5 12. Nc4 a5 13. Qh4 c5 14. Ra3 Kc7 15. e4 Qd8
16. Qf4 Bd6 (* exf4 g3 fxg3 Ne6 gxh2 Nxc7++ *) 17. Nxd6 Kxd6 18. Nxf7 Kc6
19. Nxe5! Qd3 (* 19... Kc7 Nc4 Kc6 Nxa5 1-0 *) 20. Nxd3 Nc4 21. Nb4 1-0
(* 21... axb4 Rc3 bxc3 Qh6 cxd2 Qxc6++ *)
r . b . . . . r
. p . . . . p p
. . k . . . . .
p . p . . . . .
O N n . O Q . .
R . . . . . . .
. O . O . . O O
. . B K . B . R
Inertia 3: Joao - Claude
1. e4 e5 2. Nf3 Nf6 3. Ng5 g6 4. g4 Qe7 5. Nc3?! Qe6 6. Nd5 Qxg4
7. Ne7 Qxg5 8. Nxc8 Na6 9. Bxa6 bxa6 10. Nxa7 Ng4 (* 10... Rxa7 11. Rf1 *)
11. Qf3 Rxa7 12. Qh3 Qf5 13. f4 exf4 14. Rf1 Ne3 15. Qf3 Qf6 (* 15. Qxe3
fxe3 Rxf5 exd2 Rxf7 dxc1=Q+ Rxf8+ Qxf1++ *) 16. Rf2 Ba3 17. dxe3?? Qc3+
18. exf4 Qxe1++ 0-1
. . . . k . . r
r . p p . p . p
p . . . . . p .
. . . . . . . .
. . . . O O . .
b . . . . Q . .
O O O . . R . O
R . B . q . . .
Inertia 4: Claude - Joao
1. e4 Nf6 2. e5 Ne4 3. e6 dxe6 4. Nh3 e5 5. Na3 Nxd2
6. Qh5 Bxh3 7. gxh3 e6 8. Nb5 Na6 (* Black threatens Nb4 Nxc2+ 0-1 *)
9. Bxd2 h6 10. Bxh6 gxh6 11. Bc4 Nb4 12. Bb3 Rg1 13. Ba4 Nxc2+ (* Nc6
14. Rd1 forces Black's Q to be exchanged with R *) 14. Bxc2 Bg7
15. Rd1 Bf6 16. Rxd8+ Rxd8 17. Bh7 Rh8 18. Rxh6 Ke7 19. Qc1 Bh4
20. Bb1 Rh5 21. Qxc7+ Kg8 22. b4 Be7 23. Nxa7 Ke8 24. Qxb7 Bf8
25. Qb5+ Ke7 26. Nc6+ e4! 26. Ne5 e3 27. Ng4 e2 28. Qxe2 Rh4
29. Qf3 Ke8 30. Qf6 Bxb4+ 31. a3 Bxa3 32. Qxh4 1-0
. . . r k . . .
. . . . . p . .
. . . . p . . .
. . . . . . . .
. . . . . . N Q
b . . . . . . O
. . . . . O . O
. B . . K . . R
Inertia 5: Joao - Claude
1. d4 e5 2. d5 e4 3. d6 e3 4. Nh3 Qh4 (* 4. dxc7 Qh4 cxb8=Q Qxf2++
4. Nh3 cxd6 Qd5 *) 5. Qd5 Nh6 6. Nc3 Ng4 7. Qf3 exg2+ 8. Nxg2 cxd6
9. Nb5 Na6 10. b4 g5 11. Rb1 h5 12. Rb3 Kd8 13. Re3 Be7 14. Bd2 Bf6
15. Bc3 b6 16. Nc7 b5 17. Nxa8 Bb7 18. Qxb7 Nxf2 (* 18... Qxf2+ Kd2
Qxe3+ Nb6! Qxb6 *) 19. Kd2 Bd4? (* 19. Qxa6?? Nd3+ Kd2 Bxd3+ 0-1 *)
20. Ba1! Bb2 (* 20... Bc3+?? Rd8+ Bb2 1-0 *) 21. Qxa6 Qc4 22. Qxa7 Qxc2+
23. Ke1 Nd3+ 24. exd3 Ba3 (* 24. Rxd3 Ba3 Rxa3 Qc1 0-1 24... Qb1+ Ke2
Qc2+ d4! 1-0 *) 25. Qb8+ Qc8 26. Qxc8+ Kxc8 27. Bxh8 Kb8 28. Ke2 Bxb4
29. h4 gxh4 30. Rh3 resign 1-0
N k . . . . . B
. . . p . p . .
