V. R. Parton

V. R. Parton
newspaper photograph of V. R. Parton demonstrating 3D chess
V. R. Parton demonstrating 3D chess to a reporter for the Birmingham Post, 9 September 1957
Born
Vernon Rylands Parton

(1897-10-02)2 October 1897
Died31 December 1974(1974-12-31) (aged 77)
Liverpool, England
Nationality (legal)English
OccupationTeacher
Known for

Vernon Rylands Parton (2 October 1897 – 31 December 1974) was an English chess enthusiast and prolific chess variant inventor, his most renowned variants being Alice chess[1][2] and Racing Kings.[3][4] Many of Parton's variants were inspired by the fictional characters and stories in the works of Lewis Carroll. Parton's formal education background, like Lewis Carroll's, was in mathematics.[5] Parton's interests were wide and he was a great believer in Esperanto.

Parton's early education stemmed from his father's schools, where he also assisted. Parton's father was principal of Cannock Grammar School and a small international boarding school for children. After completing mathematics at Chester Teaching College, Parton returned to his father's school to give private instruction to older children in Latin, French, German, English, shorthand, typing, bookkeeping, and mathematics.[5] In the 1920s he was left in charge of the school while his father returned to teach in state schools. Ill health cut short Parton's teaching career.

In 1960 Parton moved from Cannock to Liverpool, into a terraced house near Penny Lane, and published a series of nine monographs from 1961 to 1974 (also 1975 posthumously) detailing his inventions. He died from emphysema at age 77 in Liverpool on 31 December 1974. The same year, variant inventor Philip M. Cohen created the variant Parton Chess in his honour.

I have distinct memories of sitting on his knee and listening to these [Lewis Carroll] stories, and not a book in sight.

I always knew him as a gentle and kindly person, and rarely saw one of his dark moods. He seemed to relate best to children.

I saw Vern often until about 1950, frequently accompanying him to his favourite location, the town library, or to the tobacconist, he having become a smoker. He seemed very reluctant to go out on his own. He had a favourite uncle, who was blind, and Vern was content to escort him around.

Vern never wanted to benefit financially from his work, but asked only for a contribution to charities for the blind.

— Peter Parton (nephew)[5]

Some chess variant inventions[edit]

Cubic chess[edit]

six 6×6 boards stacked vertically
Cubic chess gamespace

In this 6×6×6 3D variant by Parton, boards are denoted A (bottom level) through F (top level). Each side has six pieces: king (K), queen (Q), bishop (B), unicorn (U), knight (N), and rook (R); and twelve pawns.[6]

Game rules[edit]

Pieces move the same as in Raumschach, except that pawns move and capture one step forward (either orthogonally, diagonally, or vertexally), but not directly upward or downward. As in chess and Raumschach, the objective is checkmate.

  • White's starting setup: KAa1, QAb1, BAc1, UAd1, NAe1, RAf1; pawns on Aa2–f2 and Ba1–f1
  • Black's starting setup: KAf6, QAe6, BAd6, UAc6, NAb6, RAa6; pawns on Aa5–f5 and Ba6–f6

Variation[edit]

Parton made a variation of cubic chess for the same gameboard: In compulsion cubic chess, capture is compulsory, there are no checks, and the object is capture of the opposing king.

Alice chess[edit]

Alice steps through the looking-glass; illustration by Sir John Tenniel.

Parton's most famous chess variant, played on two adjacent chessboards. A piece that completes its move on one board automatically "vanishes strangely off its board to appear suddenly on the other board, magically out of thin air!"[7] A move in Alice chess has two basic stipulations: the move must be legal on the board on which it is played, and the square transferred to on the opposite board must be vacant. (Consequently, capture is possible only on the board upon which a piece currently stands.)

Just as Alice encounters strange situations by passing through that looking-glass from reality to its reflection, so for Alician Chess a strange game is created by playing it on two separate boards! One board being as a looking-glass to the other, the resulting play is a game which has a character as fantastic perhaps as Alice's own game in Through the Looking-Glass. What a great loss it has been that Lewis Carroll never left his stamp on some idea for Chess! Whether he would approve of my using Alice's own name of the present game is an unsolvable problem.

