U.S. patent application number 11/590059 was filed with the patent office on 2007-06-07 for betting chess and methods of play.
Invention is credited to Marc Esserman, Camilla Hrdy.
Application Number | 20070126179 11/590059 |
Document ID | / |
Family ID | 38117915 |
Filed Date | 2007-06-07 |
United States Patent
Application |
20070126179 |
Kind Code |
A1 |
Esserman; Marc ; et
al. |
June 7, 2007 |
Betting chess and methods of play
Abstract
The present invention provides a chess game that integrates
betting into the game and also introduces elements of chance into
the game. In particular, the present invention provides a chess
game which integrates betting into a pre-game portion of the game
and/or during gameplay based on piece distribution among the
players. The chess game also introduces 1) elements of chance into
the game, 2) flexibility of piece distribution among players, 3)
novel pieces not present in traditional chess, and 4) flexible and
unorthodox board sizes. A method of playing a game of chess is also
provided.
Inventors: |
Esserman; Marc; (Miami,
FL) ; Hrdy; Camilla; (Winters, CA) |
Correspondence
Address: |
GREENBERG TRAURIG, LLP
ONE INTERNATIONAL PLACE, 20th FL
ATTN: PATENT ADMINISTRATOR
BOSTON
MA
02110
US
|
Family ID: |
38117915 |
Appl. No.: |
11/590059 |
Filed: |
October 31, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60742816 |
Dec 6, 2005 |
|
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60801013 |
May 17, 2006 |
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Current U.S.
Class: |
273/260 |
Current CPC
Class: |
A63F 3/02 20130101; A63F
3/00157 20130101 |
Class at
Publication: |
273/260 |
International
Class: |
A63F 3/02 20060101
A63F003/02 |
Claims
1. A chess game comprising: a game board reconfigurable in its
number of squares, rows and columns; at least one chess piece, for
placement on a square of the board, provided with a movement
pattern different from that of traditional chess pieces; and a set
of rules for introducing wagering into a game between opposing
players.
2. A chess game as set forth in claim 1, wherein the game board
includes an equal number of squares along the rows and columns.
3. A chess game as set forth in claim 1, wherein the game board
includes an unequal number of squares along the rows and
columns.
4. A chess game as set forth in claim 1, wherein the game board
includes an equal number of rows and columns.
5. A chess game as set forth in claim 1, wherein the game board
includes an unequal number of rows and columns.
6. A chess game as set forth in claim 1, wherein adjacent squares
can be altered to be of a similar color, so as to prevent a piece
from moving thereacross.
7. A chess game as set forth in claim 1, wherein the chess piece is
provided with a movement pattern arising from a combination of
traditional chess pieces.
8. A chess game as set forth in claim 1, wherein the chess piece is
provided with movement pattern that can change during gameplay.
9. A chess game as set forth in claim 1, further including a chess
piece having a movement pattern, power or an ability different from
that associated with traditional chess pieces.
10. A chess game as set forth in claim 1, wherein the set of rules
allows for piece distribution between players to result in one of
similar pieces, different pieces or a combination thereof.
11. A chess game as set forth in claim 10, wherein the set of rules
allows for betting based on an outcome of piece distribution to the
players.
12. A chess game as set forth in claim 1, wherein the set of rules
allows for betting during gameplay, so as to project a position of
actual or perceived strength by a player.
13. A chess game as set forth in claim 1, wherein the set of rules
allows for squares on the board to be changed in one of color,
ability, or availability for landing thereon.
14. A method of playing a game of chess, the method comprising:
receiving a certain number of chess pieces for playing the game;
wagering, based on the chess pieces received, so as to project a
position of actual or perceived strength; and playing the game with
the chess pieces received until a game ending occurrence
results.
15. A method as set forth in claim 14, wherein the step of
receiving includes receiving all the chess pieces for playing in
one round of distribution.
16. A method as set forth in claim 14, wherein the step of
receiving includes receiving the chess pieces for playing in
multiple rounds of distribution.
17. A method as set forth in claim 14, wherein the step of
receiving includes receiving the chess pieces on designated squares
on a game board.
18. A method as set forth in claim 14, wherein the step of
receiving includes receiving the chess pieces on random squares on
a chess board.
19. A method as set forth in claim 14, wherein the step of
receiving includes providing a predetermined set of chess pieces
from which a certain number of chess pieces are received for
playing the game.
20. A method as set forth in claim 14, wherein, in the step of
receiving, the chess pieces received includes one of similar to
that received by an opponent, different from that received by an
opponent, or a combination thereof.
21. A method as set forth in claim 14, wherein, in the step of
receiving, at least one of the chess pieces received is provided
with a movement pattern arising from a combination of traditional
chess pieces.
22. A method as set forth in claim 14, wherein, in the step of
receiving, at least one of the chess pieces received is provided
with movement pattern that can change during gameplay.
23. A method as set forth in claim 14, wherein, in the step of
receiving, at least one of the chess pieces received includes a
movement pattern, power or an ability different from that
associated with traditional chess pieces.
24. A method as set forth in claim 14, wherein the step of wagering
includes wagering for each round of chess piece distribution.
25. A method as set forth in claim 14, wherein the step of wagering
includes wagering during gameplay.
26. A method as set forth in claim 14, wherein the step of wagering
includes revealing the chess pieces received to an opponent.
27. A method as set forth in claim 14, wherein the step of wagering
includes accumulating the wagers for subsequent taking or division
when a game ending occurrence results.
28. A method as set forth in claim 14, wherein the step of playing
includes providing a time period within which a player must play
until a game ending occurrence results.
29. A method as set forth in claim 14, wherein, in the step of
playing, the game ending occurrence includes one of a checkmate, a
wager that an opposing player cannot match, expiration of a time
period within which a player must play the game, or any other
defined game ending occurrences.
30. A method as set forth in claim 29, further including taking or
dividing the wagers after a game ending occurrence results.
31. A method as set forth in claim 14, further including providing
a game board reconfigurable in its number of squares, rows and
columns.
32. A method as set forth in claim 31, wherein the step of
providing includes changing the number of squares on the board.
33. A method as set forth in claim 31, wherein the step of
providing includes reconfiguring one of the number of rows or
columns.
34. A method as set forth in claim 31, wherein the step of
providing includes, for certain squares on the board, altering
color or ability of those certain squares.
35. A method as set forth in claim 14, further including providing
a set of rules upon which the game can be based.
36. A method as set forth in claim 35, further including allowing
an agreement to be reached for certain changes in the rules.
37. A method as set forth in claim 14, further including providing
an on-line environment within which the game can be played.
38. A method for carrying out a game of chess, the method
comprising: distributing, to remotely situated opposing players, a
certain number of chess pieces for playing the game; allowing each
player to wager, based on the chess pieces received, so as to
project a position of actual or perceived strength; projecting to
the players a substantially similar image of the board and the
distributed chess pieces; and permitting the game to be played with
the distributed chess pieces until a game ending occurrence
results.
