Battle Group Chess (Englisg version)

 

1.- INTRODUCTION

 

This essay aims to document the operation of the Battle Group Chess variant, preparing it for dissemination and development, presenting a family of derived variants, establishing its intellectual property, and reflecting on the innovations the variant offers. The world of chess has always been characterized by strong individualistic tendencies. Battle Group Chess breaks away from this rigid view by introducing several components that significantly modify the nature of the game, making it more cooperative and creating a unique way of playing.

 

2.- BASIC RULES

 

The Battle Group Chess variant involves using conventional chess rules according to FIDEregulations, with the game played between two teams of five players each. Responsibilities that were previously assigned to a single person in conventional chess are distributed among the team members. The rules of the game, including the 8x8 board and the set of 32 white and black pieces, remain unchanged. Each team consists of a master and four type players, each responsible for moving different types of pieces: pawns, bishops, knights, and rooks.

 

2.1 The master

The master's role is to determine, in each turn, which type player will make the next move. This action is called delegation. The master is responsible for moving the king and queen. The master retains the ability to execute moves like a type player when making moves for these two figures under their responsibility. Castling is considered a king's move and is directly performed by the master. For the movement of the other pieces, the master must delegate to a type player, who will   then make the move. If the opposing team put the master's team in check in the previous move, the master can undo the threat by moving the king or queen, or by delegating to a type player who can effectively address the situation.

 

2.2 Type Players

Type players, according to the master’s instructions or orders, must decide which piece to move and make a legal move from the available options. Type players make legal moves with their designated pieces. There are four sorts of type players, although the master can be considered a 5th type when making queen or king moves, that is to say, when not delegating. The sorts of type players are as follows:

 

·         The Pioneer is responsible for the movement of all eight pawns of his team. They are also responsible for selecting the promoted piece after a pawn reaches the farthest rank: queen, rook, bishop, or knight.

·         The Shooter is responsible for the movement of both bishops of his team.

·         The Rider is responsible for the movement of both knights of his team.

·         The Guardianis responsible for the movement of both rooks of his team, except during castling.

 

2.3 Player communications

Considering the nature of Battle Group Chess, it's crucial that team members cannot communicate about tactics or strategy during the game, except for delegation, abandonment, and to draw up proposals and acceptances, which are the only communication processes allowed during the game. Depending on the team formation system, team members can establish strategies and lines of play before the game begins, setting the first instructing players to remain silent throughout the game.

 

2.4 Nullified Players

Depending on the game's progression, situations can arise where some or all type players of a team become nullified due to the capture of their pieces. This should not be confused with blocked players, who are unable to be delegated tasks at a certain point in the game due to a lack of legal moves. As the number of nullified players increases, the master's role becomes more prominent, possibly leading to a situation where the only possible moves are made by the master. There are options for a nullified type player to regain responsibilities in the game. When a pioneer moves a pawn to the farthest rank following FIDE rules, they must promote it to a new queen, rook, bishop, or knight. The choice is up to the pioneer, but once the promotion is complete, the piece becomes the responsibility of the master if it's promoted to a queen, or the corresponding type player for other cases.

 

2.5 Abandonment

If any player, including the master, abandons the game, their role will be taken over by another player following this priority order:

1.      Nullified players (if any)

2.      - Shooter

3.      - Rider

4.      - Guardian

5.      - Pioneer

6.     -  Master

In these cases, the player assuming the role will continue with the same roles they had originally and maintain them until the end of the game. The game is only considered abandoned if all players from one team abandon the game.

 

2.6 Ending the Game

The objective is still to checkmate, but unlike conventional chess, the objective is to checkmate the entire opposing team, not an individual player. The game can end due to abandonment, as described earlier. Draws can occur based on the terms stated in points 5.2.1, 5.2.2, and Article 9 of the FIDE Regulations. For a draw by agreement, the master of one team must propose it, it must be endorsed by their fellow type players, and accepted by all players on the opposing team, provided both teams have made at least one move. In other words, unanimous agreement is required for a draw by agreement.

 

2.7 Time Control

Similar to conventional chess, games played with a chess clock will have a predetermined time for each team. The time for the black team starts to count down from the moment the white team makes their first move. The time used by the master in selecting the type player and making a delegation counts the same as the time from delegation to the execution of the move by the type player. Similarly, if the master chooses to move the queen or king directly, the time will be deducted from the corresponding team's clock. Following the philosophy of conventional chess rules, at the start of the game, the time used by the white team for delegation and the first move will not be deducted from their clock. An additional time increment per move can be pre-established. The game ends by time when one team's clock runs out.

