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Some thoughts on chess variants
One of the many great attractions of the game is the large number
of appealing variant rules one can play. Many of the variants can
compete with the strategic and tactical richness of chess, and some
even surpass it. I believe there are two primary reasons why none
of these variants has caught on as a serious "second version" of
chess. First of all, for that small portion of the population that is
already attracted to the game, chess is so rich that it already provides
more than enough fascination for a lifetime. Second, there are so many reasonable
kinds of variants that no single one of them has caught on as an official
"alternative version." This latter explanation is a plausible theory
suggested to me by IM Larry Kaufman.
Chess players should remember that the rules have not always been
the way they are. Some of the more recent of the "standard rules" include,
unsurprisingly, the "artificial" castling and en passant
rules, and also the incredible power of the queen. All these changes helped
to speed up the action in the game and to make it more lively. Chess
must have evolved considerably since its early days, when it was a
gambling game of some sort, involving dice, and as such was actually
forbidden by Arab religious law. We should also remember that three of
the greatest world champions - Capablanca, Fischer, and Kasparov - have
been responsible for some of the most significant ideas for changing
the game. Some have suggested that after one masters the game, one
wants to "destroy" it, but perhaps it is more accurate to say: if there
is no more ambition to increase in strength to defeat stronger players,
one might more quickly turn one's attention to contemplating the game as
a whole.
It seems to me that the best motivations for changing the rules are just fun
and variety. How, then, might one vary the game of chess? We can make it "bigger" by changing
the size or shape of the board, and possibly adding new pieces. Keeping the
traditional board, we could modify some of the movements of the pieces or some
of the rules under which they operate, or change the objective of the game.
We could change or randomize the setup position, or disallow castling. We could
change the number of players. We can change the definition of a move. Finally,
we can play the same game under the same rules, and change the circumstances
under which it is played.
Unusual conditions of play
Time odds
One of the motivations for chess "variants" is to create an imbalanced
game for unequally matched players. One way to do this is
simply to give one player more time for his moves than the other. It is
common to find hustlers on the street taking on all comers at the odds of,
say, 10 minutes to 5, or 5 minutes to 2. (I suspect these odds would
generally account for a difference of about 150 and 300 rating points,
respectively. It's surprising that serious statistical research has never
been done on this kind of thing.) With digital clocks and all their
features, the possibilities here are endless: e.g., one player gets time
added or a delay while the other doesn't.
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Blindfold chess
Another ancient "handicap" is to have the stronger player play without
sight of the board. This is a mental feat that never ceases to amaze
people, and indeed, not without reason. To handle just one game well
in this way takes a lot of concentration even for an expert. The
really remarkable feats are players such as Alekhine, Koltanowski and
Najdorf, who could manage simultaneous blindfold exhibitions of 35
to 45 opponents, winning the bulk of the games. Of course, with
equally matched opponents it is always possible for both to play
blindfolded at once; this is a good way to pass time at train stations
and on bus rides. Unfortunately, our only opportunity to witness today's
strongest masters in blindfold competition is the Melody Amber
tournament, but we can be glad for that. It also has its share of
entertaining bloopers.
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Kriegspiel
There are also some special ways to partially put on the "blinders."
One of them is useful training: each player owns the usual set of
pieces, but the colors are mixed white and black. So in the middlegame,
it is essential to remember whose pieces belong to whom. Good mental
exercise. Then, there is the most serious "alternative blindfold"
form of chess: Kriegspiel. Here, both players play chess, but can't
see the opponent's pieces. They can only ask certain questions
through the arbiter, or learn about the opponent's position by making
moves that intentionally bump into it and thereby get information
about it. The result is a fun part chess-game, part detective-game that is also entertaining to observe.
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Advanced chess
Gary Kasparov, inspired by his encounters with the topflight chess
programs, came up with this idea of having two opponents playing a
relatively quicker kind of game but with the help of a computer
program. He imagined that the level of play would be extraordinarily
high, and that spectators would appreciate it because they could
follow a player's thought process, and because the game wouldn't drag
on interminably. He did have a point, and Advanced Chess, though very new,
seems to be gaining in popularity. However, it seems to me that
this sort of game takes away the element of calculation from the
human player, and this is practically the essence of the game. Also,
there is no reason to memorize any openings, but a lot of reason to
prepare them deeply. I'm not sure I like that either. I'm not a fan
of Advanced Chess, but it does have its place.