Description
RELATED U.S. APPLICATIONS
[0001] This application claims priority to U.S. Provisional
Application Ser. Nos. 60/742,816, filed Dec. 6, 2005, and
60/801,013, filed May 17, 2006, both of which are hereby
incorporated herein by reference.
TECHNICAL FIELD
[0002] The present invention relates to a game of chess, and more
particularly, to a game of chess that allows betting to occur prior
to playing and during gameplay, and one that includes variations in
the chess pieces, board, and rules to introduce an element of
chance.
BACKGROUND ART
[0003] Traditional chess and other previously existing variants of
traditional chess are not specifically designed to effectively
integrate betting (i.e., wagering) into the game. In order for
betting to occur effectively in a chess game, chess piece
distribution, in terms of piece type and piece placement, may
sometimes need to be of unequal strength. In addition, elements of
randomness may also need to exist, for instance, in the pre-game
set-up and sometimes in the game play itself.
[0004] Traditional chess allows for an established and equal
distribution, as well as placement of a predetermined number and
type of pieces among the players. The popular chess variant
"Fischer Random Chess" allows for more flexible distribution.
"Fischer Random chess" begins with pieces for each player being
randomly distributed along the back rank. However, both the piece
distribution and piece placement are always equal for both players.
"Fischer-Random Chess" is simply traditional chess with a random
starting position for the traditional chess pieces. Moreover,
wagering in "Fischer-Random Chess" is not integrated into either
pre-game play or actual gameplay, and cannot be integrated because
of the inherent equality of the game, which makes the game almost
entirely skill-based.
[0005] Playing chess with cards or dice exists. In its most popular
form, each card matches a particular piece (e.g., pawn, knight,
bishop, rook, queen, or king). Each player draws from a deck of
cards to determine which pieces he can move. For instance, if a
player draws a bishop he can move a bishop. If he draws a rook, he
can move a rook. However, these chess variants can present the
opposite problem. They take a great degree of skill away from
players, since the players have little control over which pieces
they can move, and therefore cannot strategize.
[0006] Another problem with traditional chess and many current
chess variants, when it comes to wagering, is that these games do
not prevent computers from playing the chess game successfully, so
as to prevent players from using a computer program to enhance
their play. If aware that their opponent may be a computer, players
may never feel comfortable betting on the outcome of a game which
they think they will lose.
[0007] Thus, up until now, no chess variant has integrated a system
of betting into the game by allowing both skill and chance to play
roles in the game, so that certain elements of the game may be
determined by chance, while allowing the players to have the
freedom to choose which pieces to move. At the same time no chess
variant has been designed to prevent computers from playing it
effectively.
SUMMARY OF THE INVENTION
[0008] The present invention provides a chess game that involves
the basic rules of traditional chess and, in an embodiment,
integrates betting and introduces elements of chance into the game.
In particular, the present invention provides a chess game which
integrates betting into a pre-game portion of the game and/or
during gameplay. The chess game can also introduce 1) the elements
of chance into the game, 2) the flexibility of piece distribution
among players, 3) novel pieces not present in traditional chess,
and 4) flexible and unorthodox board sizes.
[0009] In one embodiment, there is provided a chess game having a
game board reconfigurable in its number of squares, rows and
columns. The number of squares along the rows and columns, as well
as the number of rows and columns, in an embodiment, can be altered
on the game board to be equal or unequal. The chess game can also
include at least one chess piece provided with a movement pattern
different from that of traditional chess pieces. In particular,
this chess piece may be provided with a movement pattern arising
from a combination of traditional chess pieces or a movement
pattern that can change during gameplay. In one embodiment, other
chess pieces may be provided with a specific power or ability not
associated with traditional chess pieces. The chess game can
further include a set of rules for introducing betting into a game
between opposing players. Such rules can allow, among other things,
for betting based on an outcome of piece distribution to the
players, for betting during gameplay, so as to project a position
of actual or perceived strength by a player, for squares on the
board to be changed in its color, ability or availability.
[0010] In another embodiment, there is provided a method of playing
a game of chess. The method includes initially receiving a certain
number of chess pieces for playing the game. In an embodiment, the
pieces may be received in one round of distribution or in multiple
rounds of distribution. The pieces received can be similar to that
received by an opponent, different from that received by an
opponent, or a combination thereof. Additionally, the pieces may be
received on designated squares on the game board or on random
squares on the game board. Next, based on the pieces have been
received, the method permits wagering, so as to project a position
of actual or perceived strength. In an embodiment, the wagering can
be done for each round of chess piece distribution and/or during
gameplay. The wagers can be accumulated for subsequent taking or
division when a game ending occurrence results. The method can
include, after wagering, playing the game with the chess pieces
received until a game ending occurrence results. A game ending
occurrence, in one embodiment, can be one of a checkmate, a wager
that an opposing player cannot match, expiration of a time period
within which a player must play the game, or any other defined game
ending occurrences. The method can further include providing a game
board reconfigurable in its number of squares, rows and columns,
and a set of rules upon which the game can be based.
[0011] In a further embodiment, there is provided a method for
carrying out a game of chess. The method includes initially
distributing to remotely situated opposing players a certain number
of chess pieces for playing the game. Next, each player may be
allowed to wager, based on the chess pieces received, so as to
project a position of actual or perceived strength. Thereafter, a
similar image of a game board and the distributed chess pieces on
the game board may be transmitted to each player. The game may then
be played with the distributed chess pieces until a game ending
occurrence results.
BRIEF DESCRIPTION OF DRAWINGS
[0012] FIG. 1 illustrates a set up on a 9.times.9 board where the
hands are relatively equal, with both players possessing a queen,
two rooks, and four minor pieces (either a bishop or a knight).
[0013] FIG. 2 illustrates a 10.times.10 board with piece
distribution for both players being shown.
[0014] FIG. 3 illustrates a bishop-knight, combining the movement
of both pieces, for use in the chess game of the present
invention.
[0015] FIG. 4 illustrates a rook-knight, combining the movement of
both pieces, for use in the chess game of the present
invention.
[0016] FIG. 5 illustrates a queen-knight, combining the movement of
both pieces, for use in the chess game of the present
invention.
[0017] FIG. 6 illustrates a super-bishop, combining the movement of
a bishop and a king, for use in the chess game of the present
invention. The super-bishop is not treated as an additional king,
but rather as a more powerful bishop.
[0018] FIG. 7 illustrates a super-knight for use in the chess game
of the present invention.
[0019] FIG. 8 illustrates a cannon for use in the chess game of the
present invention.
[0020] FIG. 9 illustrates captures by a cannon whereby the cannon
leaps over a screen in its path to capture the piece directly
behind the screen.
[0021] FIG. 10 illustrates a mimic for use in the chess game of the
present invention.
