CITY CHESS

 
 

INTRODUCTION

For centuries chess has intrigued and captivated the minds of great thinkers, intellectuals, kings, generals, strategists and tacticians.  The game has been considered by many as a form of intellectual combat, a duel of intelligence, if not wits.

The role of chess throughout history has been entertaining, to say the least. Games have been known to be played for many reasons, for fun, for profit, for territory and so on.  Battles have been resolved through the playing of a game of chess, lives have been saved and lives have been lost many times because of chess.  The game's prominent place in history has included such things as the sparing of the city of Seville from a siege in 1078 due to a game, the condemning of the game by various religious organisations, the playing of a game of living chess during the time of the Inquisition and numerous cases of upset royalty throwing a tantrum over a game.

As the game has moved through the world it has evolved and changed in a vast number of ways which has, in turn, led to the creation of many more variations of the game.  City Chess, instead of being merely another variation, is simply a style of playing chess which is easily adaptable to all working variations of the game.  It is, however, more conducive towards playing these games by correspondence rather than face-to-face, the reasons for which will become apparent as one reads on.
 
 

THE OBJECTIVE

Like all games of chess, the object of City Chess is to defeat, usually to checkmate, one's opponent; to take the King and defeat his army.  The difference with City Chess, though, lies in exactly what, or whom, the King is (not to mention the rest of the pieces and pawns).  The results of checkmate are determined by the different types of City Chess which can be played.
 
 

THE TYPES OF GAMES

There are several variants of this game, of which the key differences usually lie in the motives for playing the game.  The game is considered an excellent forum for a duel of intelligence, wits and even style.  All these things and more are major and important factors in a game of City Chess.  Though there are many variations of the game, there are three basic types; Twilight Chess, Blood Chess and Midnight Chess.

Twilight Chess is a game in which the opponents are playing for no reason other than the enjoyment of the game.  This type of game is usually played with a pre-defined set.  Each player designates a number of people to be each piece, should the corresponding one be taken during play.  In these games normally only the pieces are defined, pawns tend to be any hapless human who wanders by.  Twilight Chess is also unique in that it is the only version in which each player defines who corresponds with each piece in his own army.

Blood Chess is a game in which the opponents are duelling over a particular prize or for a particular goal.  This prize or goal could be anything from gaining status to gaining satisfaction, like a normal duel, to territory and favours.  The pieces in each army are usually determined according to their relationship with each player.  Unlike Twilight games, each player does not define his own set, it is the responsibility of his adversary to determine who the pieces will be according to their connections to the other player.  Part of the style of this game comes from how well a player picks his opponents pieces according to the relationship with the opponent, the value of the person to the opponent and the relative value of the prize and/or grudge the game is being played over.  The actual method of taking a King in the checkmate of Blood Chess is often indicative of the nature of the conflict between the two players.

Midnight Chess is a game in which the opponents are duelling until one or the other is dead.  Resignation is not an option in this type of game since it is tantamount to the forfeiture of one's life.  In Midnight Chess the King of each army is the other player.  Again the rest of the pieces are determined according to their relationship with each player, but this time their value is only determined by this and is not really affected by the value of the prize, except in that it is the ultimate prize.  Thus a player of City Chess is only really likely to lose all of those closest and most valued to him during a Midnight Chess game.  In Midnight Chess more than any other type of City Chess will one find that even the pawns are, in some way, connected to each player.  Midnight Chess is also often played in such a way that the challenged party may never know whom the challenger is until the end, being provided only with some kind of mail drop for the transfer of moves.  Thus a challenger often has a certain advantage, though he is almost invariably the White army he also often chooses the layout of the Board. Still, this information can be debated via the mail drop before the game commences.

