"How to attract your opposite!"
Eg, 8 . . . b . . . . . . . b . . . . 7 . . . . . . . . . . . . . . . . 6 . . . K . . . . Qd5 . . . K . . . . 5 q . R . . r P . => q R . Q r . P . 4 . . . Q . . . . . . . b . . . . 3 . . . . . . . . . . . . . . . . 2 . . . b . . . . . . . . . . . . 1 . . . . . . . . . . . . . . . . a b c d e f g h a b c d e f g h
note: To be precise: pawns are also considered to be pieces, and the effects apply to pawns as to the other types of pieces.
Sample Games
see also: Four other
games of Magnetic Chess
Magnetic 1: Joao - Claude 1. d4 Nf6 2. Bg5 Ne4 3. g4 Bxg4 4. Qxg4 f5! 5. Qf3 Nxh1 6. Qxh1 Nc6 7. Nf3 Qa5+ (* 7. Bxf4? then 7. ...Qd7! promoting pawn at d1 *) 8. Nd2 Nxd4+ 9. Rb1 Nxf3+ 10. Qh3 Qxa2 11. Rc1 Qxb2 12. cxd8=Q+ Kxd8 13. Rd1+ Qxe5 14. Rd3 Rg8=Q+ 15. Bg6 Rxg6+ 0-1 r . p k p b . . p p . O . . . p . . . . . . r O . . . . q . . . . . . . N . . p O . . R n . . Q . . . . . . . . . . . . K . q . Magnetic 2: Claude - Joao 1. Nf3 Nf6 2. Nc3 e5 3. Bxc4 Ng4 4. Qxg4 h5 5. exf5 gxh4 6. Qg6+ Ke7 7. Qf7+ Kd6 8. Nb5+ Kc6 9. Qd5+ Kd7 10. Qe6+ Kc6 11. Bd5+ Kxb5 12. a4+ Ka6 13. g2 Qe7 14. Bc4+ Ka7 15. Qxe7+ Bxe7 16. Rg1=Q exd=Q+ 17. Kxd1 Rxg8 18. Bxg8 Bh4 (better than 18.Rxe7+Nd7 Rxd7+d5 Rxd5Rg1+ Ke2Re8+ Kf2Rxc1 ?) 19. Rg4 Bg3 (* After the next moves, White position becomes desperate *) 20. Rg7+ Kb8 (* Then 21. fxg6?? f5=Q++! and 21. Rxg6? b5! *) 21. c3 Bxf5=Q++ (* What could have played White anyway? *) 0-1 r k . . . n B . . . . . . . R . . p . p . . . . p . . . . b . . O p b . . . . . . . O . . . . O . . . O . . . . R O B K . q . . Magnetic 3: Joao - Claude 1. e4 Nf6 2. Nc3 Na6 3. h4 Ng3 (* 3. Bxc4?Bxg1 Rxg1Qh4 Kf1Be7=Q Kg2Qg3 Kh1Qgg1 Nxg1Qxd1 -+ *) 4. Ng5 Qe7 5. Qxe2 Qxe2 6. Bxe2 gxf4 7. Bxg4 hxg6 8. d3Q+ Kf7 9. Qf6+ Ke8 10. Bd2Q+ Nd4 11. Qdd8++ 1-0 r . b Q k b p r p p p n . . . . . . . . . Q p . . . . . O p . . p . . . O . . . . . . B . . . . . O O . . . . O R . B . K . N R Magnetic 4: Claude - Joao 1. Nf3 h5 2. Nd4 e5 3. dxe3 Nf6 4. c3 Rg8 5. Qa4+ Ke7 (* 5... Kf7 Qd7+ *) 6. Bd2 gxf2+! 7. Kxf2 Bxd7 8. Qb3 Be6 (* 8. Qc2=Q e3+ *) 9. fxe4 dxe3+ 10. Qxe3 Bg3+ 11. Qe3 Bd5 12. Bb4+! Ke8 13. Bxb5+ 0-1 r . . q k b r . p . . . . . . . . n . . O . . n p B b . . . . p . . . . . . . O . B . . Q . . O O O . . . K O . R N . . . . . R Magnetic 5: Joao - Claude 1. e4 Qf6 2. Nf3 Ba3?! 3. bxa3 Ne7 4. c3 Nxf5 5. 0-0 Ne3 6. dxe3 Qxa1 7. Qd6 Nc6 8. Nd2 Qxa2 9. Nc4 Qxb3 10. Ne5 Qc3 11. Qxd5 gxh2+ 12. Kh1 Qxh3?? 13. Qxf7+ Bf5 14. Qf7++ 1-0 r . . . k . . r . p O . . Q p p . p . p . b . . p . . . . . N . . . . . . R . B . . . . . . O q . . B O . . . p . . . . O . . K
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Sample Games
Gravity 1: Joao - Claude 1. d4 Nf6 2. Nf3 Ng4 3. Qd2 Na6 4. fg5 e5 5. Nh4 Nxf2 6. Qxf2 Bb4+ 7. Bd2 Qxg5 8. Nxf3 Qxd5+! 9. Nd2 Rxh1+ 10. Ng1 fxg3+ 11. Qf1 Qxg2 12. e3 0-1 r . b . k . . . p . p . . p . . n . . . . . . . . . p . . . . . . b O . p . O . . O . B O p . . . . . N . O q . R . . . K Q r .
