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By Gavin Smith
Graphics by Gavin Smith and L. Lynn Smith
The Basic Idea:
Chess is essentially a geometric, mathematical game played on a two-dimensional field.
This outline tries to answer the question "What would it be like to expand the same game to a three-dimensional field?".
This is not an attempt to improve on Chess. Fully expanding it to three dimensions makes it a much more complicated game.
There are other ways to answer the questions posed here, but this outline tries to keep as true as possible to the concepts in Chess,
using them as a model.
See Appendix F for a quick reference.
For a mathematic explanation of Merchants' restriction, See Appendix A. See Appendix E for illustrations.
The Astronaut:
The Astronaut may move as either a Knight, a Captain, or an Ace.
Note that the Astronaut, similar to a Knight in Chess,
may move to any space two spaces away that neither a Rook, nor a Bishop, nor a Merchant could move to in a single turn, assuming an open field.
For additional explanations as well as illustrations of these "Knight" moves,
see Appendix B.
Polygamy:
Just as we can combine the moves of Knights, Captains, and Aces, so we can combine the moves of Rooks, Bishops, and Merchants.
In Chess, the only such combination mover possible is the Queen. In Prince, there are four.
The Court:
The Court, like the Queen in Chess, may move as either a Rook, or instead as a Bishop, on any given turn.
The Market:
The Market may move as either a Rook or a Merchant.
The Artist:
The Artist may move as either a Bishop or a Merchant.
Note that unlike the Bishop or the Merchant, the Artist may ultimately move to any space of the field.
The Queen:
The Queen in Prince may move as either a Rook, a Bishop, or a Merchant.
Two-Dimensional Movers:
One might think that we have exhausted all the possibilities of basic kinds of movement now that we have a translation of all the pieces in Chess,
or that at least nothing more could be added if we stick to Chess as a model.
However, just as there are two viable alternatives to defining Bishop movement in three dimensions,
so there are two viable alternatives to defining what it fundamentally means for a piece to move through three dimensions.
In Chess, the Rook, the Bishop, and the Queen move to points within a set of lines on a board.
That is to say, they move to points within a set of one-dimensional spaces on a two-dimensional space.
The analogous pieces we have so far defined also move to points within a set of one-dimensional spaces.
But since the space containing these lines has now expanded to three dimensions,
is it not equally viable to define these pieces as moving to points within a set of two-dimensional spaces,
2 being n-1 where n is the number of dimensions in the field?
This means defining how a Rook, a Bishop, and a Merchant, and their combinations could move to points within planes rather than just along lines.
The Base:
The Base is the planar extension of the linear Rook. A Base may move by changing any two of its dimension values.
Another way of defining this is that a Base is able to move to any space that can be reached by moving in any two directions in which a Rook may move.
It's range of motion then will be three planes, each containing two axes of Rook movement that intersect at the Base.
For purposes of blocking, we again think of the shortest possible path of incremental moves of the appropriate movement type.
However, for a destination space on a plane but not within a line, there are multiple possible shortest paths, each of equal length.
To make blocking effective then,
if any of the spaces on this plane in ANY of the shortest possible paths to a destination space is occupied by another piece,
then the destination is blocked and the Base cannot move to it.
See Appendix C.
The Scientist:
The Scientist is the planar extension of the Bishop. It may move to any space that can be reached by moving in two Bishop directions.
It's range of motion is a set of seven planes each of which have two (and some of which have three) axes of Bishop movement intersecting at the Scientist.
Similarly, a destination in one of these planes is blocked
if any of the spaces in any of the shortest possible paths of Bishop moves within this plane to the destination space is occupied by another piece.
Note however, that for the Scientist, as well as the other planar movers below,
there may be some destinations which lie on two or more planes which may be blocked on one plane, but not blocked on others.
Prince does not consider such destinations blocked.
If a plane on which a piece can travel can be found where the destination is not blocked,
meaning if two directions can be found where all shortest paths using those two directions are open, then the piece can move to the destination.
The blocking issues of different planes are considered independently, having no bearing on each other even if they intersect.