The origin of the names of the three types of games is fairly easy to explain for those who are interested.  Since City Chess does have certain darker elements involved in the playing of it, the names indicate this to a certain extent.  Twilight Chess is relatively tame, being played between friends or acquaintances for the sake of the game only; it is heading towards that dark path but is in between the light of day and the dark of night.  Midnight Chess, on the other hand, is the polar opposite being heavily laden with the darkest aspects of game players, each yearning for the destruction of the other and all who stand in his or her way.  Blood Chess lies between the two, the differences and variations of this type of game is as fluid as the origin of its name, not to mention the fact that a great deal will be spilled during the course of the game.
 
 

THE BOARD

Chess has always been played upon a board of, usually, sixty-four squares measuring eight by eight.  In City Chess this board corresponds with a larger Board in which corresponding action takes place according to the moves in the game.  The Board is the geographical area which has been chosen as the defined playing area in any given game.  The Board is usually chosen for the ease in which it can correspond to a regular chessboard, that is, it can easily be broken down into the sixty-four squares measuring eight by eight.

For example, the classic Board in Melbourne would be the grid of the Central Business District (CBD).  The sixty-four blocks which lie between Flinders Street and Latrobe Street, and between Spencer Street and Spring Street.  Each Square has one of the streets on each side of it, but due to the size of the Melbourne Grid the Squares tend to be more rectangular in practice. Still, Melbourne is unlike many other cities in that, being a planned city, it provides a clearly definable chessboard.
 
 

THE LAYOUT

Each side or end of the Board, belonging to either the Black or the White armies, can be designated by the players.  However it is important that each player know where each army begins on the Board.  They must be able to easily correlate the information of their game, their notation and their own board with the Board in which the action takes place.

The starting squares of each army piece and pawn should be easily identifiable with the corresponding Squares on the Board, that is, with the blocks in the geographical location which is the Board.

A game in Melbourne would have the starting Squares being either the blocks between Flinders Street & Collins Street and Latrobe Street & Lonsdale Street, or the blocks between Spring Street & Exhibition Street and Spencer Street & King Street.  Depending entirely upon which directions the armies were to advance.

At the time the layout of the Board is being determined the players must also decide who shall use the White army and who has the Black.  Though sometimes this is determined by the type of game being played.  Often the challenger will, as with traditional games of chess, automatically take the White army.  Some players allow the challenger choose the armies and the challenged choose the arrangement of the Board, or vice-versa.
 
 

PIECES AND PAWNS

Each army, the Black and the White, is made up of eight pieces and eight pawns.  The pieces and pawns, which are used on the Board, as distinct from the regular board most people play on, are usually all people.  Though who they are is usually determined by the players involved and the type of game being played.

Twilight games are the only games in which each player defines his own set.  Players usually only define the pieces (the King, Queen, Bishops, Knights and Rooks), leaving the pawns as just random, hapless victims.

In Blood games the set is determined according to the value of the people to the player and the relative value of those people weighted against the value of whatever the game is being fought over.  These people will correspond to a particular chess piece according to their relationship with the player whose army they belong to.

In Midnight games the people who make up the set are all the most valued and important in the life of each player.  Though the opposing player also determines this.

The pieces themselves are chosen or determined according to their value to each player and the value of the game.  It is important to note, however, that despite the descriptions of each piece, they are not necessarily the gender indicated.

The King is the leader of the army or a leader of some group in service to the player.  In Twilight Chess the King is chosen by the player who controls him, he is usually chosen for some kind of leadership attribute.  In Blood Chess the King is chosen by the opposing player and is usually someone who serves the player in some kind of leading, planning or directing manner.  In Midnight Chess each player is his own King.

The Queen is the consort and lover of the King; she is also the seducer and femme fatale.  The Queen can also be associated with the "right hand man," the favoured child or the "heir to the throne and fortune."  In Twilight Chess the Queen is often chosen for attractiveness or, possibly the relationship with the chosen King, sometimes annoying ex-lovers are removed by being nominated as a Queen.  In Blood Chess the Queen is usually some kind of lover or consort to the other player, or perhaps a seducer in league with the other player.  In Midnight Chess the most favoured Queen to take is the other player's true love, if it exists.

