Hubbry Logo
Chess variantChess variantMain
Open search
Chess variant
Community hub
Chess variant
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Chess variant
Chess variant
from Wikipedia
The Chess Players by Lucas van Leyden (c. 1520) depicts a game of Courier chess, a popular medieval chess variant played on a 8x12 board that was played for over 600 years
Magnus Carlsen playing in the 2019 FIDE World Fischer Random Chess Championship. FR, also known as Chess960, is one of the most popular modern Chess variants.

A chess variant is any board game related to, derived from, or inspired by orthodox chess.[1] Chess variants can differ from standard chess in many different ways, including variant board sizes, non-standard fairy pieces, alternative starting positions, and additional rules. There are thousands of known chess variants (see list of chess variants). The Classified Encyclopedia of Chess Variants catalogues around two thousand, with the preface noting that—since creating a chess variant is relatively easy—many were considered insufficiently notable for inclusion.[2] While most chess variants are not widely played, some have reached modest levels of popularity, with the most successful being Chess960. Several well known modern chess masters like Capablanca, Fischer, and Yasser Seirewan developed their own chess variants.

"Classical", "orthodox" or "Western" chess itself is one of a family of games which have related origins and could be considered part of the same board game family. Modern chess itself developed from the Indian chaturanga via the Middle-eastern shatranj. During the Middle Ages, there were numerous popular chess variants, like Great chess and Courier chess. Modern chess variants are mostly all variations on standard Western chess. Though not technically variants of modern chess, there are also many regional games which are part of the same family, such as shogi (Japan), sittuyin (Burma), makruk (Thailand), hiashatar (Mongolia), and xiangqi (China).[3] These games have their own history of variants (see shogi variants and xianqi variants).

Many modern chess variants are designed to be played with the standard chess board and chessmen (such as chess960 and crazyhouse), but others require special equipment such as unique boards and chessmen to represent the fairy pieces.[4] Most variants have a similar public-domain status as their parent game, but some have been made into commercial proprietary games. Just as in traditional chess, chess variants can be played over the board, by correspondence, or by computer. Some internet chess servers facilitate the play of some variants in addition to orthodox chess.

In the context of chess problems, chess variants are also called heterodox chess or fairy chess.[5][6] Fairy chess variants tend to be created for problem composition rather than actual play.

Overview

[edit]
Hexagonal chess uses a chess board composed of hexagons instead of squares
The starting position of Grand Chess, a variant of Capablanca chess developed by Christian Freeling.

A Chess variant or a heterodox chess game is any game which closely resembles classic chess with one or more differences. These differences can include alternative pieces, boards, rules or even number of players. The term variety of Chess was in use by the late 19th century.[7] British chess historian H. J. R. Murray discusses different variants in his A History of Chess (1913), indicating that he considers the term "chess" to refer to a family of games that includes not just modern classical chess but all the games which I traced back to the Indian chaturanga, and all the freak modifications that have been attempted from time to time.[7]

There are thousands of chess variants. According to Cazaux & Knowlton in their A World of Chess that "the world of chess variants is endless. Pritchard offers more than 1600 samples in his Encyclopedia of Chess Variants, and the Chess Variants Pages on the Internet have several thousand entries."[8]

While some regional variants have historical origins comparable to or even older than modern orthodox chess, the majority of chess variants are modern attempts by individuals or small groups to create new variations on orthodox chess. Variants can themselves be developed into further sub-variants, for example Capablanca chess led to numerous adaptions and Horde chess is a variation upon Dunsany's Chess.[9]

Some chess variants were created to address a perceived issue with the traditional game of chess. For example, chess960 (also known as Fischer random chess), which randomizes the starting positions of the pieces on the first and eighth ranks, was introduced by grandmaster Bobby Fischer to combat what he perceived to be the detrimental dominance of opening preparation in chess.[10]

A similar motivation was behind the development of Capablanca chess by Cuban chess world champion José Raúl Capablanca. This variant uses two new pieces: marshal and cardinal. These pieces were also used by Pietro Carrera in his earlier 17th century Chess variant (Carrera's chess).

Some modern chess variants are designed and sold as commercial board games. Examples include Icehouse: The Martian Chess Set (which can be used to play Martian Chess), Omega Chess and Chessplus.

In the field of chess composition, some chess variations may be created for the purpose of composing interesting puzzles, rather than being intended for full games. This field of chess composition is known as fairy chess. These fairy chess problems may not be necessarily invented to play real games.

Fairy chess gave rise to the term "fairy chess piece" which is used more broadly across writings about chess variants to describe chess pieces with movement rules other than those of the standard chess pieces. Forms of standardised notation have been devised to systematically describe the movement of these. A distinguishing feature of several chess variants is the presence of one or more fairy pieces. Physical models of common fairy pieces are sold by major chess set suppliers.[11]

The term fairy chess was introduced by Henry Tate in 1914. Thomas R. Dawson (1889–1951), the "father of fairy chess",[12] invented many fairy pieces and new conditions. He was also problem editor of Fairy Chess Review (1930–1951). Another publication on the topic from the 20th century was Anthony Dickins' A Guide to Fairy Chess (1973).

History

[edit]

The origins of the chess family of board games can be traced to the game of chaturanga during the time of the Gupta Empire in India.[3] Over time, as the game spread geographically, modified versions of the rules became popular in different regions. In Sassanid Persia, a slightly modified form became known as shatranj, and it is this game which was first introduced into Europe through contacts with the Arab world, especially in Spain.[3]

The Indian chaturanga continued to be played in India with various rule changes and starting arrays being introduced throughout its history. Several variants evolved from it, such as the four-player chaturaji and the asymmetrical sarvatobhadra (commonly known as "maharajah and the sepoys").[13]

Various Indian large board variants with unique chess pieces were also introduced in later times such as the variant discussed in the Harihara chaturaga of Prataparudra of Odisha (r. 1497–1540) played on a 14x14 board, Hyderbarad decimal chess (10x10 board) and Hyderbarad shatranj kabir (12x12).[14]

Islamic variants

[edit]
Byzantine chess (ar Rumiya, "Roman") variant with citadels in the center
A modern four player chess variant. Many variations of four player chess have been made, the earliest of which was chaturaji, described by al-Biruni in his Book of India (c. 1030).
An illustration from the Libro de los Juegos depicting grant acedrex played on a 12x12 board

There were several historical variants of shatranj, such as "complete shatranj" (shatranj al-tamma) which used a board of 10x10 squares and introduced the dabbaba (siege engine) piece.[15][16] Chess variants of the Muslim world continued to develop alongside classic shatranj for centuries, and most Islamic chess treatises contained explanations of different chess variants.[17] In his famous epic, the Shahnameh, Ferdowsi includes a discussion of an alternative version of 10x10 shatranj which uses a different piece, the camel (shutur).[18] Several other 10x10 chess variants were developed in the Muslim world, including citadel chess (shatranj al-husun). This variant includes four extra squares on each corner of the board which gives the king an extra place to retreat to.[19]

Yet another ancient version of shatranj played in the Islamic world was Byzantine chess (Arabic: shatranj ar-rumiya), an early form of circular chess. One variant of this circular chess also had four citadels in the center.[20][21]

An even larger shatranj variant played with numerous extra pieces was Tamerlane chess (shatranj al-kabir, "Great Chess"). Developed during the reign of Emperor Timur (1320s–1405), this game was the emperor's favorite and had several unique pieces.[22] The game is discussed in numerous surviving manuscripts and there are several versions of it with differing piece types.[23] "Great chess" variants continued to be developed after Timur's time. Turkish great chess was one popular descendant of the Timur chess. This variant used an even bigger 13x13 board and introduced even a new unique piece called the rhino which moved like a knight and a bishop.[24]

Pre-modern Europe

[edit]
Illustration of courier chess pieces by Gustav Selenus (1616)

Further modifications made to shatranj resulted in the modern game when the modern queen was first introduced in Spain during the 15th century, as seen in the Catalan poem Scachs d'amor. Before the introduction of the queen, European chess instead had a piece called the ferz or vizier (from the Arabic firz or wazīr) which could only move one square diagonally.[25] This piece first experienced a name change to queen or lady (Spanish: dama) before later acquiring its modern movement power in the 15th century.[26] The early European chess bishop was also initially only able to jump to a second square diagonally before acquiring its modern diagonal rider movement.[26]

