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This page is written by the game's inventor, Chuck Smith.

Hockey Chess

by Chuck S Smith

I invented this game because I wanted to see what a game of chess would be like with the thrill of scoring goals like hockey. Being an avid hockey fan and an avid chess player, the two just seemed to combine together after some thought. The die rule was added to keep the game from becoming predictable.

Basically, I wanted to make a strategic hockey game, so I just added some hockey rules to the already existent chess rules and the hockey flavor is added! Unfortunately, the complications of hockey were also added. I have personally never had the opportunity to play this wonderful game, so comments are very welcome! Send all comments and questions to Chuck S Smith.

Equipment

A checker will be referred to as a puck in the instructions.

Before the game

Put a "goal" behind the king and queen of both sides. Put a black checker (representing a puck) under the kings of both colors. White will then put a red checker anywhere on the board (even under a piece) and Black will then put a red checker somewhere different than the first piece.

Object of the Game

Score 5 goals or capture all of your opponent's pieces.

Definitions:

Possessor
A piece that has a puck under it.

Pass
To move a puck a distance and direction that the possessor would be able to move without the puck (you can even "pass" the puck to a vacant square or even an opponent's piece if you want!)

Two exceptions:

  1. Pawns may pass the puck forward or forward diagonally one space.
  2. Bishops may "bounce" the puck off the side of the board!

Note: In these instructions, a shot on goal is also considered a pass.

IMPORTANT! A player may not pass through another piece unless that piece already has a checker under it (i.e. a puck cannot go "through" another piece unless that piece already has a puck or a referee on their square).

Move (for non-possessors)
Same as in orthodox chess.

Move (for possessors)
Moving and dropping the puck along the path (the path includes where the piece started moving from) or keeping it under him after the move. A possessor MUST drop a checker if he lands on one at the end of the move!

IMPORTANT! A move cannot be made that repeats a position! The referees are ignored when determining repetition of position.

Captures
If a piece captures a possessor then that piece will become a possessor (if the piece was already a possessor then it will have to leave the old puck somewhere along the path or on the starting square of the move!) and the captured piece will be taken off the board by the capturer like regular chess.

Puck
A black checker.

Referee
A red checker.

Game play

On a turn, a player may do ONE of the following and then move a referee:

  1. Move a piece and/or pass one puck (either order). The pass may be made by the same piece that moved or another piece!
  2. Pass two different pucks.
  3. Pass the same puck twice (called one-timers in hockey).

Moving a referee (a red checker):

  1. After completing their turn, the player should roll the die.
  2. That player MUST move a referee (a red checker) the EXACT number on the die. The referee moves like a queen, i.e., the referee moves the exact number on the die in horizontal, vertical, or diagonal direction. He must move ONLY the referee, NOT any pieces or checkers above it!!!
  3. The player may NOT move a referee to a square that contains a checker of either color! A referee is free to move through pieces and end under a regular playing piece however.
  4. If neither referee can move the exact number of spaces on the die without landing on another checker (very unlikely), then he loses his chance to move a referee.

Scoring

  1. When a player "passes" the puck into the goal, the player who got the goal will receive one point. (It is legal for a player to score in their own goal and their opponent would get a point, but I don't understand why anyone would want to do this!)
  2. Black checkers should be put on top of the two red checkers (referees) on the board. This means that after the first goal, there will be three pucks on the board! If there is already a black checker on top of a red checker (very unlikely) then don't put another checker there.
  3. The player who scored should roll the die and then move one of the referees out from under one of the new pucks!

IMPORTANT! No two checkers will ever be on the same square except after a goal when the pucks is put on the referees.

Pawn Promotion

If a pawn reaches the last rank on the other side of the board, the player must remove his pawn and do ONE of the following:

  1. The player can immediately score a point. The player will then roll the die and move a referee and end their turn.

    - OR -

  2. The player can put a captured piece back on any vacant corner on the board. If all of the corners are occupied, the player may drop a captured piece on ANY vacant square on the board! The player will then roll the die and move a referee and end their turn.

King Promotion

If none of the spaces are guarding the crease (the two spaces directly in front of the goal and the two spaces diagonally from the goal), then a player may move his king into the goal if it is in the crease!

If the king moves into the goal then the player must remove his king and do ONE of the following:

  1. The player can immediately score a point. The player will then roll the die and move a referee and end their turn.

    - OR -

  2. The player can put a captured piece back on any vacant corner on the board. If all of the corners are occupied, the player may drop a captured piece on ANY vacant square on the board!

Bishop Slide

If a Bishop moves to the last rank and there are NO pucks on the board that are on that bishops own color then it may move one space to the left or the right!

Ending a game

The game ends when one player has scored five points or has eliminated all of his opponent's pieces. If both happen simultaneously (through Pawn or King promotion) then the player with five points wins!

Variations

Change the number of goals needed to win and/or have more than 2 checkers on the board at the beginning. If you change the number of goals needed then you should also change the number of goals the pawn or king makes when they promote. You may also change the number of referees in the game.


Written Chuck S Smith. Edited by David Howe.
WWW page created: August 19, 1997. Last modified: September 20, 1997.