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Six Spells Chess

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Six Spell Chess is a fantasy chess variant played with a single die that changes the standard rules of chess.

Six Spells Chess

Six Spell Chess is a fantasy chess variant played with a single die that changes the standard rules of chess.

Just for fun and entertainment only.

Tired of regular chess? Tired of memorizing openings and learning endings? Then let's have fun and do a little magic at the chessboard.

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Six Spells Chess is played by the same rules as regular chess, but before you make a move, roll the die and get new feature to the standard rules of chess in this turn.

There are six features in the game, which are determined by the indication of one die thrown before each player's turn. Let's call these features spells.
Each face of the die gives us one or another spell that we can use in the game. Four of them (1,2,3,4) are optional. They only give us the opportunity to apply them in the game. The other two (5,6) are required.
Six Spells ( Dice readings ) :
1 - Pawns can move one square sideways but not capture.

2 - All pieces including pawns and king can move and capture like a knight. A pawn cannot end up on the first rank.
3 - All long-range pieces such as the queen, rook and bishop can capture like a cannon in Xiangqi. In other words, they can capture by jumping a single piece of either colour along the path of attack.
4 - The ability to return your captured piece and place it on any free cell on the board. A piece placed in this way can give a check or declare a checkmate. You cannot place pawns on the first and last rank.
5 - If a capture is possible it must be done. What to capture - the player decides.
6 - Capture is prohibited this turn.

The King must not be in check at the end of the player's turn. If this is not possible, it is checkmate and the opponent wins.

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Thus, by adding a little variety to the gameplay, we managed to eliminate the boredom of standard chess, make the game more fun and exciting.

What is obvious in standard chess turns out to be incredible here.

A few examples and problems for a better understanding of the game.

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White rolled 4 and decided to drop one of his captured knight to c7. White is sure that he delivered checkmate to Black, but it is not so. If Black now rolls a 2, he will happily escape this fate simply by capturing White's knight with his king. It goes without saying that if Black roll something other than a 2 he will immediately lose the game.


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White throws a die and it comes up 4. Checkmate in one move. White drops one of his captured knight to c7 and now it's a 100% checkmate, since no roll of the die saves the black king. Even if the black king ends up on c7 thanks to the rolled 2, it will still be in check. According to the rules The King must not be in check at the end of the player's turn.


SSC Problem # 1

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Black loses the game by throwing a die.


SSC Problem # 2

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White's move. The die shows the number 1. Mate in one move.


SSC Problem # 3

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White's move. The die shows the number 2. Mate in one move.


SSC Problem # 4

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White's move. The die shows the number 3. Mate in one move.


I hope you enjoy this idea and have fun paying this game.