Template:Short description Template:Use dmy dates Template:Use British English Template:Infobox person

Vernon Rylands Parton (2 October 1897 – 31 December 1974) was an English chess enthusiast and prolific chess variant inventor, his most renowned variants being Alice chess<ref>Pritchard (1994), pp. 3–5</ref><ref>Pritchard (2000), pp. 68–74</ref> and Racing Kings.<ref>Pritchard (2000), pp. 14–15</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Many of Parton's variants were inspired by the fictional characters and stories in the works of Lewis Carroll. Parton's formal education background, like Lewis Carroll's, was in mathematics.<ref name="AG">Parton, Peter (Winter 2001)</ref> Parton's interests were wide and he was a great believer in Esperanto.

Parton's early education stemmed from his father's schools, where he also assisted. Parton's father was principal of Cannock Grammar School and a small international boarding school for children. After completing mathematics at Chester Teaching College, Parton returned to his father's school to give private instruction to older children in Latin, French, German, English, shorthand, typing, bookkeeping, and mathematics.<ref name="AG" /> In the 1920s he was left in charge of the school while his father returned to teach in state schools. Ill health cut short Parton's teaching career.

In 1960 Parton moved from Cannock to Liverpool, into a terraced house near Penny Lane, and published a series of nine monographs from 1961 to 1974 (also 1975 posthumously) detailing his inventions. He died from emphysema at age 77 in Liverpool on 31 December 1974. The same year, variant inventor Philip M. Cohen created the variant Parton Chess in his honour.

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Some chess variant inventionsEdit

Template:AN chess

Cubic chessEdit

File:Cubic Chess gameboard.png
Cubic chess gamespace

In this 6×6×6 3D variant by Parton, boards are denoted A (bottom level) through F (top level). Each side has six pieces: king (K), queen (Q), bishop (B), unicorn (U), knight (N), and rook (R); and twelve pawns.<ref>Pritchard (1994), p. 77</ref>

Game rulesEdit

Pieces move the same as in Raumschach, except that pawns move Template:Em capture one step forward (either orthogonally, diagonally, or vertexally), but not directly upward or downward. As in chess and Raumschach, the objective is checkmate.

  • White's starting setup: KAa1, QAb1, BAc1, UAd1, NAe1, RAf1; pawns on Aa2–f2 and Ba1–f1
  • Black's starting setup: KAf6, QAe6, BAd6, UAc6, NAb6, RAa6; pawns on Aa5–f5 and Ba6–f6

VariationEdit

Parton made a variation of cubic chess for the same gameboard: In compulsion cubic chess, capture is compulsory, there are no checks, and the object is Template:Em of the opposing king.

Alice chessEdit

Template:Further

Parton's most famous chess variant, played on two adjacent chessboards. A piece that completes its move on one board automatically "vanishes strangely off its board to appear suddenly on the other board, magically out of thin air!"<ref>Parton (1961), p. 9</ref> A move in Alice chess has two basic stipulations: the move must be legal on the board on which it is played, and the square transferred to on the opposite board must be vacant. (Consequently, capture is possible only on the board upon which a piece currently stands.)

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Just as Alice encounters strange situations by passing through that looking-glass from reality to its reflection, so for Alician Chess a strange game is created by playing it on two separate boards! One board being as a looking-glass to the other, the resulting play is a game which has a character as fantastic perhaps as Alice's own game in Through the Looking-Glass. What a great loss it has been that Lewis Carroll never left his stamp on some idea for Chess! Whether he would approve of my using Alice's own name of the present game is an unsolvable problem.{{#if:V. R. PartonCuriouser and Curiouser (1961)|{{#if:|}}

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{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|preview=Page using Template:Blockquote with unknown parameter "_VALUE_"|ignoreblank=y| 1 | 2 | 3 | 4 | 5 | author | by | char | character | cite | class | content | multiline | personquoted | publication | quote | quotesource | quotetext | sign | source | style | text | title | ts }} From D. B. Pritchard's Popular Chess Variants (2000):<ref>Pritchard (2000), p. 68</ref>

This wonderful game, appropriately named after Lewis Carroll's eponymous heroine, was the inspiration of Vernon Parton. If you pass over every other game in this book, don't miss this one. Still, alas, little known, Alice chess, now almost a half-century old, continues to attract converts. The body of Alice players grows steadily.