When it was first introduced, orthodox chess was just another competing chess variant, known as "queen's chess" or "mad queen's chess", but it quickly grew in popularity, becoming the dominant form of the game in Europe.[27]

Other European variations of chess existed however and were popular for hundreds of years before the rise of orthodox chess. During the 12th century, the variant known as "short assize" (French: court assize, "short sitting") was popular in England and France. In the variant the armies started closer together, which was supposed to improve the slowness of the opening phase. Indeed, several regions of Europe had their own "assizes" or unique local rule sets.[28]

Another historical European chess variant is the large board grant acedrex, which is discussed in the Spanish Libro de los Juegos (c. 1283). This variant was played on a 12×12 board and had multiple unique pieces such as the "unicorn", "lion" and "giraffe."[29] The Libro de los Juegos also discusses a four-player chess variant known as four seasons chess.[30]

Courier chess (German: kurierschach) was another popular variant in medieval Europe which had a significant impact on the development of orthodox Western chess and remained popular for over six centuries.[3][31] It was initially developed in 13th century Germany and was played on a 12x8 board with several extra pieces like two couriers (German: läufer, which moved like a modern bishop), two archers, a mann and fool.[32] Courier chess remained popular among some modern chess aficionados who have developed modern updated variants of it.[33]

Modern era

[edit]

The modern era saw an explosion of chess variants, along with the growth of chess literature which catalogued and analyzed these new creations. Several modern chess masters developed new variants, such as Chess960 (introduced as "Fischer Random Chess") by Bobby Fischer, Capablanca Chess by José Raúl Capablanca, and Seirawan chess by Yasser Seirawan. Furthermore, in the 20th and 21st century, computer chess analysis was applied to the study of chess variants. Other modern chess masters like Susan Polgar and Alexander Alekhine also played and commented on different chess variants.[34]

In the September 1933 issue of Chess Review, Alekhine offered the following comment:

Particularly in Asia I was interested in the number of different peoples that play chess, and also in the varieties of the game itself. It is there that chess probably originated. I found several simple forms, and others even more complicated than the game we know. It may be, in time, that we can combine the best features of the Oriental game with our chess. This would be a more natural evolution than adding new pieces and squares, or some of the other changes that have been proposed. I do not believe that chess needs any change at present, as it still holds new wonders, and will continue to do so for years to come.[34]

The knighted chess family

[edit]
Capablanca chess setup

One family of European chess variants are referred to as knighted chess variants by Cazaux & Knowlton since these games use two new pieces that combine the powers of the knight with that of rook and bishop.[35] They are all related to a game introduced by Italian chess player Pietro Carrera in his 1617 book Il Gioco de gli Scacchi (The Game of Chess). The game was played on a 10x8 board and used two new pieces Carrera called campione ("champion", called the chancellor in Capablanca chess) and centauro ("centaur", archbishop in Capablanca chess). The "champion" combines the movement of the rook and knight while the centaur combines the bishop and knight movements.[36] These two new pieces were widely used in many later variants.

There were also various other lesser known European chess variants that also slightly enlarged the board and introduced new pieces. One of these was Duke of Rutland's chess, which used a 10x14 squares board with the following extra pieces: the concubine (combines rook and knight), two crowned rooks (rooks with the added power of taking a diagonal step), two extra bishops, an extra knight, and six extra pawns. This game became popular among several leading players of the time like André Danican Philidor and Abraham Janssen.[37]

Another such variant was invented by Swedish king Gustav III (r. 1771–1792) which introduced the amazon piece (which has the powers of a queen and a knight). This new piece had previously been discussed by Italian authors who had called it the donnacavallo and this movement had also been granted to the queen in some forms of Russian chess.[38] The 19th century saw further similar variants with extra pieces developed. Das Schachspiel, seine Gattungen und Abarten (The Game of Chess, its Types and Varieties, 1840) was the first book ever published to expressly explain chess variants.[39] This book included different variants such as the kaiser's game (a 10x10 game with a bishop-knight and an amazon) and the sultan's game (which expands the kaiser game to 11x11 and adds a rook-knight piece).[40]

Drawing on this tradition of larger boards and extra pieces, the Cuban chess master José Raúl Capablanca (1888–1942) developed his own "Capablanca chess" after play-testing various forms of the game with Edward Lasker.[41] Capablanca chess attracted much attention due to its promotion by one of the world's greatest chess players at the time, but it still failed to reach widespread popularity.[41]

The knighted chess family continued to add new variants well into the late 20th century. They include Gabriel Vicente Maura's modern chess, janus chess Seirawan chess, grand chess and Trice's chess. Most of these variants use one or both of the new Carrera/Capablanca pieces along with other modifications.[42] There is also a variant which combines Chess960 with Capablanca chess known as Capablanca random chess.

Shuffled chess and Chess960

[edit]
FIDE World FR Chess Championship 2019, Nepomniachtchi v Wesley So

American chess grandmaster Bobby Fischer was known for popularizing Chess960, also called Fischerandom. Chess960 randomizes the starting position of the pieces on the back ranks according to specific rules (creating 960 possible combinations). This randomized setup eliminates the possibility of preparing memorized opening repertoires, making players rely on pure analytical skill and creativity.[43]

A similar kind of shuffled or randomized chess was first proposed by Dutch chess enthusiast van Zuylen van Nijevelt (1743–1826) in his La Supériorité aux Échecs (1792), as a way to prevent the memorization of repetitive opening theory. Bobby Fischer modified shuffle chess further with new rules and promoted it as a way to bring new life to chess.[44] He once said in an interview that he wanted to keep the classic feel of the old game while also "making a change so the starting positions are mixed, so it's not degenerated down to memorization and prearrangement like it is today."[45] The idea was further promoted by different figures such as H. Mountcastle who promoted a tournament of randomized chess at London's Patent Office Chess Club in 1911.[46]

In 2008, FIDE added Chess960 to an appendix of the Laws of Chess, making it the only chess variant it has officially adopted.[49] The first world championship officially sanctioned by FIDE, the FIDE World Fischer Random Chess Championship 2019, brought additional prominence to Chess960.[50]

Contemporary Chess960 is the most widespread chess variant at the professional level, with various championships like the World Chess960 Championship and the Freestyle Chess G.O.A.T. Challenge played by many top grandmasters like Magnus Carlsen and Hikaru Nakamura.

Modern fairy chess

[edit]
Chess on a really big board invented by Ralph Betza
Musketeer chess, a fairy variant with numerous fairy pieces available for pre-game selection that can be introduced into the game from a storage row

One of the largest categories of modern chess variants is that of fairy chess, variations with different fairy pieces that move in unique ways.[51] One of the earliest European variants augmented with significantly different pieces (other than the chancellor and archbishop which combine movements of already existing pieces) was arciscacchiere by Francesco Piacenza (1637–1687). Played on a 10x10 board, this game included two unique pieces, the centurion (moves like the medieval queen) and the decurion (leaps like a knight and also can move two squares horizontally, vertically or diagonally).[52]

Similar fairy chess variants which used a slightly larger board and new unique pieces were introduced throughout the 18th and 19th century. One example was Ciccolini's chess which was introduced in Tentativo di un nuovo giuoco di scacchi (Attempt at a New Game of Chess, 1820).[53]

Updated versions of courier chess were also introduced during this time, such as the modernized courierspiel of H.G. Albers (1821) which introduced the modern queen and improved the movements of the classic courier pieces.[54] Another more recent update based on Albers' variant was developed Clément Begnis in 2011.[55]

The 20th and 21st centuries saw many new fairy variants like the commercial Omega chess. One contemporary game designer of numerous fairy chess variants is Jean-Luis Cazaux. His variants include Shako (which incorporates a canon inspired by xianqi), Metamachy and Wild Tamerlane.[56] Cazaux has also written various books on the history of chess and chess variants.[56] Metamachy is also one of the few contemporary fairy chess variants that has had a whole book dedicated to it, Cazaux's Traité Pratique de Métamachie (Pionissimo, 2012).[57]

Gliński demonstrating his hexagonal chess

Other modern variants

[edit]

Another modern chess variant that achieved a modest level of popularity and even saw some tournaments play is Gliński's hexagonal chess. Władysław Gliński introduced his variant of hexagonal chess in 1936, which has been called "probably the most widely played of the hexagonal chess games."[58] The game was popular in Eastern Europe, especially Poland. At one point, there were over half a million players with more than 130,000 board games sold.[59] Gliński's book Rules of Hexagonal Chess was published in 1973.[60]

Gliński's game is only one in a family of hexagonal chess games which includes numerous other variants that use boards composed of hexagons. The first hexagonal chess variant was introduced by Thomas Hanmer Coughton in 1853. A slightly later commercial variant called Hexagonia was introduced by John Jacques & Son in 1864.[61]

Other individuals notable for creating multiple chess variants include V. R. Parton (best known for Alice chess), Ralph Betza (creator of Avalanche chess), Philip M. Cohen and George R. Dekle Sr.[citation needed]

Some board game designers, notable for works across a wider range of board games, have also created modern chess variants. These include Robert Abbott (Baroque chess) and Andy Looney (Martian chess).