The Bishops are the councillors, advisers and generals to the King; they plan and direct to aid the King.  In Twilight games the chosen piece is usually some kind of tactician or strategist, perhaps a consultant or specialist in a particular field.  In Blood Chess the Bishop is usually chosen for being some kind of aide to the player, the importance of the adviser or consultant is based upon the importance of the prize over which the game is being fought.  In Midnight Chess the Bishops are the two most important advisers or councillors aiding the player in question, or the closest to this.

The Knights are the warriors who carry out the bidding of the King.  In Twilight games the Knights are usually chosen for some kind of martial ability, thugs of various kinds are often chosen for this role.  In Blood games the Knights are invariably thugs or hit men who are or have been in the service of each player.  In Midnight games the Knights are usually the two most dangerous and lethal of soldiers in service to each player.

The Rooks are the protectors of the King and his kingdom.  Rooks are the type of people who protect others in various ways.  This protection could come in many forms such as physical, like bodyguards, or legal, such as a defence lawyer and so on.  In Twilight games the Rooks are usually people who perform some kind of protective service, though not necessarily related directly to the player who chooses them.  In Blood games the Rooks have aided or helped to protect the player they are associated with, though they may not be aware of this service.  In Midnight games the Rooks are inevitably people who have protected the players in some serious way, consequently bodyguards often fill this role.

The pawns are the foot soldiers of all chess games; they are used, abused, wasted and discarded more than any others.  In Twilight games pawns are usually any helpless, random mortal who is unfortunate enough to be set upon by a player who needs to leave a dead pawn in a particular Square.  In Blood games the pawns are sometimes related in some way to the player in question, albeit rather tenuously, but often the pawn will just be a random victim as in Twilight games.  In Midnight Chess the pawns are usually distantly related to the players, most often they will be employees of companies or groups controlled by the players in question.

In all these cases the pieces and pawns are not, or usually not, told of their roles in the games being played.  Usually this is done to avoid being hassled by them, or possibly attacked by them.  In Midnight games, though, some of the pieces will occasionally realise what is going on, if they are familiar with the game, and may realise the potential danger they are in.

In addition to all this, though, one might at some stage find one's self in a position where one doesn't know who one's opponent it, though this can only really occur when one is the challenged party.  If this is the case then one will not necessarily have any idea as to where to search for appropriate enemy pieces to take during the course of the game.  In this kind of situation one can attempt to guess or try and work out who the opponent is and pick appropriate pieces and pawns as normal.  The risk here is choosing the wrong person and possibly making a new enemy.  Alternatively one could just use random people off the street.  If the latter option is chosen, it is often a good idea to leave no question that they are the taken piece or pawn when left on the appropriate square.
 
 

RULES OF ENGAGEMENT

Once this has all been established, the game may commence.  A game is played much like any other game, though more often than not a player will send his move to his adversary with the aid of chess notation rather than play it over a regular board.  This is usually considered a more polite method, as when these games get towards their conclusion neither player is in the mood to actually see their opponent without resorting to violence.  Thus chess notation, usually descriptive notation, is employed to play these games.

Inevitably in all chess games a piece or a pawn is taken during play and it is at this point at which the game affects the city itself.  When a player takes an opponent's pawn that player must either kill (or have killed) whoever has been chosen to represent the piece or pawn on the Board.  The person is to be killed, though the method of this is left up to each individual player, but the piece or pawn the person is taken with is often taken into account when the execution takes place.  The body is to be left on the Square where the pawn or piece was taken in the game.  The corresponding chess piece, from a regular set, is to be left with the body (e.g. a White pawn) to indicate clearly that this is the taken piece and that the other player may take his turn.  Often when pieces are taken they are dressed as the pieces they represent, such as dressing Bishops in robes or leaving a dead raven or crow next to a Rook.

