After the recent thread describing curling as "chess on ice", I thought it might be fun to introduce....
Expedition Chess
================
This is an attempt to model chess at least slightly on the real world, where no one has perfect information and not every initiative succeeds due to unforeseen factors. An example of this would be curling, in which strategy has to take into account less than perfect shots and how they would affect results.
Synopsis:
=======
This is a version of chess that would be best played over long time controls, such as 24 hours per move or even longer. Each move decision requires deep analysis, because any attempt of either player to move a Bishop, Rook or Queen more than 1 square in any direction is not guaranteed. These pieces, when they make such a move attempt, are looked at as going on an "expedition" which may or may not succeed. The more squares they attempt to move, the more risky the chances of total success. But failure is not total failure: the piece is always guaranteed to be able to move at least 1 square in the direction you originally chose, and the player may end up having to decide on a square somewhere in between the current square of the piece and the intended destination square. The player needs to plan for any of these possibilities when deciding on such a move attempt.
Knights, Pawns and Kings are always capable of moving their normal moves. By contrast, a Bishop, a Rook, and a Queen still have the same move possibilities as they do in standard chess, but whenever they attempt a move of more than 1 square in any direction, they are on an "expedition" which may or may not reach it's goal. Think of it as the piece being sent on a long journey, and due to fatigue or rugged landscape or lack of supplies, the piece may get only partway to it's goal before it needs "replenishment" (where one can look on the change of move turn as being a chance for the piece to be "replenished").
NOTE: if the piece does get awarded it's full move attempt (see below), and by virtue of that move it is to capture an opposing piece, the capture always succeeds (presumably due to the element of surprise), although there could be a variant of this variant in which the capture is also subject to risk, and where failure to capture would either cause the moving piece to be removed or would leave both pieces on the capture square).
The Knight is deemed to have extraordinary jumping power and it's standard move is always considered possible and guaranteed success.
Details:
======
Each player in turn decides what move s/he wishes to ATTEMPT. When the decision is made:
- If the piece being moved is a Pawn, Knight, or King, the move can be made without announcing it. Also, if a Bishop, Rook, or Queen is being moved 1 square only in any direction, this move may also be made without announcing it. Also, a castling move can be made without announcement because this move is always guaranteed. Castling rules are exactly as in standard chess.
- Otherwise (if a Bishop, Rook or Queen is attempting to move 2 or more squares in any direction excepting a Rook move that is part of a castling move), the player on turn announces to the opposing player what the move attempt will be. A pair of dice are then rolled to determine whether the piece can make the full move. The result of the dice roll gives an index into the following 2-dimensional chart to see how many of the attempted squares can actually be moved AS A MAXIMUM (with a move of 1 square as a MINIMUM):
......................Sum of Dice Roll (Two Die)
Attempted Move | 2 3 4 5 6 7 8 9 10 11 12
=====================================
2 squares..........| 1 1 2 2 2 2 2 2 2 1 1
3 squares..........| 1 2 2 3 3 3 3 3 2 2 1
4 squares..........| 1 2 3 3 4 4 4 3 3 2 1
5 squares..........| 1 2 3 4 5 5 5 4 3 2 1
6 squares..........| 1 3 4 5 5 6 6 5 4 3 2
7 squares..........| 1 3 4 5 6 7 6 6 5 4 2
If the attempted move is say 7 squares and the dice roll gives a value of 4 squares, the player attempting the move must now move the piece ANY NUMBER OF SQUARES UP TO 4 IN THE ORIGINALLY SPECIFIED DIRECTION ONLY. No other move is allowed. The player shall be allowed a nominal time period to decide how many squares to actually move. Of course, if the dice roll gave 1 square, then no decision is to be made, the piece must be moved 1 square in the specified direction.
The King In Check
==============
Bishops, Rooks, and Queens still do check the opposing King from any number of squares away as per standard chess. A player whose King is in check may gamble that the King won't get captured, and may make a move that leaves the King in check. The opposing player may then attempt to capture the King, and if the dice roll allows such capture, the game is over. A player may also deliberately move his or her King into check, as long as such check is from only Bishop, Rook, or Queen more than 1 square away, making the King's capture uncertain. The King may not be moved into check from an opposing Knight, Pawn, or King.
This means the game almost never ends in checkmate: in most cases, checkmate is replaced with the actual capture of a King. However, a player may not continue play indefinitely with a lone King in the hope that the lone King can continuously "escape" capture. The presence or absence of mating material will still determine some outcomes exactly as it does in standard chess.
There will almost never be a stalemate. When a player can only move his or her King into check, and any of the checked squares is in check from a Bishop, Rook, or Queen which are more than 1 square away, the player must move the King into one of those checked squares and risk losing the game.
Only when the player to move must move his/her King and the King has no other move other than moving into check from
(1) a Pawn, Knight, or King, or
(2) a Bishop, Rook, or Queen that is 1 square away from the checked square
would the game end in a stalemate.
Game Notation
=============
Whenever a move is made that involves a dice roll, the move is notated as shown in this example:
24. Qe4(e5,e8)
This means the Queen was attempting to move to e8, but the dice roll limited the move to e5 at the most and the player making the move chose to have the Queen move to e4.