[0022] FIG. 11 illustrates the mimic power of this piece whereby
now defended by a friendly white rook, the mimic "mimics" the power
of the rook, and therefore can capture the black pawn.
[0023] FIG. 12 illustrates a knight-rider which can move like a
knight in any direction and keeps moving until obstructed by
another piece or the edge of the board.
[0024] FIG. 13 illustrates a force-field which moves like a
traditional rook, but only one square at a time.
[0025] FIG. 14 illustrates a force-field piece shielding a rook,
queen, and king from attack.
[0026] FIG. 15 illustrates board size not defined by particular
dimensions in accordance with one embodiment of the present
invention.
[0027] FIG. 16 illustrates a board with an altered set up of
adjacent squares.
DESCRIPTION OF SPECIFIC EMBODIMENTS
I. Basic Game
[0028] In one embodiment of the present invention, there is
provided a version of a game that allows at least two players to
participate. The game permits, among other things, differential
piece distribution at the start of the game, betting during the
pre-game setup and during gameplay, and chance elements that may
favor or harm one player to be introduced during gameplay. It
should be noted that although the following describes a typical
enactment of this chess betting game, it is by no means the only
way the game may proceed.
A. Object of the Game
[0029] In accordance with one embodiment, an object of the game of
the present invention includes 1) checkmating a king of an
opponent, 2) making a wager that the opponent cannot match, 3)
running the opponent out of time, or 4) achieving any other defined
game ending occurrences. When one of these occurs, the game ends
and the victorious player wins the value of the betting pot that
has accumulated during the game. In case of a draw, the players
split the value of the pot equally.
B. Piece Distribution
[0030] In one embodiment, each player pays an initial entry fee
(e.g., an ante) of some designated amount using either real money
or items having a representative monetary value (e.g., chips). Each
player may then be delivered or dealt a certain number of pieces,
which can be of various types and can have relative strengths
(e.g., pawn, rook, knight, bishop, queen and king). These pieces
can be distributed along the back rank of the board either all at
once or in segments. In an embodiment, the number of pieces
distributed may be dependent on the size of the board. As will be
provided in further detail below, the board size can change from
game to game, with a probability of appearance of certain potential
board sizes dependent on, for example, player or game host
preferences or on tournament rules. In one embodiment, the pieces
distributed along the back rank may contain a number of "blanks,"
that is, no piece may be dealt to that particular square and the
square may be left vacant. The types of pieces distributed, the
probability of receiving each type, and the number of "blanks" one
may get can also be dependent on player or game host preferences or
on tournament rules. In an embodiment, each player may receive at
least one king to be placed on the back rank, and an equal number
of pawns on the second row of the board just as in traditional
chess.
[0031] It should be noted that piece distribution can be done to
minimize either players from seeing the chess pieces of the
opponent, or can be done to allow each player to see some or all of
the chess pieces possessed by his opponent.
C. Pre-Game Betting
[0032] Once the players have received either some or all of their
pieces, and have seen the pieces owned by the opposing player (or
not depending on what is permitted), the players may now have an
opportunity to bet (i.e., wager) based on the actual or perceived
strength of their piece distributions (e.g., type, placement and
strategic potential). It should be appreciated that because the
piece distribution process can be random, both players at times can
have a relatively equal hand.
EXAMPLE 1
[0033] In this example, there is illustrated in FIG. 1, a 9.times.9
board 10. As shown, White has from right to left, a knight 11, a
knight 12, a knight 13, a queen 14, a bishop 15, a rook 16, a blank
17, a rook 18, a king 19 on a back rank 101 of board 10, and nine
pawns 102 on a second rank 103 of board 10. Black, on the other
hand, has from right to left, a bishop 111, a bishop 112, a bishop
113, a rook 114, a king 115, a queen 116, a rook 117, a blank 118,
a bishop 119 on back rank 104, and nine pawns 105 on second rank
106 of board 10.
[0034] Although illustrated as such, it should be noted that
sometimes one player may have a significantly stronger hand than
the opposing player.
EXAMPLE 2
[0035] In this example, there is illustrated in FIG. 2, a
10.times.10 board 20. As shown, White has from right to left, a
queen 21, a bishop 22, a king 23, a blank 24, a blank 25, a
"queen-knight" 26, a knight 27, a blank 28, a rook 29, a
"rook-knight" 201 and ten pawns 202 on a second rank 203 of board
20. Black, as shown, has from right to left, a blank 211, a blank
212, a bishop 213, a knight 214, a bishop 215, a "super-bishop"
216, a rook 217, a king 218, a blank 219, a knight 220, and ten
pawns 221 on a second rank 222 of board 20. Based on how strong
each player perceives his hand to be in relation to that of the
opposing player, or on how strong each player wishes the opponent
to perceive his hand to be, each player can participate in one or
more pre-game betting rounds. In one embodiment, the player
assigned to play White may bet first. Of course, the rules can be
set to permit Black to may first. Players may fold at any time,
forfeiting the match and the entry fee and any money bet so
far.
EXAMPLE 3
[0036] The following example uses arbitrary monetary units, assumes
an entry fee of $1, a single betting round, and that all the pieces
have been distributed at once instead of in segments.
Alternatively, the pieces may be distributed in segments to permit
multiple betting rounds. In other words, if the pieces were
distributed, for instance, in three segments, there would be three
betting rounds. Likewise, if the pieces were distributed in two
segments, there would be two betting rounds.
[0037] On the 10.times.10 board 20 shown in FIG. 2, after White and
Black have each put in the entry fee, White may note that he has a
"queen-knight" 26 (a piece combining the powers of the queen and
the knight), and a "rook-knight" 201 (a piece that combines the
powers of the rook and the knight), bets $10 in the first betting
round. Black, who does not see any of the pieces possessed by White
in this particular game, may note that his hand contains no
particularly powerful pieces. Black decides not to pay the $10 to
continue. Black folds. White wins the pot, taking away the entry
fee (e.g., the ante) put in by Black as winnings.
EXAMPLE 4
[0038] Again, assuming an entry fee of $1, but this time there may
be three betting rounds. On the 10.times.10 board illustrated in
FIG. 2, White receives a queen 21, a bishop 22, and king 23 (and
one blank 24) for his first three pieces. White does not bet
boldly, placing a bet of only 50 cents. Black receives two blanks
211 and 212, and a bishop 213 for the first three pieces, and does
not have a good hand. But Black decides to call the bet of 50 cents
and wait to see what happens next. The pot is now $3.
[0039] In a second round of betting, white receives two blanks 24
and 25, a queen-knight 26, and a knight 27, while Black gets a
knight 214, bishop 215, super-bishop 216 (a piece which moves as
both a bishop and a king), and a rook 217. White, gaining
confidence from receiving the queen-knight, bets $2. Black calls
and puts in $2. The pot is now $7.