Many players will not send their move to their opponent, if it is a move in which some kind of action is to be taken on the appropriate Square, until the action has actually taken place so that the other player doesn't have to wait too long to make his or her move.  This is just considered to be polite.

Checkmate marks the end of the game and it is the goal of each player to checkmate his or her opponent.  In Twilight Chess this usually consists of taking the nominated King.  In Blood Chess a player may either take the King or wait for the defeated opponent to concede the victory and whatever stakes were being played for, or both.  In Midnight Chess the checkmate inevitably results in a confrontation between the two players, during which one or the other will die.  Though it is noted that the winner of the game doesn't always succeed in killing the opponent.  Still, one can't expect them to just lie back and accept their own death.

A player may resign in any number of ways, the usual method being to send the King to the opponent to indicate resignation.  If a pre-defined set is being used, that is the game is a Twilight one, it is good form to also send the corresponding live King for the opponent to deal with as he or she sees fit.  Not surprisingly resignations are rare, particularly when the price of losing a game of City Chess can lead to loss of one's life or, at least, one's status or a boon of some kind.  Any player who is killed or otherwise removed from being able to play is assumed to have resigned.  It is, however, considered to be bad form to kill one's opponent before the game is completed.
 
 

OPTIONAL RULES

The following is a series of optional rules and variations upon City Chess. Players should also remember that more variations than those listed here could be created through combinations of different aspects of other rules in different ways.  For example, a game of Blood Chess could be played with a pre-defined set like those used in Twilight Chess, rather than having players attempt to determine the most suitable targets for each piece.

There are players who, for a variety of reasons, are fond of the days of old when one would declare one's intentions before proceeding with an action.  These players like to issue a challenge to their opponent before the game commences, rather than letting it lie simply in the delivery of the first move.  There is certainly something to be said for leaving no doubt in the mind of one's opponent as to the nature of the challenge.  This can often be used to indicate the nature of the game as well.  For example, if the challenge being issued is for a Twilight game the challenger might kill someone unknown, but similar to the opponent and leave the victim somewhere appropriate, like the centre of the Board.  The victim to be used in a challenge for a Blood game might be someone known or allied to the opponent, but not of great importance and not an appropriate piece.  The victim for a challenge for a Midnight game would almost certainly be someone valued by the opponent, but still not necessarily appropriate to use as a piece.  In this way a challenge could be used to upset the opponent or put him or her off guard.

For many, though, the biggest factor discouraging their playing a game of City Chess of any type is the fear of discovery.  Or at least discovery during the playing of the game, there is certainly something to be said for a reputation for winning, thus some players arrange matters so that they can play their games anonymously.  This is often done through the use of anonymous mail drops, either electronic or physical, and encrypted or ciphered mail.  Alternatively one can utilise the open posting of moves in some kind of publication, the most common pseudonyms for whom it is directed to and from is taken from the colour of the pieces; for example, Ms. Black and Mr. White.  The only problems with this is that moves could be confused if two or more games of City Chess are taking place in the same region at the same time or someone who works out what is going on could post false messages to interfere with the game.  Additionally games in which neither player knows the other would almost have to use a pre-defined set, with them being nominated before play begins or just choose people at random in the same way as pawns are.  An easy way to open one's self to a challenge anonymously can be done through the use of publications similar to those mentioned above giving a pseudonym and an appropriate anonymous mail drop.  That way both players could avoid revealing anything about themselves, though the drawback here is some hapless fool could begin a game thinking it was a relatively ordinary game of correspondence chess, though some people don't see that as a drawback.  Thus it is possible to play City Chess anonymously, though such games are not readily playable as Blood of Midnight games.

