History TabletopGame / Chess

15th Aug '17 6:40:51 AM AkiTendo
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* AttackAttackAttack: While gambits in general lead to sharp attacking lines, Danish Gambit, the Halloween Gambit and the Fried Liver Attack exemplify this trope as they leave usually white's position hopeless if the attack fails. Then there is the habit of lower rank players to play pointless checks even while leaving their own king exposed.

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* AttackAttackAttack: While gambits in general lead to sharp attacking lines, the [[https://en.wikipedia.org/wiki/Danish_Gambit Danish Gambit, the Gambit]], [[https://en.wikipedia.org/wiki/Halloween_Gambit Halloween Gambit Gambit]] and the [[https://en.wikipedia.org/wiki/Two_Knights_Defense,_Fried_Liver_Attack Fried Liver Attack Attack]] exemplify this trope as they leave usually white's position hopeless if the attack fails. Then there is the habit of lower rank players to play pointless checks even while leaving their own king exposed.
14th Aug '17 11:58:31 AM AkiTendo
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* AttackAttackAttack: While gambits in general lead to sharp attacking lines, Danish Gambit, the Halloween Gambit and the Fried Liver Attack exemplify this trope as they leave usually white's position hopeless if the attack fails. Then there is the habit of lower rank players to play pointless checks even while leaving their own king exposed.
9th Aug '17 9:54:20 AM AkiTendo
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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go. These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go.go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).
9th Aug '17 9:52:02 AM AkiTendo
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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. Their move pattern is the quirkest of the pieces - they move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (Another way to visualize where a knight can go is this: There are 8 squares adjoining his square, and 16 squares beyond them. The knight can move to the squares on this second ring that have the opposite color from his current square. Also, if a queen were on his square he gets to the eight squares she can't reach in one move). These unique attributes give knights peculiar tactical advantages and disadvantages, in that they are the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]] but they are also the most frequently pinned pieces since they can't attack a piece that is pinning them, and they have only middle-ranged attack.

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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. Their move pattern is the quirkest of the pieces - they They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (Another way to visualize where a knight can go is this: There are 8 squares adjoining his square, and 16 squares beyond them. The knight can move to the squares on this second ring that have the opposite color from his current square. Also, if a queen were on his square he gets to the eight squares she can't reach in one move). go. These unique attributes give knights peculiar tactical advantages and disadvantages, in that they are their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]] but they are also danger]]. Indeed, a knight is never threatened by the most frequently pinned pieces since they can't attack it's attacking and can never threaten a piece that is pinning them, and they have only middle-ranged attack.attacking it (unless they're knights).



* MechanicallyUnusualFighter: The knight's movement of exactly two squares seems limiting, especially since it's the only piece which cannot capture an adjacent piece, but the odd pattern of its movement means it is the only piece which can threaten a queen without being threatened in return, and its ability to leap over pieces means it's the only piece which can checkmate a king behind a wall of his own pieces.

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* MechanicallyUnusualFighter: The knight's movement knight moves along lines none of exactly two squares seems limiting, especially since it's the only piece which cannot capture an adjacent piece, other pieces use allowing it to move between them but the odd pattern of its movement means allowing them to attack it is the only piece which can threaten a queen without being threatened in return, and its ability to leap over pieces means it's the only piece which can checkmate a king behind a wall of his own pieces.danger from it.
2nd Aug '17 1:36:35 PM AkiTendo
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** If 50 moves are played without a pawn move or a capture the game is drawn. It was thought when this rule was added to tournaments that all such positions must truly be drawn, but computer analysis has shown that there are indeed a few positions that are forced mates requiring more than fifty moves, however the rule remains in place.
2nd Aug '17 1:31:50 PM AkiTendo
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* GoldenSnitch: Some variants do this. Three check chess has the additional win condition that the first player to get three checks in wins. King of the Hill chess has the additional win condition that the first player to get his king onto one of the four center squares wins.
2nd Aug '17 1:23:35 PM AkiTendo
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* ZergRush: [[https://en.wikipedia.org/wiki/Dunsany%27s_Chess Dunsany Chess]] or "Horde Chess" is a variant featuring a standard chess army against 32 pawns.
2nd Aug '17 1:15:58 PM AkiTendo
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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. Their move pattern is the quirkest of the pieces - they move along the lines bisecting the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (Another way to visualize where a knight can go is this: There are 8 squares adjoining his square, and 16 squares beyond them. The knight can move to the squares on this second ring that have the opposite color from his current square. Also, if a queen were on his square he gets to the eight squares she can't reach in one move). These unique attributes give knights peculiar tactical advantages and disadvantages, in that they are the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]] but they are also the most frequently pinned pieces since they can't attack a piece that is pinning them, and they have only middle-ranged attack.

to:

* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. Their move pattern is the quirkest of the pieces - they move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (Another way to visualize where a knight can go is this: There are 8 squares adjoining his square, and 16 squares beyond them. The knight can move to the squares on this second ring that have the opposite color from his current square. Also, if a queen were on his square he gets to the eight squares she can't reach in one move). These unique attributes give knights peculiar tactical advantages and disadvantages, in that they are the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]] but they are also the most frequently pinned pieces since they can't attack a piece that is pinning them, and they have only middle-ranged attack.
2nd Aug '17 1:14:34 PM AkiTendo
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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. Their move pattern is unique among the pieces in two ways: First, rather than take a direct line along a single rank, file, or diagonal, they move two spaces along any rank or file, plus one space at a right angle. Second, they ignore (i.e., can "jump over") other pieces along their move path since they are thematically passing them on a horse. These unique attributes give knights peculiar tactical advantages and disadvantages, in that they are the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]] but they are also the most frequently pinned pieces since they can't attack a piece that is pinning them, and they have only middle-ranged attack.

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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. Their move pattern is unique among the quirkest of the pieces in two ways: First, rather than take a direct line along a single rank, file, or diagonal, - they move two spaces along any rank or file, plus one space at a right angle. Second, they ignore (i.e., can "jump over") the lines bisecting the ordinal and diagonal lines to the first legal square on that line, passing between other pieces along their as they go (Another way to visualize where a knight can go is this: There are 8 squares adjoining his square, and 16 squares beyond them. The knight can move path since they are thematically passing them to the squares on this second ring that have the opposite color from his current square. Also, if a horse.queen were on his square he gets to the eight squares she can't reach in one move). These unique attributes give knights peculiar tactical advantages and disadvantages, in that they are the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]] but they are also the most frequently pinned pieces since they can't attack a piece that is pinning them, and they have only middle-ranged attack.
27th Jul '17 3:20:47 PM ZarbiNerada
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* {{Whammy}}: There is a non-luck-based version, the form of zugzwang called the [[https://www.chess.com/chessopedia/view/trebuchet trebuchet]].
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