From 6:45 pm until 10:30 pm
5 double rounds where each round is a different Chess variant. In each round you play the same opponent twice in the same variant, once as White and once as Black.
Round 1: Losing Chess. 3min + 5s increment per move
Round 2: Monster Chess. 3min + 5s increment per move
Round 3: Knight-Relay Chess. 5min + 10s increment per move
Round 4: Atomic Chess. 5min + 5s increment per move.
Round 5: Coin Chess. 5min + 5s increment per move.
The rules for all 5 games are below. Chess sets and a copies of the rules will be available in the Learn-to-play room to give you an opportunity to try out the variants in advance.
Background: Unknown inventor. Also known as Loser’s Chess, Suicide Chess, Antichess, Giveaway Chess.
- Captures are mandatory but a player is free to choose between alternatives
- There is no check (the king is captured like an ordinary piece)
- A pawn can promote to a king
- A player wins by losing all their pieces, or if they do not have a legal move
Background: Unknown inventor. Also known as Super King Chess.
- Variant starting position. Black starts as normal. White starts with a king and four pawns (c to f) only. See figure.
- White makes two moves on their turn. Black makes a single move on their turn.
- White may promote a pawn, but Black may not promote. Any Black pawn reaching the promotion square remains a pawn and will not be able to move again. Some versions state that Black is allowed to promote, but the version described here is to be preferred.
- There is no check and a player wins by capturing their opponents’ king
Knight Relay Chess
Background: Invented by Mannis Charosh. Also known as N-Relay Chess.
- Knights have relay powers. Any piece defended by a friendly knight gains the power of the knight move, except for the king which is unaffected. For example, from the starting array, the White e-pawn can move to (or capture on) c3, d4, f4 or g3 in addition to the standard options of e3 and e4.
- Pawns and pieces may be relayed forwards or backwards, but pawns may not be relayed to the first or eighth rank
- Any pawn relayed to its’ initial rank regains the option to make a double-step move
- There is no en passant capture
- Knights are immune from capture, cannot capture enemy pieces and cannot give check
- Pawns may promote to a knight and promoted knights also have relay powers, are immune from capture and cannot capture enemy pieces
Background: Unknown inventor
- Normal rules apply, but there is no check or checkmate
- When a piece is captured, an explosion occurs on the capture square. The explosion removes:
- the capturing piece
- the captured piece
- all pieces, except pawns, on surrounding orthogonal squares (ie. a king’s move away)
- A player wins by removing the opponents’ king (by direct capture or explosion)
- Moves which cause a player’s own king to explode are not allowed. Note that you can move a king such that it touches an opponent’s king as neither king is allowed to take the other (this would cause their own king to explode).
Background: Unknown inventor
- Normal rules apply except for the introduction of a coin (or counter)
- Black starts by placing the coin on any unoccupied square. Play then continues with players alternating turns as in normal chess.
- On their turn, a player makes any legal move but may not move onto the square where the coin has been placed. The player may move over (but not onto), the coin square.
- The player ends their turn by leaving the coin where it stands or moving the coin to a different unoccupied square.
- The coin can never be placed on an occupied square, and therefore cannot be used to protect a piece from capture
- A player wins by checkmating the opponent. Note that the coin can be used to remove escape squares from the king.