Alice chess

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Alice steps through the looking-glass; illustration by Sir John Tenniel. Aliceroom3.jpg
Alice steps through the looking-glass; illustration by Sir John Tenniel.
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B
White mates in two moves [1]
by Udo Marks

[Moves returning to board A are notated "/A".]

Solution: 1.Kb1/A! (waiting!)

  • 1...Re7 2.Rxe7/A#
  • 1...R(e8)–other 2.Re7/A#
  • 1...R(g5)–any 2.Rg5/A#
  • 1...Ba1 2.Qxa1/A#
  • 1...Bb2 2.Qxb2/A#
  • 1...B(c3)–other 2.Qc3/A#
  • 1...B(h5)–any 2.Nf3/A#
  • 1...N(c5)–any 2.Rc5/A#
  • 1...N(d6)–any 2.Bd6/A# (2.Bc7/A+? Nd6/A!)
  • 1...b6 (or 1...b5) 2.Nc6/A#
  • 1...e2 2.Qe3/A#
  • 1...g2 2.Bh2/A#! (2.Bg3/A+? Rxg3)

Tries :

  • 1.Qd3/A? (threatening 2.Rd5/A#) Nxd3? 2.Rc5/A#, but 1...Ra8+!
  • 1.b5/A? Ba1! 2.Qc3/A+ Bxd4/A!

Alice chess is a chess variant invented in 1953 by V. R. Parton which employs two chessboards rather than one, [lower-alpha 1] and a slight (but significant) alteration to the standard rules of chess. The game is named after the main character "Alice" in Lewis Carroll's work Through the Looking-Glass , where transport through the mirror into an alternative world is portrayed on the chessboards by the after-move transfer of chess pieces between boards A and B.

Contents

This simple transfer rule is well known for causing disorientation and confusion in players new to the game, often leading to surprises and amusing mistakes as pieces "disappear" and "reappear" between boards, and pieces interposed to block attacks on one board are simply bypassed on the other. This "nothing is as it seems" experience probably accounts for Alice chess remaining Parton's most popular and successful variant among the numerous others he invented.

Move rules

At the beginning of the game, pieces start in their normal positions on board A, while board B starts empty. At each turn, a player can choose whether to move on board A or B. Pieces move the same as they do in standard chess, but, at the completion of its move, a piece goes "through the looking-glass", transferring to the corresponding square on the opposite board. This simple change has dramatic impact on gameplay.

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B
Position after 1.Nf3 e6 2.Ne5 Bc5
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Position after 3.Nxf7 Bg1

For example, after the opening moves 1. Nf3 e6, the white knight and black pawn transfer after moving on board A to their corresponding squares on board B. If the game continued 2. Ne5 Bc5, the knight returns to board A and the bishop finishes on board B (see diagram).

A move in Alice chess has two basic stipulations: the move must be legal on the board on which it is played, and the square transferred to on the opposite board must be vacant. Consequently, a piece can capture only on the board upon which it currently stands; it then transfers to the opposite board, as for a non-capturing move.

To demonstrate, if the above game continued 3. Nxf7, the knight transfers to board B. Then with Black to move, both 3...Kxf7 and 3...Bxf2+ are not possible. Black cannot play 3...Qd4 either, since the queen may not hop over the pawn on d7. But the move 3... Bg1is possible (see diagram), although a white pawn is on f2 on board A. (The bishop move on board B is legal, and the square transferred to, g1 on board A, is vacant.)

While making a move on the first board, the player is allowed to remain in check on the second board, if the transferred piece then interposes to block the check.

A player must not be in check on the first board after making the move but before the transfer; thus the king cannot transfer out of check.

A player must also not be in check on either board after the transfer; thus they must not put themself in discovered check on the first board by making the transfer, and the king cannot transfer into check on the second board.

Castling is largely regarded as permitted in Alice chess; both king and rook would then transfer to the second board.

The en passant capture is normally excluded, but it can be included. In most such games, the target square is considered to be the square passed over on the first board, though opinions differ.

Early mates

Fool's mate

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B
Fool's Mate

Several exist; one is as follows: 1. e4 d5 2. Be2 dxe4? 3. Bb5# (see diagram).

At first glance, it might seem that Black can simply interpose a piece between White's bishop and his king to block the check (for example, 3...Bd7 or 3...Nc6 or 3...c6). But any piece so interposed immediately "disappears" when it transfers to board B. And Black cannot escape check by fleeing to the opposite board via 3...Kd7, because the move is not a legal move on board A. Therefore, it is checkmate.

