RULES OF TRICHESS

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The chess-men are placed on the TRICHESS board in the same way as in traditional chess, except that each of the three kings are placed on the red square on the right of the queens. The three players are placing in an attacking position.
 
The movement rules are the same as in classical chess. But in TRICHESS their mobility can be blocked by obstacles = triangles, circles and crosses. These obstacles are situated at the intersection of the three colors on the board. Their ability to move around the obstacles must follow the curve on the different boards.

White, Red and Black are the colors of the chess-men and their respective territories. The turn is played counter clock-wise. Order of play is White, then Red, then Black.

The game ends at the first checkmate or the first stalemate or checkfate or checkfate-mate.
 
Therefore there are always three players in a game of TRICHESS.
 
New horizons offer new perspectives. This is why was invented the concept of checkfate for TRICHESS.
 
Checkfate is a crossed check. The player who holds simultanously the other two in check wins. This double check has the value of a checkmate.
There is a check-and-stalemate in 2 cases : when you checkmate simultanously the two other players and when you checkmate one player and check the other one in the same time.

There is a stalemate when the pieces of 2 players are necessary to checkmate the third one.

There is a checkmate only when one player pieces are sufficient to obtain the checkmate. No piece of the third player has to be necessary to obtain it.

RULES OF NON-AGRESSION IN TRICHESS

Rules of non-agression is based on the value of the chess-men and the principle is that you are not allowed to take any chess-man on the territory of the player who stands 3 points late except if the attack is directed against the king.

More precisely, a player who has lost 3 points or more will not be able, on his territory, to have one of his chess-men be taken by a player who is 3 or more points ahead of him except if the attack puts him in a check position.

Example :

White has lost 2 points, Red 4 points and Black 5 points.

There is 1 point difference between Red and Black : Red and Black can capture each other, freely, with no restriction.

There are 2 points difference between White and Red : White and Red can also capture freely with no restriction.

There are 3 points difference between White and Black : Black must obey the rule of non-agression versus White ; Black can capture White, but White cannot take any Black chess-man on Black territory, except if the attack puts the Black king in a check position.

THE SCORE SHEET

This score-sheet gives you the possibility to visualize instantly the difference in terms of points which separate the three players. On the same score-sheet the players add the value of the lost chess-men in the squares corresponding to their own color.

THE 6 CARDS

There are 2 cards per color. Cards are turning up when the players have the benefit of the non agression rule.
Example : White has 3 or more points less than Red : White has the benefit of a territorial semi-immunity and turns up a red card to point it out.

Value of the chess-men

The pawn is worth 1 point – i.e., 8 pawns

The bishop is worth 3 points – i.e., 2 bishops

The knight is worth 3 points – i.e., 2 knights

The rook is worth 5 points – i.e., 2 rooks

The queen is worth 9 points – i.e., 1 queen

Total

=   8 points

=   6 points

=   6 points

= 10 points

=   9 points

= 39 points

THE COORDINATES OF THE TRICHESS BOARDS

The coordinates are given for each camp through the standard reference of two dimensions (from A to H and from 1 to 4). The territorial distinction, placed in front of the classical coordinates, is indicated by a third element identifying the color of the camp.

The third reference is simply a number to which a color has been associated. White is identified by 1, Red by 2 and Black by 3. For example, the initial positioning of the white queen has the following coordinates : 1-d1 ; the red queen 2-d1 ; and the black queen 3-d1.

The territorial distinctions can be made also by the Initial of the color. For English-speaking people, White will be identified by W, Red by R and Black by B. For example, the initial positioning of the white queen has the following coordinates : W-d1 ; the red queen R-d1 ; and the black queen B-d1.

THE CENTRAL OBSTACLES OF THE THREE SETS

The central obstacles of the chess sets cannot be overcome. On the hexagonal chess set and on the prolapsus chess set, you can not overcome the obstacles, but you can bypass them. On the pax chess set, the obstacle can not be overcome or bypassed except by the kings and the pawns changed into queens.

Three boards give you in this case three levels of obstacles for TRICHESS.

First level of obstacle : a central circle on the prolapsus chess board of the circular chess sets.

Second level of obstacle : a central triangle on the hexagonal chess board of the triangular chess sets.

Third level of obstacle : a central cross on the pax chess board of the cross-shaped crucial chess sets.
This last level offers funny matchs but the equality of wining chance is not real.

 

Rules’examples for...

 

...Circular chess

...Cross-formed chess


...Triangular chess