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Correspondence chess
Postal chess is an ancient way to play the game: send a postcard in
the mail with a move, get one back a couple days later. There are
even time limits here, of sorts: usually two or three days from
receipt to return postmark. Obviously the desirable feature of this
format is that depth and precision of analysis will be rewarded,
rather than speed or alertness or the setting of crude traps. I find
it very valuable as a way to improve one's understanding of the game,
because it forces a player to use the analytical method in a
rigorous way, and that is exactly what we need to do over the board.
It is also a useful format for personal opening analysis and for
mastering theory.
Time and technology have dramatically changed the nature of
correspondence chess. On the positive side, it is now possible to
play by email, which eliminates the dependence on the postal system.
However, the negative side is probably far more important: there is
no way to know you aren't playing against someone's computer. Of
course, for people who do this, it's their loss. However, it's a
frustrating prospect for an honest player, and I fear that it
renders postal chess pretty much obsolete as a competitive game.
Maybe the next thing will be "advanced" email chess, in which two
players play a correspondence game with the help of computer
programs. Now THAT should be a high level of play, and maybe not
such a bad idea either!
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Changes to the initial position
Odds games
One of the oldest, and possibly most obvious kinds of ways to
change the opening position also solves the problem of "equalizing"
the game for unmatched opponents: material odds, or x amount of
material plus y free moves at the start. It is interesting to
speculate what the value of the extra material could be in rating
terms. I think an extra pawn is worth 150 points or so; pawn and
move 200. A knight, at least 600 points, but this might depend on
which 600! Anyway, there is a strong collection of ancient offhand
games, played with these kinds of odds.
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Shuffle chess
Changing the initial piece configuration is one of the most logical
ways to keep the character of the game while eliminating a possibly
undesirable characteristic: the explosion of opening theory. A
popular version is "shuffle chess", in which the set of eight pieces
is aligned randomly on the back rank, and the black set of pieces
will mirror the white one. One of the many miracles of modern
chess clocks is that they can be programmed to generate shuffle chess
positions according to vartious restrictions. Various restrictions
of the alignments are possible, for example that the bishops
must start on different colored squares, or that the king must stand
somewhere between the two rooks. Rules of castling can be designated
according to the variant chosen.
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Shuffle chess, and FischeRandom
With both the above restrictions
(which I like) and castling to the traditional locations, we have
the game "FischeRandom." It is an excellent alternate version of
chess, in my opinion, in that it keeps the chess thought-processes
alive, but puts both players on their own devices from the very
start. My only doubt about this game is that the castling rules seem
to be really artificial. Why not castle according to the positions
of the pieces? Other kinds of shuffle chess exist, too. For example,
the king plus a set of seven random other pieces are placed on the
back rank. This allows for bizarre combinations, like three queens
or three knights, but also allows for some dull situations like
four bishops. Another game, which I once thought of, involved setting up
the pawns first. (It turns out this game is called "Pre-Chess" and was
written up in Chess Life, November 1978, by Pal Benko and Burt Hochberg.)
Then the clock was started and White's first move
was to place his king, and Black would follow suit. Then, the queen,
the rooks, and the four minors. The advantage of this game is that
Black can choose to imbalance the game from the very outset. The
disadvantage is that the "good" structures may be fairly well defined.
Nevertheless, I find all these kinds of games to be healthy variety.
(A recent game invented along these lines is Jim Callan's
Go-chess which involves placing
all the pieces first on a large and non-conventional board, before
commencing "chess" play.)
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Comprehensive rule changes
A given piece must mate
One of the strangest kinds of odds to give is to announce from the
outset the piece that will deliver checkmate. Thus, for the opponent
to win the game it would suffice to capture that one piece. For
this kind of game, the magnitude of the odds depends on what piece
is designated. If it is a rook, there shouldn't be much of a problem.
If it's the a-pawn, it will be difficult enough to prevent the
opponent from surrounding it! This is a fun sort of odds game but
can't be taken too seriously as a form of competition.
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Stalemate wins
A popular suggestion to change the game and reduce the number of
draws is to consider stalemate a loss for the side that can't move.
Many times people have written in to "Larry Evans on Chess" to
complain about the number of draws in grandmaster play and to
suggest this as an alternative. If stalemate were a win then all
the endgame theory we ever learned could be thrown out the window.
It is true that draws would diminish substantially, since any
protectable extra minor piece or pawn would win by force. No matter
how many times it is suggested, this rule change never has caught on;
it isn't offered as a version on the internet chess servers I know,
and I hope it never will be.
I find this rule change suggestion completely ludicrous
for many reasons. First of all, the endgame theory would be quickly
rewritten, but obviously by computers. Is this what we want to promote?