The rise of online chess platforms like chess.com made the exploration of chess variants more accessible for contemporary players. There are now multiple websites where many chess variants can be played online.[62][63]

Types of variants

[edit]

Chess variants derived from orthodox modern chess can be grouped into various categories according to which changes are added or altered.

The table below details some, but not all, of the ways in which variants can differ from the orthodox game:

Changes from orthodox chess Examples
Different starting position
  • Chess960 (also known as Fischerandom) – starting position randomly selected from 960 possible options
  • Pre-chess: The positions of the pieces other than the pawns are selected by the players by placing each piece in alternate turns until the first and eighth rank are filled.
  • Transcendental chess – the starting positions are randomized, but unlike Chess960, black and white positions do not mirror each other and so are asymmetrical.
Non-standard pieces (fairy pieces)
Different rules
  • Crazyhouse – any captured piece can be dropped back on the board as one's own in any empty square (as in traditional shogi).
  • Alternative pawn movements, such as berolina pawns and torpedo pawns (which can move two spaces at all times)
  • Hostage chess – captured pieces are held in the capturer's "prison", and can dropped back into play by the opponent (who must return a piece in exchange).
  • Marseillais chess (or Two-move chess) – After the first one move turn of the game by white, each player moves twice per turn.
  • Chessplus  – two pieces can be combined into one piece that uses both move abilities
Non-standard number of players
Multiple boards
  • Alice chess – pieces switch between the two boards when they move
  • Bughouse – uses the drop rule for captured pieces; played by four players on two boards
Different victory conditions
  • Three-check chess – victory can be achieved by three checks as well as checkmate
  • King-of-the-hill  – victory condition is to place one's king in one of four central squares
  • Losing chess – the objective is to lose all one's pieces
Asymmetrical armies
Different board size
Different board shape
Board other than lattice of squares
Three-dimensional chess
Players have incomplete information regarding the game state
  • Kriegspiel – players cannot see the pieces of their opponent, and have to deduce or guess where they are likely to be
  • Dark chess (or Fog of War chess) – players see only squares of the board that are attacked by their pieces
Elements of chance
  • Dice chess – dice rolls determine which pieces can move on a turn
  • Knightmare Chess – a commercial variant which uses a shuffled deck of cards that contain unique rule changes
New games played with chess equipment

Play

[edit]
Tigran Petrosian and J. H. Donner playing a circular board variant in 1971
Four-player chess variant at Gen Con 1983

While chess, shogi, and xiangqi have traditional professional circuits as well as many organised tournaments for amateurs, most play of modern Western chess variants is predominately on a casual basis, with some exceptions.[citation needed]

A few variants have had significant tournaments however. Several Gliński's hexagonal chess tournaments were played at the height of the variant's popularity in the 1970s and 1980s. Chess960 has also been the subject of tournaments, including in 2018 an "unofficial world championship" between reigning World Chess Champion Magnus Carlsen and fellow high-ranking Grandmaster Hikaru Nakamura, and world championships sanctioned by FIDE in 2019 and 2022.[64]

Likewise, Crazyhouse has seen prize-funded unofficial world championship tournaments with top grandmasters and experts of the game on Chess.com and Lichess.[65] The Mind Sports Olympiad has also held competitions on several different chess variants.[66]

Several internet chess servers facilitate live play of popular variants, including Chess.com,[67] Lichess,[68] and the Free Internet Chess Server.[69] The software packages Zillions of Games and Fairy-Max have been programmed to support many chess variants.[70][71]

Some chess engines are also able to play a handful of variants; for instance, the version of Stockfish implemented on Lichess is able to play Crazyhouse, King-of-the-hill, Three-check chess, Atomic chess, Horde chess, and Racing Kings.[72] The AI included in Zillions of Games is able to play almost any variant correctly programmed within it to a reasonable standard.[71]

Some variants, such as 5D Chess with Multiverse Time Travel, are implausible or even impossible to play physically and exist primarily as video games.[citation needed]

Analysis and study

[edit]

Notation

[edit]

Play in most chess variants is sufficiently similar to chess that games can be recorded with algebraic chess notation, although additions to this are often required. For example, the third dimension in Millennium 3D Chess means that move notation needs to include the level number, as well as the rank and file—N2g3 means a knight move to the g3 square on the second level.

Meanwhile, when fairy chess pieces are used, notation requires assigning letters for those pieces.[citation needed]

Scholarship and cataloguing

[edit]

Various publications have been written regarding chess variants. Variant Chess magazine was published from 1990 to 2010, being an official publication of the British Chess Variants Society from 1997. This outlined and introduced multiple variants, as well as containing in-depth analyses.[73] The Italian association of heterodox chess (L'Associazione Italiana Scacchi Eterodossi, A.I.S.E., founded 1978 by Mario Leoncini) also published material on many chess variants. The more recent Abstract Games magazine also discusses chess variants.[74]

A leading figure in the field was David Pritchard, who authored several books on the topic. Most significantly, he compiled an encyclopedia of variants which outlined thousands of different games. Following Pritchard's death in 2005, the second edition of the encyclopedia was completed and published by John Beasley under the title The Classified Encyclopedia of Chess Variants.[75]

A recent overview of historical and some modern variants was published under the title of A World of Chess in 2017.[76]

The Chess Variant Pages website created by Hans Bodlaender in 1995 includes a constantly expanding catalogue of variants. The site includes a wide-ranging collection of chess variant rules and an encyclopedia of fairy pieces.[77]

Computer variant chess

[edit]
abcdef
6a6b6c6 black kingd6e6f66
5a5b5c5 black knightd5e5 white knightf55
4a4 black rookb4c4 black pawnd4 white queene4f4 black pawn4
3a3b3c3 black pawnd3 white pawne3f33
2a2b2c2 white pawnd2e2 white pawnf22
1a1b1 white rookc1d1 white kinge1f1 white rook1
abcdef
Final position in a Los Alamos chess game between MANIAC I (white) and a chess beginner (black). MANIAC I managed to checkmate its inexperienced opponent in the first instance of a computer defeating a human at a chess-like game.

A few chess variants have been the subject of significant computational analysis. Los Alamos chess, a 6×6 variant, was created in 1956 expressly for computers, its simplicity meant that it was possible for the MANIAC I computer to play it, with a victory over a beginner player the first instance of a computer winning a chess-like game against human opposition.[78] Conversely, Arimaa was developed in 2003 to be deliberately resistant to computer analysis while easy for human players, though computers were able to comprehensively surpass human players by 2015.[79]

While solving chess has not yet been achieved, some variants have been found to be simple enough to be solved through computer analysis. The 5×5 Gardner's Minichess variant has been weakly solved as a draw,[80] and a lengthy analysis of losing chess managed to weakly solve this as a win for white.[81]

A Capablanca chess variant played on ChessV

Several computer programs have been developed which can play numerous chess variants and are used by the chess variant community. They include the commercial Zillions of Games, and the free and open source ChessV, Fairy-Max, and Fairy Stockfish.