Mad Threeparty chessEdit

Template:Chess diagram 10x10

This variant is for threeTemplate:Efn players on a 10×10 board. Each player has a standard set of pieces in their own colour, including an extra Template:Nowrap but no pawns.

Game rulesEdit

The board starts empty. Players take turns, in clockwise rotation around the board, placing one of their pieces on any vacant square. Kings are placed last, but must not be placed in check.

The two kings of each player are marked differently. (For example, of a player's two kings, one might be marked with a Template:Em.) Each player attacks the Template:Em king of the opponent to their left, and the Template:Em king of the opponent to their right. It is not permitted to check the opponents' other kings.

The first player to checkmate a king wins the game.

Tweedle chessEdit

Template:Chess diagram 10x10

Also known as twin orthodox chess or double-king chess, each player has two kingsTemplate:Efn and two queens on a 10×10 board. A player wins by checkmating either one of the opposing kings.Template:Efn

Game rulesEdit

The normal chess rules apply, except that kings and rooks can only castle "short" (i.e. with kings shifting two squares toward the nearest corner), and pawns can move one or two steps at any stage.

CommentsEdit

"While his pair of Queens will provide the player's main hopes for victory, his twin monarchs King Tweedledee and King Tweedledum jointly provide his sequence of headaches!" Template:Harvcol Parton makes note that the only way a player can escape mate from a fork on his two kings is by capturing the checking piece.Template:Efn

Boyer remarked that the variant yields "magnificent games" because there are two directions of attack and two points to defend.<ref name="Boyer.Nouveaux">Template:Cite book</ref>

March Hare chessEdit

Template:Chess diagram In this variant, a player first moves one of their own pieces, "and then 'meddles' with his opponent's men". Template:Harvcol

Game rulesEdit

For each turn, a player makes Template:Em: he first moves one of his own pieces, then one of his opponent's. Template:Unordered list When in check, a player must get out of check immediately on his turn by moving one of his own men. (If he cannot legally do so, he loses the game.)

Cheshire Cat chessEdit

Template:Chess diagram 10x10 Template:Multiple image

Game rulesEdit

In this variant, all normal chess rules apply, except: Whenever a piece moves from its square, then that particular square "disappears".Template:Efn

Parton suggests using checker pieces to mark "disappeared" squares. Once vanished, a square may not be occupied again; however, pieces may move Template:Em disappeared square(s), including giving check through them.

Since castling is impossible in Cheshire Cat Chess (pieces which normally clear a path for castling cause needed squares to "disappear"), Parton permits the kings to be moved like queens once per game, on their first move.

VariationEdit

The game can also be played using a regular 8×8 board and set, but Parton suggests the 10×10 board with two extra rooks in the corners as "best".<ref>Parton (1970) Part II, p. 2</ref>

Co-regal chessEdit

Template:Chess diagram

In this variant, the queens are subject to check and checkmate the same as kings.Template:EfnTemplate:Efn

File:Alice frontispiece-937x1333.jpg
The often-displeased Queen of Hearts; illustration by Sir John Tenniel

Game rulesEdit

Checkmate of the opponent's king or queen wins the game. The queen moves and captures as a normal queen, but may not put itself in check. The queen may pass over attacked squares.

Amplified rules by NOSTTemplate:Efn<ref>Pritchard (1994), p. 72</ref>

A queen, the result of a pawn promotion, is royal. A queen may check a king from a distance, but may not check a queen. Both kings and queens may castle Template:Chessgloss.

