Ancient Games and How to Improve Them: Chess
As far as ancient games go, chess is one of the most prolific and well-known board games
from ancient times. The modern iteration of "western chess" that is commonly played today is derived from the Indian game of Chaturanga, dating back to the 6th century CE.
It’s complete lack of luck makes it a unique game, and the sheer
volume of moves and strategies has probably made it the quintessential strategy
board game.
Despite
its complexity, chess has a relatively simple set of rules. It is a two-player
game, played on a board with 8 rows and 8 columns of spaces. Columns are given a letter designation (from a to h) while rows have numbered designations (from 1 to 8). For example, the bottom left square would be a1, and the space beside it would be b1.
Each player starts with their pieces on either end of the board, and attempt to "check" their opponent's King piece by moving their pieces to capture the King in a way where no action by the opponent can save them that turn, leading to a "checkmate". Players can move one piece while alternating turns.
Players
can also draw (or "stalemate") for a variety of reasons, such as matching material (each
player being reduced to only having their King) or for a King to have
no available moves while in check.
There are six different types of pieces, each with their own point values for enemy capture and different ways of moving:
- Pawns move one space forward. A pawn can be "promoted" to any other kind of piece that isn't the King once it reaches the other end of the board. There are eight of them per player, arranged in a row in front of the player's other pieces (along the 2nd row for white, 7th row for black).
Pawns are worth 1 point. - Rooks can move any number of spaces vertically or
horizontally. There are two per player that are placed on the ends of the row closest to the player (a1 and h1 for white, a8 and h8 for black).
Rooks are worth 5 points.
- Bishops can move any number of spaces diagonally. There are two per player that are placed either side of the King and Queen placed in the centre two columns of the board (c1 and f1 for white, c8 and f8 for black).
Bishops are worth 3 points. - Knights can jump to any space that is three spaces
vertically and one space away from it (ie. in an L shape). There are two per player that are each placed between a rook and bishop (b1 and g1 for white, b8 and g8 for black).
Knights are worth 3 points. - The Queen can move any number of spaces vertically or horizontally, or any
number of spaces diagonally. There is only one per player, and they are placed on the matching colour square on the two centre spaces of the row closest to the player (d1 for white, d8 for black).
Queens are worth 9 points. - The King can move one space vertically or horizontally, or one space
diagonally. Each player only has one, and they are placed on the opposite colour square (e1 for white, e8 for black).
As the King's safety is tied to winning the game, it doesn't have any point value as it's capture would constitute a loss of the entire game.
In terms of variation and derivative games, there is no
shortage of chess spin-offs.
However, if I were to make a new expansion of chess rules, I would build on the lack of luck/pure strategy aspect,
and to add more niche and specialised pieces.
These pieces also add more passive benefits to other pieces,
as opposed to the original six which only had the functionality to capture.
These new pieces should also add another dimension of area-denial to chess.
Where before area-denial mostly happened on individual rows, columns or
diagonals, these pieces make decisions and strategizing more orientated on
zones and groups of pieces.
To accommodate the new pieces, the board would be 12x12 squares big to accommodate these new pieces (bottom left corner being a1 and top right corner being l12).
Moving and capturing can also be mutually exclusive to some of these pieces, where a piece can capture while not moving.
- Artillery captures exactly like the Knight, except that
it instead doesn’t move from its position when capturing ie. when capturing a piece, the piece
is simply removed from play while the artillery remains in the same position.
To move the artillery, it moves one square at a time, similar to the King. Each player gets two artillery and places them beside their rooks, which are at each at the ends of the board. - Medics have no capturing capability, but instead prevent any captures of adjacent friendly pieces. This
means that an enemy piece cannot take and take the place of a friendly piece
that is adjacent to a Medic.
The Artillery is still able to destroy a piece protected by a Medic however, and you cannot block a check or checkmate by protecting the King with a medic (unless the Medic is used to interpose like any other piece to block an attack). Friendly medics can't help each other and can only protect other pieces that aren’t the King or the other friendly Medic.
Like the King or Artillery, the Medic can only move one square at a time in any direction. Medics are placed beside Bishops, which are still placed beside the King and Queen. - Halberdiers
are similar to pawns except that they can attack
two diagonal spaces away instead of just one, and do not move if attacking a piece
two squares away. Just like pawns, Halberdiers can only move one square forwards at a time, until they reach the opposite end of the board where they change direction. Halberdiers cannot be promoted like pawns when reaching the other end of the board.
Before starting, the player who is playing white can change the position of their four Halberdiers along their pawn row, before black sets up theirs. This allows for more advanced strategizing and counter-strategizing before the game even starts.


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