A more recent study on Chess variants using Alphazero was performed by Google Deepmind's Nenad Tomasev, Ulrich Paquet, and Demis Hassabis, together with GM Vladimir Kramnik.[82] The study looked at several variant chess rule changes, including: no-castling chess, torpedo pawns (pawns can move by 1 or 2 squares anywhere), pawn backwards (pawns can move 1 square backwards as well), and sideways pawns (Pawns can also move laterally by 1 square).[82]

Kramnik offered various opinions on these variants, for example, he considers no-castling chess to be a dynamic variation which would alter opening preparation extensively. Regarding torpedo pawns, Kramnik writes that this variation makes passed pawns "in particular a very strong asset and the value of pawns changes based on the circumstances and closer to the endgame. All of the attacking opportunities increase and this strongly favours the side with the initiative, which makes taking initiative a crucial part of the game. Pawns are very fast, so less of a strategical asset and much more tactical instead. The game becomes more tactical and calculative compared to standard chess."[82] When it comes to pawns that can move backwards, Kramnik writes that this variant "allows for more fluid and flexible pawn structures and could potentially be interesting for players who like such strategic maneuvering."[82]

Equipment

[edit]
One design for the archbishop and chancellor pieces
Selenus chess pieces

Standard chess sets may be used for the classic pieces, but players must also acquire four new distinct looking chessmen to represent the black and white chancellor and archbishops. Specialized chessmen created for these type of variants can be found in hobbyist, board game shops and online craft shops. Some knighted chess variants were produced as full chess sets, like Gothic Chess, and Omega Chess, but most of these are hard to find and out of print.[83]

As such, most hobbyists make their own custom sets. One can also alter, customize or paint regular chess pieces to make them appear distinctive. Another option would be to use specific chessmen from chess sets made in a very different style than the standard Staunton chess set, like the English Barleycorn, Lund pattern or Selenus styles.[83] Other options include using RPG figurines and 3D printed pieces.[83]

The knighted variants which make use of standard 8x8 chessboards like Seirawan chess and Neo-chess pose no problem for players seeking to try these variants on their common chess boards. Other variants require customized boards which are not easily available (such as 10x8). For 10x10 board variants, an international draughts board can be used as a stand in, while for 9x9 variants, a Shogi board can be used.[84] One can also buy inexpensive chess boards made of card stock, vinyl or mousepad material and cut them into pieces which can then be reassembled to accommodate different board sizes.[83]

Chess variants in fiction

[edit]

Chess variants have been invented in various fiction.[85] In The Chessmen of Mars author Edgar Rice Burroughs describes Jetan which depicts a war between two races of Martian. An appendix fully defines the rules of the game.

More commonly specifics of fictional variants are not detailed in the original works, though several have been codified into playable games by fans. An example of this is Tri-Dimensional Chess from Star Trek. On-screen play was not conducted to any specific rules, but a comprehensive rulebook has been since developed.[3] Another well known example of fictional chess-like game are the Star Wars holochess, or dejarik.[86]

Chess boxing, a hybrid sport of chess and boxing, was depicted in Froid Équateur, a 1992 comic by Enki Bilal and was developed into a real sport in the early 21st century.[citation needed]

Fictional chess variants can involve fantastical or dangerous elements. The Chessmen of Mars also describes a form of Jetan where the pieces are human beings and captures are replaced by fights to the death between them. The Doctor Who episode "The Wedding of River Song" depicts "Live Chess", which introduces potentially lethal electric currents into the game.[citation needed]

See also

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A chess variant is a board game derived from, related to, or inspired by the standard game of chess, typically involving the strategic placement and movement of pieces on a gridded board to outmaneuver an opponent, often with the objective of checkmating or capturing a royal piece. These variants modify one or more elements of orthodox chess, such as the board dimensions, piece movements and types, starting positions, winning conditions, or even the number of players, to create new strategic challenges or adapt the game to cultural, recreational, or experimental purposes. Chess variants have existed alongside the game's evolution since its origins in ancient as around the 6th century CE, with early modifications emerging as the game spread to Persia, the , and . Medieval examples include Tamerlane chess (also known as great ), a large-board variant from 14th-century featuring additional pieces like giraffes and pickets to reflect of the era. Regional adaptations, such as xiangqi (Chinese chess) on a 9x10 board with a river dividing the field and (Japanese chess) incorporating piece promotion and drops from captured pieces, developed independently in and remain popular today. In the , inventors have produced thousands of variants, with catalogs like D.B. Pritchard's The Classified Encyclopedia of Chess Variants ( second edition) documenting over 1,600 and estimates placing the total well above 2,000. Among the most notable are Chess960 (also called Fischer Random Chess), proposed by grandmaster in 1996 to randomize back-rank piece placement and reduce reliance on memorized openings; Capablanca chess, invented by former world champion in 1920, which expands the board to 10x8 and adds a chancellor and archbishop for greater mobility; and bughouse (or exchange chess), a fast-paced team variant where captured pieces are passed to teammates for immediate reuse. Other influential types include multi-player variants like on a hexagonal board, where captures cause mutual piece explosions, and three-dimensional variants such as Raumschach, which stack multiple boards to simulate spatial warfare. These innovations not only extend chess's intellectual appeal but also influence computer , problem-solving theory, and cultural representations in and media.

History and Development

Origins and Evolution

The game of chess originated in India during the 6th century as chaturanga, an ancient strategy board game played on an 8x8 board known as ashtapada. Chaturanga represented the four divisions of an ancient Indian army—infantry (pada or pawns), cavalry (asva or knights), elephants (gaja or bishops), and chariots (ratha or rooks)—with pieces that moved similarly to their modern counterparts. This four-part military simulation emphasized tactical warfare, and the objective was to capture or immobilize the opponent's king (raja), often with assistance from a counselor piece (mantri). By the 7th century, spread westward to Sassanid Persia, where it evolved into following the Islamic conquest. Key modifications included the removal of any elements of chance, transforming the game into one of pure skill and strategy. introduced the concept of (shah mat, meaning "the king is helpless"), where the king is placed in inescapable peril, replacing earlier capture-based endings; the counselor's movement was limited to one diagonal square, and the elephant's to two. Persian texts, such as the Karnamak-i-Artakhshatr-i Papakan, reference (shatranj) as a noble pursuit, underscoring its cultural integration among the elite. Through the Islamic world, reached between the 10th and 15th centuries, primarily via trade routes, Moorish , and . By the late , around 1475, European players enhanced the game into its modern form, granting the queen (formerly ) unlimited movement in any direction and the bishop () full diagonal range, accelerating play and increasing tactical complexity. The first surviving printed chess book, Repetición de Amores y Arte de Ajedrez by Luis Ramírez de Lucena, published in 1497, documented these emerging rules and included analytical problems hinting at experimental modifications. As modern chess rules standardized in the amid growing tournament play and club formations, players began deliberately creating variants to explore alternative mechanics, such as altered piece powers or board sizes, often as intellectual diversions in European chess circles. Works like L. Tressan's 1840 Das Schachspiel, seine Gattungen und Abarten cataloged early such experiments, reflecting a period of creative adaptation during the codification of orthodox chess.