 

3.- TEAM FORMATION

 

The game can be played both in-person and online, within specialized platforms. Teams can be formed based on various criteria:

a)      By free association. Teams will be formed among players who know each other beforehand. Preferably, they will be type players with a similar level of play, with a significantly superior master who can provide added value to the group as a whole, acting as a leader, guide, or teacher. Creating teams under this system is considered to have numerous advantages: teams will have a long-term horizon, allowing them to develop joint preparation of games; they will have mutual knowledge that wouldn't be possible otherwise, and they will share a sense of team belonging that will encourage them to give their best individually.

b)      By player rankings. The platform will prioritize players with higher scores in the reference ranking to assume the master role.

c)      By order of application. The platform will automatically form teams based on received participation requests.

d)     5-game matches. In each of the games, a different player will take on the role of the master. The same applies to the roles of type players.

 

4.- RANKINGS

 

Online gaming platforms, clubs, or organizations offering their users the chance to play the Battle Group Chess family of variants or organizing tournaments for this variant will develop their own scoring and ranking system for player order. In any case, for the creation of a ranking with scores from a specific group of players, it is understood that the responsibility assumed by the master should be rewarded or penalized more than that assumed by type players in cases of victory or defeat, respectively. In addition to player rankings, team rankings can be established for those who have a long-term presence.

 

5.- TRAINING TOOL

 

Currently, chess players have a wide range of resources at their disposal to enhance their chess education. On one of the most well-known specialized platforms alone, we can find educational plans for all levels, daily problems, analysis engines with multiple aids, educational videos, and much more. Battle Group Chess emerges as a new and powerful educational tool. The chess teacher will be able to induce, propose, or suggest lines of play during the course of the game. Using an algebraic metaphor, their moves will be like partially solved equations, directed at the type player, who will need to attempt to identify the unknown  factor. Regarding the intense mental process that unfolds during a conventional chess game, Battle Group Chess can elevate this to several levels as players have to interpret and integrate their teammates' moves within the same team, similar to the delegation performed by the master. This added intellectual effort will contribute to the evolution of players, especially if pairings and team formations are configured appropriately.

 

6.- EVOLUTION AND DERIVED VARIANTS

 

Taking the central ideas of team-based gameplay with players of a specific type assigned the movement of the pieces, and a master who activates them through delegation, other versions can be created that will be part of the group of games or variants discussed in this essay. Building upon the previously presented Battle Group Chess framework, the following derived variants are included, which modify the number of players and introduce certain elements that give them unique characteristics:

 

6.1 Battle Group Chess 4 (4 players / alternate master)

In this version, teams are created similarly to Battle Group Chess but without a designated player to perform the master's functions. That is, there are four type players who will distribute the master's duties as follows:

a) Start of the game. Once the type players are distributed among the four members of each team, a draw determines which of the four will perform the first delegated task, in other words, who will be the first to act as the master. The task should be delegated to either the pioneer or the rider as no other legal movement options are available.

b) Black's turn. After determining the first master, they delegate to the pioneer or the rider who makes the first move for the black team.

c) 2nd White's turn. At this point, the player who made the previous move for the white team must act as the master and has three options: the player can move the king or queen (if space allows), delegate to any type player to make the next move, or could maintain delegation with the current player of a specific type they have assigned at that moment.

d) 2nd Black's turn. The same process as in point c is followed, but for the black team.

This game continues in the manner described in points c and d until the end. This variant significantly alters the main variant as the role of leadership held by the master becomes shared. Otherwise, the essence of Battle Group Chess remains intact, levelling the participation of all players in the delegation process.

 

6.2 Battle Group Chess 3 (2 double-type players / master)

In Battle Group Chess 3, aside from the master, there are only two double-type players instead of four type players. One player holds the dual roles of shooter and guardian, while the other has rider and pioneer roles. In this variant, when the master delegates, he/she specifies the exact role that the designated player must assume. For instance, the master can delegate to the pioneer but not to the 2nd player who has both pioneer and rider roles. Battle Group Chess 3 facilitates games with smaller groups and provides more action for double-type players.

 

6.3 Battle Group Chess 2 (2 players / alternate master)

Battle Group Chess 2 functions as a combination of the two previous variants. Two double-type players participate in each team, as in Battle Group Chess 3, and they alternate the master's functions similarly to Battle Group Chess 4.

 

6.4 Battle Group Chess 6 (5 specific-player type/ master)

A new type player is introduced. The game proceeds as in Battle Group Chess, but an additional player, called the "doncella," maiden[PFA31] [MOU32]  is added. The "doncella" is responsible for moving the queen. This variant takes the core concept of the original model a step further, at the cost of depriving the master of the most powerful piece in the game.

