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Time Travel Chess. Pieces can travel into the Future. Kings can also return to the Past! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Jan 15, 2004 04:07 AM UTC:Good ★★★★
The following is a form of time travel chess worked out by Jens Meder and
myself.  It involves the use of Checkers as markers.

All pieces can be warped either from the future or into the future.

A piece is time-warped from the future by 'cloning' a piece located upon
the field.  A duplicate piece preforms a legal move from the location of
the 'original' piece.  The 'original' piece is denoted with a number
of red checkers, up to six.  The player is allowed to move either
'duplicate' and 'original' on subsequent turns.  At the end of each
turn, the player removes one of the checkers from the 'original' piece. 
The 'original' piece is removed from the game with the last of the
checkers.  (If there is no extra piece available for the 'duplicate', a
player can merely mark one of the checkers with a sticker noting the value
of the 'original' piece and use the current piece for the
'duplicate'.)

A player time-warps a piece into the future by placing a number of black
tokens, up to six, with it.  Such a piece is considered to have
'dis-appeared' and not allowed to be move from its cell until it
'reappears' in the future.  Other pieces are allowed to move through and
upon a cell occupied by such a piece.  At the end of each turn, the player
removes one of the checkers from this piece.  When all the checkers are
gone, it has 're-appeared'.  Any other piece, regardless of owner, which
is located on the cell of a 're-appearing' piece is considered captured
and removed from the game.  The  're-appearance' of a piece is automatic
and not considered a turn in itself.

Each player is only allowed one warp, either to the future or from the
future, to exist during a turn.  Since the checkers are not removed until
the end of the turn, a player must wait to the next before creating a new
warp.  A player is not allowed to add checkers to a warp.

The game is won by check-mating the opponent King or capture of an
'original' piece of a time-warp from the future.  The latter condition
of this rule is due to a paradox, since a captured 'original' piece
would then be unable to warp back in time.  And yes, the King can
time-warp into the future to avoid a current check.  And the King can
time-warp from the future, its 'duplicate' would be subject to the
check-mate portion of the rule while the 'original' is now subject to
the capture portion of the rule.