[0040] In a last betting round, White receives a blank 28, a rook
29, and rook-knight 201, while Black receives a king 218, a blank
219, and knight 220. This may be a powerful distribution, but White
decides to check (pass), seemingly to goad Black into betting.
Black has received a worse distribution, but does not know this and
decides to put in $10, perhaps hoping to bluff White out. White,
happy to see the bet, calls the $10 and raises $20, which Black
subsequently calls. The pot has jumped from $7 after the second
round of betting to $67 after the third round.
[0041] As both players have a full complement of pieces to fit on
the 10.times.10 board, and both players have bet and called the
correct amounts, pre-game piece distribution is now complete.
D. Gameplay
[0042] Once all pieces have been distributed and revealed to both
players, and the betting rounds have been completed (i.e., all bets
have been placed and met with neither player folding), the players
begin the chess game.
[0043] White may move first, just as in traditional chess. Once the
first move is made, the game is now in the "gameplay" stage. At any
point during gameplay, a player can bet more money if he thinks his
position is better, or if he wants to imply to his opponent that
his position is better.
[0044] In one embodiment, a "no-limit" variation may be provided
for betting purposes. Under this variation, betting can continue
until a player runs out of money, and any sum in the possession of
a player can be wagered. If the opposing player wishes to continue
playing, he must match, if he has the money. If a player wants to
continue playing but does not have enough money to match the wager
by his opponent, that player can put in all of his remaining money,
and the wager then consists of the lower of the two wagers.
[0045] In a "limit" variation, the number of times raising can
occur during the game depends on player or host preferences, or on
tournament rules. A player can fold at any time.
[0046] For either of these variations, the winner can be determined
when a) one player checkmates his opponent, b) one player runs out
of time, c) one player folds, or d) any other defined game ending
occurrences result. For instance, if White has surrounded his
opponent and the game is near its end, White may sense a weakness
in Black and may decide to bet $60 after completing a move. Black,
knowing the game may be lost, may not call the wager, and folds the
game. White wins the game and the pot of $67.
[0047] It should be appreciated that the amount of times a player
can raise during a pre-game or gameplay betting round can be
dependent on player or host preferences. For example, in one
embodiment, re-raising a player during game play may not allowed,
while in another embodiment, players can re-raise each other up to
three times during game play. In another embodiment, re-raises can
may be permitted for an unlimited number of times.
[0048] It should be understood that the chess betting game of the
present invention can accommodate any betting structures, for
example, from limit, spread limit, pot limit, to no limit during
both pre-game and gameplay betting rounds. Moreover, similar to
poker, if players or hosts wanted the game to be played with
"blinds" instead of antes, White may initially ante a "big blind,"
and Black may ante a "small blind," which may equal to one-half of
the big blind.
[0049] In this case, assuming a big blind of $1, White would ante
$1 and Black $0.50. In the first betting round, Black would then go
first, either calling $0.50, raising, or folding. In all subsequent
betting rounds, White would act first, just as in poker, where the
small blind acts first in the first betting round and the big blind
acts first in all subsequent betting rounds.
[0050] In a "limit" game, players may be allowed to bet in fixed
increments during pre-game and gameplay betting rounds. In a spread
limit game, players can bet between a range of fixed increments
during pre-game and gameplay betting rounds. During a pot limit
game, players can bet the size of the pot during pre-game and
gameplay betting rounds. During a "no-limit" game, there may be no
limit to what players can bet during pre-game and gameplay betting
rounds.
[0051] In an embodiment, one type of betting structure may be used
during pre-game betting rounds and another type during gameplay
betting rounds, or vice versa. The chess betting game of the
present invention can also be played in tournament format
incorporating any of the above betting structures. In tournament
play, multiple players may be paired off against one another and
continuously repaired with one another until a player runs out of
money or the tournament time limit expires. Tournament placement
may be determined by the order in which players are eliminated
and/or by the amount of money each player has accumulated at the
end of the tournament.
II. Variations
[0052] In another embodiment, the chess betting game of the present
invention may be provided with novel elements that may not be
present in traditional chess, or any other chess variation, as well
as elements that may be used individually or in combination with
one another.
A. New Pieces
[0053] In accordance with one embodiment of the present invention,
there may be provided an assortment of new pieces in addition to
the traditional chess pieces. The use of these novel pieces, in an
embodiment, can minimize input from a computer chess program. In
particular, it should be appreciated that the values of traditional
chess pieces are well known in most chess positions. From these
values, computer chess programs may be provided with the necessary
information to compute moves that will result in a good outcome for
the computer program. The traditional piece values have been
fine-tuned for over hundreds of years, and have now been given to
the computer, depriving chess of much of its former mystery.
[0054] However, with the new pieces provided herein, it may be
difficult to associate an accurate value to any of the new
additional pieces of the present invention, as players have no
experience using them. Moreover, the novel pieces chosen for the
present invention can be far more dynamic in value than the
original chess pieces, that is, their value can change
significantly during a game that it may not be worthwhile to assign
a fixed number or value to them. As such, a player may rather think
of these pieces as floating values and be ready to make
adjustments, an act that humans can be more naturally inclined to
do than computers.
[0055] Focusing now on the new pieces, in addition to the king,
queen, rook, bishop, knight, and pawn, the chess game of the
present invention may contain a number of other pieces having
non-traditional and/or combinational movement patterns. For
example, as shown in FIG. 3, the game may include a combination
piece that can move as a bishop and a knight, called a
"bishop-knight" 30. The bishop-knight 30, in an embodiment, can
move to any square in diagonal rows 31 and 32 (i.e., traditional
movement of a bishop), or any square 33 (i.e., traditional movement
of a knight).
[0056] In FIG. 4, there is shown a combination piece that can move
as a rook and a knight, called a "rook-knight" 40, for use in
connection with the game of the present invention. The rook-knight
40, as shown in FIG. 4, can move to any square along rows 41 and 42
(i.e., traditional movement of a rook) or any square 43 (i.e.,
traditional movement of a knight).
[0057] In FIG. 5, the game of the present invention may further
include a combination piece that can move as a queen and a knight,
called a "queen-knight" 50. Such a piece, as illustrated in FIG. 5,
can move to any square along rows 51 and 52, and diagonal rows 53
and 54 (i.e., traditional movement of a queen), or any square 55
(i.e., traditional movement of a knight).
[0058] Other combination pieces for use in connection with the
present invention can include, for instance, a bishop king
combination, called a "super-bishop" 60 (FIG. 6), which combine the
movements of a bishop (i.e., along diagonal rows 61 and 62) and a
king (i.e., along rows 61-64). In an embodiment, the super-bishop
60 can move like a king, but does not act as a king in any other
way.
[0059] A "super-knight" 70 (FIG. 7) may also be provided. The
super-knight 70, in an embodiment, can move like a regular knight
(i.e., to any square 71), and can also move one additional square
(i.e., square 72) in any direction along the original knight path.
