Magicpawns Chess
introducing the flighty magic pawn

In Magicpawns Chess any
piece can change place with a friendly pawn. If a piece can move to a square
occupied by a friendly pawn, then the piece and the pawn can change place. There
is one restriction: pieces on the first rank are not allowed to change place
with a pawn because then the pawn would end up on the first rank. Otherwise
regular rules apply.
Endgames can be quite exciting because of the
many tactical possibilities and also because pawns can advance very fast due to
the change-place move. In the middlegame the pawns tend to become more active.
The pieces are now less constrained by the friendly pawns. Weak pawn chains can
be easily repaired.
There is also a variant where the setup is
different. The pawns are placed on the third rank and the light pieces on the
second rank. It is possible since the pawns can change place and acquire good
positions, and the pieces aren't restricted by the pawns. Magicpawns Chess was
invented by undersigned, July 2006.
Examples
White has just played 1.a5 and the
position looks clearly advantageous to White, but Black can simply play 1...Rc3;
Pd3 (change place; see next image.)
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Black wins because when White captures the black
rook, then black's pawn will promote. The endgames in Magicpawns Chess are
tricky.
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In this position you would expect the knight on c6
to be pinned. But it can go to e5 and change place with the pawn. As this
constitutes one move the knight has a way of escaping the pin. This special case
is important to remember. See next position.
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Position after 1...Ne5; Pc6 (change
place).
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You
can download my free Magicpawns Chess program
here, (updated
2006-07-25) but you must own the software
Zillions of Games to be able to
run it.
You can also play
Magicpawns Chess by e-mail, against a human opponent,
here.
Don't miss my other
chess variants. |
© M.
Winther 2006
