Copyright (c) 1994 Puzzles and Games Ring of The Archimedeans
This game was invented by the Puzzles and Games Ring of The Archimedeans in order to create a generalization of Chess.
The game uses a 18x18 Go board (or a typical Go board using the squares, not the intersections), with 43 white and 43 black stones. The game starts with this initial setup.
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Checking the initial setup, we see on each of the last 3 rows: a Rook, a Bishop, a Queen, a King (the Ring), a Bishop and a Rook. In the 6th and 13th rows, there are 6 black and 6 white Pawns.
Moving samples The White piece centered at the stone on the left of cell [1] can move any number of cells, to the bottom and to the bottom-right. Moving to the bottom captures two Black stones, moving bottom-right captures one Black stone. The Black piece centered on the left of cell [2] can move to the top and can capture two White stones. That piece cannot move into the top-right direction, since there is a friendly stone blocking its progression. |
There is an article about Gess on Eureka Magazine #53, which is the journal of the Archimedeans, the mathematical society of the Cambridge University. More info at BGG.
Another game that mixes Chess and Go, is Go-Chess by Jim Callan.
Since the original links are dead, here's the info I was able to recollect from the Wayback Machine (Jan 27, 2002):Go-Chess Rules of Play
Object. The object of the game is to checkmate the opponent’s king.
Board and Pieces. The Go-Chess playing board is a 10 x 10 matrix of squares, alternately colored light and dark. Ten randomly chosen squares on the matrix are “blocked off” (colored black). Every board is different, since a different set of ten squares is blocked off for each new game. Unlike chess, there is no directionality to the board, i.e., no home side for either player. Each player has a standard set of chess pieces, one white and the other black. The pieces move and capture just as in chess, except that pawns can move one rank or file at a time in any direction and can capture an opposing piece that is one diagonal square away in any direction. No piece can be moved onto a blocked off square. Queens, bishops and rooks cannot pass over a blocked off square.The Piece Placement Phase. There is no predetermined initial position for any piece. Instead, the play phase of the game is preceded by a piece placement phase, where the players select the initial positions for all their pieces. To begin this phase, each player selects an initial position for a pawn without revealing it to the opponent. Any square that is not blocked off is eligible. After both players have made their selections, the two pawns appear on the chosen squares simultaneously. Then the two players place their second pawns in the same fashion, selecting any available squares. The remaining pieces are then placed in the same way, in the following order: all eight pawns, then the two bishops, then the two rooks, then the two knights, then the queens, and finally the kings. Bishops must be placed on squares of opposite colors.
If ever the two players choose the same square for the pieces they are placing, they must select new positions for them but neither may choose that square. If once again they make the same choice, they must select yet another square and may not choose either of the two squares they previously tried. This process continues until the two pieces have been placed on different squares, with the stipulation that none of the squares previously attempted for that piece are permitted. The slate of ineligible squares is cleared for the next pair of pieces to be placed.
Kings may not be placed in check. If the kings are placed such that neither is checked by a previously placed piece but they check each other, they must be placed again and neither player may choose a position previously attempted for his king. A player may select a square the opponent has attempted for his king as long as the player himself has not attempted to place his king there.
Determining the First Player. Unlike chess, white does not automatically move first. Instead, the player whose king and queen are closest together moves first. Distance between pieces is determined by adding the number of ranks they are apart to the number of files they are apart.
If the king-queen distances are equal, the player whose king is closest to his nearest knight moves first. If that distance too is the same, distances between kings and other knights determine the first player. If those distances are again the same, the determinant is distance between kings and nearest rooks, then kings and other rooks, then kings and nearest bishops, then kings and other bishops, then kings and nearest pawns, then kings and next nearest pawns, etc. If none of these criteria determines a first player, white moves first.The Play. Play commences and proceeds as in chess, the players taking turns until one checkmates the other or a draw is reached according to the standard rules of chess. There is no castling, no pawn promotion, no initial two-square move option for pawns, and no en passant capture. Stalemate is a draw, as in chess. If both players make identical pairs of moves three times in a row, the game is a draw. A draw can be declared at any time by mutual agreement, where either player offers a draw and the other accepts.
Go-Chess Hints on Play
It pays to examine the board layout and begin developing a strategy before placing even the first pawn, although inevitably this strategy will have to be adjusted as your opponent places pieces.
It is suggested that players begin by planning possible locations for their kings and queens, bearing in mind that the player whose king and queen are closest together plays first—a distinct advantage. You might plan for the eventuality that the kings and queens are equidistant by plotting locations for your knights that are close to your king, since distance from kings to knights are the “tiebreaker” when the kings and queens are equidistant. Seldom are second and third level “tiebreakers” required, and so distance between kings and rooks, bishops, and pawns should not play important roles in your strategy to gain first move advantage. However, it often makes sense to pack a number of pieces around your intended square for the king for defensive purposes.
It may not be wise to count on being able to place your king on a single square, since it is too easy for the opponent to anticipate this strategy and foil it by placing a piece of his own on this square or by checking it. It is better to plan a “pocket” of several protected squares where the king might be placed, or even two pockets.
One piece placement strategy is to be mostly defensive, packing most of your pieces around the intended square for the king. However, you might consider trying to anticipate your opponent’s strategies and attempting to foil them by placing pieces of your own amidst the opponent’s “camp,” as long as this does not entail undue sacrifice to your own position. Since foiling a strategy often comes at a price—placing a piece where it can be easily captured—the merits of doing so should be carefully weighed. Placing your eighth pawn in the middle of a pocket your opponent has developed might make sense, whereas placing a more valuable piece there might not.
The relative value of pieces is not the same as in chess, and in fact varies from board to board based on patterns of blocked off squares. A board with many open ranks and files adds value to rooks. If a preponderance of blocked off squares are of one color, bishops on squares of the other color are very valuable. Knights are very powerful since only they can cross blocked off squares, which might be the best way — or even the only way — to attack a well-protected king.
If you feel sure your opponent is about to select a certain square for the next piece to be placed, consider selecting the same square. If indeed you both choose that square, he will have to make another choice. The effect is to foil his plan at no sacrifice to your own. The danger, however, is that he will make a different choice and your piece will wind up poorly placed.
Consider placing pieces on squares where they are protected by previously placed pieces. Note that since there is no directionality to the board, pawns may be placed in self-protecting pairs.
Think twice before resigning even after giving up a substantial material advantage. The peculiarities of a particular board might allow you to prevent checkmate despite the disadvantage. For example, experienced chess players automatically resign at the end of a game where their king is up against a king and a rook. In Go-Chess, blocked off squares might offer sufficient protection to prevent your opponent from checkmating you in that end game situation.