I. Introduction
In the summer of 2010, I bought the instructions for
building your own Star Trek 3D chess board
by Andrew Bartmess.
My 10-year-old daughter Emma and I proceeded to build it
from scratch (which was a lot of fun all by itself)
and then played several games.
While the booklet had great construction details,
some aspects of the rules puzzled me.
Mr. Bartmess was apparently the first person to try and reverse engineer a playable version of chess from this 1960's prop piece, and while he did a great job, there were a few remaining ambiguities.
So I thought it would be an interesting challenge to extend Mr. Bartmess' work with a clear and concise set of rules that cover the remaining ambiguities. This turned out to be more of a challenge than I thought! But with the help of several friends (who cheerfully shot down my first several attempts), I believe that I have achieved a truly consistent set of rules, based on Mr. Bartmess "Federation Standard 5.0" rules booklet.
The resulting game is eminently playable, and in my opinion
is very well "tuned".
It balances the the addition of
another dimension, with appropriate limitations,
which keeps the game from "exploding".
This is a tribute to Mr. Bartmess' original intuitions
about how such a game could work.
II. The Rules ("Federation Revised Standard 5.0", as extended & clarified)
The "flattened" diagram to the right shows a view of the board at the start of a game, looking down from above, with some main boards partially overlapping each other. Each square is uniquely identified by
The main boards are, starting from the bottom, at elevations 2, 4, and 6. The attack boards in their starting position are at elevation 3 and 7. I'll use these square notations to show specific examples of how pieces move.
The black pieces have the equivalent starting position on the high main board and attack boards, but mirrored, so that each side's Queen is, as in normal chess, on its own color.
For example, assume we have a completely empty board, with just one Rook at b5(4), meaning file b, rank 5, elevation 4. For the purpose of figuring out its movement, we call this its "start" or "starting" square. If we viewed the board "edge on" from the side, and just considered the "b" file, it would look something like this:
o o o +---+---+---+---+ (level 6) o R o o +---+---+---+---+ (level 4) o o o o +---+---+---+---+ (level 2) 8 7 6 5 4 3 2 1 (rank numbers)
Moving along the b file, the Rook could move to any of the squares marked with an "o":
Note that it cannot move "straight up" to b5(6). You must move at least one square horizontally in order to move vertically.
The square you want to move to is called the target square. Here's how you figure out if you can move there:
Example 1: you want to move from a square on level 2 to another square on level 2. Ignore levels 4 and 6 entirely.
Example 2: you want to move from level 2 to level 4. Ignore level 6 entirely.
Another way to think of it is to drip paint from above onto the path on the remaining boards. The squares the paint lands on is the path your piece must take.
This sounds complicated, but just put a couple of pieces on the board and try it out, and it will become clear.
The rules described above work (almost!) exactly as before, now including the attack boards as well. So if a piece starts on level 2 and wants to move to an attack board at level 5, then we "throw away" levels 6 and 7, and find the "highest path" along the remaining boards at levels 1 thru 5.
The exception is that, in some cases, an attack board may add one (and only one) alternate path. Here's how that works.
(Note: it does not matter whether the attack board is upright or inverted, only that it is one level above the main board in question.)
Example 1.
(This example assumes that some attack boards have been moved from their
original position.
Movement of attack boards is described later.)
+---+---+ (level 7) | +---+---+---+---+ (level 6) +---+---+ (level 5) q b | +---+---+---+---+ (level 4) N +---+---+---+---+ (level 2) 8 7 6 5 4 3 2 1 (square numbers)The black Queen at b5(4) wants to take the white Knight at b1(2).
For Path A, we "throw away" levels 5, 6, and 7, since they are above the starting and target boards. This gives us a possible path along b4(4), b3(4), b2(2), to b1(2). But the Queen is blocked by its own Bishop at b3(4), so the capture cannot happen along Path A.
But in this (rare) case, we can have a Path B, because there's an attack board (level 5) immediately above the "higher board" at level 4. So now we "throw away" levels 6 and 7, and recalculate the highest path among levels 2, 4, and 5. This gives us a path along b4(4), b3(5), b(2)5, and then down to b1(2) to take the Knight.
Example 2:
+---+---+---+---+ (level 6) p +---+---+---+---+ (level 4) R +---+---+ (level 3) | +---+---+---+---+ (level 2) 8 7 6 5 4 3 2 1 (square numbers)There's only a "Path A" in this case, after we throw away level 6. The white Rook (R) can take the black Pawn (p), which seems more-or-less intuitively obvious, via b1(3), b2(2), b3(4). Though the Rook briefly "drops" down to level 2 for one square, this is still the "highest path".
This all sounds complicated. But in practice, it becomes quite intuitive. Find the higher (of the starting or target) board(s), then throw away everything above it, or everything above an attack board immediately above it. That gives you your one or two paths. There can only be two paths maximum, no hopping on-and-off attack boards "in the middle", so to speak, unless absolutely required by the "follow the highest path" rule.
If further clarification is helpful, there are some additional examples.
