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Chess in the 3rd Dimension

Chess in the Third Dimension is a clean, simple, elegant application of traditional European chess to the third dimension. The goal - checkmate - is the same as in the traditional game, and the same pieces operate on the same number of squares with the same (almost) moves as in the traditional game. It is quite simple for players of 2-D chess to learn, though playing it well represents a new challenge. It has been moderately play-tested and seems to take about the same amount of time as 2-D chess. It's fun, but it doesn't have the gimmicky or contrived feel that many attempts at three-dimensional chess have. The rules generally conform to those of traditional chess, which will not be repeated here except where differences or clarity require.

I created Chess in the Third Dimension in 1980 but this is the first setting-down of its rules and it is therefore Copyright © 1996 by Lawrence Sulky.

The Equipment

The board and the initial placement of the pieces are shown in the accompanying diagram:

kor-vow.gif

The board consists of four levels, numbered I to IV from bottom to top. The columns and rows of each level are labelled as shown. Each level overlaps the level above or below by two rows or two columns, so that one quarter of each level overlaps with one quarter of all the other levels. This 2 x 2 quarter is marked in heavy lines in the diagram. Note the position of light and dark squares on each level.

Physically, the levels are typically mounted on a post that runs through the centre of the four squares (heavily outlined in the diagram) that overlap on all the levels. The levels are placed far enough apart that the pieces and the human hands that move them can readily fit. The squares themselves are transparent or translucent for better visibility.

A standard chess set is used, arrayed initially as shown in the diagram. Note the colour of the squares of the queens and kings.

The Moves

In general, the pieces move as they do in traditional chess, but with the third dimension incorporated into these moves. For example, the bishop moves diagonally, meaning that it moves through the corners of the squares and, as a result, always stays on the same square colour. But in our three-dimensional view, the squares are actually cubes, and the bishop moves through their edges, as opposed to their sides (like a rook) or their corners. The following diagram illustrates the moves of the bishop, rook, and knight, from which the moves of all the other pieces can be deduced. After the diagram, all the pieces' moves are described in detail.

Note: A general rule is that pieces cannot move across a gap between levels. For example, to move from level II to level IV, a piece must traverse at least one cube on level III.

Now, a detailed description of each piece's move.

Rook

The rook moves in a straight line through cube faces - that is, forward and backward, side to side, or up and down.

Knight

The knight moves through one cube face and one cube edge, in either order, in such a way that it ends its move more than one cube-width distant from its starting point. Note that this effectively permits a move through a cube corner. The knight may move through other pieces (but, like any other piece, it may not bridge a gap between levels).

Bishop

The bishop moves in a straight line through cube edges - that is, diagonally across a single level, or diagonally upward or downward through levels.

Queen

The queen combines the move capabilities of the rook and the bishop.

King

The king moves like the queen, but only one cube per move.

The king may also, as its first move, castle with a friendly rook, provided that that rook is in a friendly rook's starting position. Castling is done in one of two ways. For White: (a) move the king to IIIc1 and the rook from IIId1 to IIIb1; or (b) move the king to Ic1 and the rook from Ia1 to Id1. For Black: (a) move the king to IIb4 and the rook from IIa4 to IIc4; or (b) move the king to IVb4 and the rook from IVd4 to IVa4. In castling, neither king nor rook may jump over another piece. The king may not castle out of or into check. In addition, it may not cross a cube that is under attack by an enemy piece; for White, this could only be cube IIIb1, and for Black, this could only be cube IIc4.

Pawn

The pawn moves like a rook and captures like a bishop, but only one cube per move, and only forward. Forward is defined as "toward the enemy starting positions". This means that, once a pawn has changed levels, it cannot change levels again, either up or down; that would place it on a level where its own side started, and would be considered a move back toward friendly lines. However, the pawn can move "sideways diagonally" upward or downward, from IIIa4 to IIb2, for example...but only once.

A pawn that reaches a cube in the far rank of the enemy starting positions can be immediately promoted as in traditional chess. This means that white pawns can only be promoted on rank 4 of levels II and IV, while black pawns can only be promoted on rank 1 of levels I and III.

The pawn does not have a double first move as in regular chess, and there is, therefore, no en passant capture.