In another embodiment, the super-knight 70 may move like a
traditional knight to any square 71, then additional square 72, but
cannot capture at square 72.
[0060] It should be appreciated that other combination pieces may
be provided and they may not be limited to those illustrated or
described above.
[0061] The chess game of the present invention may also include
pieces having movements, as well as abilities or powers not
associated with traditional chess pieces. As illustrated in FIG. 8,
a cannon 80, similar to a piece from Chinese chess, may be
provided. In particular, the cannon 80 may move like a traditional
rook, but it does not capture like a traditional rook. A potential
capture by cannon 80 exists when the cannon 80 can leap over a
screen in its path to capture a piece directly behind the screen.
To illustrate this, reference is now made to FIG. 9. As shown,
cannon 80 is screened by three pawns 90, so it now threatens and
can capture all three black pieces 91, 92 and 93. In addition, the
cannon 80 may be permitted to move like a king, along with its
previously mentioned powers. Even though the cannon 80 can move
like a king in such an embodiment, it does not act like a king in
any other way. Moreover, it should be appreciated that the cannon
80, in this embodiment, differs from the traditional cannon in
Chinese chess in that, in addition to the traditional powers
associated with a cannon, it can move like a king.
[0062] A "tank" (not shown) may also be provided as a
non-traditional chess piece for use with the game of the present
invention. The tank, in an embodiment, may move like a queen,
except that it may move only one, two, three or any other
designated number of squares at a time. In addition, the tank may
approach the power of the queen power, but only at a short
range.
[0063] There may also be provided fantasy pieces provided for play
in connection with the game of the present invention. For instance,
extra kings may be distributed at random to players at the start of
the game, so that they have more than one king to be checkmated by
their opponent.
[0064] Another fantasy piece may be a mimic 100, as illustrated in
FIG. 10. A mimic 100, in an embodiment, may be permitted to assume
the power of all friendly pieces defending it, but may have no
power when not defended by other friendly pieces. For instance, as
shown in FIG. 11, when defended by a white rook 110, the mimic 100
"mimics" the power of the rook 110, and can capture a black pawn
111. In accordance with an embodiment of the present invention, the
mimic 100 may not mimic the movement of a king. Alternatively, the
mimic 100 may be permitted to mimic the movement of a king but
cannot act like a king in any other way. However, in an embodiment,
the mimic 100 may not mimic the movement of a blockade (see below
for details), while it can or may not be permitted to mimic the
movement of the force-field (see below for details). The mimic 100
may also mimic each other. In such a situation, the mimic 100 can
absorb the full powers of each other. Of course, any of these
abilities can be altered or changed should the players agree to
such or the rules set up to allow for such.
[0065] FIG. 12 illustrates another fantasy piece, a knight-rider
120. Knight-rider 120, in an embodiment, can move like a knight in
a distinct direction illustrated by squares with a chip thereon,
and can keep going as long as nothing stands in its path.
[0066] FIG. 13 illustrates a force field 130, another fantasy
piece. The force-field 130 can move like a traditional rook, but
only one square at a time. In addition, unlike a rook, the
force-field 130 may purely be a defensive piece and cannot capture.
When it enters play, the force-field 130, in one embodiment, may be
inactive, meaning that it can move, but has no effect on the pieces
around it. In order to activate the force-field 130, a player must
declare the force-field 130 active immediately after completing a
move. Once the force-field 130 is activated, it can no longer move.
Wherever it is stationed, the force-field 130 "shields" any
friendly pieces which occupies squares the force-field 130 can
reach (i.e., square to its immediate right, left, top, or bottom),
thus defending them from capture by opposing pieces. For instance,
as illustrated in FIG. 14, although the white king 141 looks like
it is under attack, the force-field 130 is shielding it, as well as
queen 142 and rook 143. Because it is shielded by force-field 130,
the king 141 is not in check.
[0067] In another embodiment, the force-field 130 may be
automatically activated at the beginning of a game. However, once a
force-field 130 shields a king, it can no longer move for the rest
of the game. Of course, the ability of the force-field 130 to move
during shielding can be provided in the rules should that be
desired. In one embodiment, the power of the force-field 130 can
only be eliminated if it is destroyed through an enemy sacrifice.
However, any enemy piece that captures the force-field 130 may also
be destroyed.
[0068] In accordance with another embodiment of the present
invention, when the force-field 130 is activated, the mimic 100 can
gain the defensive power of the shield 130. However, if a player
decides to mimic the shield 130, the mimic 100 may need to be
activated as a shield 130 after the player makes a move. In an
embodiment, once the mimic 100 is activated as a shield 130, it may
no longer move for the rest of the game. It should be appreciated
that the concept of a force-field exists in other chess games.
However, such known versions of the force-field moves like a king
and can protect up to eight adjacent squares. In contrast, the
force-field 130 of the present invention may move like a rook, one
square at a time, and may shield only up to four adjacent squares.
This difference retains the power of a force-field, but does not
make the force-field 130 so powerful that it can be near impossible
to remove. In addition, the concept that the enemy must sacrifice
itself to destroy the force-field is unique to the chess game of
the present invention.
[0069] Another fantasy piece that may be provided for use with the
game of the present invention includes a blockade (not shown). The
blockade, in an embodiment, can move like a queen, except only one
or two, or any designated number of squares at a time. The
blockade, however, may not capture, and it may not be captured. The
presence and use of a blockade provides a novel, human friendly
piece that can favor abstract thought.
[0070] It should be appreciated that although similar pieces to
those disclosed above may exist in regular chess, previously
existing chess variants, or other chess games, nevertheless, those
similar pieces have never been used in combination in one game.
Moreover, the variety and complexity of the present betting chess
game with its unique variety of pieces far exceeds traditional
chess. The fact that players may receive varied, randomly-generated
distributions, for instance, four kings, two force-fields, a mimic,
and three queen-knights vs. one king, six rooks, and three knights
can be unique to the chess game of the present invention.
B. New Board Sizes
[0071] In accordance with another embodiment of the invention, the
present chess game may be played on a game board larger than that
in standard chess (i.e., standard chess is always played on an
8.times.8 size board). However, the game can be played on a variety
of board sizes, both smaller and larger than 8.times.8, or equal to
8.times.8. In one embodiment, the exact size of the board may not
be known to the competitors until the start of each game. Examples
of board sizes include 10.times.10 and 12.times.12 as they may be
symmetrical for larger boards. Alternatively, other board sizes
including, for instance, 8.times.9, 8.times.10, 8.times.11,
8.times.12, 9.times.8, 9.times.9, 9.times.10, 9.times.11,
9.times.12, 10.times.11, 10.times.12, 10.times.13, 10.times.14,
11.times.8, 11.times.9, 11.times.10, 11.times.11, 11.times.12,
11.times.13, 11.times.14, 12.times.8, 12.times.9, 12.times.10,
12.times.11, 12.times.12, 12.times.13, 12.times.14, or any other
variations or combinations can be utilized. Board sizes can also
potentially be made smaller than the traditional size, depending on
player, host or tournament preferences. In addition, board sizes
may not be restricted to defined dimensions like 10.times.10,
9.times.8 or 12.times.12. For example, in FIG. 15, board 150
appears to be 10.times.10. However, upon closer inspection, it
should be noted that board 150 is missing two squares 151, 152 in
row 153, and one square 154 in row 155.
