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4-Chess - Adversaries and Allies was created as a life-imitating variant to an already popular 4-player chess variant. It aims to be fairly intuitive for two-player chess players new to four-player chess. The now near-standard four-player, 14-row, 160-square board is used as depicted below. Note that the board corners are not used. The addition of another set of players more than quadruples the complexity of the game, and each player must be especially mindful of the added danger from the players to his side. Play may be clockwise or counter-clockwise. The four recommended starting configurations are depicted below. |
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4-Chess - Adversaries and Allies does not force a partnership on any player. Instead, players may act as allies or adversaries at will, changing strategic alliances as the game progresses and as changing circumstances might require. One player's pieces may attack and capture any other player's pieces, or refrain from it. All things equal, a team should have a geometric advantage over a lone player. However, all things are seldom equal in real life. Some individuals are very compatible and form a formidable team. Other individuals may be so incompatible that the alliance is counterproductive. In general, however, once two players form an alliance, the other two players should also form an alliance in self defense. Otherwise they will individually be at a tremendous disadvantage against the team. There is great merit in formally forming an alliance. But remember also that any player at one time or another may be an unwitting ally or adversary to another player. And while everyone expects natural opponents (side-by-side players) to be adversaries, even they may occasionally team up to punish an especially unruly or obnoxious player. PERCEPTION &
DECEPTION While honesty and trust are valued traits to pursue and practice, being open and transparent in chess is a disadvantage in that it can give a decided advantage to adversaries who do not reciprocate with the same openness and transparency. In competition as in real life, it is often important to gain an unnoticed edge in order to prevail, so silence is often the better strategy. Once an individual is known for uttering falsehoods, he loses effectiveness, and may find three players have teamed up against him. And once a betrayal occurs, very strong emotions for revenge are created that begin to affect plays. Even the most Spock-like human will find it difficult not to waste a move in revenge for a real or imagined wrong or betrayal. Chess requires a very disciplined logic to win, but the insertion of the possibility of deceit and betrayal can causes strong emotional conflicts to enter into the fray, confusing planned outcomes, just as in real life. Players must learn to see through the misleading rhetoric and read the board for clues. It is the introduction of the possibility of deception and betrayal into the game that makes it more like real life and exciting to play for everyone. Once again, though, silence may be the far better strategy. CONFIGURATION
SYMMETRY and
FAIRNESS 1st Configuration:
All queens are placed to the left of the king
(white queen left of white king, etc.), or, all queens are placed to the
right of the king (just the reverse of all queens to the left) 2nd Configuration: All queens are on a white square (most common
four player configuration), or, all queens are on a black square (just the reverse
of all queens on a white square) For further discussion on symmetry and bias, click on the link below.
FAVORED OPENING
COLORS In the depiction below, white, black, green and blue are used. When black and white are used, black traditionally goes to the left or right of white, because they are traditional opponents (adversaries.) Any color is fine as long as it is readily differentiated from the others. Any unique combination of color and style may be used that sufficiently differentiates the players.
PLAY SEQUENCE
ALTERNATING CONFIGURATIONS |
| RULES All standard chess rules apply as regards piece movement., except as follows: |
PAWNS 1. Pawns may only advance in their column, until a capture of any player's pieces on the diagonal-advance shifts them to an adjacent column. This is the same as in two-player chess, but in two-player chess the pawn is advancing toward an opponent, while in four-player chess, the pawn is advancing toward a likely ally, or a partner (if playing partners). 2. On reaching its end row (its 14th row) the pawn may not be exchanged for another piece (such as a queen). The reason for not allowing an exchange is that the 14th row is controlled by a player who is more often than not allied with the advancing player -- making exchange too easy. 3. On reaching its end row (its 14th row) the pawn may reverse its direction, advancing in the opposite direction. On again reaching its base row, the pawn may again reverse direction. This march up and back can continue as long as the game goes on. It has been suggested that an arrow or other marking be placed on the pawns so the players can tell which pawns are advancing in which direction. 4. A pawn can be exchanged for another piece (such as a queen) only on reaching the 1st row of a player to his side. This is very difficult to accomplish because the only way a pawn can get there is by shifting columns in capturing pieces. So it is rare that it happens. 5. The en-passing rule is the same as in two-player chess, and usually only occurs with pawns coming in laterally from the side players. The test is also the same -- if the passing pawn (only on first move) could have been captured if only one move was made instead of two, the passed pawn may capture it on his next move. If not taken on the first opportunity, en passing is forfeited. |
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CHECKMATE A player with a checkmated king may not move any of his pieces while his king is checkmated, and he must pass his turn while checkmated. If the checkmate is subsequently thwarted or neutralized by allies or adversaries, the rescued player may resume playing when his turn comes up again. When a king is captured and removed from the board, the defeated player's remaining pieces stay static on the board, but may be captured and removed by any remaining player. WINNING 2. When any two kings remain, they may declare
an alliance
and declare each other a winner. More likely, however, is that old grudges
will surface which cause the two remaining players to fight on. |
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Acquiring a four-player chess set I don't currently sell a four-player chess set There are a few ready-made four-player chess sets available. Just do a search on the internet, or on e-bay. There are also custom fabricators who will build your board to order. If you are on a budget, you can make your own board from this GIF image. The chess pieces are just ordinary chess pieces in different colors, including black and white. You can buy a couple of cheap sets and paint them, or a plastic set and a wood set of approximately the same size. You may print out my rules and distribute them, providing you don't charge a fee for them, and you include the copyright. |
©2010 Simon Revere Mouer III, PhD, PE, all rights reserved