Historical Variants

Courier chess, originating in 12th-century , was played on a 12×8 board with 24 pieces per side, featuring unique pieces that expanded upon medieval rules. The courier moved any number of squares diagonally like a modern , while the leaped exactly two squares diagonally, the medieval queen advanced one square diagonally, the sage moved one square in any direction like a , and the shifted one square orthogonally. Pawns advanced one square forward but could initially move two, capturing diagonally and promoting to the limited queen upon reaching the opposite side; the game opened with mandatory double steps for three pawns and the queen. This variant persisted alongside standard chess in for centuries, reflecting regional adaptations to enhance strategic depth. Grande acedrex, documented in the 13th-century Libro de los Juegos compiled by , utilized a 12×12 board with mythical and exotic pieces evoking the era's fascination with the natural world and legends. Each player deployed 24 pieces, including the (one square any direction, with an initial leap option), aanca (diagonal then orthogonal leap, continuing as a rook), (unlimited diagonal like a bishop), (two diagonal then one orthogonal leap), (diagonal-orthogonal-diagonal leap sequence), (three orthogonal jumps), and standard rooks (unlimited orthogonal). Pawns occupied the fourth rank, moving or capturing one square forward orthogonally or diagonally, promoting based on the edge square reached (e.g., to aanca in the king's position); victory came via , with check requiring immediate king escape. The game's elaborate setup and piece movements highlighted Alfonso's scholarly interest in integrating diverse cultural influences into recreational pursuits. Tamerlane chess, emerging in 14th-century Persia during the reign of (Tamerlane), employed a 10×11 board augmented by protruding citadels adjacent to each player's and rook, introducing fortified zones that altered traditional mobility. 21 piece types per side included standard elements plus exotics like the , , , and war machines, with movements adapted from Persian precedents to emphasize hierarchical conquest. Pawns varied by type (e.g., elephant or camel pawns with specialized paths) and promoted to the corresponding piece type upon reaching the opponent's back rank, symbolizing a full campaign rather than linear advance. This complexity mirrored 's imperial strategies, blending military tactics with intellectual diversion in Central Asian courts. Circular chess, recorded in early 19th-century European reconstructions of Byzantine variants, transformed the standard 8×8 setup onto a round board with four concentric rings and 16 radial files, eliminating edges to create endless paths for certain pieces. The king retained its one-square omnidirectional move but gained circular adjacency considerations, while rooks traversed unlimited orthogonal distances around the rings without board boundaries, and bishops followed curved diagonals accordingly. Pawns advanced radially outward but could not promote due to the absence of an opposing edge, leading to draws if unable to progress; captures followed norms, with the board's symmetry promoting fluid, non-linear strategies. This design revived medieval concepts for 19th-century audiences, adapting ancient forms to explore geometric innovations in gameplay. These historical variants appeared prominently in medieval manuscripts, such as Alfonso X's illuminated and Persian treatises on derivatives, underscoring their role as intellectual pastimes in royal courts across and the Islamic world. They served not only as entertainment but also as metaphors for governance and warfare, fostering diplomatic exchanges and scholarly discourse among nobility.

Classification and Types

By Alteration of Rules

Chess variants categorized by alterations to core rules, such as win conditions, movement mechanics, or capture processes, fundamentally shift strategic priorities while retaining the standard board and piece set. These modifications often invert traditional objectives or introduce mandatory actions, leading to aggressive playstyles that emphasize rapid exchanges over defensive positioning. Unlike variants that alter physical components, these focus solely on procedural changes to heighten tactical complexity and unpredictability. Win condition variants reverse the goal of standard chess, where players aim to lose rather than protect their forces. In Suicide Chess, also known as or Antichess, the objective is to lose all pieces or be , with capturing mandatory whenever possible; the lacks royal protections and can be captured like any piece, eliminating checks and checkmates. Pawns promote to a queen or (or other captured pieces) in common rulesets, and there is no or , resulting in games that prioritize forcing opponent captures to deplete their army faster. This setup fosters aggressive strategies, as players seek to sacrifice material deliberately, contrasting the caution of orthodox chess; endgames become intricate, with bishops often proving highly effective due to their long-range threats. Losers Chess, a close relative with origins in the late , follows similar compulsory capture rules but emphasizes total piece elimination without considerations in some interpretations, amplifying the race to bare one's board. Movement rule changes modify how pieces traverse the board without altering their types. Cylinder Chess connects the left and right edges of the board, creating a cylindrical where rooks and queens can wrap around horizontally, effectively doubling their file-based paths and turning bishops into more potent pieces on certain colors. The initial setup mirrors standard chess, with white pawns advancing on the second rank and black on the seventh, but early moves like 1.e4 now threaten wider pawn structures due to the wraparound. This alteration promotes open lines and flank attacks, as edge files become central pathways, demanding revised opening theories focused on cylindrical control rather than traditional center dominance. Objective variants introduce explosive or destructive elements to captures, escalating risk in every exchange. Atomic Chess, invented by H. D. Benjamin in 1949, detonates all non-pawn pieces adjacent to a capture (orthogonally and diagonally), removing the captured piece, the capturing piece (except pawns in some rules), and surrounding units except the kings, which cannot approach each other closely to avoid mutual destruction. Kings explode immediately upon involvement, ending the game in loss for that player, with victory also achievable by checkmate or total opponent annihilation. The mechanics encourage high-stakes gambits and piece clustering for chain reactions, transforming standard tactics into volatile blasts that can clear the board in mere moves, thus prioritizing sacrificial aggression over preservation. Across these variants, rule alterations commonly invert strategic depth, compelling players toward mandatory aggression and material loss, which shortens games and highlights endgame paradoxes where fewer pieces paradoxically strengthen positions. Such changes, often precursors to broader evolutions in historical variants, underscore chess's adaptability through procedural .

By Board and Piece Changes

Chess variants that modify the board size, , or pieces introduce structural changes that fundamentally alter movement possibilities, , and compared to standard chess. These adaptations often expand tactical options through increased mobility or novel interactions, while sometimes complicating coordination or extending play duration. Such variants emphasize geometric , with examples spanning asymmetric setups to entirely reimagined topologies. Board size variants adjust the playing field to alter piece power and game length. , particularly Gliński's variant, employs a symmetric 91-cell hexagonal board where pieces move in six directions, but rooks traverse three orthogonal lines and bishops three diagonal ones, enhancing flank attacks and reducing central bottlenecks. This design, popularized in the 1930s with over 500,000 players in by the 1970s, requires an extra bishop and pawn per side for balance, with pawns advancing one cell forward and capturing obliquely, promoting on the opponent's back line. Another example, Maharajah and the Sepoys, uses a standard 8x8 board but creates asymmetry: one side (the Maharajah, White) deploys only a single royal piece, the Maharajah (combining queen and movements), while the opponent (the Sepoys, Black) fields a full standard chess army, with the objective of checkmating the Maharajah. Originating in mid-19th-century , this setup favors the Maharajah's mobility against numerical inferiority, often resulting in a win for the stronger side with perfect play. Piece addition variants incorporate new units with unique abilities, shifting emphasis from traditional captures to specialized mechanics. Ultima, also known as Baroque chess, retains an 8x8 board but replaces standard pieces (except pawns and king) with fairy types like the immobilizer, which freezes adjacent enemy pieces without capturing; the withdrawer, which retreats an opponent's piece to safety; and the , which captures by mimicking the target's movement. Invented by Robert Abbott in 1961 and revised thereafter, all non-pawn pieces move like queens but capture via these idiosyncratic rules—pawns advance like rooks, never capturing diagonally—prioritizing positional control and defense over aggressive advances. This fosters unconventional strategies, where immobilizing key pieces can paralyze attacks more effectively than direct engagement. Board shape changes further disrupt orthodox geometry, demanding adapted movement rules. Triangular chess utilizes a hexagonal board comprising 96 triangular cells, with each player commanding a full set of pieces plus three extra pawns for symmetry. Developed by George Dekle Sr. in 1986, pieces move in three primary directions: rooks and bishops along edges or vertices (up to 12 possible paths), pawns forward one cell with sideways captures, and promotion on the final row; some versions incorporate shogi-like drops and orientations for gold/silver generals. The triangular layout complicates bishop color complexes and edge control, often amplifying knight utility in tight spaces. A prominent example of piece placement variation is Fischer Random Chess (Chess960), introduced by in 1996 to counter the dominance of memorized openings in standard chess. It randomizes the back-rank pieces (bishops on opposite colors, king between rooks) across 960 valid starting positions on an 8x8 board, preserving but nullifying traditional opening theory and promoting midgame creativity from the outset. This shift levels the field by emphasizing raw skill over preparation, as evidenced by its inclusion in FIDE's Laws of Chess appendix since 2008 and the inaugural in 2019. These modifications yield distinct strategic effects: larger or non-rectangular boards heighten mobility, enabling broader maneuvers and piece interactions, but typically prolong games due to expanded and reduced capture frequency— for instance, queens may rooks more readily on 16x16 boards. In hexagonal and triangular setups, the altered geometry boosts tactical complexity, with knights often outvaluing bishops and multi-directional paths accelerating flank play while challenging central dominance. Overall, such variants enhance by evolving piece values and coordination demands, as measured by increased move diversity in larger formats.