CommentsEdit

"It will be seen that difficulties for a 'checkmate' of the hostile Queen must chiefly arise from her great mobility which enables her to escape to safety with some degree of ease, in contrast with the King's poor slow power to move out of grave dangers. Victory in Co-regal will be in general achieved by checkmate of the enemy King. [...] A player must acquire two new habits at least. He must crush all his desires to make some brilliant Queen sacrifice. When he attacks the hostile co-regal Queen, he is obliged to give the polite word 'check' as warning!" Template:Harvcol

Sample gameEdit

Walter Whiteman vs. Rib Orrell:
1.e4 Nf6 2.Nc3 e5 3.Nf3 Bc5 4.Bc4 Ng4 5.0-0 Nxf2+ 6.Rxf2 Bxf2+ 7.Kxf2 0-0 8.d3 d6 9.Ng5 Be6 10.Bxe6 fxe6+ 11.Ke1 h6 12.Nxe6+ Qh4+ 13.g3+Template:Chesspunc Qxh2 Template:ChessAN "Black threatens 14...Qg/h1 mate since a K move is illegal as it exposes the Q to check. If 14.Qg4 (only legal move for Q) Rf2 15.Ne2 (forced: Qxg7 is not mate—it's illegal!) Rxe2+ and mate in three." Template:Harvcol

Racing KingsEdit

Template:Chess diagram This game was the original Dodo chess before being renamed.<ref name="Pritchard_p247">Pritchard (1994), p. 247</ref> The rules are the same as Dodo chess, but there is a different board setup.

Sample gameEdit

R. Betza vs. J. Leitel:<ref name="Pritchard_p247" /><ref>Pritchard (2000), p. 15</ref>
1.Bd4 Be4 2.Kh3 Ka3 3.Nxc1 Rxc1 4.Be2Template:Chesspunc Nb3 5.Bh8? Ka4 6.Kg4 Ka5 7.Qh6 Rc6 8.Qe3 Rxe2 9.Qxe4Template:Chesspunc Qxh8? 10.Qxc6 Qc3 11.Qh6 Rxe1 12.Rxe1 Qxe1 13.Kf5 Qe7 14.Qe6 Qb7 15.Kg6 Nc5 16.Qf7 Ka6 17.Kh7 Ka7 18.Rg8 (18.Kg8 only draws) Template:ChessAN

Parton suggests also that play can be extended to a "double course", where a player wins by being first to go to the eighth rank and then return to the first. Template:Clear left

Dodo chessEdit

Template:Chess diagram

Played on a regular chessboard, this variant is a simple race game: the first player to reach a square on the last Template:Chessgloss with his king is the winner.Template:EfnTemplate:EfnTemplate:Efn

Game rulesEdit

Checking is not permitted, neither is exposing one's own king to check. Captures are allowed, however, as in normal chess.

"By way of compensating for the first move (always an advantage in a race game) if White gets there first but Black follows on the next move the game is a draw." Template:Harvcol

Kinglet chessEdit

Template:Chess diagram

Also known as imperial fiddlesticks, there is no checking or checkmate in kinglet chess – kings are treated like any normal piece.Template:Efn The winner is the first player to capture all the opponent's kinglets (i.e. pawns or Fiddlesticks).

File:White King.gif
Alice picks up the White King; illustration by Sir John Tenniel.

Additional rulesEdit

When reaching the last rank, a kinglet promotes to a king. If a player is forced to promote his last kinglet, he is then without any kinglets so automatically loses. All pieces including kings are subject to capture. Stalemate is a draw.