. . . p . . . .
. p . . . . . p
. b . . . . . p
. . . O R . . R
O . . . K . O .
. . . . . B . .
Inertia 6 : Claude - Joao
1. Nh3 Na6 2. Na3 Nh6 3. Nb5 Ng4 4. b4 g5 5. Rb1 Bh6
6. Rb3 0-0 7. Ra3 b6 8. Nc3 b5 9. Ne4 Rb8 10. e2 Nxf2
11. Nxf2 Rb6 12. Bb2 Bb7 13. Qa1 Rg6 14. Nd3 Bg7 15. Ne5 Bxe4??
16. Bc4 Bxg2 17. Bxf7+ Bxh1 18. Bxg8 1-0
. . . q . r B .
p . p p p . b p
n . . . . . r .
. p . . N . p .
. O . . . . . .
R . . . O . . .
O B O O . . . O
Q . . . K . . b
(with the help of Benjamin Good's sugestions)
1. d4 (fd6) e6 (ed3) 2. h4 (Nge7) Nc6? (Rhd2)
3. Qh5+ (gf6) Ng6?? (cd1) 4. Qxg6++ (he7) 1-0
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Eg,
8 . . . b . . . . . . . b . . . .
7 . . . . . . . . . . . . . . . .
6 . . . K . . . . Qd5 . . . K . . . .
5 q . R . . r P . => q R . Q r . P .
4 . . . Q . . . . . . . b . . . .
3 . . . . . . . . . . . . . . . .
2 . . . b . . . . . . . . . . . .
1 . . . . . . . . . . . . . . . .
a b c d e f g h a b c d e f g h
To be precise: pawns are also considered to be pieces, and the effects apply to pawns as to the other types of pieces.
-------------
Magnetic 1: Joao - Claude
1. d4 Nf6 2. Bg5 Ne4 3. g4 Bxg4 4. Qxg4 f5! 5. Qf3 Nxh1 6. Qxh1 Nc6
7. Nf3 Qa5+ (* 7. Bxf4? then 7. ...Qd7! promoting pawn at d1 *)
8. Nd2 Nxd4+ 9. Rb1 Nxf3+ 10. Qh3 Qxa2 11. Rc1 Qxb2 12. cxd8=Q+ Kxd8
13. Rd1+ Qxe5 14. Rd3 Rg8=Q+ 15. Bg6 Rxg6+ 0-1
r . p k p b . .
p p . O . . . p
. . . . . . r O
. . . . q . . .
. . . . N . . p
O . . R n . . Q
. . . . . . . .
. . . . K . q .
Magnetic 2: Claude - Joao
1. Nf3 Nf6 2. Nc3 e5 3. Bxc4 Ng4 4. Qxg4 h5 5. exf5 gxh4 6. Qg6+ Ke7
7. Qf7+ Kd6 8. Nb5+ Kc6 9. Qd5+ Kd7 10. Qe6+ Kc6 11. Bd5+ Kxb5 12. a4+ Ka6
13. g2 Qe7 14. Bc4+ Ka7 15. Qxe7+ Bxe7 16. Rg1=Q exd=Q+ 17. Kxd1 Rxg8
18. Bxg8 Bh4 (better than 18.Rxe7+Nd7 Rxd7+d5 Rxd5Rg1+ Ke2Re8+ Kf2Rxc1 ?)
19. Rg4 Bg3 (* After the next moves, White position becomes desperate *)
20. Rg7+ Kb8 (* Then 21. fxg6?? f5=Q++! and 21. Rxg6? b5! *)
21. c3 Bxf5=Q++ (* What could have played White anyway? *) 0-1
Magnetic 3: Joao - Claude
1. e4 Nf6 2. Nc3 Na6 3. h4 Ng3 (* 3. Bxc4?Bxg1 Rxg1Qh4 Kf1Be7=Q Kg2Qg3
Kh1Qgg1 Nxg1Qxd1 -+ *) 4. Ng5 Qe7 5. Qxe2 Qxe2 6. Bxe2 gxf4
7. Bxg4 hxg6 8. d3Q+ Kf7 9. Qf6+ Ke8 10. Bd2Q+ Nd4 11. Qdd8++ 1-0
r . b Q k b p r
p p p n . . . .
. . . . . Q p .
. . . . O p . .
p . . . O . . .
. . . B . . . .