The destinations affected by this rule are alternate spaces along lines of Rook motion.
Eighth Row: Base, Paratrooper, Knight, Rook, Market, Captain, Marine, Base.
Seventh Row: Admiral, Ace, Court, Bishop, Merchant, Artist, Ace, Astronaut.
Sixth Row: Captain, Artist, Queen, Scientist, Reporter, Queen, Court, Knight.
Fifth Row: Market, Merchant, Reporter, University, Spy, Scientist, Bishop, Rook.
Fourth Row: Rook, Bishop, Scientist, King, Network, Reporter, Merchant, Market.
Third Row: Knight, Court, Queen, Reporter, Scientist, Queen, Artist, Captain.
Second Row: Astronaut, Ace, Artist, Merchant, Bishop, Court, Ace, Admiral.
First Row: Base, Marine, Captain, Market, Rook, Knight, Paratrooper, Base.
For a quick reference of Prince, see Appendix F.
Prince Appendix A - Explaining the Limitations On Merchants:
If we consider a position value, writing it as (x,y,z) where x is the tier number, y is the column number, and z is the row number,
and consider the "evenness" of each of these values, we will notice the following eight possibilities,
each of which occur with the equal frequency on any axbxc field, where a, b, and c are even numbers:
1. (even, even, even)
2. (even, even, odd)
3. (even, odd, even)
4. (even, odd, odd)
5. (odd, even, even)
6. (odd, even, odd)
7. (odd, odd, even)
8. (odd, odd, odd)
Note that we can pair up these eight possibilities in the following manner, creating four subsets of position values:
1. All three dimension values share the same "evenness" (cases 1 and 8).
2. Only the tier and column values share the same "evenness" (cases 2 and 7).
3. Only the tier and row values share the same "evenness" (cases 3 and 6).
4. Only the column and row values share the same "evenness" (cases 4 and 5).
Now consider an incremental Merchant move.
A Merchant by definition must change all three of its dimension values be the same amount.
When a Merchant moves incrementally, i.e. one space, all three values are changed by one.
This will change the "evenness" of all three dimension values, whether the change for any given dimension is positive or negative.
Therefore whatever dimension values shared their "evenness" before will do so again, and whatever ones did not, again will not.
All Merchant moves can be thought of as being made up of these incremental moves.
Therefore whichever of the four subsets the position value of the Merchant belonged to before the Merchant moves,
the new position value of the Merchant after it moves must again belong to the same subset.
In this way a Merchant is trapped into only a quarter of the field for the entire game.
Note that this restriction is distinct from the odd and even restriction of the Bishop,
as all Merchants can travel to equal numbers spaces whose sum of dimension values is odd or even.
One math formula you could use to determine which of these four subsets a space belongs to without needing to compare is the following:
2*((x + y) MOD 2) + (x + z) MOD 2
This will give you the values 0, 1, 2, or 3 depending on which of the four subsets the space is in.
Prince Appendix B - Illustrating "Knight" Movers:
All of the "Knight" movers (the Knight, the Captain, the Ace, the Marine, the Paratrooper, the Admiral, and the Astronaut),
move by changing any one dimension by two, and either of the two other dimensions by one.
How they may or may not change the third dimension determines which kind of "Knight" the piece is:
The Knight must not change the third dimension, the Captain must change the third dimension by one, and the Ace must change the third dimension by two.
You can also describe these pieces as "jumping" from one corner to the opposite corner of an nxnxn space.
A Knight would be a 1x2x3 jumper, a Captain a 2x2x3 jumper, and an Ace a 3x2x3 (or 2x3x3) jumper.
Below are illustrations of where each kind of "Knight" may move if placed in the middle of the field at Tier 4, Column 4, Row 4.

Prince Appendix C - Illustrating Rook and Base Moves:
On an open field, the Base may move to any space that shares any of its dimension values.
Below is an illustration provided by L. Lynn Smith of the planes within which a Base may move
when placed in the middle of the field at Tier 4, Column 4, Row 4.

A destination space for a Base is blocked if any space is occupied by another piece where
all dimension values fall between the respective dimension values of the Base and the destination, inclusive.