CommentsEdit

"The idea contains some interesting problems in tactics. The balance between rushing to capture Fiddlesticks [pawns] quickly and fear of becoming defenceless thereby, (loss of major pieces) seems to be subtle and delicate." Template:Harvcol Template:Clear left

VariationsEdit

Parton suggests two "less subtle" variations in Curiouser and Curiouser, one based on Progressive chess where players make an increasing number of moves per turn, and the other based on Marseillais chess where players move two pieces per turn, at least one of which must be a kinglet (or, the same kinglet may be moved twice).<ref>Pritchard (1994), p. 159</ref>

Looking-glass chessEdit

Template:Alice chess diagram

File:Aliceroom2.jpg
Alice discovers a reflected, alternate world; illustration by Sir John Tenniel.

Two separate games ensue in this Parton creation. A player may make any normal move on either board, and then must make the 'looking-glass' (reflected) move on the other board to complete his turn.Template:Efn

Game rulesEdit

To illustrate, if White opens with 1.Nf3 on board A, then he must play Template:Em on board B to complete his turn (see diagram). If a reflected move would put the player in check, then the first move may not be made.

The move of a king or queen must be mirrored on the other board, even if this means moving the king several squares. (For example, in the diagram if White captures 2.Nxe5/A Nxd5/B and Black recaptures 2...Qxd5/B, then Black's reflected move is: 2...Kxe5/A.)

Castling is normal, but then the reflected move must be executed to 'castle' the queen. (E.g. if White castles kingside, then reflected queenside castling results in the queen on b1 and the rook on c1.)

Gryphon chessEdit

Template:Chess diagram Also known as complicacious chess, at the end of a move, the moved piece transforms to a piece of a different type (the next in the series: Template:Em).Template:Efn So after moving a pawn, the pawn transforms to a knight of the same colour. After moving a knight, it becomes a bishop; and so on. Kings do not transform.

File:Gryphon.png
The Gryphon; illustration by Sir John Tenniel

Game rulesEdit

A player may have no more than four knights, four bishops, four rooks, or two queens on the board at any one time, but may have as many as fifteen kings. Checkmating any one of the enemy kings wins the game.

CommentsEdit

"It will be seen at once that a complicacious pawn reaches the status of kingship in five moves, whereas a complicacious Rook does so in two moves. [...] Naturally, a player will not capture the enemy Queen! Neither will he desire to move his own Queen, to provide the necessary target for his opponent to win by." Template:Harvcol

VariationsEdit

Template:Col-begin Template:Col-break Template:Chess diagram small Template:Col-break Template:Chess diagram small Template:Col-end In circular Gryphon chess, players have one king for the entire game as in normal chess. But the transformation sequence is changed and made circular: Template:Em. (So, a piece can transform any number of times without limitation.) Again, no more than four knights, four bishops, four rooks, or two queens are permitted in play at any one time.

In simplified Gryphon chess, players start with their king and eight pawns. "The pawns change through the regular Gryphon order and terminate in kingship. Until a player has captured an enemy piece, he is forbidden to move his king sideways or backwards." Template:Harvcol

Mock chessEdit

Template:Chess diagram

To win the game, a player must capture all his opponent's pieces, including the king. "A proper pseudomorph to Chess, for it has no elements of check and mate whatever in its basis. Kings are now merely treated like any other chessman." Template:Harvcol

Game rulesEdit

If a player can capture, he must do so. If more than one capture are possible on his turn, he may choose which one to make. Only one capture per turn may be made.

On its first move, a pawn must advance Template:Em squares—unless the pawn's first move is a capture.

Contramatic chessEdit

File:Contramatic Chess init config.PNG
Contramatic chess boardTemplate:Efn and pawnless starting setupTemplate:Efn

The normal rules for check and checkmate are contradicted—a player may Template:Em check the enemy king, but may move his own king Template:Em check. A player wins when his opponent cannot escape Template:Em check.Template:Efn

Game rulesEdit

Players start with kings positioned as shown. White places his remaining pieces anywhere he likes on his side of the board, then Black does the same. White moves first.