. O O . . . . O
R . B . K . N R
Magnetic 4: Claude - Joao
1. Nf3 h5 2. Nd4 e5 3. dxe3 Nf6 4. c3 Rg8 5. Qa4+ Ke7
(* 5... Kf7 Qd7+ *) 6. Bd2 gxf2+! 7. Kxf2 Bxd7 8. Qb3 Be6
(* 8. Qc2=Q e3+ *) 9. fxe4 dxe3+ 10. Qxe3 Bg3+ 11. Qe3 Bd5
12. Bb4+! Ke8 13. Bxb5+ 0-1
r . . q k b r .
p . . . . . . .
. n . . O . . n
p B b . . . . p
. . . . . . . O
. B . . Q . . O
O O . . . K O .
R N . . . . . R
Magnetic 5: Joao - Claude
1. e4 Qf6 2. Nf3 Ba3?! 3. bxa3 Ne7 4. c3 Nxf5 5. 0-0 Ne3 6. dxe3 Qxa1
7. Qd6 Nc6 8. Nd2 Qxa2 9. Nc4 Qxb3 10. Ne5 Qc3 11. Qxd5 gxh2+
12. Kh1 Qxh3?? 13. Qxf7+ Bf5 14. Qf7++ 1-0
r . . . k . . r
. p O . . Q p p
. p . p . b . .
p . . . . . N .
. . . . . R . B
. . . . . . O q
. . B O . . . p
. . . . O . . K
-------------
Gravity 1: Joao - Claude
1. d4 Nf6 2. Nf3 Ng4 3. Qd2 Na6 4. fg5 e5 5. Nh4 Nxf2 6. Qxf2 Bb4+
7. Bd2 Qxg5 8. Nxf3 Qxd5+! 9. Nd2 Rxh1+ 10. Ng1 fxg3+ 11. Qf1 Qxg2
12. e3 0-1
r . b . k . . .
p . p . . p . .
n . . . . . . .
. . p . . . . .
. b O . p . O .
. O . B O p . .
. . . N . O q .
R . . . K Q r .
-------------
Anti-Gravity 1: Joao - Claude
1. h4 Nh6 2. Nc3 c5 3. h4 Nc6 4. e4 Qc7 5. d4 Bxg4 6. g3 Qa5
7. Qd2 Nxc2+ (c8=Q) 8. Kd1 Qe1+ 9. Kxc2 Rxc8+ 10. Kd3 Qd1+ 0-1
. . r p k b p r
p p . . p p b p
. . . . . . . n
. . . . . . . .
p . . . . . . O
N . . K . . O .
O O . . . . Q O
R B . q . B N R
-------------
Anti-Magnetic 1: Joao - Claude
1. c4 d5 2. cxd5 Qxd5 3. f4 Bh3 4. Nxh3 Qxg2 5. Rg1 Qh4+
6. Nf2 Qh2 7. Bxf7+ Ke7 8. Nxg8+ Rxg8 9. Bf6+ Bh6 10. Rf1 Rxg2
11. Bxb7 cxb6 12. Bxa8 Bxa8 13. Qb3 Rxf2 14. Qb4+ Kd8 15. 0-0-0 Rf4
(* Rf2Qh1+ Rf1Qf1 Kf1h1=Q+ Kf2Qa1 Na1h1=Q seems -+ *) 16. Nd4 a5
17. Qg8+ Kc7 18. Nf3 b4+ 19. Qxc4+ bxc4 20. Nxh2 bxa3 21. Kc2 Bb7
22. Re8 h6 23. Rg8 1-0
n . . . . . R .
. b k p . . O .
. . . . . . . p
. . . . . . . .
p . p . . . . .
p . . . . . . O
. . K . . . . N
O . . R . . . .
Let's introduce the following notation:
eg, bRb means a black piece repels a black piece (like in Magnetic)
We can define these 4 games in the following way:
This leads to other games, in fact, to 3x3x3x3=81 different variants.
Other features may be needed to make these games more playable (like the KO rule in Anti-Grav).
Several variants can be created using this notation:
We can extend the notation, giving effect to the square that was left by the piece. So now, a game is defined by 8 values, eg, Magnetic = NNNN/ARRA ARRA/RAAR is a game that is anti-magnetic in the destiny square and it is magnetic in the origin square.
There is also the need to introduce a rule to define where the pieces that are affected by both squares go (eg, player choice).
We can also let the charge of the interacting pieces change in some way. Eg, RAAR if the next left piece has the same color, ARRA otherwise...
Another way to generalize is to iterate the process and make the changes of the moved pieces, again and again, until the board reaches a fixed point or a cycle! Of course this type of game can only be programmed in a computer because the number of iterations can be very large (but certainly finite).