— V. R. Parton, Curiouser and Curiouser (1961)

From D. B. Pritchard's Popular Chess Variants (2000):[8]

This wonderful game, appropriately named after Lewis Carroll's eponymous heroine, was the inspiration of Vernon Parton. If you pass over every other game in this book, don't miss this one. Still, alas, little known, Alice chess, now almost a half-century old, continues to attract converts. The body of Alice players grows steadily.

Mad Threeparty chess[edit]

abcdefghij
10a10b10c10d10e10f10g10h10i10j1010
9a9b9c9d9e9f9g9h9i9j99
8a8b8c8d8e8f8g8h8i8j88
7a7b7c7d7e7f7g7h7i7j77
6a6b6c6d6e6f6g6h6i6j66
5a5b5c5d5e5f5g5h5i5j55
4a4b4c4d4e4f4g4h4i4j44
3a3b3c3d3e3f3g3h3i3j33
2a2b2c2d2e2f2g2h2i2j22
1a1b1c1d1e1f1g1h1i1j11
abcdefghij
Mad Threeparty chess starts on an empty board.

This variant is for three[a] players on a 10×10 board. Each player has a standard set of pieces in their own colour, including an extra king,[b] but no pawns.

refer to caption
The Mad Hatter's tea party; illustration by Sir John Tenniel

Game rules[edit]

The board starts empty. Players take turns, in clockwise rotation around the board, placing one of their pieces on any vacant square. Kings are placed last, but must not be placed in check.

The two kings of each player are marked differently. (For example, of a player's two kings, one might be marked with a star.) Each player attacks the marked king of the opponent to their left, and the unmarked king of the opponent to their right. It is not permitted to check the opponents' other kings.

The first player to checkmate a king wins the game.

Tweedle chess[edit]

abcdefghij
10a10 black rookb10 black knightc10 black bishopd10 black kinge10 black queenf10 black queeng10 black kingh10 black bishopi10 black knightj10 black rook10
9a9 black pawnb9 black pawnc9 black pawnd9 black pawne9 black pawnf9 black pawng9 black pawnh9 black pawni9 black pawnj9 black pawn9
8a8b8c8d8e8f8g8h8i8j88
7a7b7c7d7e7f7g7h7i7j77
6a6b6c6d6e6f6g6h6i6j66
5a5b5c5d5e5f5g5h5i5j55
4a4b4c4d4e4f4g4h4i4j44
3a3b3c3d3e3f3g3h3i3j33
2a2 white pawnb2 white pawnc2 white pawnd2 white pawne2 white pawnf2 white pawng2 white pawnh2 white pawni2 white pawnj2 white pawn2
1a1 white rookb1 white knightc1 white bishopd1 white kinge1 white queenf1 white queeng1 white kingh1 white bishopi1 white knightj1 white rook1
abcdefghij
Tweedle chess board and starting setup
refer to caption
Tweedledum and Tweedledee; illustration by Sir John Tenniel

Also known as twin orthodox chess or double-king chess, each player has two kings[c] and two queens on a 10×10 board. A player wins by checkmating either one of the opposing kings.[d]

Game rules[edit]

The normal chess rules apply, except that kings and rooks can only castle "short" (i.e. with kings shifting two squares toward the nearest corner), and pawns can move one or two steps at any stage.

Comments[edit]

"While his pair of Queens will provide the player's main hopes for victory, his twin monarchs King Tweedledee and King Tweedledum jointly provide his sequence of headaches!" (Parton 1961:14) Parton makes note that the only way a player can escape mate from a fork on his two kings is by capturing the checking piece.[e]

Boyer remarked that the variant yields "magnificent games" because there are two directions of attack and two points to defend.[9]

March Hare chess[edit]

abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
March Hare chess startup appears normal.

In this variant, a player first moves one of their own pieces, "and then 'meddles' with his opponent's men". (Pritchard 2007:62)

refer to caption
The March Hare;[f] illustration by Sir John Tenniel

Game rules[edit]

For each turn, a player makes two moves: he first moves one of his own pieces, then one of his opponent's.

  • If a player moves one of his pawns, then he may move any enemy piece, including the enemy king. (Parton 1961:24)
  • If a player moves his queen, rook, bishop, or knight, then he must move an enemy pawn.
  • If a player moves his king, then he may move any enemy piece except the enemy king.