Creators and Innovations

Notable Inventors

Ferdinand Maack (1861–1930), a German physician, teacher, and occultist, pioneered with his invention of Raumschach in 1907. This variant, played on a 5×5×5 cubic board with specialized pieces like the (a three-dimensional analog), aimed to simulate by incorporating attacks from multiple planes. Maack's design emphasized spatial strategy, introducing elements such as forward, sideways, and vertical movements, and he detailed the rules in a self-published that year. Active in German chess circles, he founded the Raumschach Club in in 1919 to promote the game, fostering early interest in multidimensional variants among enthusiasts. Robert Abbott (1933–2018), an American game inventor and early computer programmer, created over 50 chess variants, with Ultima (originally Baroque Chess) from 1962 standing as his most influential. In Ultima, pieces retain familiar appearances but feature unconventional capture mechanics, such as the immobilizer that freezes opponents or the long leaper that jumps over pieces to capture distant targets, shifting emphasis from traditional mobility to tactical immobilization and coordination. Abbott's innovations drew from his interest in abstract strategy games, and he popularized them through publications like his 1968 book Abbott's New Card Games, which included Ultima rules and adaptations. His work encouraged experimentation with non-standard pieces, influencing subsequent designers to explore rule asymmetries for deeper strategic variety. Ralph Betza (born 1945), an American mathematician and chess enthusiast, significantly advanced by inventing numerous hybrid pieces and developing the Betza notation system in the for precisely describing movement patterns. Among his creations, the Nightrider—a rider that repeats leaps (2×1 steps) in a straight line, combining the knight's leaping ability with a bishop-like range—became a staple in variant compositions for its versatile attacking potential on larger boards. Betza's contributions extended to full variants like Chess on a Really Big Board (circa 1996), played on a 16×16 grid with enhanced armies, and he shared implementations via Zillions-of-Games files starting in the late , enabling digital play and analysis. His systematic approach to piece values and mobility, often shared on specialized forums, democratized design and inspired computational explorations of variant balance. These inventors' efforts elevated chess variants from niche curiosities to structured pursuits, with Maack's spatial innovations, Abbott's rule-bending mechanics, and Betza's piece gaining traction through dedicated publications and digital dissemination. For instance, comprehensive catalogs like D.B. Pritchard's The Encyclopedia of Chess Variants () documented their creations, boosting academic and recreational adoption by providing verifiable rules and historical context that spurred further inventions. Online archives and software implementations, building on their foundations, have since amplified variant popularity among global players seeking alternatives to standard chess.

Modern Developments

In the , fairy chess emerged as a significant trend in chess variants, characterized by the introduction of unlimited unconventional piece types and board conditions that expanded creative possibilities beyond standard chess rules. This development was pioneered by figures like Thomas Rayner Dawson, often called the father of , who popularized the genre through innovative problems and pieces in the early 1900s. Publications such as The Problemist, starting in , and the dedicated Fairy Chess Review from to 1951 played a crucial role in disseminating these ideas, fostering a community of composers who explored hundreds of fairy elements like grasshoppers and nightriders. By mid-century, had influenced variant design globally, emphasizing problem-solving over competitive play and inspiring ongoing journals like The Problemist into the present day. The digital era beginning in the late introduced technological influences on variant creation, particularly designs aimed at countering dominance in games like chess. A notable example is , invented in 2002 by Omar Syed as an asymmetric playable on a standard but with , , , , , and elephant pieces that move by pushing or pulling rather than capturing directly. Syed offered a $10,000 prize annually from 2003 to 2020 for the first to defeat a human champion under tournament conditions, highlighting Arimaa's deliberate complexity to resist brute-force algorithms and early AI methods. Although a ultimately won the title in 2015 after 12 years of human victories, Arimaa's rules—featuring multi-step interactions and no simple evaluation functions—continued to challenge approaches by requiring abstract spatial reasoning. Post-2000 trends in chess variants have emphasized dynamic gameplay mechanics to refresh traditional structures, with progressive chess gaining renewed interest for its escalating move sequences. In progressive chess, begins with one move, responds with two, then three, and so on, with series ending upon check or , promoting aggressive tactics and rapid development over prolonged openings. This variant, with roots in earlier concepts but revitalized digitally, has seen increased popularity through online platforms' variant sections, where users explore it alongside others like three-check or , fostering community engagement and tournaments. In the 2020s, advancements in immersive technologies have spurred variants integrating (VR) and (AR) for enhanced spatial and interactive experiences. Projects like XR Chess, developed in 2024, overlay AR elements on physical boards to allow holographic piece movements and 3D visualizations, maintaining tactile play while adding layers like environmental effects or multi-angle views. Similarly, holographic board variants, inspired by , have entered development using volumetric displays for floating 3D pieces, as demonstrated in prototypes from 2020 onward that enable real-time, shared without screens. These innovations aim to make variants more accessible and engaging for younger audiences, blending physical and digital realms to evolve chess's social dynamics. Global influences have also shaped modern variants, drawing from non-Western traditions to create hybrid forms that incorporate regional flavors. For instance, derivatives of Thai —itself a descendant popular in with over two million players—include Makpong, introduced to minimize draws in single-elimination tournaments by altering promotion and counting rules for decisive outcomes. Such adaptations reflect broader 21st-century trends of cross-cultural exchange, where apps and international communities promote these variants alongside Western innovations, enriching the global chess variant landscape.

Gameplay Mechanics

Basic Play and Rules

Chess variants generally retain the fundamental structure of standard chess, featuring turn-based alternation between two opposing players who maneuver pieces across a board to outmaneuver their opponent. This core mechanic ensures strategic depth, with each player completing one move per turn, typically involving the relocation or capture of a piece according to predefined movement rules. Piece interactions form the basis of , where pieces capture opponents by on their squares, often following patterns derived from or inspired by traditional chess mobility, such as linear slides or leaps. The primary objective in most variants mirrors standard chess: to achieve by placing the opponent's royal piece—usually a —under inescapable attack, rendering it unable to escape capture on the next turn. However, many variants introduce alternative victory conditions, such as capturing all enemy pieces, immobilizing the opponent through , or fulfilling a positional requirement like controlling a central area. Draws can occur via , repetition of positions, or other agreed-upon criteria, maintaining balance in prolonged games. Adapting standard rules is central to variant play, with elements like often preserved for king safety but sometimes restricted or redefined based on board size or piece placement. En passant captures, which allow pawns to seize an advancing enemy pawn, may be retained or eliminated if pawn structures differ significantly, while promotion rules frequently expand options beyond the standard queen, , rook, or to include unique pieces. The overarching guideline is to adhere strictly to the variant's documented rules, ensuring consistency in how these mechanics integrate with the game's innovations. Basic strategy in chess variants builds on classical principles but demands rapid adaptation to novel movement possibilities, such as extended ranges or conditional powers, requiring players to reassess threats, defenses, and combinations from the outset. This flexibility fosters creative thinking, as familiar openings and middlegame tactics must be recalibrated—for instance, in variants with randomized setups, early calculation of piece interactions becomes paramount over memorized theory. For those new to variants, the involves a gradual progression: begin with modifications that minimally alter standard chess, such as shuffled back ranks, to reinforce core skills before tackling variants with entirely new pieces or boards. Thoroughly studying the rules through diagrams or sample games accelerates mastery, allowing players to experiment without overwhelming complexity. Fair play in chess variants relies on pre-game consensus, where participants explicitly agree on the rule set, win conditions, and any clarifications to prevent misunderstandings, particularly in casual or unmoderated settings. This convention upholds the spirit of strategic competition, mirroring broader chess etiquette while accommodating the diversity of variant designs.