Checking the opponent is not allowed. (If a player has no move other than to give check, then he loses.) A player may make a move putting his own king in check from enemy piece(s)—unless the move would also give check to the opponent. When a player is in check, his opponent must remove the check on his next turn or lose the game.

ObservationsEdit

Kings tend to move more than any other piece.Template:Efn Kings cannot occupy adjacent squares, since it would result in giving check to the opponent (in violation of the rules). Captures are rare, since capturing the opponent's men reduces the chance of putting one's own king in check.

VariationEdit

In Complete Contramatic chess (also known as C.C.C.) each player has Template:Em kings – a normal (orthodox) king in addition to the regular "contramatic" king. There are two ways to win: putting one's own contramatic king into inescapable check, or checkmating the enemy orthodox king. Players place the orthodox kings last, after other pieces are placed.

ObservationsEdit

A contramatic king can move to a square adjacent to the enemy orthodox king (since the orthodox king may be checked as in normal chess, and the contramatic king may put itself into check). But an orthodox king may Template:Em move adjacent to the enemy contramatic king (since it is not allowed to check an opponent's contramatic king, or to put one's own orthodox king into check).<ref>Parton (1961), p. 31</ref>

Idle Kings' chessEdit

Template:Chess diagram

Game rulesEdit

Players play without kings until after Black's 12th move, when White places his king on any open square (but not in check), and Black does the same.

Additional ruleEdit

After kings are placed the game continues normally, except that kings may not move, unless in check.

Unirexal chessEdit

Template:Chess diagram Also known as The Black King's Complaint, Unirexal variants are those with only one king on the board. "The black king disappeared, explains Parton, because he was fed up with always being mated in problems." Template:HarvcolTemplate:Efn

File:Chessmen.jpg
The chessmen through the looking glass;<ref>Through the Looking-Glass, and What Alice Found There/Chapter I</ref> illustration by Sir John Tenniel

Game rulesEdit

Black has a second queenTemplate:Efn instead of a king, and must checkmate White in a reasonable number of moves (agreed to before the game), otherwise White wins.

VariationEdit

Template:Chess diagram small Black has 20 knights, but no king. If Black does not checkmate White within 50 moves, he loses.

Decimal Rettah chessEdit

Template:Chess diagram 10x10

This is Parton's first chess variant invention. The idea sprang from a dislike for weak kings: "The king ought to be strong, not feeble, by aesthetic standards: he is the centre around which turns the whole game itself. In consequence, my Rettah monarch is the most powerful of all pieces." Template:Harvcol

Each player has two rettahs (kings) and two queens on a 10×10 board. There is no checkmate; a player wins by capturing both opponent's rettahs.

Game rulesEdit

A rettah [[[:Template:Em]] spelled backwards] moves and captures as a Q+N compound. If a rettah is attacked, the attacking piece must be captured immediately. (If more than one piece is able to capture, the player may choose. An attacked rettah will always have the option to capture.) If a rettah is attacked by two pieces simultaneously, the attacked rettah must capture one of them (the player may choose which).

Pawns can move up to three steps on their first move. There is no en passant. If players agree, pawns can also move one step diagonally forward (to facilitate opening lines). A pawn promotes to rettah, but only if a rettah of the same colour was previously captured. There is no castling in Decimal Rettah.

VariationsEdit

Parton gives several variations, although Decimal Rettah is "possibly the earlier version and arguably the better" Template:Harvcol. In Absolute Rettah chess, only a rettah may capture a rettah. (So a successful tactic involves attacking a rettah with a piece guarded by one's own rettah.) In Giveaway Rettah, Decimal or Absolute Rettah are played according to Suicide chess rules. In Rettah chess (one rettah; pawns move only one step forward) and Double Rettah chess (two rettahs; no forced capture; win by checkmating a rettah), play is on a regular 8×8 board.

