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TireBiter Chess
A Pizza with Anchovies
The Firesign Theater asks, "How can you be in two places at once,
when you're not anywhere at all?"
This game attempts to answer the question.
The Rules of Tirebiter Chess
- The rules of FIDE Chess apply except as follows.
- Every piece has two possible states of existence: the normal
state and the Tirebiter state.
- A piece is in its normal state of existence when it occupies
only one square.
- A Tirebiter piece occupies more than one square.
- When a normal piece makes a capture, if it has more than one
legal capture it must make them all. Because a capture involves
replacing the captured piece with the piece that is capturing, at
the end of the capture the piece that made the capture exists on
more than one square at the same time, thus becoming a Tirebiter
piece.
- In order for a Tirebiter piece to move or capture, it must
either make the same move from all locations or move to the same
square from all locations. Of course, all the moves must be legal,
and when a Tirebiter piece moves to the same square from all
locations it becomes a normal piece again.
- Clarification: to "make the same move from all locations" means
to move or capture the same distance in the same direction, and
either all the moves must be captures or all the moves must be
non-capturing moves.
- Clarification: a Tirebiter piece does not give check unless it
can legally capture the enemy King.
- When a Tirebiter piece is captured on any location, it is
removed from all locations. See the example that follows for one
special situation that would take too many words to describe.
- The author would prefer that you play this game with
different armies.
- Clarification: A normal piece captures from one square in many
directions to become a Tirebiter piece; a Tirebiter piece moves or
captures from many squares in the same direction and remains a
Tirebiter piece; a Tirebiter piece moves from many squares in
different directions to one square to become a normal piece.
- Clarification: Yes, Kings and Pawns can be Tirebiter pieces.
- A Tirebiter Pawn can only be promoted to a Tirebiter piece:
all of its locations must promote at once, to the same type of
piece, which are merely separate locations of a new Tirebiter piece.
Tirebiter Chess Sample Game for Rules
1. Ng1-f3 h7-h6 2. Nf3-e5 f7-f6 3. Ne5-g4 e7-e5 4. Ng4:e5,f6,h6+
r n b q k b n r
p p p p . . p .
. . . . . N . N
. . . . N . . .
. . . . . . . .
. . . . . . . .
P P P P P P P P
R N B Q K B . R
One White Knight occupies the three squares e5, f6, and h6.
This is check because 5. Ne5,f6,h6:d7,e8,g8 is legal.
Black can legally repy 4...Ng8-e7: because Nh6-g8 is not a capture,
the move 5. Ne5,f6,h6:d7,e8,g8 is no longer legal, and therefore
Black's King is not in check.
In response to 4...Ng8-e7 White can play (in addition to all the
normal legal moves) either 5.Ne5,f6,h6-g4 becoming a normal Knight
again or 5. Ne5,f6,h6-d3,e4,g4 remaining a Tirebiter Knight.
If Black captures with 4...Rh8:h6(:f6,e5) the squares f6 and e5 are
simply empty squares.
If Black captures with 4...Ng8:f6,h6(:e5) the square e5 is simply
empty, and the squares f6 and h6 are both occupied by the Black
Knight which has become a Tirebiter Knight. This is the
special situation that would take too many words to describe.
Remarks About Tirebiter Chess
A Tirebiter piece is dreadfully vulnerable, and limited in its
moves; this is the payment you make for the opportunity of capturing
several pieces with a single move.
This tradeoff between risk and opportunity is the key to making this
game playable, interesting, and good.
A Simple Tirebiter Problem
. . . . . . k .
. . . . . R . R
. . . . . K . K
. . . . . P P .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
White has one Tirebiter King, one Tirebiter Rook, and one Tirebiter
Pawn. White makes a move and says that it's mate next move, but
Black's reply checkmates White! What are the moves?
Use your Captain Midnight Secret Decoder Ring to find the answer:
(ROT13) Juvgr zbirf gur Ebbxf sbejneqf, Oynpx zbirf gur Xvat gb u7.
Juvgr rkcrpgrq Oynpx gb pncgher gur Ebbx, nyybjvat Juvgr gb znxr n
abezny Xvat ng t7, purpxzngr.
Nick Danger Chess
Nick Danger Chess would follow the same rules as Tirebiter Chess,
but would also allow pieces to move to multiple squares without
capturing.
You would rarely want to split a piece, so this rule would not do
much unless you were forced to split.
Therefore, the rule should be "whenever a normal piece moves, if it
can move the same distance in more than one direction it must do
so". For example, some legal moves are
1. e4 e5 2. Qd1-h5 Nb8-c6,a6 3. Qh5-f5,h3,f3
Notice that the Pawns never split by moving, the Queen didn't have
to split when going to h5, the Knight had no choice but to split,
and the Queen moving two squares had to split three ways but did not
have to split onto h6 or g6.
Nick Danger Chess has received a bit less thought than Tirebiter
Chess. I'm pretty sure that Tirebiter Chess is good, interesting,
playable, and more, but I don't know if Nick Danger Chess is good.
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Last modified: Monday, December 22, 2008