When in check, a player must get out of check immediately on his turn by moving one of his own men. (If he cannot legally do so, he loses the game.)

Cheshire Cat chess[edit]

abcdefghij
10a10 black rookb10 black rookc10 black knightd10 black bishope10 black queenf10 black kingg10 black bishoph10 black knighti10 black rookj10 black rook10
9a9 black pawnb9 black pawnc9 black pawnd9 black pawne9 black pawnf9 black pawng9 black pawnh9 black pawni9 black pawnj9 black pawn9
8a8b8c8d8e8f8g8h8i8j88
7a7b7c7d7e7f7g7h7i7j77
6a6b6c6d6e6f6g6h6i6j66
5a5b5c5d5e5f5g5h5i5j55
4a4b4c4d4e4f4g4h4i4j44
3a3b3c3d3e3f3g3h3i3j33
2a2 white pawnb2 white pawnc2 white pawnd2 white pawne2 white pawnf2 white pawng2 white pawnh2 white pawni2 white pawnj2 white pawn2
1a1 white rookb1 white rookc1 white knightd1 white bishope1 white queenf1 white kingg1 white bishoph1 white knighti1 white rookj1 white rook1
abcdefghij
Cheshire Cat chess board and starting setup
The mysterious Cheshire Cat appears ...
... then disappears;[g] illustrations by Sir John Tenniel.

Game rules[edit]

In this variant, all normal chess rules apply, except: Whenever a piece moves from its square, then that particular square "disappears".[h]

Parton suggests using checker pieces to mark "disappeared" squares. Once vanished, a square may not be occupied again; however, pieces may move through disappeared square(s), including giving check through them.

Since castling is impossible in Cheshire Cat Chess (pieces which normally clear a path for castling cause needed squares to "disappear"), Parton permits the kings to be moved like queens once per game, on their first move.

Variation[edit]

The game can also be played using a regular 8×8 board and set, but Parton suggests the 10×10 board with two extra rooks in the corners as "best".[10]

Co-regal chess[edit]

abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Co-regal chess startup appears normal.

In this variant, the queens are subject to check and checkmate the same as kings.[i][j]

courtroom depiction with throned royalty
The often-displeased Queen of Hearts; illustration by Sir John Tenniel

Game rules[edit]

Checkmate of the opponent's king or queen wins the game. The queen moves and captures as a normal queen, but may not put itself in check. The queen may pass over attacked squares.

Amplified rules by NOST[k][11]

A queen, the result of a pawn promotion, is royal. A queen may check a king from a distance, but may not check a queen. Both kings and queens may castle long or short.

Comments[edit]

"It will be seen that difficulties for a 'checkmate' of the hostile Queen must chiefly arise from her great mobility which enables her to escape to safety with some degree of ease, in contrast with the King's poor slow power to move out of grave dangers. Victory in Co-regal will be in general achieved by checkmate of the enemy King. [...] A player must acquire two new habits at least. He must crush all his desires to make some brilliant Queen sacrifice. When he attacks the hostile co-regal Queen, he is obliged to give the polite word 'check' as warning!" (Parton 1970a, Part I:2)

Sample game[edit]

Walter Whiteman vs. Rib Orrell: 1.e4 Nf6 2.Nc3 e5 3.Nf3 Bc5 4.Bc4 Ng4 5.0-0 Nxf2+ 6.Rxf2 Bxf2+ 7.Kxf2 0-0 8.d3 d6 9.Ng5 Be6 10.Bxe6 fxe6+ 11.Ke1 h6 12.Nxe6+ Qh4+ 13.g3+?? Qxh2 0–1 "Black threatens 14...Qg/h1 mate since a K move is illegal as it exposes the Q to check. If 14.Qg4 (only legal move for Q) Rf2 15.Ne2 (forced: Qxg7 is not mate—it's illegal!) Rxe2+ and mate in three." (Pritchard 1994:72)

Racing Kings[edit]

abcdefgh
8
a2 black king
b2 black rook
c2 black bishop
d2 black knight
e2 white knight
f2 white bishop
g2 white rook
h2 white king
a1 black queen
b1 black rook
c1 black bishop
d1 black knight
e1 white knight
f1 white bishop
g1 white rook
h1 white queen
8
77
66
55
44
33
22
11
abcdefgh
Racing Kings starting setup[l]

This game was the original Dodo chess before being renamed.[12] The rules are the same as Dodo chess, but there is a different board setup.

