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Our Featured Variant: Try the Chinese game of Xiangqi, one of the most popular and enduring Chess variants in the world.
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Earthquake Chess is a very simple example, where the Earthquake Board is used to play with the ordinary, everyday rules of modern western orthodox chess (FIDE Chess, as we'll call it).
Because you can use the Earthquake Board with so many other games, and because there are so many different possible displacements for the two half-boards, the invention of this board has *multiplied* the number of existing games by some large number!
Note: one of the few games that cannot use the Earthquake Board is Chess for any number of players. However, for this game, the half-boards are quite useful!
Here's a picture of a "normal" small (4x4) board:
+====+====+====+====+ ! a4 | b4 | c4 | d4 ! +----+----+----+----+ ! a3 | b3 | c3 | d3 ! +----+----+----+----+ ! a2 | b2 | c2 | d2 ! +----+----+----+----+ ! a1 | b1 | c1 | d1 ! +====+====+====+====+Here's a picture of an Earthquake board with no displacement:
+====+====+====+====+ ! a4 | b4 | c4 | d4 ! +----+----+----+----+ ! a3 | b3 | c3 | d3 ! +====+====+====+====+ ! a2 | b2 | c2 | d2 ! +----+----+----+----+ ! a1 | b1 | c1 | d1 ! +====+====+====+====+And here's a picture of an Earthquake board with the bottom half displaced by +1 horizontally:
+====+====+====+====+
! a4 | b4 | c4 | d4 !
+----+----+----+----+
! a3 | b3 | c3 | d3 !
+====+====+====+====+====+
! a2 | b2 | c2 | d2 !
+----+----+----+----+
! a1 | b1 | c1 | d1 !
+====+====+====+====+
Get the idea? You still have the same number of squares, but the
shape of the board is a bit different.
Worst of all, on a full-sized Earthquake Chessboard, you can go up to "ijklmnop": not all of these letters in everybody's alphabet, I think, which makes them hard to remember, but even then how many chessplayers can visualize where "m4" is in relation to "h5"?
On the other hand, when you play with a displacement of (8,4), the square to the left of a1 would be h5. Ouch!
A counter-argument is that when you play with a displacement of (8,4), and White begins with "1. a2-a3", it is clear that the threatened move "2. a3:h8" would promote the Pawn to Q, but that the move "2. a3-a4" does *not* threaten to promote the Pawn.
I'm going to vote for "natural" notation, where the name "a8" is written on a square, and moving the other half-board to put "e1" due South of "a8" does not change its name.
+====+====+====+====+
! a4 | b4 | c4 | d4 !
+----+----+----+----+
! a3 | b3 | c3 | d3 !
+====+====+====+====+====+====+
! a2 | b2 | c2 | d2 !
+----+----+----+----+
! a1 | b1 | c1 | d1 !
+====+====+====+====+
In the above position, can a Bishop go from a1 to a3? It is a
perfectly diagonal move, but it flies over the void; as long as it
doesn't try to stop there, why not?
As the author here, I get to declare that Bishops and Rooks may not fly over void squares, at least not in most games. I say this because I think it will be more strategically interesting to have the void block their movement.
Here is an example of why I said "in most cases":
+====+====+====+====+ ! a4 | b4 | c4 | d4 ! +----+----+----+----+ ! a3 | b3 | c3 | d3 ! +====+====+====+====+ +====+====+====+====+ ! a2 | b2 | c2 | d2 ! +----+----+----+----+ ! a1 | b1 | c1 | d1 ! +====+====+====+====+The picture above shows a displacement of (0,-1), and is silly when Rooks and Bishops can't fly across, but might be interesting when they can do so.
Knights can jump, of course. If you're using other armies with jumping pieces, of course all jumping pieces can jump over the void.
+====+====+====+====+
! a4 | b4 | c4 | d4 !
+----+----+----+----+
! a3 | b3 | c3 | d3 !
+====+====+====+====+====+====+====+====+
! a2 | b2 | c2 | d2 !
+----+----+----+----+
! a1 | b1 | c1 | d1 !
+====+====+====+====+
Not an interesting game, I'd say, but I think that (6,0) of (7,0)
are probably interesting.
+====+====+====+====+
! a4 | b4 | c4 | d4 !
+----+----+----+----+
! a3 | b3 | c3 | d3 !
+====+====+====+====+====+
! a2 | b2 | c2 | d2 !
+----+----+----+----+
! a1 | b1 | c1 | d1 !
+====+====+====+====+
Notice that the Bishop, in going from c1 to b2 to b3, goes from a
Black square to a White square.
A displacement of (0,-1) can't be played unless you allow Rooks and Bishops (and Queens) to run across the void; even then, it won't work well because Pawns would get stuck. Otherwise, the main effect of this displacement would be to make Knight and Bishop moves that cross the center look a little bit strange.
+====+====+====+====+
! a4 | b4 | c4 | d4 !
+----+----+----+====+====+====+====+
! a3 | b3 | c3 ! a2 | b2 | c2 | d2 !
+====+====+====+----+----+----+----+
! a1 | b1 | c1 | d1 !
+====+====+====+====+
Displacements like this can be interesting, but here's a really
crazy game (more playable than it looks!):
+====+====+====+====+====+====+====+====+ ! a4 | b4 | c4 | d4 ! a2 | b2 | c2 | d2 ! +----+----+----+----+----+----+----+----+ ! a3 | b3 | c3 | d3 ! a1 | b1 | c1 | d1 ! +====+====+====+====+====+====+====+====+
Probably only horizontal displacements should be permitted.
In order to keep Aftershock from getting out of hand, each player may use it only twice (or some other limited number of times, for example "once every twelve moves"), and may not use it to immediately undo an opponent's aftershock (that is, if you want to undo it you have to wait a move).
See also: Earthquake boards. Diagrams of the boards that can result of this variant.
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Created on: January 01, 1996. Last modified on: January 01, 1996.
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Last modified: Monday, December 22, 2008