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Frisco Del Rosario writes about chess960, women's basketball, minor league baseball, unsupported collectible card games, lettering in comic books, and Golden Age movies

Basic Knightmare Chess Endings #3: Annexation 01/25/2018

20180125_210525-1When I thought Knightmare Chess could be a successful, popular game, I imagined tournaments would be stratified like Magic: The Gathering events: superpowered Type I cards allowed in some tournaments, barred from others.

Chessplayers who wanted to rely on superior ches ability at Knightmare Chess would favor events permitting the least card value. If a tournament allowed the 10-point Knightmare Chess cards — total game-changers — the chessplayers would avoid those.

The chessplayers would want to limit the points allowed in decks, or ban cards with game-changer values.

At Knightmare Chess, the chessplayers are hoping to make better use of cards like Annexation*. Valued at just three points, Annexation is a game-changer after the chess game is reduced to its simplest form: the pawn endgame.
Without Annexation, this position is a draw. On the other hand, playing Annexation to enable 1. g6! is a win for White.
Without Annexation, it’s a draw. Annexation followed by 1. g6 plus 1. h6! is a win.

Say two players agreedto play Knightmare Chess with no card valued greater than 3. It’s the better chessplayers who take advantage of cards like Annexation.

*Card text: Move one or two of your pawns forward, two squares each.

Categories Knightmare Chess

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