There are, inevitably, players who are not satisfied with playing games of City Chess in which the only moves which appear on the Board are those in which a piece is taken.  These players wish to indicate every move made through the game in some way, but without detracting from the impact of taking a piece.  Suggested action to take whenever a piece or a pawn moves to a Square would include things like the detonation of a bomb somewhere within the boundaries of the Square, arson, vandalism or some similar action which leaves its mark on the Square itself.  Non-fatal assaults are not suggested, since it can be difficult to make the victim stay on the Square without killing them, and killing tends to be reserved for the taking of a piece or pawn.  Many players like to incorporate something into whatever action is taken to reveal to the opponent the colour, which ought to be obvious, and the piece or pawn which made the move.  Should this course be taken it is strongly suggested that one be more subtle than to merely spray paint the appropriate move in notation in the appropriate colour on a prominent wall.  For whilst this would indicate the move, it would also give away the game to anyone who wandered by and understood the notation.  So anyone aware of the game of City Chess would know a game was in progress, plus it would inevitably attract the attention of any kind of authority which would be opposed to the continuance of the game.  An exceedingly obvious indicator of what a move was would be to invite destruction.

Since the Squares the action will take place on can be easily determined by superimposing the Board over a regular chessboard, one could utilise the advanced option of moving the Board's layout.  Such as revolving the Board following every turn.  For example, White might begin along Flinders Street, follow Spencer on its second turn, Latrobe on its third and so on.  The game would follow the notation as normal with the revolving Board only affecting the taking of pieces.  A Board could be revolved in any pattern desired by the players.  Alternatively, each player can have the Board rotate differently for him or herself.  As long as the other player knows the method of the rotation this will work since they will then be able to easily determine which Square is which.  If the rotating Board option is used, it is a good idea to indicate to one's opponent the view one has taken in each turn; this is usually done by stating where one's pieces' original positions would be that turn.

A variation of the above option involves the use of multiple Boards. Here the players may use a series of two or more Boards, thus increasing the potential for variation when this is combined with rotating the Boards.  There are, however, two key ways in which the multiple Board option can be used.  The first is a series of Boards which each player takes a turn, or turns, on. While the second allows for each player using one or more Boards for his or her own moves while the other player uses a Board in another location, this way games can be played in different cities without the necessity for vast amounts of travel.  The use of this option is somewhat more conducive to playing in a region which may not readily be seen as a potential Board.  To return to the Melbourne example one could play a game using two Boards; the first being the aforementioned CBD and the second being most of the outlying suburbs with one of sixty-four of the Melways™ maps, perhaps numbers eleven through to seventy-four.  Alternatively one could play an opponent anywhere else on the globe, where one's Board was a nearby region and one's opponent's was a location appropriate to themselves, such as their home city.  Games played over such vast distances, however, tend to be Twilight games unless one has the resources or contacts to play beyond that level.

Board variations invariably lead one to the option of playing without a Board at all.  This basically involves playing the game as usual, but when it comes time to indicate a move made or taking a piece it is not done on any definable Board.  In these cases one is usually only concerned with the taking of the pieces rather than displaying every move since there is no actual Board being used.  This option can be useful in regions where it would be difficult to define any kind of Board, but otherwise is considered by many as a cop-out since it lessens the challenge of the game.

Some players do not see that the taking of a piece or pawn necessitates killing them.  This variation allows for a piece to be taken, but leaving some kind of definite sign upon the appropriate Square that the piece was taken.  In some cases the piece is kidnapped, but in others the piece is branded in some way to show that it has been taken.  This method of play follows the theory of terrorist tactics, to show the opponent what one could have done.  This is most often used in games of Blood Chess.  The major drawback of this method, however, stems from the fact that it is then difficult to indicate the Square on which the piece or pawn was taken, which is one of the important aspects of the game.

Occasionally players might agree to play according to a time limit, such as is used in many professional tournaments.  Rather than using a system of one move per week, games with time limits would follow the general method utilised for most games of correspondence chess, such as twelve moves in three months, not including time taken to transmit moves.  More often than not, however, this option is not used in favour of more complex and planned games.  Those games most likely to use time limits are Twilight games.  Blood games rarely use time limits and there has never been a game of Midnight Chess which used one.  The latter is, after all, the type of game which is most likely to drag on for years.