Another form of fool's mate: 1. e4 d6 2. Bc4 Qxd2? 3. Bb5#

And another: 1. e4 e5 2. Qh5 Nf6? 3. Qxe5#

Scholar's mate

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B
Scholar's Mate

1. e4 h5 2. Be2 Rh4 3. Bxh5 Rxe4+ 4. Kf1 d5 5. Qe2? (threatening 6.Qb5#) 5... Bh3# (see diagram).

1. d4 e6 2. Qd6 Be7? 3. Qe5+ Kf8 4. Bh6# (Seitz–Nadvorney, 1973).

Example game

Paul Yearout vs. George Jelliss, 1996 AISE Grand Prix
[Annotations by George Jelliss; moves returning to board A are notated "/A".]

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B
Position after 11.0-0-0

1. d3 Nf6 2. Nc3 c5 3. Qd2 Nc6 (To give a direct check to the king the checking piece must come from the other board, so it is necessary first to transfer forces to the other board.) 4. d4/A Rb8 (This way of developing rooks is common in Alice chess.) 5. e3 g5 (This prevents the Bc1 coming to g5 or f4.) 6. f4 Rbg8/A (Guarding Pg5 on the other board.) 7. Nd5/A h6 8. Nf3 gxf4/A (Inconsistent play on my part. Ne4/A now looks better to me.) 9. Bxf4 Rg4 10. Be5/A Rh5 11. 0-0-0 [diagram] (Perhaps judging that the activated black force now being on the second board the king might be safer there. The black queen is now effectively 'pinned': 11...Q–c7/b6?? 12.Qd8#.) 11... Ne4/A 12. Bc7 Ra4/A 13. Ba6 Bg7 (The idea is 14...Rc4+ 15.c3/Nc3 Bxc3+/A.) 14. Bb5/A Rc4+ 15. Kb1/A Rf5/A 16. Ba5/A (Desperate measures now needed to save the 'pinned' queen.) 16... Rxd5 17. Qxd5/A Qxa5 (Threatening 18...Qa1#.) 18. a3 Qd2/A 19. Qxd7+ Kf8 (I put these two moves in as an 'if...then' clause, but it seems Paul may not have noticed the discovered check, so perhaps I should have kept quiet!) 20. Qxg7/A Qc3 (Stops Qh8#.) 21. Rd8/A 1–0 (Black resigns. If 21...Bd7/Be6/Nf6 [then] 22.Qg8/Re8/Qh8#.)

Variations

Rule modifications have sprouted a number of variations of Alice chess.

Looking glass Alice chess

The black army starts out on the opposite board (board B).

Ms. Alice chess

Null or zero moves are permitted. (A move consisting of piece transfer only – from the current square a piece sits on, to the corresponding square, if vacant, on the opposite board.) A king cannot escape check with a zero move, and castling is denied if either king or rook have made a zero move. By John Ishkan (1973).

O'Donohue chess

Alice chess rules, except that a move is permitted even though the square normally transferred to on the opposite board is occupied. (In that case, the transfer portion of the move is omitted.) By Michael O'Donohue (2003).

Duo chess

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8×4 version of Alice chess

Black starts out on board B; transfers are optional; non-pawn pieces may make zero moves (and may capture in so doing); a king is checked when an opposing piece sits on the king's zero square; mate must cover the king's ability to flee via a zero move. By Jed Stone (1981).

Parton also introduced a smaller, 8×4 version of Alice chess (see diagram). He also observed that Alice chess can be played using three boards instead of two. (Players then having a choice between two boards when transferring pieces.)

Alice chess rules can be adopted by practically any other chess variant too, by simply doubling the number of gameboards in the variant and applying the piece transfer policy (for example, Raumschach using two 5×5×5 boards).

See also

Notes

  1. Since the rules disallow a given square to be occupied on both boards simultaneously, it is possible to play Alice chess using one board only, placing checkers under pieces to indicate they are on board B. A similar technique can be used in computer displays or with pocket–magnetic sets, by turning pieces upside-down instead of using checkers.

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Circe chess is a chess variant in which captured pieces are reborn on their starting positions as soon as they are captured. The game was invented by French composer Pierre Monréal in 1967 and the rules of Circe chess were first detailed by Monréal and Jean-Pierre Boyer in an article in Problème, 1968.

The French Defence is a chess opening characterised by the moves:

In the game of chess, perpetual check is a situation in which one player can force a draw by an unending series of checks. This typically arises when the player who is checking cannot deliver checkmate, and failing to continue the series of checks gives the opponent at least a chance to win. A draw by perpetual check is no longer one of the rules of chess; however, such a situation will eventually allow a draw claim by either threefold repetition or the fifty-move rule. Players usually agree to a draw long before that, however.

