Twinkie Danger Chess exists to be easy; easy to play, that is, though perhaps not easy to play well because any form of Nick Danger Chess ( not to be confused with this game by Ralph Betza, also called Nick Danger Chess) is implicitly more complex than FIDE Chess.
A link is still a link, no matter who owns it, and so any piece (except the King) can be in two places at once by moving onto a linked square no matter who owns the link.
Black's first move links d5 on board 0 to d5 on board 1; this example teaches the suggested notation by example.
2. 0e4x0d5/+d1
The Queen now exists on both boards, and can recapture at d5. Has White won a Pawn?
2. ... Q0d8x0d5/-d5
Black breaks the link at d5, and therefore the Qd1 can no longer capture d5.
3. Q1d1-1h5
The White Queen is now the only piece on board 1; as such, she enjoys magnificent mobility but can attack nothing directly.
Indirectly, there is a threat; I urge you to try to find it before reading further.
3. ... 0g7-0g6/+g6
Now the Black Pawn appears on g6 on board 1, attacking the Queen. In response, Qh5xg6? is a very bad idea because g6 is linked, and therefore the Q also exists at 0g6 (the square g6 on board 0), where she can be captured by 7xg6 or by f7xg6.
Note that 4. Q1h5x1g6/-g6/Q1g6 is not legal because Black owns the link at g6; that is, White might think to try capturing the Pawn, breaking the link, and leaving the Q on board 1 -- but does not own the link at g6, so that part of this idea cannot be done.
Instead, White should play
4. B0f1-0b5+/+h5
and now Qh5 defends Bb5 and attacks Qd5 and Bb5 gives check, and Black loses.
Is this a brilliant move? No, because it is really the most basic and elementary tactic characteristic of the rules of the game. If you play more than a couple of games of Twinkie Danger Chess, you will be accustomed to this sort of tactical trick.
If there is a link owned by White at b2 or at b3, White wins. No other link makes a difference.
The winning procedure is to move the Pawn onto board 1, advance it to Queen, and then use the link to return the Queen to board 0, if necessary wasting a tempo to avoid the stalemate with Qb3/Ka1. This works because White both owns and protects the link.
White wins because there is a link on a certain square. Is it luck, or foresight?
Those were the sort of variants that game designers love. As long as you can claim that the game is theoretically playable, that's enough; the joy is in the rules, not in the play.
Who cares if the game is too complicated for mortals to play?
Instead, Twinkie Danger Chess is simplified, and simplified to be playable, simplified to be only a bit more complex than FIDE Chess. Twinkie Danger Chess is for the player, not the designer.
Twinkie Danger Chess is meant to be played. So, play! and enjoy!
However, the game seems to be value-preserving and therefore if you wish to play Twinkie Danger Chess with Different Armies, it should work.
Last modified: Sunday, April 1, 2012