Sample game[edit]

R. Betza vs. J. Leitel:[12][13] 1.Bd4 Be4 2.Kh3 Ka3 3.Nxc1 Rxc1 4.Be2? Nb3 5.Bh8? Ka4 6.Kg4 Ka5 7.Qh6 Rc6 8.Qe3 Rxe2 9.Qxe4! Qxh8? 10.Qxc6 Qc3 11.Qh6 Rxe1 12.Rxe1 Qxe1 13.Kf5 Qe7 14.Qe6 Qb7 15.Kg6 Nc5 16.Qf7 Ka6 17.Kh7 Ka7 18.Rg8 (18.Kg8 only draws) 1–0

Parton suggests also that play can be extended to a "double course", where a player wins by being first to go to the eighth rank and then return to the first.

Dodo chess[edit]

abcdefgh
8
a2 white rook
b2 white bishop
c2 white knight
f2 black knight
g2 black bishop
h2 black rook
a1 white king
b1 white bishop
c1 white knight
f1 black knight
g1 black bishop
h1 black king
8
77
66
55
44
33
22
11
abcdefgh
Dodo chess starting setup
refer to caption
The flightless Dodo; illustration by Sir John Tenniel

Played on a regular chessboard, this variant is a simple race game: the first player to reach a square on the last rank with his king is the winner.[m][n][o]

Game rules[edit]

Checking is not permitted, neither is exposing one's own king to check. Captures are allowed, however, as in normal chess.

"By way of compensating for the first move (always an advantage in a race game) if White gets there first but Black follows on the next move the game is a draw." (Pritchard 2000:14)

Kinglet chess[edit]

abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Kinglet chess startup appears normal.[p]

Also known as imperial fiddlesticks, there is no checking or checkmate in kinglet chess – kings are treated like any normal piece.[q] The winner is the first player to capture all the opponent's kinglets (i.e. pawns or Fiddlesticks).

refer to caption
Alice picks up the White King; illustration by Sir John Tenniel.

Additional rules[edit]

When reaching the last rank, a kinglet promotes to a king. If a player is forced to promote his last kinglet, he is then without any kinglets so automatically loses. All pieces including kings are subject to capture. Stalemate is a draw.

Comments[edit]

"The idea contains some interesting problems in tactics. The balance between rushing to capture Fiddlesticks [pawns] quickly and fear of becoming defenceless thereby, (loss of major pieces) seems to be subtle and delicate." (Parton 1961:4)

Variations[edit]

Parton suggests two "less subtle" variations in Curiouser and Curiouser, one based on Progressive chess where players make an increasing number of moves per turn, and the other based on Marseillais chess where players move two pieces per turn, at least one of which must be a kinglet (or, the same kinglet may be moved twice).[14]

Looking-glass chess[edit]

a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
A
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
B
Looking-glass chess comprises two separate but interdependent games. Here White's first move was 1.Nf3/A and the reflected move 1.Nc3/B, and Black's response was 1...d5/B and the reflected move 1...e5/A.
Alice steps through the looking-glass
Alice discovers a reflected, alternate world; illustration by Sir John Tenniel.

Two separate games ensue in this Parton creation. A player may make any normal move on either board, and then must make the 'looking-glass' (reflected) move on the other board to complete his turn.[r]

Game rules[edit]

To illustrate, if White opens with 1.Nf3 on board A, then he must play 1.Nc3 on board B to complete his turn (see diagram). If a reflected move would put the player in check, then the first move may not be made.

The move of a king or queen must be mirrored on the other board, even if this means moving the king several squares. (For example, in the diagram if White captures 2.Nxe5/A Nxd5/B and Black recaptures 2...Qxd5/B, then Black's reflected move is: 2...Kxe5/A.)

Castling is normal, but then the reflected move must be executed to 'castle' the queen. (E.g. if White castles kingside, then reflected queenside castling results in the queen on b1 and the rook on c1.)