A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some chess problems. Compared to conventional pieces, fairy pieces vary mostly in the way they move, but they may also follow special rules for capturing, promotions, etc. Because of the distributed and uncoordinated nature of unorthodox chess development, the same piece can have different names, and different pieces can have the same name in various contexts. Most are symbolised as inverted or rotated icons of the standard pieces in diagrams, and the meanings of these "wildcards" must be defined in each context separately. Pieces invented for use in chess variants rather than problems sometimes instead have special icons designed for them, but with some exceptions, many of these are not used beyond the individual games for which they were invented.

Progressive chess is a chess variant in which players, rather than just making one move per turn, play progressively longer series of moves. The game starts with White making one move, then Black makes two consecutive moves, White replies with three, Black makes four and so on. Progressive chess can be combined with other variants; for example, when Circe chess is played as a game, it is usually progressively. Progressive chess is considered particularly apt for playing correspondence chess using mail or some other slow medium, because of the relatively small number of moves in a typical game.

Madrasi chess is a chess variant invented in 1979 by Abdul Jabbar Karwatkar. The game uses the conventional rules of chess with the addition that when a piece is attacked by a piece of the same type but opposite colour it is paralysed and becomes unable to move, capture or give check.

In chess, a discovered attack is a direct attack revealed when one piece moves out of the way of another. Discovered attacks can be extremely powerful, as the piece moved can make a threat independently of the piece it reveals. Like many chess tactics, they often succeed because the opponent would be unable to meet two threats at once unless one of the attacked pieces can simultaneously move away from its own attack and capture the other attacking piece. While typically the consequence of a discovered attack is the gain of material, they do not have to do this to be effective; the tactic can be used merely to gain a tempo. If the discovered attack is a check, it is called a discovered check.

<i>En passant</i> Special pawn move in chess

In chess, en passant describes the capture by a pawn of an enemy pawn on the same rank and an adjacent file that has just made an initial two-square advance. The capturing pawn moves to the square that the enemy pawn passed over, as if the enemy pawn had advanced only one square. The rule ensures that a pawn cannot use its two-square move to safely skip past an enemy pawn.

<span class="mw-page-title-main">V. R. Parton</span> English chess variant inventor (1897–1974)

Vernon Rylands Parton was an English chess enthusiast and prolific chess variant inventor, his most renowned variants being Alice chess and Racing Kings. Many of Parton's variants were inspired by the fictional characters and stories in the works of Lewis Carroll. Parton's formal education background, like Lewis Carroll's, was in mathematics. Parton's interests were wide and he was a great believer in Esperanto.

In chess, a pure mate is a checkmate position such that the mated king is attacked exactly once, and prevented from moving to any of the adjacent squares in its field for exactly one reason per square. Each of the squares in the mated king's field is attacked or "guarded" by one—and only one—attacking unit, or else a square which is not attacked is occupied by a friendly unit, a unit of the same color as the mated king. Some authors allow that special situations involving double check or pins may also be considered as pure mate.

<span class="mw-page-title-main">Promotion (chess)</span> Chess rule

In chess, promotion is the replacement of a pawn with a new piece when the pawn is moved to its last rank. The player replaces the pawn immediately with a queen, rook, bishop, or knight of the same color. The new piece does not have to be a previously captured piece. Promotion is mandatory; the pawn cannot remain as a pawn.

<span class="mw-page-title-main">Hexagonal chess</span> Set of chess variants played on a board with hexagonal cells

Hexagonal chess is a group of chess variants played on boards composed of hexagon cells. The best known is Gliński's variant, played on a symmetric 91-cell hexagonal board.

<span class="mw-page-title-main">Cubic chess</span> Variant of chess

Cubic chess is a chess variant invented by Vladimír Pribylinec beginning with an early version in 1977. The game substitutes cubes for the chess pieces, where four of the faces of each cube display a different chess piece, the two other faces are blank and are orientated to the players. This provides an efficient means to change a piece's type. Kings and queens have unique cubes containing only their symbol, effectively behaving as normal.

<span class="mw-page-title-main">Outline of chess</span> Overview of and topical guide to chess

The following outline is provided as an overview of and topical guide to chess:

Dynamo chess is a chess variant invented by chess problemists Hans Klüver and Peter Kahl in 1968. The invention was inspired by the closely related variant push chess, invented by Fred Galvin in 1967. The pieces, board, and starting position of Dynamo chess are the same as in orthodox chess, but captures are eliminated and enemy pieces are instead "pushed" or "pulled" off the board. On any given move, a player can make a standard move as in orthodox chess, or execute a "push move" or a "pull move". A move that is either a push move or a pull move is called a "dynamo move".

References

  1. The Problemist (March 1999) England.

Further reading