The Rules of Chaos

  1. History. Chaos was invented in 1974 by Ron Kensek, a high-school student from Tonawanda, N.Y.
  2. Brief description. Chaos is a game for two players, played on a chessboard with a full set of chessmen. The object of the game is to checkmate the opponent's Monarch or Monarchs.
  3. Method of play. The chaosmen are set up as for a game of chess. White moves first; thereafter the players move alternately.
  4. Moves of chaosmen. A chaosman may not move to a square occupied by a man of the same color, except where noted below. There are six kinds of chaosmen:
    1. The Monarch, represented by a king. The Monarch moves like a man in the game of Halma or Chinese Checkers; that is, one square in any direction, or a series of jumps, each of two squares in any direction over an occupied square to an unoccupied square. An enemy that a Monarch jumps over is immediately captured and removed from the board.
    2. The Juggernaut, represented by a queen. The Juggernaut's move consists of alternating steps of one square in a horizontal direction and a vertical direction. It captures any enemy in its path but need not stop until it encounters a man of its own color or the edge of the board.
    3. The Swashbuckling Square-Switcher, represented by a bishop. Its move consists of one or more of these elements in sequence: an exchange of positions with an enemy Swashbuckling Square-Switcher that it can reach by a series of bishop's moves through unoccupied squares; a king's move; a bishop's move. The king's move and the final bishop's move may be captures.
    4. The Triangle, represented by a knight. Its move consists of three king's moves, of which the first two may be to squares occupied by men of either color. The moves need not be all to different squares.
    5. The Binary Row-Runner, represented by a rook. Its move consists of one or two rook's moves, of which either or both may be captures.
    6. The Butterfly, represented by a pawn. Its move is a knight's move forwards; that is, one square forward and two to either side, or two squares forward and one to either side. It may pass through squares occupied by men of either color. It may move to a square occupied by a Butterfly of the same color, which is then displaced and must make a knight's move backwards. A Butterfly when displaced may displace another Butterfly, which must move forwards or backwards contrary to the Butterfly displacing it. A Butterfly may be displaced more than once in a move. When a Butterfly reaches the eighth rank, it becomes a Monarch Butterfly and is equivalent to a Monarch.
    A player may also make three kinds of special moves, described below.
  5. Castling. A player with a Monarch and a Binary Row-Runner on the same rank or file may castle by exchanging their positions. A player may castle any number of times during a game.
  6. Un-castling. A player who castled on the previous move may un-castle by restoring the positions of the Monarch and Binary Row-Runner, and then immediately making another move with either piece.
  7. Geometrizing. A player with a Monarch and a Triangle standing a Triangle's move apart may exchange their positions. A player may geometrize any number of times during a game.
  8. Check. A player gives check if he threatens to capture all his opponent's Monarchs. A player's move is not legal if it leaves him in check.
  9. Inertia. No move is legal that leaves the positions of all the men unchanged.
  10. Checkmate. A player gives checkmate if he gives check and his opponent has no legal move. A player wins upon checkmating.
  11. Stalemate. A player gives stalemate if he does not give check and his opponent has no legal move. A player who stalemates his opponent loses.

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Col. George Sicherman [ HOME | MAIL ]