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Mathematical_Recreations-Kraitchik-2e

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~78 Mathematical Recreations

the like. This upsets the initial balance of forces so that the

later course of the game is usually different from that of a

game begun with balanced forces.

Certain moves may be made obligatory. Some other modifications

of the rules are:

The Marseille game, in which each side plays two moves

in succession.

The Legal game, in which White uses eight extra pawns

instead of the queen.

The marked-pawn game. A pawn, usually the king's

knight's, is marked, say with a paper cap. If this pawn is

captured its owner loses the game. He can also lose by being

checkmated in the usual way, but he may checkmate his adversary

only with the marked pawn, which may not be

moved to the eighth row and exchanged for another piece.

Such odds can only be given to a very much weaker opponent.

'Ve enter the domain of fairy chess proper only by the introduction

of new pieces whose moves are defined. The best

known pieces of this sort are the following, introduced by

Dawson:

The alfil - actually an earlier form of the present bishop.

Like the bishop it moves along diagonals in any direction,

but must land just two squares away, whether or not the

intervening square is occupied. From Q3 it may go to KB!,

KB5, QKtl, or QKt5.

The jers, which moves one cell at a time on the diagonals.

A fers that results from the promotion of a pawn that has

reached the eighth row may also jump one square in any direction,

orthogonal or diagonal.

The dabbaba, which moves in the orthogonals as the alfil

does in the diagonals.

The chancellor, which combines the moves of the knight

and rook.

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