K

logo art7D

to the home page of art7d.be
to the home page of history of modern art
to the home page of virtual museum
to the art by J.F.
to the page games
to the home page of photography
to the page music
to the page literature by J.F.
to the blog page
to the page with CV of J.F. and passe partout

Art of Chess & Variants

 
Historical chess games, the European and the Japanese chess World chess game Chess with other pieces, new original games Chess variants for children

1 Historical chess games, the European and the Japanese chess

Read more...

2 World chess game

Read more...

Chess with other pieces, new original games

Read more...

4 Chess variants for children

Read more

 

4 Chess variants for children

 
police and thief  

Thief and police

(self invented)

This game is played on a board with two discs: one presenting the thief, the other the police (black and white). First the thief places his disc on a field, followed by the police on another field of choice. Beside the board the police has one color set of chessmen, but the prawns of both colours. The thief can always do one single step in each direction. The thief writes on a paper (hidden to the opponent) to which field he is moving (one can for example draw a little arrow). Next the police must do a guess and moves his disc to the place he thinks the thief might be. Each time the police moves, he must give one chess piece to the thief (it stays out of the board) which corresponds with the movement he has made. Next the thief reveals the place where he stands. If he has not be taken, he makes a next move. The thief wins when the police has given away all his chessmen and could not take the thief yet.

Example on the left: the thief doesn't want to take a great risk, he does a move to the right, only within reach of the police with the jump of a knight. Next the police is guessing: probably he will be a knight jump away now. He jumps to e6 and gives one of his two knights to the thief. But he did not land on the field of the thief. So the thief makes his next move and decides to go to f4 for which the police has to sacrify the second and last horse. And so on...

© Johan Framhout October 2014

 

One against all others

White has a full set on the usual start place. Black only has one piece: the king, with the combined capacity of all other chesmen. So he can move and beat as a queen and a horse. If he is a good player, he cannot be defeated. So this is a test to the beginner: how long do you survive.

Blind chess

The chessmen are replaced by numbers from one to sixteen (as on the image beside). Both players write down on a paper (hidden to the opponent) which number corresponds with which chessman, until they both have a full and normal standard chess set. All pieces start on the first two rows, but of course in a self chosen position. Both players can also write down after each move of the opponent, which chessman his number might possibly present. For instance a piece of the opponents second row moves two fields right ahead. So it can be a prawn, the queen or a rook. But on another occasion during the game the opponent makes another move with this same disc, one field in a diagonal direction. Now this number can only present the queen. When a disc is beaten, the disc is removed form the board and must reveal it's identity. The winner is the one who takes the king.

  Blind chess
 

Disc chess

As a start black puts a disc on one of the four central fields. Rules are equal to traditional chess, but a piece can only do its move or take, when the disc, copying this move exactly, lands on an empty field of the chess board. That is the only funtion of the disc, used by both players.

In the end game depicted beside, white is on turn. He cannot take the black king because the disc cannot move forwards. (The disc has been depicted as a yingyang symbol because it belongs to both colours.) The black king is not placed in check, it is quite useless to say "check" too.

White can do a move with his king backwards, but he can also choose to bring his queen to f2, the following disc lands on f8. Black is now on turn but cannot take the white queen either.

This is an amusing, but not an easy variant, and is played by those familiar to the traditional chess.

© Johan Framhout October 2014

  disc chess
 
dice chess  

Dice chess

The main problem with chess for children if an adult wants to teach chess, is the inequality leaving no chance for the children. This may be the main problem chess doesn't succeed in being popular with children. But solutions exist. One of them is the introduction of a coincidence factor. In this game, it's the dice. (Another way is to choose a blind cart, on the bottom is the piece image.)

Rules as in orthodox chess, with:

For each turn the player throws a dice which determines which kind of chessman he will use.

1 = pawn
2 = knight
3 = bishop
4 = rook
5 = queen
6 = king or a move with any piece

To move with this piece is obliged. If no move is possible, the player throws the dice again, untill a suited number has been rolled. Castle is possible with both 4 or 6.

This game is also suitable for solitary chess. In this you use both colour sets to play against each other. Because of the dice both colours get their own strategy.

 

The choice of the numbers is corresponding the exchange values of the chessmen. (Two bishops are regarded to be superior to two knights. This is only a memory help.)

Variant 1: only one cast, if the casted chessman cannot do a move, one may choose witch chessman to move. With this variant the coincidence is large in the opening game and restricted in the end game.

Variant 2: variant found on wikipedia, with two dices. The player can choose: one of the two numbers or the sum of both. With a double (2 same numbers) one can choose witch chessman to move. If there is no suited number, the player looses it's turn. Castling can with 4 or a double. En passant exists. If a player is in check, he has to throw a suited number or he cannot move. So the king can be taken here.

 

What's new on art7d.be? Follow the blog!