Equipment and Setup

Chess variants typically adapt standard chess for their specific requirements, with many utilizing the conventional 8x8 chessboard and Staunton-style pieces for variants that involve minimal physical changes, such as those altering only the rules or initial positioning. For smaller variants or those with rule-only modifications, like Chess960, no additional beyond a standard set is needed, allowing play on existing boards. Larger or non-rectangular variants necessitate custom boards; for instance, Capablanca chess employs a 10x8 board with the rooks placed in the corners (a1 and j1 for white, a8 and j8 for black), knights on b1 and i1 (b8 and i8), bishops on c1 and h1 (c8 and h8), and the new archbishop and chancellor pieces inserted between the king/queen and bishops, requiring extended boards available from manufacturers like House of Staunton. Hexagonal variants, such as Glinski's Hexagonal Chess, use a hexagonal board composed of 91 smaller hexagons (with 6 cells per side), where white's setup features the king in the center of the back row, flanked by queen, bishops (one per color), knights, and rooks on the edges, plus nine pawns on the second row; these boards can be commercially produced or DIY-constructed from hexagonal tiles. Piece representations often extend beyond standard sets to include "" pieces with unique movements, such as the (bishop + ) or (rook + ) in Capablanca chess, which can be sourced as commercial expansions or 3D-printed using free designs available on platforms like for variants like Dealer's Chess. Software like ChessV provides virtual setups for over 100 variants, simulating unlimited piece types on digital boards without physical hardware, supporting both graphical interfaces and programmable custom rules. Setup variations differ significantly across variants; in Shogi-inspired games, the 9x9 board features an initial back-row arrangement of , , silver general, gold general, king (centered), gold general, silver general, , and , with captured pieces held in reserve for drops onto empty squares, a mechanic absent in orthodox chess. Common configurations are illustrated via diagrams on sites like The Chess Variant Pages, aiding visualization for setups in variants like Kyoto Shogi, which retains Shogi's drop rule but on a smaller board. Accessibility adaptations include Braille chessboards with raised/lowered squares and tactile pieces labeled in Braille for visually impaired players, primarily designed for standard chess but adaptable for variants through modular piece sets that distinguish fairy pieces by shape. Online platforms like and offer free virtual variant kits, enabling accessible play via screen readers or voice commands without physical equipment. Cost and availability range from low-cost DIY options, such as 3D-printing fairy pieces using open-source STL files from repositories like Yeggi, to commercial sets; The Chess Variant Pages directs to vendors like Amazon for 3D printers and kits, while as of 2025, specialized sets like Musketeer Chess expansions (including 10 additional pieces) are available for $50–$200 from dedicated suppliers, with hexagonal boards purchasable for around $30 from custom game makers like The Game Crafter.

Analysis and Resources

Notation Systems

Chess variants employ adapted notation systems to record moves, primarily extending the Standard Algebraic Notation (SAN) used in international chess to handle diverse board sizes, fairy pieces, and unique rules. These systems facilitate clear communication in games, problems, and digital implementations, with the standard serving as the foundation for many extensions. SAN identifies squares by file (letters a-h or extended) and rank (numbers 1-8 or extended), specifies the moving piece, and disambiguates with from-square details if needed (e.g., Nbd2 for knight from b-file to d2). For variants, PGN includes a "Variant" header tag to denote the ruleset, such as "Capablanca" or "Chess960". Historically, chess notation transitioned from descriptive systems—where moves were recorded relative to the player, like "P-K4" for pawn to king's fourth—in the to algebraic notation, pioneered by Philip Stamma in 1737 and popularized in by the mid-19th century. Descriptive notation dominated English-language publications until the 1970s, when the campaigned for algebraic due to its universality and efficiency. By the 1990s, algebraic became the global standard, coinciding with the rise of and variant databases, which necessitated extensions for non-standard elements like fairy pieces and irregular boards. For board adaptations, SAN extends file letters beyond "h" (e.g., "i" and "j" for 10x10 boards like in Capablanca chess) and rank numbers beyond 8 if required, allowing unambiguous square identification such as "ja10". This ensures compatibility with larger or shaped boards while maintaining the coordinate-based structure. In cylindrical chess, where the a- and h-files connect, standard SAN applies directly to target squares, treating wraps as implicit; for example, a rook moving from a1 to h2 (wrapping rightward) is notated "Rah2" without special symbols, though Betza notation uses "o" prefixes for cylindrical paths (e.g., oR for wrapping rook). Piece notation retains standard symbols—K for , Q for queen, R for rook, B for , N for , and implied pawns—for core elements, but fairy pieces require conventions. In Capablanca chess, the (bishop-knight compound) is denoted "A", and the (rook-knight compound) "C", placed between the knight and bishop in the starting array. Other systems, like those from the British Chess Problem Society, assign unique letters to common (e.g., W for wazir, a one-step orthogonal mover). Ralph Betza's "funny notation," developed in the late , provides a compact, descriptive alternative for move patterns rather than symbols: atoms like "N" denote a (2,1) leaper (), "W" a one-step orthogonal, and "F" a one-step diagonal, with modifiers for direction (f for forward), range (numbers for sliders, e.g., N0 for nightrider), and type (j for , c for capture-only). For instance, a queen is "FW" ( + wazir, unlimited), and an "BN". This system aids variant design and engine implementation but is less common for game recording. Variant-specific adjustments address unique mechanics. In Fischer Random Chess (Chess960), SAN records moves as in standard chess, but the randomized back-rank setup is specified via Forsyth-Edwards Notation (FEN) or a number from 0 to 959; follows king destination (e.g., O-O becomes Kg1, with rook to f1). This preserves SAN's brevity while clarifying non-standard positions, as endorsed by for official events. Practical application in complex variants like Ultima illustrates these adaptations. Ultima uses an 8x8 board with fairy pieces: K (), pawns (implied, moving as rooks), W (withdrawer, queen-mover that captures by withdrawing from adjacent foes), L (long leaper, queen-mover capturing by leaping over isolated enemies), C (coordinator, queen-mover capturing foes attacked jointly with the ), I (immobilizer, queen-mover that paralyzes adjacent enemies), and X (chameleon, queen-mover capturing by mimicking the target's move). Moves follow SAN, with captures denoted by "x"; for example, a long leaper jumping from d4 over an enemy on e5 to f6 (isolated capture) is "Ldxe5f6", but since Ultima's leaps land beyond, it simplifies to "Ld4xf6" if unambiguous. Special captures like the withdrawer's require contextual description in full records, but core notation remains algebraic for clarity.

Scholarship and Cataloguing

Scholarship on chess variants encompasses systematic documentation, theoretical analysis, and historical preservation efforts, reflecting the field's growth from niche problem-solving to broader applications. Key resources include The Chess Variant Pages, an online repository founded in 1995 that catalogs thousands of variants, including historic, regional, and modern games, with classifications organized by board type, piece modifications, and rule alterations. Another foundational catalog is The Classified Encyclopedia of Chess Variants, the second edition of Pritchard's work completed and edited by J. S. Beasley (2007), which documents approximately 1,400 variants through detailed rules, histories, and indices, emphasizing non-proprietary games with ordinary boards and unorthodox mechanics. Complementing these, The Encyclopedia of Chess Variants by David Pritchard (1994) provides entries on more than 1,400 variants, indexed alphabetically and by inventor, serving as a comprehensive reference for enthusiasts and researchers. Early academic works focused on , a subset introducing non-standard pieces and conditions. T. R. Dawson, regarded as the father of , authored influential publications such as the Five Classics of Fairy Chess (originally issued as pamphlets between 1935 and 1947, reprinted 1973), which explored , multi-move variants, and novel piece movements through hundreds of composed problems. Dawson also edited The Fairy Chess Review (1930–1951), a journal dedicated to heterodox problems and variant innovations, publishing original compositions and theoretical discussions that advanced the field's compositional techniques. Later, Variant Chess magazine (1990–2010), issued by the British Chess Variants Society, extended this tradition by featuring articles on rule modifications, playtesting reports, and variant histories, fostering organized study among members. Cataloguing methods typically involve indexing variants by inventor, publication year, or mechanical type to facilitate research and comparison. For instance, Pritchard's uses chronological and thematic indices to trace evolutions, such as from medieval to modern three-dimensional games, while Beasley's work employs a classified structure grouping entries by capture rules, board geometry, or piece promotions. The British Chess Variants Society (1997–2010) supported these efforts through its publications and archived website, maintaining archives that cross-reference variants by origin and gameplay alterations. Such systems aid in distinguishing core innovations, like fairy pieces, from broader rule changes, enabling precise scholarly attribution. In the 2020s, scholarship has increasingly applied to assess variant complexity and . A 2023 study quantified the complexity of chess openings—adaptable to variants—using metrics on large datasets from online platforms, revealing how rule tweaks amplify branching factors and decision compared to standard chess. Similarly, a 2020 peer-reviewed analysis of the variant employed neural networks to evaluate its computational demands, demonstrating higher due to piece drops, with implications for AI training in asymmetric games. A 2025 paper in Nature Scientific Reports explored emergent complexity in the decision-making process of chess players, using large-scale datasets and engine evaluations to quantify decision criticality. Preservation efforts ensure the longevity of physical sets and rule documentation, with museums archiving artifacts that illustrate variant histories. The , for example, maintains collections of historical chess sets, including regional variants like pieces, alongside exhibits on rule evolutions through interactive displays of physical boards and custom pieces. The British Museum holds medieval ivory chessmen from the Lewis hoard (12th century), which preserve early European adaptations of chess rules, serving as precursors to documented variants in scholarly catalogs. These institutions, along with digital archives from societies like the British Chess Variants Society, safeguard both tangible artifacts and textual rules against loss, supporting ongoing research into variant lineages.