Sample gameEdit

Decimal Rettah, "a game of assault and sacrifice",<ref>Pritchard (1994), p. 82</ref> received high praise from Boyer<ref name="Boyer.Nouveaux" /> who published the following sample game [the game uses an alternate initial setup NBKQRRQKBN and incorrect interpretation of the capture rule, requiring that only a rettah may capture its attacker]:

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IdentificEdit

File:Identific init config.png
Identific starts on an empty board. Players start with 12 counters "in hand", as well as the regular chess army minus four pawns.

In this variant, the identity of chess pieces becomes known as play proceeds.

Game rulesEdit

Players first place their 12 counters (draughtsmen) on any squares of their choosing on their own half of the board. (Either White places all his counters first, followed by Black; or one per turn if the players prefer.)

After all counters have been placed, White moves any one of his counters as a regular chess piece of his choosing, then immediately replaces that counter with the corresponding chess piece. Black does similarly on his turn. These "moves of identification" obey the following rules: Template:Unordered list

After each player has identified one chess piece, on subsequent turns players may choose to identify an additional piece from those still in-hand, or move one of their chess pieces already on the board. Chess pieces move, capture, give check/checkmate as normal, and may capture enemy counters.

A player's fourth identified piece must be his king. (Or the players can agree on a different schedule, for example, the sixth identified piece.) Players might also want to prevent the early identification of queens, for example, by requiring at least five identifications, or by limiting identification of queen to a player's last-remaining counter.

Synchronistic chessEdit

Template:Chess diagram

"A variant designed, part tongue-in-cheek, to achieve absolute equality." Template:Harvcol "[...] to eliminate altogether that inequality between White and Black, by the simple idea that White and Black shall always play their corresponding moves simultaneously!" Template:Harvcol

Game rulesEdit

For each turn players decide their moves, write them down secretly, then disclose them. They adjust the position accordingly, using the following rules of resolution when needed: Template:Unordered list

In Synchronistic Chess, simultaneous checkmate is possible.Template:Efn

DamateEdit

Template:Chess diagram 10x10 Also known as Damate Game, the game is a synthesis between draughts and chess.Template:EfnTemplate:Efn

Game rulesEdit

A king has no Template:Chessgloss and is considered a normal Template:Chessgloss; a player wins by eliminating all the opponent's men. The pieces move normally, except that pawns have no initial two-step option, and besides their normal one-step move straight forward, can move one step diagonally forward. A piece captures an enemy piece by Template:Em it: Template:Unordered list

As in draughts, jumping is always mandatory, multi-jumps are possible, and the multi-jump chosen must capture the maximum number of pieces possible. (If more than one jumping sequence captures the maximum, the player may choose.) The pieces captured in a multi-jump are not removed from the board until the end of the turn.

A pawn promotes to queen when it crosses the centre line of the board. A pawn jumping over the centre line both promotes and immediately ends the turn (i.e. no further jumps are allowed).

Dunce's chessEdit

Template:Chess diagram

Also known as Advancing chess,Template:Efn the game has simple rules: Moves, captures, and checks are restricted to straight forward or diagonally forward directions. (Sideways or backwards is not permitted.) Pawns do not promote. The game is won by checkmating or stalemating the opponent.

VariationsEdit

Template:Unordered list

Semi-queen chessEdit

Template:Chess diagram 10x10 Also known as half-queen's chess, the game introduces two additional pawns and two new pieces per side, the "ugly-named Biok and Roshop".<ref>Pritchard (1994), p. 265</ref>

Game rulesEdit

The Biok makes non-capturing moves like a bishop, and captures like a rook. The Roshop makes non-capturing moves like a rook, and captures like a bishop.Template:Efn

As a result, the Roshop "has the great advantage of being able to change from one colour system of squares to the other when required" Template:Harvcol. Template:Clear left

VariationEdit

Template:Chess diagram 10x10 small Parton defines an extension having no additional pawns and a pair of Bioks and Roshops per player.