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Sample Games
Anti-Gravity 1: Joao - Claude 1. h4 Nh6 2. Nc3 c5 3. h4 Nc6 4. e4 Qc7 5. d4 Bxg4 6. g3 Qa5 7. Qd2 Nxc2+ (c8=Q) 8. Kd1 Qe1+ 9. Kxc2 Rxc8+ 10. Kd3 Qd1+ 0-1 . . r p k b p r p p . . p p b p . . . . . . . n . . . . . . . . p . . . . . . O N . . K . . O . O O . . . . Q O R B . q . B N R
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Sample Games
Anti-Magnetic 1: Joao - Claude 1. c4 d5 2. cxd5 Qxd5 3. f4 Bh3 4. Nxh3 Qxg2 5. Rg1 Qh4+ 6. Nf2 Qh2 7. Bxf7+ Ke7 8. Nxg8+ Rxg8 9. Bf6+ Bh6 10. Rf1 Rxg2 11. Bxb7 cxb6 12. Bxa8 Bxa8 13. Qb3 Rxf2 14. Qb4+ Kd8 15. 0-0-0 Rf4 (* Rf2Qh1+ Rf1Qf1 Kf1h1=Q+ Kf2Qa1 Na1h1=Q seems -+ *) 16. Nd4 a5 17. Qg8+ Kc7 18. Nf3 b4+ 19. Qxc4+ bxc4 20. Nxh2 bxa3 21. Kc2 Bb7 22. Re8 h6 23. Rg8 1-0 n . . . . . R . . b k p . . O . . . . . . . . p . . . . . . . . p . p . . . . . p . . . . . . O . . K . . . . N O . . R . . . .
Anti-Magnetic 2: Joao - Bill Taylor 1.c4 + c5 + 2. g3 ++ Bxf3 +- 3. exf3 +- f5 ++ 4. b4 + Nc6 +- 5.Bc4 +- Nf6 + 6. d3 ++ Nb6 + 7. 0-0 + Bxg2 -- 8. Kxg2 Nxc4 -- 9.dxc4 ++ hxg6 10. b5 +- Ne4 11. Qc2 ++ Rh4+- 12. Rf3 - Rh6 13.Rg3 +- Ne6 + 14. h3 - Qc7+ 15. Nd5 ++-- Qa5+ 16. Qg6 +- (ch) f7 17. N:f6 +-- (double ch) e:f6 ++-- 18. Q:f6 +-- (ch) Kd7 19. Qe6 + (ch) Kc7 20. Qd6 (ch) Kc8 21. Q:f8 + Qa1+ 22. Q:d8+ (ch) K:d8 23. f8=Q (ch) RESIGN 1-0 . p . k . Q p r . p . O . . . . . n . . . . . . . . O . R . R p . . O . . . . . . . O . . . . O r O . . . . K . q . . . . . . . -- Anti-Magnetic 3: Bill Taylor - Joao 1. b4+ f5+ 2. c4+ B:c3-- 3. d:c3++ g6+ 4. f4++- c6++- 5. g4+- b5+ 6. h4+ e5+- 7. e4++- d:e4+-- 8. Bxe4++- d5+- 9. g5+- d5++- 10. Bd3+ c4+- 11. Be2 f6+- 12. gxf6+- N:f6+- 13 N:f6+- e:f6+- 14. Bh5 Ke7 15. Rf3+- f6 16. Rb1- Rg8+ 17 Kf1 Qe5- 18. Re3+- f5++ 19. Bf3 e4++ 20. d3+- Qh2- 21 a4- d6+ 22. B:a8-- Rg8 23. Rxe6++- K:e6 24. Bd5+- K:d5 25 Ne3+ resign 1-0
. . . . . . r . . . b . . . . p p . . . . O . . p p . k . p . . O . . O O . . p . . . . N . . . . . . Q . O . q . R O . . K . .
Anti-Magnetic 4: Ben Good - Joao
1.b4+ f5+ 2.c3+ g5+ 3.Bxf5+-- c6++- 4.Bd3+ Bh6+ 5.e3 e6++- 6.Ne4++- Nxe4+--- 7.Bxe4+++- O-O+- 8.Qc2+- Rf6++ 9.f3+- Bxe4+-- 10.Qxe4++- Qg6+ 11.Qxe7+- Nc6 12.Qc5+ Bxe6+ 13.Qxc7+ Nc4- 14.Qxb7+ axb7-- 15.Qxa8+ Qb1+ 16.Qc6- Nb3- 17.Ke2 Nc1- 18.resign . . Q . . r k . R . . . . . . p . . . O b p . . . . . . . . . p . . . . . . . O . . . . . . . O . p . O K B O O . q n . . . N R
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Let's introduce the following notation:
eg, bRb means a black piece repels a black piece (like in Magnetic)
We can define these 4 games in the following way:
This leads to other games, in fact, to 3x3x3x3=81 different variants.
Other features may be needed to make these games more playable (like the KO rule in Anti-Grav).
Several variants can be created using this notation:
For each move, the player decides what rule he will apply | |
For each move, the player decides what rule the opponent will apply | |
The type of rule is cyclic for each pair of moves. Eg, AAAA -> ARRA -> RRRR -> RAAR -> AAAA -> ... (Hmmm... How many different cicles are possible?) | |
The rule is decided for each pair of moves in a random way (Ups! A non perfect information game!) |
We can extend the notation, giving effect to the square that was left by the piece. So now, a game is defined by 8 values, eg, Magnetic = NNNN/ARRA ARRA/RAAR is a game that is anti-magnetic in the destiny square and it is magnetic in the origin square.
There is also the need to introduce a rule to define where the pieces that are affected by both squares go (eg, player choice).
We can also let the charge of the interacting pieces change in some way. Eg, RAAR if
the next left piece has the same color, ARRA otherwise...
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