Conversely, a piece on a field blocks all spaces from the Base where
the change of all the dimension values are all greater than or equal to the change of the respective dimension values between the piece and the Base,
and the directions of these changes (up vs. down, e.g.) are all the same.
Below are illustrations provided by L. Lynn Smith showing examples of how this blocking works on a Base plane.
Note that in the second and fourth example, the blocking piece lies in two planes,
only one of which is shown, and will cast a similar "shadow" on both planes.

Prince Appendix D - Illustrating Bishop and Scientist Moves:
On an open field, the Bishop may move to any space that shares any one dimension value with the Bishop,
and the change between the Bishop and the space in each of the other two dimensions is the same.
Remember that whenever "change" is used in this discussion, it may mean "amount added to" or "amount subtracted from" interchangeably.
A more mathematical way to refer to this would be "the absolute value of the difference."
The Scientist, again on an open field, may move to any space where,
when comparing the respective dimension values of the Scientist and the space, either:
Any one of the dimension values is the same, and the sum of the changes in the other two dimension values is even.
OR
There exists two dimension values where sum of the changes these two values is equal to the change of the third.
For you math and logic fans, here is another way of saying this:
Let the position value of a Scientist be the ordered triplet of dimension values (x,y,z),
and the position value of any other space be a similarly ordered triplet (i,j,k).
Furthermore, let these triplets be ordered in such a way that
|x - i| <= |y - j| <= |z - k|.
For simplicity of notation, also let
p = |x - i|, q = |y - j|, and r = |z - k|.
IF (p = 0 AND q + r is even) OR (p + q = r)
THEN the space is within the range of motion of the Scientist, assuming an open field.
Following is an illustration provided by L. Lynn Smith of the planes within which a Scientist may move
when placed in the middle of the field at Tier 4, Column 4, Row 4:

The Scientist move falls within seven different planes.
Three of these are the same planes within which a Base may move, although a Scientist is limited to a checkerboard pattern within these planes.
Two of these planes intersect along any line of Rook movement.
The other four planes fan out from the Scientist towards the corners of the field.
Two of these planes, along with one of the other three planes, intersect along any line of Bishop movement.
All planes intersect at the Scientist.
A destination space for a Scientist is blocked if space(s) occupied by other piece(s) exist(s) such that:
-For the dimension with the greatest change in value between the destination and the Scientist,
this dimension value is between the values of the destination and the Scientist.
-For the change in position value between both the space and the destination and the space and the Scientist,
the sum of the change in values of the other two dimensions is less than or equal to the change in value of the first dimension
(the dimension of greatest change in value between the destination and the Scientist).
-The piece is in the same plane as the destination.
-The destination is blocked in all planes it lies in.
If there is no single dimension of greatest change between the destination and the Scientist,
but instead two dimensions change by the same amount, with the third dimension not changing,
then one may arbitrarily consider either changing dimension as the dimension of greatest change.
For this to be the case, the destination must be along a line of a simple Bishop move, and can only be blocked by intervening pieces along this line.
The third condition is only an issue for destinations in the checkered Base planes.
For these planes, the piece is in the same plane as the destination
if the same dimension value that the Scientist and the destination share is also shared by the piece,
and the sum of the changes between the piece and the Scientist in the other two dimension values is even.
The last condition is only an issue for the destinations along the lines of Rook movement,
which lie in two checkered Base planes (and share two dimension values with the Scientist).
They may be blocked by two different pieces, one in each plane (with each sharing a different one of these two dimension values),
or a single piece along the same line of Rook movement that therefore lies in the same two planes
(and also shares the same two dimension values).
A math and logic formula of all this would look like this:
Let the position value of a Scientist be the ordered triplet of dimension values (x,y,z),
let the position value of any destination space be a similarly ordered triplet (i,j,k).
Furthermore, let these triplets be ordered in such a way that
|x - i| <= |y - j| <= |z - k|
Also let the position value of another space be a similarly ordered triplet (a,b,c).
Also let
p = |x - a|, q = |y - b|, and r = |z - c|.