Usually it is the same people who suggest this sort of change who
also complain about the computers. Secondly, the proportion of
draws at GM play is not really all that high (about 50% if I recall)
and many of these draws are actually quite interesting. This rule
wouldn't necessarily change the situation with those other kinds: draws
by agreement, boredom or mutual uncertainty. Finally, from an
aesthetic standpoint, I find stalemate - and those situations where
an extra piece can't win - to be a "charming irrationality" that is
healthy for a logical game like chess. So many remarkable charming
endgame compositions have been created using this theme.
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Suicide chess
A completely different "animal" is suicide chess. This is a
fascinating and worthy game on its own right. It is played by
"checkers" rules: if one can take something, one has to do it, but
may choose any of the available capturing moves. The objective is to lose
all your pieces. There are beautiful situations in suicide endgames in
which one side gradually forces the opponent to take the remaining pieces.
It is a comical thing when a piece reluctantly invades the undeveloped
enemy camp, and is gradually forced to capture reluctantly, one piece
after another, until suddenly it manages to sacrifice itself or to
lure a powerful enemy piece into its own camp.
I respect suicide as an independent game, but I have to admit I'm
not a great fan of it, for a number of reasons. In general, suicide
seems to exaggerate what may be the "less desirable features" of
chess. First of all, the game is extraordinarily tactical in
nature; calculation, which already dominates sophisticated chess
thinking, is almost all there is to suicide. There is strategy,
to be sure, but let us say that the "scale of catastrophe" is much
greater. Overlooking a tiny detail in one distant branch of one's
search tree will result in a titanic blunder that will immediately
damage one's game beyond repair. Since, beyond a certain point,
under time constraints, it is impossible to see everything, a
certain "luck" can be said to play a role. In fact, it seems that suicide
games are determined mostly by blunders, and I don't care for this
aspect of chess. The loser gets upset and the winner doesn't feel any
sense of accomplishment either. Games like this are the stomping
field of the computer. Another example of how this characteristic
plays a negative role in suicide is opening theory. A knowledgable
player will crush the neophyte just by reciting opening theory.
The majority of opening moves lose almost trivially by force. I
don't like this sort of thing. Therefore, I doubt that suicide chess
could ever find a serious following.
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Neanderthal chess (my coinage)
Speaking of promotions, and zany things, there is even a version of
chess which starts from the "opening position," except upside down!
As long as neither player succumbs to the famous, crude smothered
mate trap, there will soon be many queens on the board. Again,
many possible tactical scenarios but not too much variety with all
the same pieces. I don't care for this game, frankly, even as a
diversion. Also, there is so-called "power chess," in which each
side has a king, 8 pawns, and 7 queens. Basically this is just a way to
take all the beauty and variety out of the game all at once.
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More complicated versions of the game
Progressive chess variants
From the zany side of things, we have games in which more
than one move is allowed at a time by the same player. For example,
White moves once, then Black twice, then White three times, etc.
In general in this game, one is allowed only one of those moves
to extricate himself from checkmate. It is an ancient question,
whose side of this game is to be preferred! It is also possible
to play a simple game with two moves at a time from each side.
These games are harmless little diversions but can't be taken
seriously. They are rather "unnatural" and as in suicide, they
are almost entirely games of nitpicky tactical detail. Thirty or so
moves at a time from the opponent are quite enough to consider, aren't
they? A curious version of these "multi-move games" is the one where
White has a king and four pawns against Black's entire position, but
White gets to move twice at a time (and yes, a king on e5 may take
a king on f7, walking through check and all). I believe this is the
official version of "Échecs marseillais." It is very treacherous
to defend the Black position, so dangerous is this extra move.
However, I think Black is winning in this game without much trouble,
and there is another version in which White has eight pawns. Here
I don't know the result, but I think I like White, thanks to
promotion. Get me one queen, and it's all over!
