Chess on a really big board
Chess on a really big board is a large chess variant invented by Ralph Betza around 1996.[1] It is played on a 16×16 chessboard with 16 pieces (on the back rank) and 16 pawns (on the second rank) per player. Since such a board can be constructed by pushing together four standard 8×8 boards, Betza also gave this variant the alternative names of four-board chess[1] or chess on four boards.[2]
Game description
[edit]The standard rules of chess apply except in the following cases:[1]
- The game is played on a 16×16 board with the starting position shown above.
- An unmoved pawn can move one step, up to the middle of the board (in the case of the 16×16 board, the eighth rank), or anything in between. Thus, 1.i8 is a legal opening move, and so are 1.i3, 1.i4, 1.i5, 1.i6, and 1.i7. Once it has moved for the first time, it can only make one step at a time. (In the case of an 8×8 board, this is exactly the same as in standard chess). Such a long initial pawn move allows the moving pawn to be captured en passant by an enemy pawn as if it had stopped on any one of the squares it had passed through.
- In castling, the rook moves the same distance as it does in chess. Thus, the king moves further; if it castles kingside, it ends on the second-rightmost file, and if it castles queenside, it ends on the third-leftmost file. On the 16×16 board, 0-0 leaves the rook on the n-file and the king on the o-file, and 0-0-0 leaves the rook on the d-file and the king on the c-file.
- The 50-move rule becomes at least a 100-move rule. Generally, if each of the board's dimensions is multiplied by n, the number of non-capturing or non-pawn moves allowable before draw claims become possible must also be multiplied by at least n.
- There are extra fairy chess pieces that move differently, although the orthodox pieces are retained. Their movements are given below using Ralph Betza's "funny notation". In physical play, these six types of fairy pieces may be represented by pieces from mismatched chess sets. Note that Betza did not specify icons or designs for the fairy pieces for diagrams, instead using letters to represent them: the diagrams here use common renderings for the archbishop and chancellor, an inverted knight for the rose, and Omega Chess pieces for the remaining three fairy piece types.[3]
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Betza included the rose in his initial setup because it is a piece especially suited for a large board: it cannot display its full power on boards smaller than 13×13. Furthermore, its already large move still cannot reach all the way across the board, contributing to the large feeling of the game along with the ability of the riders to attack from a large distance away.[1]
History
[edit]Chess on a really big board was created as an outgrowth of Betza's ideas on three-dimensional chess, after he noted that an 8×8×8 board for 3D chess would have 512 spaces, more than any large version of chess that had previously been invented; he then considered two-dimensional very large (or, in his word, "huge") chess games, mainly on the 16×16 board because such a board requires no non-standard equipment to construct, and while much larger than the 8×8 board, it was not so big as to make an unplayable game.[1] This idea eventually came full circle in the development of the 16×16×16 three-dimensional version of chess on a really big board, which he called "impossibly large".[4]
Gameplay
[edit]Betza described his choice of pieces as "a very basic and logical selection of the fundamental geometrical moves, except for my idiosyncratic insistence on including the Rose in the lineup of pieces. These are largely the basic units of chess, and anybody who designs a [16×16] game with 32 pieces is bound to come up with something reasonably similar, at least if they want it to be like chess but a bit less tactical." In fact, his original plan was to include the WA along with the complementary FD, but this leaves the c- and n-pawns undefended in the initial position. His final assessment was that the game was "rather chesslike".[1]
Betza divided the pieces into three classes: seven long-range pieces (the rooks, bishops, queen, archbishop, and chancellor), two mid-range pieces (the rose and superknight), and six short-range pieces (the knights, FDs, and WFAs). He opined that the short-range pieces, though the weakest, were crucial as they take time to get into the action, but are very important for opening up specific lines for attacks.[1]