And let
s = |a - i|, t = |b - j|, and u = |c - k|.
IF there is a piece occupying any space (a,b,c) such that
(z < c < k OR k < c < z)
AND (p + q <= r) AND (s + t <= u)
AND (IF x=i THEN [x=a AND q+r is even])
AND (IF y=j
THEN [y=b
OR {there is a piece occupying a space (d,e,f)
that satisfies the first two conditions (letting p = |x - d|, etc.)
AND y=e AND q+r is even}])
THEN the destination is blocked from the Scientist.
Below are illustrations of examples of blocking provided by L. Lynn Smith,
which I modified to indicate spaces which may be blocked depending on the other plane the space lies in (which is not shown).
Also note that in the 1st, 2nd, 4th, 6th, and 8th examples, the blocking piece also lies in other plane(s) not shown,
and will cast "shadows" on these plane(s) as well.
Appendix E - Illustrating the Merchant and Reporter Move
On an open field, the Merchant may move to any space where the change between the Merchant and the space in all dimension values is the same.
Remember again that whenever "change" is used in this discussion, it may mean "amount added to" or "amount subtracted from" interchangeably.
A more mathematical way to refer to this would be "the absolute value of the difference."
The Reporter, again on an open field, may move to any space where,
when comparing the respective dimension values of the Reporter and the space,
the change in any two of the dimension values is the same,
and the difference between this change and the change in the third dimension value is even
(remembering that zero is even and negative numbers may also be even).
Or, to say this with math and logic:
Let the position value of a Reporter be the ordered triplet of dimension values (x,y,z),
and the position value of any other space be a similarly ordered triplet (i,j,k).
For simplicity of notation, also let
p = |x - i|, q = |y - j|, and r = |z - k|.
IF
(p = q AND q - r is even)
OR (p = r AND p - q is even)
OR (q = r AND q - p is even)
THEN the space is within the range of motion of the Reporter, assuming an open field.
Following is an illustration provided by L. Lynn Smith of the planes within which a Reporter may move
when placed in the middle of the field at Tier 4, Column 4, Row 4:

The Reporter move falls within six different planes, each in a checkerboard, or "lace" pattern.
These planes fan out from the Reporter towards the edges of the field.
Two of these planes intersect along any line of Rook movement, three along any line of Merchant movement,
and all six intersect at the Reporter.
A destination space for a Reporter is blocked if space(s) occupied by other piece(s) exist(s) such that:
-It would be reachable in any number of moves by a Merchant starting where the Reporter is.
In other words, it shares the same relative "evenness" among the dimensions as the Reporter
(see Appendix A).
-For the dimension with the greatest change in value between the destination and the Reporter,
this dimension value is between the values of the destination and the Reporter.
-For the change in position value between both the piece and the destination and the piece and the Reporter,
the change in the dimension of greatest change between the destination and the Reporter
is greater than or equal to the change in values in each of the other two dimensions.
-The piece is in the same plane as the destination.
-The destination is blocked in all planes it lies in.
The fourth condition is only an issue if a destination has a single dimension of greatest change,
with the other two changing by the same (lesser) amount as each other.
The piece is in the same plane as the destination
if the two dimensions that change by the same amount between the Reporter and the destination
also change by the same amount between the Reporter and the piece,
and change the same way (add/subtract) relative to each other as they do between the Reporter and the destination.
For example: if they both add between the Reporter and the destination,
then they either both add or both subtract between the Reporter and the piece.
If these two dimensions do not change between the Reporter and the piece, then the piece is in the plane.
The last condition is only an issue with destinations along the lines of Rook movement, which lie within two planes.
In these cases, the two dimensions that change the same amount don't change at all.
These destinations may be blocked by two pieces where for one, these two dimensions change the same amount in the same way,
and for the other, these same two dimensions change the same amount in different ways (one adds, one subtracts).
These destinations may also be blocked by a single piece where both these dimensions also do not change,
meaning the piece is along the same line of Rook movement.