Since the origin of chess over fifteen centuries ago there have been many variations of the game developed as it evolved and spread around the world.  Invariably there will be players who, for whatever reasons, wish to play City Chess with a variation of the rules, either one of the historical variations from another region and time or one of the more modern variations which have been deliberately invented in an attempt to advance or twist the game.  To list the vast number of chess variations would be foolish, for they number in at least the hundreds, if not the thousands.  Examples, though, could include such games as Progressive Chess, Byzantine Chess or Three-Handed Chess.  As long as all the players are aware of and understand the rules of the variation, the layout of the Board and the form of notation appropriate for the transmission of moves then there should be no problems with the playing of that game.  The use of variations can lead to many interesting possibilities, such as a customised Three-Dimensional game designed specifically to be played inside a particular building.  It is important to note that some variations also use different victory conditions, such as games where the objective is simply to annihilate the opposing army by taking all the pieces and the pawns rather than just aiming to place the King in a checkmated position.  Needless to say this last variation is often favoured during games of Midnight Chess.
 
 

ADVICE

Whilst cities are the most likely places to play this game, they are also fraught with a number of impediments.  All manner of people tend to seek dominion over these kinds of areas and enforce their own rules and practices upon it.  Players are advised to be wary of the potential interference of just about anyone or anything, especially to avoid getting caught while arranging or killing a "taken" Piece or Pawn.

To return to my earlier example of Melbourne, the CBD area, which makes one of the best Boards, is the second largest metropolis in Australia.  Nocturnal activity is a steadily increasing fact of life and is such in almost every city around the world.  Consequently this makes the execution of certain actions involved with playing a game of City Chess, especially the murders, something of a more risky venture.  It is for this reason that many players prefer to make the kill elsewhere and leave the body on the appropriate Square as quickly and as carefully as possible.  Though it is for exactly this reason that others, usually out of pride or some sense of style, prefer to make the kill on the Square in question, for them the thrill of the risk is as important as the style expressed in the playing of the game.

A game like this would almost certainly invite an immediate and possibly fatal respnse from appropriate authorities, so don't get caught.  It should be noted that the powers that be in a city, whether Melbourne or otherwise, would generally consider such activities involved in, for example, a game of Twilight Chess as breaking their laws, or at the very least bad for business.  Consider the underworld figures and crime bosses of a city, not usually people opposed to a little murder here and there, but a protracted duel of premeditated murder in their midst would certainly attract undue attention from the authorities.  Since this is likely to be very bad for business potential City Chess players ought to be very careful about who learns of the game and those involved.  While normal authorities are concerned with preventing the numerous crimes bound to take place during a game of City Chess, these criminal figures are often more concerned with their profit margins and when a game of City Chess interferes with that then the players become targets.

Due to the attention which will inevitably be given to the appearances of all the bodies caused by a game of City Chess, either by regular authorities or otherwise, wise players make sure that the passing of moves is kept secure.  Despite this, many players still prefer some printed, either electronic or otherwise, form of communicating moves so that each side has a valid record of those moves in case of a dispute.  Encrypted e-mail is one very good way to make sure that moves are hidden from prying eyes.  As are anonymous mail drops and coded messages or advertisements in daily newspapers, often "signed" with the initials of each side's King, i.e. BK for Black King and WK for White King.

Occasionally losing players get it into their heads, usually in the cases of Blood games, to refuse to concede an obvious checkmate and whatever stakes were being played for.  Potential players ought to be warned that unseemly behaviour of this type is frowned upon, not only by the other player, but also any other player who is familiar with the game and aware of its occurrence.  Players who do not concede another's victories or the prize of a game often find themselves under heavy fire from all other players.  Players, particularly good players, maintain the sanctity of the chess game because through it their own power and influence can increase.  Of course, if churlish players ignore even this, they often find enemies in the most dangerous of all players and are usually not long for this world.  Players of City Chess often hold in regard those losing players who concede another's victories with grace and style.