If the Queen was successfully allowed by dice roll to move to e8 in this example, normal move notation should be used, and it is implied that the dice roll allowed the full move intended:
24. Qe8
Expedition Chess
================
This is an attempt to model chess at least slightly on the real world, where no one has perfect information and not every initiative succeeds due to unforeseen factors. An example of this would be curling, in which strategy has to take into account less than perfect shots and how they would affect results.
Synopsis:
=======
This is a version of chess that would be best played over long time controls, such as 24 hours per move or even longer. Each move decision requires deep analysis, because any attempt of either player to move a Bishop, Rook or Queen more than 1 square in any direction is not guaranteed. These pieces, when they make such a move attempt, are looked at as going on an "expedition" which may or may not succeed. The more squares they attempt to move, the more risky the chances of total success. But failure is not total failure: the piece is always guaranteed to be able to move at least 1 square in the direction you originally chose, and the player may end up having to decide on a square somewhere in between the current square of the piece and the intended destination square. The player needs to plan for any of these possibilities when deciding on such a move attempt.
Knights, Pawns and Kings are always capable of moving their normal moves. By contrast, a Bishop, a Rook, and a Queen still have the same move possibilities as they do in standard chess, but whenever they attempt a move of more than 1 square in any direction, they are on an "expedition" which may or may not reach it's goal. Think of it as the piece being sent on a long journey, and due to fatigue or rugged landscape or lack of supplies, the piece may get only partway to it's goal before it needs "replenishment" (where one can look on the change of move turn as being a chance for the piece to be "replenished").
NOTE: if the piece does get awarded it's full move attempt (see below), and by virtue of that move it is to capture an opposing piece, the capture always succeeds (presumably due to the element of surprise), although there could be a variant of this variant in which the capture is also subject to risk, and where failure to capture would either cause the moving piece to be removed or would leave both pieces on the capture square).
The Knight is deemed to have extraordinary jumping power and it's standard move is always considered possible and guaranteed success.
Details:
======
Each player in turn decides what move s/he wishes to ATTEMPT. When the decision is made:
- If the piece being moved is a Pawn, Knight, or King, the move can be made without announcing it. Also, if a Bishop, Rook, or Queen is being moved 1 square only in any direction, this move may also be made without announcing it. Also, a castling move can be made without announcement because this move is always guaranteed. Castling rules are exactly as in standard chess.
- Otherwise (if a Bishop, Rook or Queen is attempting to move 2 or more squares in any direction excepting a Rook move that is part of a castling move), the player on turn announces to the opposing player what the move attempt will be. A pair of dice are then rolled to determine whether the piece can make the full move. The result of the dice roll gives an index into the following 2-dimensional chart to see how many of the attempted squares can actually be moved AS A MAXIMUM (with a move of 1 square as a MINIMUM):
......................Sum of Dice Roll (Two Die)
Attempted Move | 2 3 4 5 6 7 8 9 10 11 12
=====================================
2 squares..........| 1 1 2 2 2 2 2 2 2 1 1
3 squares..........| 1 2 2 3 3 3 3 3 2 2 1
4 squares..........| 1 2 3 3 4 4 4 3 3 2 1
5 squares..........| 1 2 3 4 5 5 5 4 3 2 1
6 squares..........| 1 3 4 5 5 6 6 5 4 3 2
7 squares..........| 1 3 4 5 6 7 6 6 5 4 2
If the attempted move is say 7 squares and the dice roll gives a value of 4 squares, the player attempting the move must now move the piece ANY NUMBER OF SQUARES UP TO 4 IN THE ORIGINALLY SPECIFIED DIRECTION ONLY. No other move is allowed. The player shall be allowed a nominal time period to decide how many squares to actually move. Of course, if the dice roll gave 1 square, then no decision is to be made, the piece must be moved 1 square in the specified direction.
The King In Check
==============
Bishops, Rooks, and Queens still do check the opposing King from any number of squares away as per standard chess. A player whose King is in check may gamble that the King won't get captured, and may make a move that leaves the King in check. The opposing player may then attempt to capture the King, and if the dice roll allows such capture, the game is over. A player may also deliberately move his or her King into check, as long as such check is from only Bishop, Rook, or Queen more than 1 square away, making the King's capture uncertain. The King may not be moved into check from an opposing Knight, Pawn, or King.
This means the game almost never ends in checkmate: in most cases, checkmate is replaced with the actual capture of a King. However, a player may not continue play indefinitely with a lone King in the hope that the lone King can continuously "escape" capture. The presence or absence of mating material will still determine some outcomes exactly as it does in standard chess.
There will almost never be a stalemate. When a player can only move his or her King into check, and any of the checked squares is in check from a Bishop, Rook, or Queen which are more than 1 square away, the player must move the King into one of those checked squares and risk losing the game.
Only when the player to move must move his/her King and the King has no other move other than moving into check from
(1) a Pawn, Knight, or King, or
(2) a Bishop, Rook, or Queen that is 1 square away from the checked square
would the game end in a stalemate.
Game Notation
=============
Whenever a move is made that involves a dice roll, the move is notated as shown in this example:
24. Qe4(e5,e8)
This means the Queen was attempting to move to e8, but the dice roll limited the move to e5 at the most and the player making the move chose to have the Queen move to e4.
If the Queen was successfully allowed by dice roll to move to e8 in this example, normal move notation should be used, and it is implied that the dice roll allowed the full move intended:
24. Qe8
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