If there is no single dimension of greatest change between the destination and the Reporter,
but instead more than one dimension changes by the same amount, with any other dimension changing by less,
then one may arbitrarily consider any of the dimensions sharing the amount of greatest change as the dimension of greatest change.
A way to put this in math and logic would be:
Let the position value of a Reporter be the ordered triplet of dimension values (x,y,z),
let the position value of any destination space be a similarly ordered triplet (i,j,k).
Also let
m = |x - i|, n = |y - j|, o = |z - k|
Furthermore, let these triplets be ordered in such a way that
m <= n <= o
Also let the position value of another space within the Reporter's range of motion be a similarly ordered triplet (a,b,c).
Also let
p = |x - a|, q = |y - b|, and r = |z - c|.
And let
s = |a - i|, t = |b - j|, and u = |c - k|.
IF there is a piece occupying any space (a,b,c) such that
2*((a + b) MOD 2) + (a + c) MOD 2
= 2*((x + y) MOD 2) + (x + z) MOD 2
(see Appendix A)
AND ((z < c < k) OR (k < c < z))
AND (r>=p) AND (r>=q) AND (u>=s) AND (u>=t)
AND (IF o>n AND n <> 0
THEN [p=q AND (IF p <> 0
THEN [(x-i)*(y-j)/(m*n) =(x-a)*(y-b)/(p*q)])])
AND (IF n=0
THEN [{p=q AND p=0}
OR {there are two pieces occupying two spaces (a,b,c) and (d,e,f)
each of which satisfy the first two conditions (letting p=|x-a| or |x-d|, etc.)
AND p=q for each AND (x-a)*(y-b)/(|x-a|*|y-b|) <> (x-d)*(y-e)/(|x-d|*|y-e|)}])
THEN the destination is blocked from the Reporter by the piece.
Below are illustrations of examples of blocking provided by L. Lynn Smith,
which I modified to indicate spaces which may be blocked depending on the other plane the space lies in (which is not shown).
Also note that in all but the 1st example, the blocking piece also lies in other plane(s) not shown, and will cast "shadows" on these plane(s) as well.
It briefly describes how each kind of piece can move, as well as other basic rules of the game.
It is intended as a useful reference for when one actually tries to play Prince
so one doesn't have to keep everything about all 23 kinds of pieces in their head.
_____________________________________________________________________
Ace[Ac] leaps 2x3x3
Artist[Ar] slides diagonal or triagonal
Astronaut[As] leaps 1x2x3, 2x2x3 or 2x3x3
Admiral[Ad] leaps 2x2x3 or 2x3x3
Base[Ba] orthogonal planar area-leap
Bishop[Bi] slide diagonal
Captain[Ca] leaps 2x2x3
Court[Co] slide orthogonal or diagonal
King[Ki] steps orthogonal, diagonal or triagonal
May castle with directly diagonal Bases.
All castling rules apply.
Knight[Kn] leaps 1x2x3
Marine[Ma] leaps 1x2x3 or 2x2x3
Market[Mt] slides orthogonal or triagonal
Merchant[Me] slides triagonal
Network[Ne] orthogonal or triagonal planar area-leap
Paratrooper[Pa] leaps 1x2x3 or 2x3x3
Pawn[Pn] steps one forward orthogonal without capture,
steps one forward diagonal or forward triagoanl with capture.
May preform an initial two-step orthogonal move. En passant applies.
Freely promotes upon reach far rank.
Prince[Pr] orthogonal, diagonal or triagonal planar area-leap
Queen[Qu] slides orthogonal, diagonal or triagonal
Reporter[Re] triagonal planar area-leap
Rook[Ro] slides orthogonal
Scientist[Sc] diagonal planar area-leap
Spy[Sp] diagonal or triagonal planar area-leap
University[Un] orthogonal or diagonal planar area-leap
All pieces have the power to 'shadow' planar area-leaps.
Such planar area-leap may not move to cells which are 'shadow'-ed by other pieces.
Checkmate opposing King for win.
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For author and/or inventor information on this item see: this item's information page.
Created on: May 13, 2004. Last modified on: June 03, 2007.
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Last modified: Monday, December 22, 2008