This type of game brings a sort of chaos idea, everything determined by fixed rules, but the sensitivity to the initial conditions brings uncertainty to simple moves! Because of this, we suffix the specific game with the 'chaos' word (eg, Magnetic Chaos).
Yet another way, is to use the chaos idea, not applying all combinations, but just one chosen by the player, until it reaches a fixed cycle. With this idea in mind, we invented the following game:
Eg,
r n b q k . b r r n b q k . b r r n b . k . b r
p p p p p p n p p p p p p p n p p p p . p p n p
. . . . . . p . . . . . . . p . . . . q p . . .
. . . . . . . . g4 . . . . . . . . d5 . . . p . . . .
. . . . . . . . => . . . . . . O . => . . . . . . O .
. . . . . . . N . . . . . . B N . . . . . . B N
O O O O O O O O O O O . O O O O O . O O O O O O
R N B Q K . B R R N B Q K . . R R N B Q K . . R
1. Nh3 | 21ge meaning Nh3,h2,Rh1,Bf1->g1,Ke1
... g6 | 7h8ge meaning g6,Ng8->g7,h7,Rh8,Bf8->g8,Ke8
2. g4 | 3h2gfe1 meaning g4,Bg1->g3,Nh3,h2,f2->g2,e2->f2,d2->e2,Ke1
... d5 | 6e2dc78e
and so on...
note: since the total amount of e.u. distributed is always odd in a
capture, it will always send as many energy Eastward as Westward:
Eg,
r n b q k b n r r n b q k b n r r n b q k b n r
p p p p . p p p p p p p . p p p p p p p . p p p
. . . . . . . . . . . 1 . . . . . . . 1 . . . .
. . . . p . . . exd4 . . . . . . . . Qxd4 . . . . . . . .
. . . O O . . . => . . . p O . . . => . . . Q O . . .
. . . . . . . . . . . . . . . . . . . . . . . .
O O O . . O O O O O O . . O O O O O O . . O O O
R N B Q K B N R R N B Q K B N R R N B 1 K B N R
1. e4 e5 2. d4 exd4
(* 1 energy unit (e.u) goes N, black cannot do d6 or Bd6 (rule 6) *)
3. Qxd4 (* white can move Kd1 absorving d1 energy *) Bc5
4. Bg5 ...
r n b q k b n r r n b q k . n r r n b R k b n r
p p p p . p p p p p p p . p p p p p p p . p p p
. . . 1 . . . . . . . 3 . . . . . . . 3 . . . .
. . b . . . B . Bxd4 . . . . . . B . Bxd8+ . . . . . . . .
. . . Q O . . . => 2 . . r O . . . => 2 . . r O . . .
. . . . . . . . . . . . . . . . . . . . . . . .
O O O . . O O O O O O . . O O O O O O . . O O O
R N . 1 K B N R R N . 2 K B N R R N . 3 K B N R
4... Bxd4 (* there are 7 e.u. to distribute, North is d6, East is
d4 (there is a pawn is e4), South is d1, West is a4. Since 2 e.u.
are placed in d4, they sum with the 3 e.u. of the bishop, 3+2=5,
so it is transformed into a rook *)
5. Bxd8 (* all 7 e.u's of d8 queen are placed in d8, plus 3 e.u
of the bishop, sums 10 e.u, a multiple of 5, so it turns into
a rook *) Kxd8 (* leaving 1 e.u. in e8 *)
Variants allowing more moves:
Eg,
r . b q k b n r r p . . . . O R R Q B K Q B N R
p p p p p p p p . p . . . . O . O . O O . O O O \/
. . n . . . . . b p n . . N O B . . N . . . . . black
. . . . . . . . k p . . . . O K . . . . O . . .
. . . O . . . . => q p . . O . . Q => . . . . . . . .
. . . . . . . . b p n . . . O B . . n . . n . . white
O O O . O O O O . p . . . . O N p p p p p p . p /\
R N B Q K B N R r p . . . . O R r . b k q b q r
1. d4 Nc6 2. Nc3 Nf6 3. g1=Q b1=Q ...
Note: Only pawns behave differently with respect to the board. All the other pieces are invariant to rotation. So a convenient way to play is to keep the board fixed and to show how the pawns move with the help of some rotating arrow.
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For author and/or inventor information on this item see: this item's information page.
Created on: October 16, 2001. Last modified on: October 16, 2001.
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Last modified: Monday, December 22, 2008