Co-Regal Chess
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In this variant, the queens are subject to check and checkmate the same as kings.
- Game rules
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 NOST
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 long or short.
- Comments
"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!" (Parton 1970, Part I:2)
- Sample game
Walter Whiteman–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?? Qxh2 0–1 "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." (Pritchard 1994:72)
Read more about this topic: V. R. Parton
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