You are looking for changes in playing tactics and are tired of playing only classical chess all the time? Chessimo will introduce you to five interesting variations of classical checkmate. You can easily try them out at home and will still practice all fundamental skills for progress in your classical variations.
In Part 1 we focused on Chess960 / Fischer Random Chess, Casablanca Chess, Andernach-Chess, Nuclear Chess, and Soccer Chess.
Part 2 was dedicated to Maharajah Chess, Crowded Chess, Coin Chess, Robbers’ Chess, and Follow Up Chess.
Today, we have another five variations for you to try out.
1. Knight & Pocket Chess
Regular equipment, usual rule set. Before starting the game, each player takes either one Knight (usually the Queen’s Knight) or both Knights off the boards and puts them in their pocket. At a freely chosen point in time, a player can put the Knight back in the game by taking it out of the pocket and placing it on the board during their turn. This is accounted for as a full move. The Knight is immediately an active chess piece like all other pieces on the board. For the rest of the game, the Knight may be moved according to the classical rules.
2. Turkish Chess
This variation was invented in 1985 and is considered one of the most popular game variations in chess. When playing Turkish Chess, only the Pawns may eliminate the opponent’s pieces. All other pieces are used as usual and may checkmate the other party’s King. Particularly tricky: Once an opposing figure has made it behind the line of Pawns, it cannot be beaten until the end of the game and becomes a major threat. This is about thinking outside the ‘square’.
3. Transformation Chess
A vary suspenseful variation that requires dexterity and thinking ahead. Every time a figure is beaten, the beating figure is immediately transformed: It is replaced by the type of opposing figure it has just beaten, the color of it remains the same. In other words, who beats a Pawn with his Queen has poor chances. Caution: If the King beats another figure, it is not replaced and must still be checkmated. BUT it must continue moving like the figure it just beat.
4. Dice Chess
With the help of dice, chance decides which chess piece is up on the move. King = 6, Queen = 5, Rook = 4, Bishop = 3, Knight = 2, Pawn = 1 (or the other way around – depending on the agreement made in the beginning of the game). Who is in check usually doesn’t have the best chances because the likelihood of rolling the dice in favor of a figure that is able to prevent the King from being checkmated is vanishingly small. If the figure suggested by the dice is in the game anymore or cannot be moved according to the usual rule set, the player has to pass this turn. Pawn promotion is also decided by the dice.
5. Counting Chess
The perfect variation when training prep moves. Both players takes turns. The first player up makes one move, while the one following up makes to moves in a row. After that three moves at one turn and so on. Every time, the move number increases by one which results in very long move sequences. Once check is given, the opponent takes his turn, no matter how many moves would have been left according to the system explained before. Goal as usual. Checkmate.
written by Sarah,translated by Birthe