 

6.5 Raise the Hand (Hand-up)

Raising the hand is not a distinct variant but an additional option that can be incorporated or not into any of the variants discussed in this essay. In online gaming platforms, if set up, a button can be included for type players to signal their readiness for the next move during the time interval between the opposing team's last move and the master's delegation for the team's turn. Once the button is activated, the player who pressed it must make a move. If a team is in check  from the opponent, this option can only be executed if the player pressing the button has the capability to undo the check by making moves with the pieces they are responsible for. Otherwise, the button remains inactive. This option can be configured based on player preference, with limited or indefinite use, meaning each player of a specific type can have the option to raise the hand once per game, a certain number of times, or indefinitely.

6.6 Evolution

With the elements defined in Battle Group Chess and the previous variants, different levels of protagonism shift between the master and type players, and the participation of teams with variable numbers is made more flexible. Each variant has its own unique traits and offers a distinct shared experience. Asymmetrical variables can be tested, with teams configured differently from their opponents. For example, one team could play under the rules of Battle Group Chess while the other follows the mechanics of Battle Group Chess 2. It's even possible for an individual player to compete against a team that follows any of the variants. The possibilities for the evolution of Battle Group Chess are numerous, and time will determine which variations gain greater acceptance among players.

 

7.- INTELLECTUAL PROPERTY

 

The Battle Group Chess, the variations and possibilities mentioned in point 6, and all those variations that may be created in the future using the distinctive elements outlined in this essay, will be protected by the intellectual property rights of the author of this essay. Online gaming platforms, clubs, and organizations intending to implement it will require authorization from the rights holder.

8.- GENERAL CONSIDERATIONS AND CONCLUSIONS

 

Battle Group Chess preserves the beauty of chess while introducing new components that radically modify it. It is designed as a team game, with specialized players, where trust among team members is crucial.

Players no longer just create a strategy and try to anticipate the opponent's intentions. In Battle Group Chess, a multiple reading is required—of both the opponent and each of our teammates. The player of type might seem to have a secondary and less appealing role, but whenever the master delegates a turn to them, they must consider what is expected, among the various available options: offensive or defensive actions, exploring different lines, continuing a teammate's move, capturing, protecting, creating openings, etc. They often have to choose which assigned piece to move. Many times, they will need to decipher the leader's idea, sometimes following it and sometimes taking a different path, thus shaping the game differently. A skilled player of type must be ready to sacrifice their pieces for the team when it's the best option, disregarding personal gains and focusing on the shared objective. Even when not given the instruction (the responsibility of making) to make a move, the type player needs to maintain an active mindset to be aware of the lines of play being deployed on the board by both the master, their teammates, and the opposing team.

The master, on the other hand, must adapt their ideas to the unexpected moves made by his type players during the game. They are obliged to explore and assess the developing ideas their teammates are formulating, continuing with the ones they find suitable, correcting if necessary, or minimizing the damage suffered.

In conclusion, Battle Group Chess perfectly embodies the principles that should be present in any chess variant: enjoyment, playability, novelty, etc. It maintains the same level of depth as classic chess while incorporating the previously mentioned innovative components. It remains a fair game where each team has equal opportunities to win.

It's noteworthy that despite chess and its main predecessors, Chaturanga and Xiangqi, being games with various figures possessing specific movement abilities, there are no recorded team-based variants that individualize the actions of these figures. According to D. B. Pritchard's "The Classified Encyclopedia of Chess Variants," very few of the hundreds of registered variants in his work allow team play on a single board.

Among the few that do, they usually involve players having their individual armies, identical to those of opponents and teammates. An example is Chaturaji, also known as the Game of Four Kings. The Alternation Chess, also known as Partnership Chess, is another variant where two players per team make alternating moves independently. Another called Double Skak distributes the 32 pieces into 4 groups positioned in the corners of the board, with one player from each team responsible for the king and queen. This is the closest we have to player specialization. Otherwise, Double Skak deviates in many rules from conventional chess. Nothing similar has been found on major chess variant websites or Wikipedia.

Currently, team-based national or club chess has gained popularity. These matches provide a team competition experience but are fought through individual games. Therefore, as novel elements, Battle Group Chess fundamentally offers a team leader's presence, the delegation made by the leader to activate other players, and the specialization of type players.

When comparing Battle Group Chess to chess, the clash of two armies, this variant comes closest to representing that concept. What is chess if not the battle between two armies with specialized units, executing specific tasks under a leader's orders? In Battle Group Chess, two armies of players indeed face off, unified under a single command—the master—but whose commanders, the type players, have a degree of freedom in executing their tasks on the game board.

New technologies have transformed the realm of chess and interactions among players in many aspects. The author of this essay strongly believes that, in the current context, this new way of playing chess, with proper promotion, can attain a global presence within the chess universe, contributing an enriching and complementary dimension to conventional chess.



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