Note that a Pawn promotes if it moves by itself to the appropriate rank... or if the attack board it is on moves to place the Pawn on that rank. (See the next section.)
On their turn, a player may, instead of moving a piece, move one of their attack boards. The board must be empty, or contain only one of their own pawns.
AB moves are written as QL or KL, and the target square (of the post that the AB is mounted on).
The movement rule means that an AB is always "stuck" on its starting file, it can only move forwards or back. Aside from inversions, there are only a few choices. E.g. a QL at b8(6) can move to b6(4), then to b5(6), and then either to b4(2) or b3(4). (And then from b3(4) to b1(2).)
Attack boards ignore any pieces on the main boards when they move, somewhat like a Knight. An attack board can move to a square (be attached to the post on a square) even if there is a piece on that square. Of course, you cannot move an attack board to a post that already has an attack board... although a square could have an attack board in the upright position on a post, and another attack board, inverted, "hanging" from the same post, below.
Moving an attack board that is "piloted" by a single pawn can be a faster way to advance a pawn to promotion, "over" any pieces in its way. It can also open a path to a piece that was previously blocked by squares on a main board.
Finally, a player must have at least one pawn remaining (anywhere on the entire stack of boards) in order to move an attack board. This preserves the essence of normal 2-D end game play. (For example, a lone King must move, rather than just shuttling the attack boards around. Otherwise draws become much easier than in 2-D chess.)
A board with no pieces on it is safe and cannot be captured. But its (most recent) owner can still move it.
King-side castling in particular is a good way to move a Rook into play.
Note that the only squares that exist on rank 0 are a0, b0, e0, and f0 (when the attack boards are in their original position). So a piece cannot move from (say) b0 to e0. The same goes for rank 9. The only exception is the "teleporting" king.
So this rule allows (only!) pawns on the a or f files to (also!) move inwards one or two (if 1st move) squares, or to attack diagonally inwards. Once the pawn has landed anywhere on the b thru e files, it behaves normally.
For example, assume the white Queen's level is at its starting point, mounted on the post at b1(2). The rook pawn is still at its starting square at a1(3). Assuming that b1(3) is empty, the pawn can move "sideways" to b1(3), b1(2), or c1(2). If somehow there was a black piece at b0(3) or b2(2), the pawn could capture it, since the capturing moves are also rotated 90 degrees as well.
(Personally, I prefer not to use this rule, as I think the Rook pawns are best used to "pilot" the attack boards and threaten a fast promotion, which more than makes up for their "stuckness". But it is part of the "official" rules.)
III. Thoughts on game play.
Spock and Kirk may have played looking sideways along the board, but they were, after all, just acting...
IV. Specific changes and clarifications
For the most part, the rules above are simply clarifications (I hope!) of Andrew Bartmess' "Federation Standard 5.0" (aka FS5) rules. However, I have introduced several specific rules that extend FS5 in places that were ambiguous, or may not have been fully thought through.
On the flip side, the 2-D stalemate rule (where a draw is declared if one side cannot make any legal moves) would be meaningless if AB movement was allowed in all cases.
There are several possible rules one could imagine that would limit AB movement so as to satisfy the draw and stalemate scenarios. But given the strategic entanglement of ABs and pawns, this rule seems most natural.
V. Java Program
I have written a small Java program that implements these rules. It does not play the game on its own, but rather validates moves, provides the ability to save and restore games, display a (somewhat clumsy) 2D representation of the board, and so forth.
You can download it directly as st3d.jar, and run it with Java 6 or higher as "java -jar st3d.jar". (Run it as "java -jar st3d.jar --help" to see additional command line options.) Or you can download the source from my svn repository at svn://caucuscare.com/st3d/trunk. The current version will play through the sample game accurately, but it is still considered "experimental" and not 100% complete.
VI. Acknowledgements
I would like to acknowledge several people for their assistance in putting together this set of clarifications:
VII. Sample Game
I constructed the game below by playing against myself, but attempting to play two very different strategies (personalities?) throughout. I also "bent" the direction of the game to demonstrate several key ideas:
This game starts out with the official rules, including the special rook pawn option to move sideways. At move 35, I split the game in two: how the official rules would play out, and then a separate thread for playing the game without the rook pawn option. Both illustrate interesting (and different) aspects of play. Several "saved" game positions (to load into the Java program) are available; see the links in the game record.