Black and White chessEdit

Template:Chess diagram

File:Curious country.jpg
Curious country;Template:Efn illustration by Sir John Tenniel

Also known as Black and White Marseillais chess, this game follows a simple rule: each player makes two moves per turn, first with a Template:Chessgloss standing on a white (light) square, then with a man standing on a black (dark) square. Some resolutions are provided: Template:Unordered list Castling can be done on either the first or second move of a turn. A man can be moved Template:Em in a turn if square colour requirements are met. (For example, with a white pawn on a2 and a black bishop on b4, White's turn can consist of a3 followed by axb4.)

List of game inventionsEdit

Chess variantsEdit

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Draughts variantsEdit

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  • Alician Draughts (1956)Template:Efn
  • Damate (1961)
  • Dragon
  • Kinger, Simple Kinger, and Grand Kinger
  • Scoundrels

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Other gamesEdit

Monographs (with section headings)Edit

Template:Div col Curiouser and Curiouser (1961),Template:Efn 31 pp.

  • Scacetic
  • The First Lesson in Chess
  • Dunce's Chess in Three Grades
  • Imperial Fiddlesticks
  • The Queen's Relations
  • The Dodo's Chess
  • Rettah
  • Simpletonry
  • Alician
  • The Black King's Complaint
  • Tweedledee and Tweedledum
  • Mock Turtle's Pseudomorphy
  • Damification
  • A New Pudding
  • Podospherism
  • Contramatic
  • The Rules According to the March Hare
  • Knightmares
  • Gryphon's Fancy and Fun
  • The Realm of Circum Morus
  • The Caterpillar's Idea of C.C.C.

Challenge and Delight of Chessical and Decimal (1970), 14 pp.

Chesshire-Cat-Playeth Looking-Glass Chessys (1970) Part I, 14 pp.

  • The Queen of Hearts' Chess
  • Capricorn Chess
  • The Black King's Complaint
  • The Rules According to the March Hare
  • Identific
  • Synchronistic Chess
  • Jabberwocky Chess
  • Dodo Chess

Chesshire-Cat-Playeth Looking-Glass Chessys (1970) Part II, 13 pp.

  • The Chesshire Cat's Grin
  • Scaci Partonici
  • A Chess Reflection
  • Demigorgons
  • The Mad Tea Party
  • Knightmares
  • Scaci Partonici

Chessical Cubism or Chess in Space (1971), 16 pp.

  • Cubic Chess
  • Tamerlane Variation of Cubic Chess
  • Sphinxian Chess
  • The Compulsion Sphinx Chess Variations
  • Ecila Chess

100 Squares for Chess + Damante (1971), 16 pp.

  • Capablancan Chess
  • Decimal Falcon-Hunter (Schulz Chess)
  • Half-Queen's Chess
  • Decimal Oriental Chess
  • Decimal Imitante Q Chess
  • Centaur Royal
  • Damate Game
  • Damatic Chess
  • Decimal Duffer's Chess
  • Wyvern Chess
  • Dabbabante Chess
  • Decimal Butter
  • Decimal Obstacles Chess
  • Chimaera
  • Gorgona
  • Circean
  • Ambi-Chess
  • Decimal Scaci Partonici

My Game for 2000 A.D. and After (1972), 12 pp.

Enduring Spirit of Dasapada (1973), 19 pp.

  • Dasapada

Idea for a Personal Game (1973), 12 pp.

  • The Basis of Pawn Partonici
  • The Idea of Scaci Partonici

Chessery for Duffer and Master (1974), 23 pp.

  • Chessery for Duffer and Master
  • The Game of Rettah Chess
  • Semi-Queen Chess
  • The Diversion of Zerta
  • Meddlers Chess Game
  • The Alice chess Game
  • The Idea of Gryphon Chess
  • Royal Fury

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NotesEdit

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ReferencesEdit

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Bibliography

Further readingEdit

External linksEdit

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Simple programs by Ed Friedlander in Java Template:Div col

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