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Grand Chess
In the 1930's Capablanca pronounced the game of chess to be played
out, and concluded that the board needed to be increased and new
pieces added. I think now we can and should laugh at his arrogance,
and I predict and hope that in another 50 years we will laugh at
people who are so worried about it today. Nevertheless, for those
of you possessing Capablanca's natural talent and self-assurance,
his game is worth a try. The board is 10 by 10 and new pieces
are added, the marshall and the cardinal, placed to the right of the
kings. Since the chess queen already combines the features of rook
and bishop, it seems logical to construct other fearsome pieces that
combine the features of rook and knight, and bishop and knight,
respectively. The pawns are set up on the 3rd and 8th ranks, the
bulk of the pieces get the 2nd and 9th ranks, and the rooks are placed
on the corners, with more freedom of movement than usual. I have my
usual objections: it makes the game too complicated and tactical,
and we humans won't have a chance against a computer. Nevertheless,
this form of chess has its particular charms and was written up by
Burt Hochberg in Chess Life, in August of 1997. The game was refined by
Christian Freeling, who found an excellent way for rooks to achieve a
mobility they are often denied in regular chess; click
here
for an excellent source of information on this game.
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Crazyhouse
Certainly this is by far the best of the games in this rather dubious
section. It is a special type of bughouse game, played one against
one. Whenever you take off an opponent's piece, you "convert" it to
your own type of piece, and hold it as a possession. On any future
move, instead of playing a normal chess move, you may place that
piece on the board instead. Obviously there is nonstop activity and
games are played with constant mating attacks. Although I'm certainly
better equipped to play chess, I am a fan of the crazyhouse concept.
It takes away the hypercritical microsecondal timing importance
away from bughouse, and also forced people to be careful when they
give up material, because they have to give it away "double." It is
possible and worthwhile to analyze crazyhouse games, and to play
them at a serious time control.
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Team games
3- or 4-way chess
I understand that there is a new kind of chess game which is
played on a Chinese checkers type board. In my opinion, the problem
with these kinds of games - where there are multiple players and an
individual winner but where everyone interacts with everyone else's
gamepieces - is that the game is much a political contest as a
test of skill.
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Consultation and Alternate move games
These are friendly ways to consolidate a number of players onto one
board. In the consultation game, the "allies" will discuss their
moves before playing them. This can be done within earshot of the
opponent, or not, as desired. Again, this is a very old form of
competition, and old game anthologies are full of examples of great
players playing against teams of players. Occasionally, even
groups of great players play against one another. Naturally, in
consultation games, assuming reasonably equal strength in the
participants, the playing level should be somewhat higher than
either one player. Maybe if they are both equal, the ability to
consult should add 50 to 100 points.
On the other hand, in the "alternate move" format, each player
has his own thoughts about the game, which the partner might not
follow. Therefore the strength of an equally matched alternate-move
team must be at least 100 points lower than their individual rating.
It is always a risk for one player to choose a line of play requiring
risk, or a precisely planned followup of any kind! And there are
many entertaining stories from these kinds of games, especially when
the teammates' styles aren't well matched. One player will
impetuously thrust with his knight, and on the next move his
cautious partner will put it back "where it belongs." These kinds of
games are a lot of fun, on the "exhibition" or "casual" level, but
it's hard to imagine them forming any kind of serious competition.
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Bughouse
I have saved one of the most popular and compelling chess variants
for last. It is a rare player who has tried bughouse and not become
addicted to it at some point. For the uninitiated, bughouse is a
two-board team chess game. When a player takes off his opponent's
piece, he gives it to his partner (who is playing that color) and
the partner may then place it on the board instead of making a
traditional move. Ferocious sacrificial attacks, king hunts,
stalling, partner communication and arguments, and pieces flying
in the air are all commonplace.
There is - unfortunately - a very serious flaw in bughouse, in my
opinion. That is the critical dependence on every microsecond of
moving time. Why? In many situations player X1 simply needs to
capture one piece for his partner X2, for X2 to wrap up the game.
Suppose X1's opponent Y1 realizes that that piece is surrounded, and
in one more move he must lose it. Then Y1's only recourse is to
stall. If he has more time on his clock than X2, then eventually X2
will have to move normally, giving Y2 an opportunity to correct the
situation. This scenario is extremely common in bughouse; it also
happens with impending mates. (Obviously a digital clock is a
necessity to play this game at all meaningfully.) Thus, the critical
time relationships in bughouse are generally between a player and his
partner's opponent (partopp). Clearly, if one assumes properly set
clocks (and no internet "lag"), TimeX1-TimeY2 will always equal
TimeX2-TimeY1. Either of these quantities can be used to determine
which team is ahead on time. Whoever is ahead, even by as little
as a second, completely controls the flow of material. Experience
shows that it takes a substantial advantage on the board to overcome
a time deficit. Therefore bughouse ends up being a real circus. Of
course, that is the point - to be a circus - and it really is a blast
if you're in the right mood, but it can quickly become annoying that
the game is substantially a contest is reflexes and agility, and
that fast moves are on the whole often better than good ones.
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