[0072] By varying the size, (i.e., the number of rows and/or
columns) of the game board 140 and/or the number of squares,
variety and excitement can be infused into the game, as well as
combating computer cheating. In particular, as computer chess
programs have been successful employing a brute-force search
method, these programs may attempt to search through all possible
paths during a game and then play their solution. However, by
providing a larger board, it can make it more difficult for the
brute-force method to succeed. In addition to varying the size of
the game board, the present invention may also be designed whereby
the board size may not be fixed in every game, but can be one of
many sizes for each new game or during the game being played.
C. Skill Combined with Chance
[0073] The chess game of the present invention can also include, in
accordance with one embodiment, randomness in the initial pre-game
set-up as players may be given differential piece distributions
prior to starting the game. Again, the piece types and the
probabilities of receiving each piece type can be determined by
player, host or tournament preferences. In addition, during the
gameplay, players may experience differential playing conditions.
For example, during some games, a player may be presented with a
board design where some of the squares may have been blocked off
(i.e., their availability or ability has been altered). In such an
embodiment, any piece which is moved to one of the "blocked-off"
squares can be made to disappear and be removed permanently from
the game. The concept of blocking off any randomly-generated number
of squares in any given region of the board before the start of a
game can increase and add to the excitement of the game combining
chance with skills that may be needed to achieve a favorable
outcome.
[0074] Furthermore, during game play, players can be informed that
in a certain number of moves a "black hole" can appear on one or
more squares. Any piece left on a square once it turns into a black
hole may fall into the hole. Players can also be informed at any
time that a square which was previously a black hole may turn back
into a regular square in a certain number of moves. In one
embodiment, blocked-off squares and black holes can generate even
greater influence across the board topology, such that no piece can
pass through the blocked-off square or black hole. However, in
another embodiment, a pawn may be permitted to land on and pass
through the blocked-off squares and black holes. Alternatively, a
pawn may not land on a black hole, but may pass through a black
hole. The embodiments illustrated above can infuse novel concepts
into the game and can minimize the ability of a computer to
evaluate a board position.
[0075] Another chance element that can arise before or during a
game includes changing adjacent squares or a strip of squares 160
that may normally be colored "white, black, white, black," to
"black, white, black, white," as illustrated in FIG. 16. Pieces
which only move on a certain color complex (e.g., traditional
bishop or the diagonal component of the queen) cannot pass over
this region on board 161. This variable can change the value of a
piece, and can make it difficult for a computer to adapt. If, for
example, a diagonal moving bishop is caught on the wrong side of
strip 160, it will lose the great majority of its value, because it
cannot pass over the discolored strip, and so is limited to two
moves. The strip 160 can affect other pieces which move strictly
along the diagonals. The bishop, super-bishop, and bishop-knight
cannot make diagonal moves across the strip 160, nor can the tank,
queen, or queen-knight move diagonally across such a strip.
D. Advantages
[0076] By integrating elements of skill and chance into the game of
the present invention, such can affect the betting strategies
during the pre-game as well as during gameplay. In addition, such
integration can minimize or prevent computers from being used to
assist a player with his moves. Specifically, the integration can
introduce 1) the elements of chance, 2) the flexibility of piece
distribution among players, 3) the availability of novel pieces not
present in traditional chess, and 4) the flexible and unorthodox
board sizes, including larger and uneven board sizes.
E. Unequal Piece Distribution
[0077] In one embodiment of the present chess game, piece
distributions for each player can be made to be unequal. Players
typically bet based on the strength of the differential
distribution and placement of the pieces that they received during
the pre-game period, and the overall strategic position during the
course of the game play. The following provides an example of
gameplay in the presence of unequal piece distribution.
EXAMPLE
[0078] To begin a game, players may be assigned to play, for
example, on a 12.times.12 board, with black holes located on
certain squares. The board may also contain a vertical strip of
discolored squares. In this particular example, there may be three
pre-game betting rounds, with players receiving four pieces each
round.
[0079] Initially, both players can place a $0.50 ante. Before the
first round of betting, the pot is, therefore, $1. The pre-betting
rounds will now be described from the White player's perspective to
better simulate how players experience the game.
[0080] White receives a bishop, queen, knight, and rook and decides
to bet $2 in the first pre-betting round. Black calls the $2 bet.
The pot is now $5.
[0081] White then receives a rook-knight, blank, queen-knight, and
king in the second pre-betting round. White decides to bet $20.
Black calls again. The pot is now $45.
[0082] In the third pre-betting round, White receives a bishop, a
second king, a force-field, and a blank. White, extremely
confident, now bets $40. Black again calls. The pot is now $125.
Pre-game betting is now over.
[0083] Both players can now see the pieces dealt to the other
player. White learns that Black has a rook, king, super-bishop,
queen, blank, knight, queen-knight, blank, cannon, bishop, a second
king, and a rook. Players get ready to play chess.
[0084] The game begins. White begins to think about how to make the
first move. Both players have 20 minutes each to complete all of
their moves. If a player runs out of time, the game is over.
[0085] The game enters the middle stages. Both players have taken
over ten minutes. Both players get into time pressure. White begins
to play badly, losing some very powerful pieces.
[0086] White's hopes may be fading. White is about to lose a king,
and has only one minute left. Black, sensing White's desperation,
decides to bet $70 after making a move.
[0087] White, with a hopeless position and almost no time, wisely
folds. Black takes the $125 pot, winning the game.
F. Revealing Pieces to Opponent.
[0088] It is important to understand that the chess game of the
present invention allows for a wide range of possibility when it
comes to how large a role chance may play in the pre-game set-up
and the gameplay. Specifically, chance can play a potentially large
role, or it can play no role at all.
[0089] To minimize one aspect of chance, the present invention
employs, in one embodiment, a concept of revealing one or more of
the pieces to an opponent after each betting round.
EXAMPLE
[0090] In this particular example, one piece may be revealed to the
players after each betting round. For instance, in a game where
there is a $1 ante, and players are playing on a 12.times.9 board,
there may be three betting rounds.
[0091] In a first betting round, White receives 1 rook, 1 bishop, 1
super-knight, and one queen, whereas black receives 1 blank, 1
queen, 1 king, and one force-field. White initially bets $2. Black
calls. The players then both reveal the first of their pieces.
White reveals a rook. Black reveals a blank. The same process
repeats for the 2nd and 3rd betting rounds.