1. | Pd2-d4(2) | Pb7-b5(4) | ||||||
2. | Bc1-e3(2) | Open a diagonal for Q | Pb8-b6(4) | Open a file for Q | ||||
3. | Ne1-d3(4) | Q-b5(6) | ||||||
4. | Pc2-c3(2) | R-b9(7) | Black builds a powerful R/Q combo along the rank... | |||||
5. | Q-e3(4) | R-b7(6) | ||||||
6. | O-O | QL-b6(4) | ... to support its warp-speed pawn. | |||||
7. | Nb1-d2(2) | White has more subtle center control plans. | Pd7-d6(6) | |||||
8. | B-b3(4) | P-e5(6) | ||||||
9. | Pd4(2) x Pe5(6) | P x P | ||||||
10. | Q x Pe5(6) | Knock out the R/Q "cannon" | Q x Q? | B gives in too easily | ||||
11. | Nd3 x Q | B-d7(6) | ||||||
12. | R-b0(3) | QL-b5(6) inv | carrying P at a4(5) | |||||
13. | N x Bd7(6) ch | Pe8 x N | ||||||
14. | Bb3-d5(4) | R-b5(6) | ||||||
15. | B-e4(4) | Ne8-d6(4) | ||||||
16. | Pb2-b4(4) | B-e7(6) | Rather than P x P e.p. b3(4) | |||||
17. | R-e1(2) | P-c6(6) | ||||||
18. | P-b3(2) | Pa4(5) x Pb3(2) | ||||||
19. | N x Pb3(2) | W sees the clear QL path as worth the sacrifice of the B | N x Be4(4) | |||||
20. | R x Pb6(4) | "Path B" over AB at level 5, protected by Be3(2) | N-c3(4) | |||||
21. | P-c4(2) | Hoping to get the black P away from the AB, but... | P-b4(5) | ...it hops on anyway! | ||||
22. | B-d2(2) | B x Pb4(4) | ||||||
23. | B x Nc3(4) | B x B | ||||||
24. | Re1-b1(2) | B x Pa1(3) | ||||||
25. | N x Ba1(3) | QL-b3(4) inv | Threatening to promote | |||||
26. | Rb1 x Pb2(3) | Anything else is a disaster for White | R x Rb2(3) | |||||
27. | R x R | Black's QL has changed hands several times, and now belongs to White... not that it helps much. | N-c6(4) | |||||
28. | R-d2(2) | Down to infighting over the remaining precious pawns... | K-d8(6) | |||||
29. | N-c2(2) | R-e9(7) | ||||||
30. | N-d4(4)! | R-e4(4)? | Still fixated on piloting an AB, misses the pin at d7(6) | |||||
31. | N x N ch | K-c7(6) | ||||||
32. | R-d4(4) | R x R | Hoping the AB can outrun the solitary N... | |||||
33. | N x R | KL-e6(4) | ||||||
34. | P-e4(2) | KL-e4(2) | (Download game saved at this point) | |||||
35. | P-e5(6)? | Pf4(3) x Pe5(6)! | White forgot about the special rook pawn move | |||||
36. | N-f5(3) | K-b6(4) | ||||||
37. | K-e1(2) | K-c5(4) | ||||||
38. | N-e3(4) | P-e4(3) | ||||||
39. | P-e3(2)! | K-b4(4) | No easy approach; might protect AB pawn from WK? | |||||
40. | P-e1(3) | K-c3(4) | ||||||
41. | KL-e3(4) | K-d3(4) | ||||||
42. | KL-e5(6) | KL-e3(4)? | AB race! But black's promoted queen is doomed to capture. Perhaps BK should have stepped on W AB? | |||||
43. | KL-e6(4) | K x N | ||||||
44. | KL-e8(6)=Q ch | resigns | ||||||
Here's a different version of this game, without the special sideways rook-pawn move, that picks up at move 35: |
||||||||
35. | P-e5(6) | P-c5(4) | ||||||
36. | N-b5(4) ch | K-c6(6) | ||||||
37. | K-e1(2) | P protects N | K-c5(6) | Can't go to d5(6), alas | ||||
38. | P-e3(2)! | P x P | Holds the WK at bay for a while. Advancing the KL would allow WK x P. Maybe step the AB back instead? | |||||
39. | N-d6(6) | K-d4(4) | Looping around to the P | |||||
40. | KL-e3(4) | K x Pe5(6) | ||||||
41. | P-c5(6)! | K-d5(6) | ||||||
42. | KL-e5(6) | K-e5(7) | Deadly embrace: K/N/P, stops AB | |||||
43. | K-e2(2) | P-c4(4) | ||||||
44. | K x P | P-c3(2) | ||||||
45. | K-d3(2) | P-c2(2) | ||||||
46. | K x P | KL-e6(4) | In case K chases P | |||||
47. | K-c3(4) | P-d6(4) | Dangle the bait. (Download game saved at this point) | |||||
48. | P x P? | Takes it! | K x N | |||||
49. | KL-e6(4) inv | K-e6(3) | ||||||
50. | P-d7(6) | K x P d7(6) | ||||||
51. | KL-e8 P=Q ch | K-e6(5) | Fight for room or stalemate | |||||
52. | Q-b5(4) | K-d6(6) | ||||||
53. | K-c4(4) | K-e6(6) | ||||||
54. | Q-d5(6) ch | K-f6(5) | ||||||
55. | K-d5(4) | K-e7(5) | ||||||
56. | Q-e6(6) ch | K-d8(6) | Praying for W K-c6(4) stalemate | |||||
57. | Q-f7(5)! | K-e9(7) | ||||||
58. | K-d6(6) | K-d8(6) | ||||||
59. | Q-d7(6) mate |