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You can see more than one move ahead. However, the tactical complexity of seeing three ply when there are 64 rule sets to be chosen from is 249984 (64 times 63 times 62) times as large as the tactical complexity of FIDE Chess.
This game may be playable with a short and conservative list of rulesets.
By complete coincidence, I was going through some old stuff and found List Chess, which was mentioned in my NoST column in 1976 or 1977, and which makes such an excellent example here. It makes me want to design a game called Coincidence Chess, but I have no idea what the rules would be; and it shows that multiple rules may be a clever idea, but not a new one.
If you have multiple rule sets on the same board at the same time, for example one game's rules apply to light squares and another to dark, the required metarule is this:
A more humble example of a game with rules that vary both in space and in time is Piazza San Marco Chess.
In general, if a game expands the board, its effects in the multirule context are undefined; for example, if the rules of Alice Chess apply this turn, perhaps you can move your King onto the Looking Glass board and there find safety? Is the second level of a 3D chessboard equivalent to the lookingglass board of Alice?
Another example of an interesting situation not covered by the metarules is Relay Chess. In general, the idea of relay is that a piece defended by a friendly piece gains the powers of the defender; but when the rules are different on g1 and e2, the Pawn on e2 that is defended by the Knight on g1 gains what power?
It is probably best not to include such rulesets in the game.
As an example of an unobvious rule for multiple rules in the same game, let's try Compass Chess: different rulesets apply in different directions. For example, if you are moving North, the rules of FIDE Chess apply, and if you are moving South, the rules of Clobberer Chess (clobberers versus clobberers) apply.
This game doesn't really work well as an example, or perhaps as a game. You need to choose 16 (north by northwest, and so on) different rule sets, and in the end the result is the same as if you had defined one rule set with specific moves allowed for each of the pieces. (However, specifying it as the 16 rule sets is probably easier.)
It's a bit confusing to think about. If you try to move your Knight-thing (the piece that started on g1) to the Northeast, you might be able to make a Fibnif or a Waffle move (depending on what game is chosen for that direction); if you try to move North, perhaps you can make a WD move. In other words, the pieces may gain greatly in value, or in some cases they may lose value.
When choosing the 16 rule sets, you'd have to be careful to make a fair game -- North is always North, and forwards for W is North but forwards for Black is South.
Each piece type (R, N, B, Q) comes from a different game, and behaves according to the rules of that game. In addition, all adjacent pieces also have the option of using the rules of that game. Kings and pawns can't be influenced. However, enemy pieces (other than K and P) can be influenced. Maybe relay is better than adjacent. There's a certain strangeness to using the power of a Queen to relay the ability to make a Knight move. In that case, the name of the game should perhaps be Legal Relay Chess.
Depending on which games you choose the rulesets from, this could be extremely intriguing.
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Created on: May 08, 2001. Last modified on: May 08, 2001.
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Last modified: Monday, December 22, 2008