Computational Tools

Early software for chess variants includes Zillions of Games, released in 1998 by and Mark Lefler, which supports playing hundreds of variants against AI opponents through a that allows users to implement custom rules without recompiling the program. This tool facilitated the simulation of diverse board games, including chess-like variants such as and xiangqi, by defining piece movements, win conditions, and board setups in accessible Zillions Rule Files (ZRFs). Its AI uses search with alpha-beta pruning, adapted generically across variants, making it a foundational platform for hobbyist exploration in the late 1990s and early 2000s. Modern chess engines have advanced to handle fairy pieces and non-standard rules more efficiently, exemplified by Fairy-Stockfish, a 2020s fork of the open-source engine, which supports dozens of variants like and Horde through extensible configuration files. Fairy-Stockfish adapts evaluation functions for new win conditions, such as capture-all or race-to-goal, by incorporating variant-specific evaluation (NNUE) networks trained via , enabling strong AI play on platforms like . These adaptations address challenges in variant AI, where traditional handcrafted heuristics falter; for instance, , a 2003 variant designed by Omar Syed to resist early AI due to its high and lack of simple captures, remained unbeaten by computers until 2015, when a dedicated program using alpha-beta search and endgame databases solved it by proving perfect play leads to draws in most positions. Recent 2025 developments in , such as models trained on multi-dimensional variants, further enhance evaluation for irregular boards and pieces, as explored in AI research integrating AlphaZero-style . Tools for creating chess variants often employ techniques to automate rule design, such as algorithms that vary board sizes, piece powers, and objectives while ensuring balanced gameplay, as demonstrated in academic work mapping aesthetic criteria to generated chess-like games. Online platforms like provide accessible modes for over a dozen variants, including AI opponents powered by Fairy-Stockfish, allowing users to play, analyze, and even prototype custom setups via integrated editors. For analysis, endgame tablebases exist for smaller variants, such as 4x4 , where exhaustive computation solves all positions with up to 16 pieces, revealing perfect strategies unattainable on larger boards due to storage limits. metrics highlight these challenges; for example, the state-space size for standard 8x8 chess is estimated at around 10^46 legal positions, while 10x10 variants like Grand Chess expand this to over 10^60, exponentially increasing search demands for AI solvers.

Cultural and Social Aspects

Variants in Fiction and Media

Chess variants have appeared in as metaphors for narrative progression and reversal. In Lewis Carroll's Through the Looking-Glass (1871), the story unfolds on a mirrored where Alice, as a white pawn, advances through eight squares to become a queen, with each chapter corresponding to a chess move that alters the rules of reality and implies promotions and captures central to the plot. This mirrored setup directly inspired the Alice chess variant, played across two standard boards to represent crossing into an alternate dimension, where captured pieces transfer between boards. In film and television, chess variants often symbolize existential or power struggles, extending beyond standard rules in science fiction contexts. Ingmar Bergman's (1957) depicts a challenging to a chess match on a rocky beach, using conventional rules to represent humanity's futile yet defiant quest for meaning amid plague and mortality. In contrast, Ridley Scott's (1982) features a custom game between geneticist J.F. Sebastian and tycoon Eldon Tyrell, employing a unique bird-themed with pieces modeled after British birds to evoke themes of creation and obsolescence, loosely following the 1851 but adapted for dramatic tension. Video games have integrated chess variants to enhance puzzle-solving and immersion, incorporating non-standard pieces and boards. More recently, Chess Ultra (2017) offers ten popular variants, including multi-dimensional setups visualized in 3D environments, allowing players to explore altered rules like randomized starting positions in for broader accessibility. Symbolically, chess variants in fiction evoke alternate realities and intricate power dynamics. In (1965), the game of Cheops—a nine-level chess variant—serves as a for the novel's feudal intrigue, where players aim to crown their queen at the pyramid's apex while checkmating the opponent's king, mirroring the multi-layered political maneuvers on . In 2020s media, custom chess variants have gained traction through niche formats, popularizing obscure types among enthusiasts. Webcomics like 's strip 3139 (2023) humorously depict experimental variants with modified piece movements to satirize and probability, drawing readers into discussions of rule innovation. Podcasts such as the Perpetual Chess Podcast have dedicated episodes to variant explorations, interviewing creators and analyzing their strategic depth, which has boosted interest in games like Chess960 and contributed to a resurgence in online communities experimenting with bespoke rules.

Tournaments and Communities

The chess variants community has organized several notable tournaments to promote competitive play across different rule sets. The inaugural Casablanca Chess Variant Tournament, hosted by in May 2024, featured grandmasters competing in multiple variants such as Chess960 and Three-Check Chess over a weekend format, with emerging as the winner. Similarly, has sanctioned the World Fischer Random Chess Championship since 2019, a biennial event that rotates hosting locations and emphasizes randomized starting positions to reduce opening theory dominance. Online platforms have expanded tournament access, with 's Variants Community Series running weekly events since 2024, where participants play rounds in variants like Bughouse and , often streamed for broader engagement. Dedicated online communities foster discussion and casual play for chess variants enthusiasts. The subreddit r/chessvariants, established in the early , serves as a hub for sharing custom rules, analyzing games, and organizing informal matches, attracting thousands of members by 2025. Complementing this, servers such as The House Discord—affiliated with —host live variant games and strategy sessions for players of all levels, including variants like and Horde, with active participation noted into 2025. Another prominent server, Multiverse Chess, focuses on pieces and experimental variants, enabling real-time collaboration among developers and players. Formal organizations have historically supported variant promotion through structured play and resources. The British Chess Variants Society (BCVS), active from 1997 to 2010 in the UK, published the magazine Variant Chess and coordinated correspondence and over-the-board events to standardize rules across variants like Capablanca Chess. In the correspondence realm, the (ICCF) occasionally incorporates variant divisions in its tournaments, allowing global players to compete in modified rulesets via email or server-based play, though standard chess remains predominant. These groups emphasize fair competition by establishing variant-specific guidelines, such as time controls adjusted for piece complexity and adjudication protocols for unresolved games. Annual gatherings and leagues highlight the growing interest in variants. In the US, events like the Premier Chess Academy's Crown Jewel Chess-Variant Tournament, held since the early 2020s, bring together young players for multi-round formats testing skills in games like Duck Chess and , with rules ensuring balanced matchmaking across experience levels. The World Chess Hall of Fame's 2025 exhibition "Chess Variants: Transforming Tradition" included interactive sessions and variant demonstrations, drawing hundreds of attendees to explore competitive play. The catalyzed a surge in online variant leagues, building on the broader explosion in digital chess participation. Platforms like reported variant player bases growing alongside overall , which doubled from 2019 to , with sustained post-pandemic increases in variant-specific events by 2025 due to accessible tools enabling remote multiplayer. This trend has democratized access, with communities noting heightened engagement in leagues for variants like .

References

  1. https://en.wikibooks.org/wiki/Chess_Variants/Maharajah_and_the_Sepoys
Add your contribution
Related Hubs
User Avatar
No comments yet.