[0092] In an alternative embodiment, one or more of the pieces
dealt to each player may be revealed to the opponent before each
betting round. Using the same example as above, both White and
Black would disclose the first piece they received: a rook and a
blank, respectively. Only then would the first round of betting
proceed. These two embodiments can also be combined, such that
players reveal one or more of their pieces before they bet and one
or more of their pieces after they bet.
G. "Skill Gaming"--Equal Piece Distribution
[0093] In another embodiment of the invention, piece distributions
can be of equal strength in any given game. That is, the game can
provide to both players similar variants as described previously,
with new piece types, larger (or smaller) boards that change from
game to game. In addition, the piece distribution and piece
placement each player receives at the start of the game can also be
the same.
EXAMPLE
[0094] In this example, the game may, for instance, be played on a
10.times.10 board. White receives 3 bishops, 1 force-field, 2
kings, 1 queen, 1 rook-knight, 2 blanks, 1 mimic in that order.
Black also receives 3 bishops, 1 force-field, 2 kings, 1 queen, 1
rook-knight, 2 blanks, and 1 mimic in that order. In this
particular embodiment, no pre-game betting rounds may be required,
as both players already know the distribution and location of their
pieces. Game play then begins.
[0095] In this embodiment, chance essentially plays no role in the
pre-game set-up and the gameplay. Consequently, skills at
traditional chess and at this variant of chess may be what counts.
In this case, players pay an "entry fee" instead of an initial
betting "ante," or they may play for no real or fake money. Players
then compete until 1) checkmate occurs, 2) time elapses for one
player, or 3) the game is drawn. In case of a draw, the pot may be
split equally.
[0096] In another embodiment of "skill gaming," players can bet
during game play. Often, the logical result of a chess game where
players receive the same distribution and location of their pieces
may be a draw. Many times, a player with an advantage in board
position, may be in no real danger of losing, and can only draw or
win. Because the player knows that in case of a draw, the pot will
be split equally, he can make any sized bet with impunity without
fear of loss. On the other hand, his opponent, who can only
realistically draw or lose, has little incentive to call the bet
with nothing to gain. As a result, many games which may lead to a
draw may not end as a draw because the player on the defensive may
fold rather than risk fighting for a draw. The game, therefore, may
not reach a natural conclusion. In one embodiment, in case of a
draw, the player who has raised a greater amount of money during
the game (the aggressor) will receive only 45% of the pot, and the
player who has raised a lesser amount of money (the defender)
during the game will receive 55% of the pot. In order to help the
defender even more, in case of a draw the "defender" can receive
60% of the pot and the "aggressor" 40%. Of course, division of the
pot between the players in any other way can be permitted. These
splits of the pot will give the defender an incentive to now fight
for a draw, and make the aggressor think twice before trying to bet
the defender out. As a result, many more games may take their
natural course.
H. Hybrid Distribution
[0097] In accordance with one embodiment, the pieces can be
distributed so that only some of the pieces may be equal in both
distribution and location.
EXAMPLE
[0098] In such a situation, a game may be played on, for instance,
a 12.times.13 board. The first few pieces distributed to each
player may be the same for both players in both distribution and
placement. For instance, both White and Black receive two kings, a
queen, a super-knight, a bishop, and a cannon in that order. The
remaining pieces may be distributed to each player in random and
placed at random locations, with one or more possible betting
rounds. It should be noted that the distribution of similar pieces
at similar locations can be done after the random distribution or
between random distributions. To that end, the hybrid distribution
approach can provide that at least some of the pieces may be the
same in both distribution and placement.
I. Changing Rules
[0099] In accordance with one embodiment, so long as the basic
set-up of a chess game with the possibility for unequal piece
distribution and the opportunity for betting before or during the
game is adhered, the rules of the game can be changed, depending on
the preferences of the players of the game, on specific tournament
rules, or on the basis of the decision of those hosting the game at
a particular time. For instance, piece distributions, types and
placements can be more or less equalized, chance can play a lesser
or greater role, chance elements like squares being removed or
strips of squares changing color can be excluded or included,
certain piece types can be included or not included, the
probability of certain pieces occurring can be changed, the
probability of certain pieces occurring in certain locations can be
changed, the sizes of the boards and the probability of certain
board sizes occurring can be changed, pawns may be distributed
differently in placement and numbers, so that the players can
receive the pawns unequally along with the rest of the pieces, two
or even more kings may be included as starting pieces, more or
fewer squares can be blocked off at the start of the game, and
betting rounds before and during game play can be reduced or
increased or abolished altogether, among others. There can also be
variations in set-up and gameplay, all of which may minimally alter
the fundamental structure of the game, as long as the initial
set-up of potential for unequal distribution and betting
opportunity in chess can be maintained.
J. Sample Deck of Piece
[0100] The following provides an illustration of a list of pieces
and "blanks" from which a player may receive his set of pieces
prior to or during play. It is by no means a requirement for the
present chess game to use this list of pieces, though this list has
been specially designed to limit pieces which computers would have
more ease handling than humans, including those pieces available
only for occasional variety and balance. For example, from a deck
of 100 pieces, there may exist only one "knight-rider," a terror
for the human player. In addition, there may only be three
queen-knight, also a difficulty for humans, in the deck. As
receiving a blank may be the worst possible outcome, in one
embodiment, if a player receives a certain number of blanks, some
or all of those blanks turn into more powerful pieces. For example,
if a player receives 4 blanks, the four blanks may be turned into
two queen-knights and two kings, in that order. Alternatively, if a
player receives 5 blanks, the first three blanks may be turned into
queens. Blanks may also be provided as a "wild-card" with power of
their own that they would not otherwise have.
[0101] 22 Blanks
[0102] 7 Knights
[0103] 7 Bishops
[0104] 7 Super-knights
[0105] 6 Rooks
[0106] 6 Bishop-knights
[0107] 6 Rook-knights
[0108] 6 Cannons
[0109] 5 Super-Bishops
[0110] 5 Queens
[0111] 5 Tanks
[0112] 5 Blockades
[0113] 4 Mimics
[0114] 3 Queen-knights
[0115] 3 Kings
[0116] 2 Force-fields
[0117] 1 Knight-rider
[0118] 100 Total
III. Alterations to Traditional Chess Rules
[0119] In accordance with one embodiment of the present invention,
certain rules of traditional chess may be modified or added, so
that the players can maintain the feel of playing a traditional
game of chess, even though the games may be played, for instance,
on larger boards and with new pieces. Examples of some of the
changes are provided below.
A. Rule for Two or More Kings
[0120] If a player begins with two or more kings, the kings may be
captured until there remains only one king. If a player has two or
more kings, all kings may be allowed to castle. If a player has two
or more kings, a king can castle through check, into check, or
while in check. Once one king remains, when it is put under attack
and it is in check, as in traditional chess, it must be checkmated
for a match to end.
B. Rule for Pawn Promotion
[0121] In an embodiment, pawns can be promoted to any piece in the
deck, including a king.