Gryphon chess[edit]

abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Gryphon chess starts with kings omitted.

Also known as complicacious chess, at the end of a move, the moved piece transforms to a piece of a different type (the next in the series: pawn→knight→bishop→rook→queen→king).[s] So after moving a pawn, the pawn transforms to a knight of the same colour. After moving a knight, it becomes a bishop; and so on. Kings do not transform.

refer to caption
The Gryphon; illustration by Sir John Tenniel

Game rules[edit]

A player may have no more than four knights, four bishops, four rooks, or two queens on the board at any one time, but may have as many as fifteen kings. Checkmating any one of the enemy kings wins the game.

Comments[edit]

"It will be seen at once that a complicacious pawn reaches the status of kingship in five moves, whereas a complicacious Rook does so in two moves. [...] Naturally, a player will not capture the enemy Queen! Neither will he desire to move his own Queen, to provide the necessary target for his opponent to win by." (Parton 1961:26)

Variations[edit]

In circular Gryphon chess, players have one king for the entire game as in normal chess. But the transformation sequence is changed and made circular: pawn→knight→bishop→rook→queen→pawn. (So, a piece can transform any number of times without limitation.) Again, no more than four knights, four bishops, four rooks, or two queens are permitted in play at any one time.

In simplified Gryphon chess, players start with their king and eight pawns. "The pawns change through the regular Gryphon order and terminate in kingship. Until a player has captured an enemy piece, he is forbidden to move his king sideways or backwards." (Parton 1974:17)

Mock chess[edit]

abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Mock chess startup appears normal.
Mock Turtle reciting story
The Mock Turtle's story;[t][u] illustration by Sir John Tenniel

To win the game, a player must capture all his opponent's pieces, including the king. "A proper pseudomorph to Chess, for it has no elements of check and mate whatever in its basis. Kings are now merely treated like any other chessman." (Parton 1961:15)

Game rules[edit]

If a player can capture, he must do so. If more than one capture are possible on his turn, he may choose which one to make. Only one capture per turn may be made.

On its first move, a pawn must advance two squares—unless the pawn's first move is a capture.

Contramatic chess[edit]

Contramatic chess board[v] and pawnless starting setup[w]

The normal rules for check and checkmate are contradicted—a player may not check the enemy king, but may move his own king into check. A player wins when his opponent cannot escape giving check.[x]

refer to caption
The antipodal Blue Caterpillar;[y] illustration by Sir John Tenniel

Game rules[edit]

Players start with kings positioned as shown. White places his remaining pieces anywhere he likes on his side of the board, then Black does the same. White moves first.

Checking the opponent is not allowed. (If a player has no move other than to give check, then he loses.) A player may make a move putting his own king in check from enemy piece(s)—unless the move would also give check to the opponent. When a player is in check, his opponent must remove the check on his next turn or lose the game.

Observations[edit]

Kings tend to move more than any other piece.[z] Kings cannot occupy adjacent squares, since it would result in giving check to the opponent (in violation of the rules). Captures are rare, since capturing the opponent's men reduces the chance of putting one's own king in check.

Variation[edit]

In Complete Contramatic chess (also known as C.C.C.) each player has two kings – a normal (orthodox) king in addition to the regular "contramatic" king. There are two ways to win: putting one's own contramatic king into inescapable check, or checkmating the enemy orthodox king. Players place the orthodox kings last, after other pieces are placed.

Observations[edit]

A contramatic king can move to a square adjacent to the enemy orthodox king (since the orthodox king may be checked as in normal chess, and the contramatic king may put itself into check). But an orthodox king may not move adjacent to the enemy contramatic king (since it is not allowed to check an opponent's contramatic king, or to put one's own orthodox king into check).[15]

Idle Kings' chess[edit]

abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Idle Kings' chess startup is absent kings.
refer to caption
The snoring Red King;[aa] illustration by Sir John Tenniel

Game rules[edit]

Players play without kings until after Black's 12th move, when White places his king on any open square (but not in check), and Black does the same.

Additional rule[edit]

After kings are placed the game continues normally, except that kings may not move, unless in check.

Unirexal chess[edit]

abcdefgh
8
a8 black rook