Players who lose a game of Midnight Chess are usually exempt from this little aspect of City Chess society, since few people would actually wait around to die after losing a game of chess.  The end of a Midnight game usually just results in an inevitable conflict.

Obviously it is a good idea to familiarise one's self, not just with the game, but also with the use of notation in playing a game.  Though most players tend to have a board set up with the game in progress and often next to a map of the city.  Also familiarise one's self with each Square in the city, since you might have to leave a corpse in any one of them it is a good idea to be familiar with the area.  Even if you don't kill the person on the Square - this is not required, but many players pride themselves on being able to do so.

The codes to descriptive, algebraic and international numeric notation can be found in good chess books and online, including in the City Chess FAQ.  All of these are useful for players of City Chess since the games are played by mail, or even phone, more often than a regular game.  Though all can easily be used, more often than not short algebraic notation, commonly referred to as portable game notation (PGN) is favoured by regular players of City Chess.

Even the best of players often find it necessary to consult books and other chess resources when involved in particularly difficult games, especially during correspondence games, and City Chess players will inevitably be no exception.  It is, however, suggested that whilst a player might rely on any resource, he or she refrain from using computer chess programs to play a game since that would merely be a person parroting the computer's moves and not a genuine playing of the game.  Many, of course, would ignore this rule, but they ought to be warned that should they find themselves in a position where they can no longer rely on their electronic brain they will be disadvantaged by not having thought their way through previous games themselves.  Should a player be revealed for having used a computer it would not be unlikely that other players find a way to make sure that the player in question was given cause to regret that action.
 
 

LEXICON

It should be noted that many of the terms defined here are differentiated specifically by whether or not a capital letter is used to spell them.  This is to indicate the difference between a regular game of chess, such as those one might see between Gary Kasparov and Anatoly Karpov, and a game of City Chess, which is usually more violent.

Board:  The geographical location in which the action of a game of City Chess takes place.
board:  The area on which a game of chess is played, usually a flat surface separated into smaller sections or squares of alternating colours or shades.
Blood Chess:  Any game of City Chess in which stakes are being played for which do not involve the death(s) of either of the players.
City Chess:  Any of a number of different games in which an action of a specific kind, usually a murder, will take place in (or evidence of such left in) a specific place which correlates with specific areas on the playing surface.  See also: Blood Chess, Midnight Chess and Twilight Chess.
Midnight Chess:  Any game of City Chess in which the stakes are the lives of each player, a chess duel to the death.
Pawn:  A person who is being used, knowingly or otherwise, to represent one of the pawns in a game of City Chess.  The decision to designate someone as a Pawn is often considered quite derogatory.
pawn:  A chess figure of the least value, at least when considered on its own.  Derived from the Anglo-French word poun and ultimately a translation of the Arabic baidaq, foot soldier.
Piece:  A person who is being used, knowingly or otherwise, to represent one of the pieces in a game of City Chess.  This term is also sometimes incorrectly used to describe those people who are actually representing pawns.
piece:  A chess figure of more value than the pawns, Western or FIDE chess the pieces are the kings, queens, bishops, knights and rooks.
Square:  The geographical location within the Board which corresponds to an appropriate square or section on a regular chess board.
square:  The section on a chess board which can hold a piece.
Twilight Chess:  Any game of City Chess in which there are no stakes, a "friendly" game.
 
 

BIBLIOGRAPHY

Hooper, D. and Whyld, K. The Oxford Companion to Chess. The Oxford University Press, 1992.

Wall, B. http://misc.traveller.com/chess/history/0-1799.html.
 
 

Copyright © Benjamin D. McGinnes, 1997-1998



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Copyright © Benjamin D. McGinnes, 1998-2004