C. Rule for Expanding the Power of the Pawn on Larger Boards
[0122] In traditional chess, when a White pawn starts the game by
moving two squares forward and a Black pawn in the same column
moves two squares forward, they are immediately in contact with one
another. On a 10.times.10 board, if the pawns could only move two
squares forward on the first move, they would not be in immediate
contact with one another. Additional moves would be required for
the pawns to come into contact.
[0123] Therefore, on a board size of ten horizontal rows, pawns,
for example, may be permitted to move 1, 2, or 3 squares forward to
start and then one more move forward thereafter. This solution
allows the pawn the opportunity to move 1, 2, or 3 squares on the
first move, so that they can subsequently come into quicker contact
with the enemy on a board of ten horizontal rows. Likewise, on
boards of 11 or 12 horizontal rows, pawns can move 1, 2, 3, or 4
squares forward to start. For board sizes of 13 or 14 horizontal
rows, pawns can move 1, 2, 3, 4, or 5 squares forward to start.
Accordingly, the ability for the pawns to move a certain number of
squares on the first move, as provided, can be adapted for
different size boards.
[0124] As the board size increases, the pawn's power subsequently
weakens in strength. Other large board chess variants do not
increase the power of the pawns enough to create the feel of an
8.times.8 chess game, and therefore many of these games turn into
affairs that are dominated by heavy pieces (bishops, queens, rooks,
bishop-knight's, rook-knight's), leaving the pawns little say in
the progress of the game. The pawns in traditional chess give chess
its structure. Abstract thought and basic chess strategy,
maneuvering to find the optimal squares to place pieces, centers
around the placement of the pawns. But on larger chess board
variants, pawn structure breaks down rapidly due to the weakening
of the pawns in contrast to the strengthening of the heavy
pieces.
[0125] Therefore, in one embodiment on boards larger than
traditional chess, once a pawn moves forward two squares, it may be
provided with the power to capture the enemy sideways one square.
However, the pawn may be prevented from capturing sideways to start
the game or else it may be difficult for a player to breach an
inner defensive line of his opponent. In one embodiment, rules may
provided so that a pawn may not capture sideways a pawn, knight,
super-knight, bishop-knight, or king. This is because if a pawn
could take a pawn sideways, the pawns could never become locked and
the game would quickly lose all structure. Similarly, the bishop,
bishop-knight, and super-knight can be exempt because they, more so
than the other pieces, rely on out posting directly to the side of
a pawn. The king may be exempt because in the end-game it often
outposts to the side of an enemy pawn.
[0126] Once the pawn is able to capture sideways in addition to its
traditional chess diagonal capturing power, it is able to defend
itself on larger boards far more successfully, and much needed pawn
structure once again returns. A classical problem in traditional
chess may be whether a bishop or a knight is stronger in a specific
position. However, on larger boards, the bishop becomes noticeably
stronger than the knight. It should be appreciated that allowing a
pawn to capture sideways, along with these exceptions (which allows
pawns to capture a bishop sideways but not knights) can once again
make it difficult to determine whether the bishop or the knight is
stronger on larger boards. No other large board variant has allowed
for the knight to rival the strength of the bishop as in classical
chess.
[0127] Furthermore, on larger boards, it may take a significant
number of moves for a pawn to reach the end of a board and get
promoted. To speed up its march on larger boards, in one
embodiment, the pawn can move one or two squares forward on any
move. However, for example, once a pawn stands four squares from
the end of the board (e.g., four squares counting the square the
pawn stands on), it can again only move one square forward. This
rule greatly speeds up the march of the pawn forward on larger
boards to more closely resemble traditional chess.
D. Rule for Expanding the Power of the Knight on Larger Boards
[0128] In traditional chess, when a pawn makes its first move two
squares forward, the knight can leap so that it lands directly
behind. This scenario may be very common in traditional chess.
However, if the pawn can move three squares on its first step, then
the knight cannot follow suit. One of the main problems of giving
balance to chess on a larger board may be that the knights are
greatly weakened in comparison to the knights in traditional chess.
To compensate for this, the knights in the game of the present
invention may be given greater power. For example, on boards of 10
horizontal rows, knights can move like a super-knight on the first
move in all directions to keep the normal feel of chess on a larger
board. Which embodiment of super-knight the knight can move like
depends on player or host preferences. On boards of 12-13 squares
of horizontal rows, knights and super-knights, for instance, may be
permitted to move as they do on boards of 10 squares of horizontal
rows and they can move one square further (4,1) to retain the
normal feel of chess. In another embodiment they can move, but not
capture, one square further. On boards of 11 horizontal rows,
knights can move as they do on boards of 10 horizontal rows in one
embodiment and like knights on boards of 12-13 horizontal rows in
another embodiment.
E. Rule for Adapting En-Passant on Larger Boards
[0129] In connection with the present invention, en-passant, in one
embodiment, may remain as in normal chess. If a pawn ever passes by
an adjacent enemy pawn (e.g., by moving, two, three, or four
squares) the enemy pawn can capture it.
F. Rule for Expanding a King's Castling Privileges on Larger
Boards
[0130] In traditional chess, because the king and rooks may be
situated in the same locations at the start of a game, castling can
occur in two ways from the initial starting position. However,
castling powers of the king may need to be expanded in the chess
game of the present invention to take into account larger
chessboards and the ever-changing distribution and location of the
king and rook, for instance, at the beginning of different
games.
[0131] Accordingly, as in regular chess, the king may be prevented
from castling when it is in check. In addition, as in regular
chess, as long as the king does not pass through check along the
path of castling, castling can occur. Moreover, as in regular
chess, when the king and rook are in contact on the back rank and
have not moved before during the game, castling can occur.
[0132] Furthermore, the king can be permitted to move any number of
squares towards the rook, including the square the rook inhabits,
and the rook may then switch sides with the king, landing one
square next to the king. The king can also be permitted to jump any
number of squares past the rook, as long as these squares are not
occupied, with the rook then taking its place by at the side of the
king. The rook can also be permitted to jump over the king to take
its place on the opposite side of the king, while the king stays in
place. In addition, kings can now castle with either a rook or a
rook-knight. These new castling rules may also be more difficult
for mechanized computers to deal with as a player now has far more
choices where to castle than in traditional chess.
[0133] While the invention has been described in connection with
the specific embodiments thereof, it will be understood that it is
capable of further modification. For example, the game may be
designed to be played as a board game, or may be designed to be
played on-line, for instance, via the Internet, a wireless network,
interactive television, or private networks, by remotely situated
players who are able to view a substantially similar image of the
chess board and chess pieces distributed to each player. In
addition, other variation of pre-game or in-game betting, board
size and design, as well as additional pieces may be incorporated
into the game. Furthermore, this application is intended to cover
any variations, uses, or adaptations of the invention, including
such departures from the present disclosure as come within known or
customary practice in the art to which the invention pertains.
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