When getting together to play a board game with friends or family, there are many challenges to actually starting the game. First, you need to decide what game to play, perhaps Sovereign Chess. Then you may need to set up the board and organize the pieces.
But the final decision you must make before embarking into the game itself is a simple one: Who Goes First? This may seem like a trivial decision, and for some games it is. For example, if the rules guarantee that each player gets a set number of turns, then the order of those turns may be less of an issue.
However, for some games, going first can be a huge advantage, so the process of choosing who begins the contest can have a significant impact on the result.
Two games in which this especially holds true are Go and Chess. In Go, since black always plays first, the white player receives komi (extra points) which, when added to their territory, even out black's advantage. In most competitive Go matches, the komi includes a half-point (e.g. 4 1/2 or 5 1/2 points), which has the extra benefit of avoiding a tie between the players.
In chess, however, there are no means to even out the first-player edge (in this case, white). Historically, studies have shown that in large samples of professional chess matches, white wins approximately 37% of games, while black wins about 29%, with the remaining games being drawn. Between two casual players, this
advantage may not feel as dramatic, and in large tournaments, games are usually organized so that each player plays half on each side of the board. The inherent trouble of “going first” reveals itself when two players compete against one another in an elimination type of format.
For example, in the 2012 World Chess Championship, between Viswanathan Anand of India and Boris Gelfand of Israel, a 12-game series was proposed. Each side was white for six matches, and black for six matches. After the series was tied 6-6, four "rapid games" (with less time allowed) were played. At this stage, Anand won one of the matches, with three drawn, and became World Champion. However, if those matches had left the score still tied, then a round of two "blitz games" would have been played, and if tied, repeated up to a total of five rounds.
Finally, if the players were still tied, then a single sudden-death "Armageddon game" would have been played. In this format, the white player gets 5 minutes to make all of their moves, and the black player gets 4 minutes. However, if the game ends in a draw, then black "wins" the match, and thus, the championship. [It is interesting that, unlike Go, there does not seem to be a handicap which evens the advantage between the players. Rather, the final solution is to increase white's superiority, but force him to win the game, not play for a draw.]
In taking a closer look at chess, one can see how this advantage exists. In a significant number of professional (and even casual) games, a typical opening is Pd4 or Pe4, in which white reaches out to immediately stake his claim to the middle of the board. While some more obscure openings may begin with a different move, these are often seen to be significantly weaker, and so are rarely developed. Except for a major blunder on white's part, he also has the upper hand in the course of play, and strong players can keep control of the flow long into the middle game, while the black player's priority is defensive, often playing for the draw.
Without radically changing the rules of chess, how can one get around this advantage? The answer, as the title of this post suggests, lies in a classic problem of two people who want to divide a pie between themselves as evenly as possible, without a third person to act as referee. This is often called a "divide and choose" scenario because the solution is straightforward--the first person divides the pie into two pieces, after which the second person chooses which piece they desire.
In the field of economics, we would say that this system gives the first person the "incentive" to act fairly, as he knows he will probably get the smaller of the two pieces left after his division. But of course, he could cut the pie in such a way that one part has more fruit, and the other part has more crust, thus forcing the second person to choose which inequity he prefers.
In chess, the "Pie Rule" would have the first player making a move as white. Then the second player has a choice:
- "Accept" the move, in which he takes over as white, with the move already made. Then the first player moves as black, or
- "Reject" the move, with the second player playing as black, and play proceeding normally.
So the question that needs to be asked is:
"How would the 'Pie Rule' affect traditional chess?"
From the outset, I see a few immediate ramifications.
First, I think there would be a great expansion in the variety of chess openings seen in games played among professional players. Of the twenty possible opening moves for white, they can be loosely divided into the following three categories:
Strong: Pd4, Pe4
Moderate: Pb3, Pc4, Pf4, Pg3, Nf3
Weak: Pa3, Pa4, Pb4, Pc3, Pd3, Pe3, Pf3, Pg4, Ph3, Ph4, Na3, Nc3, Nh3
The first player would have a strong disincentive to play Pd4 or Pe4, as the second player would quickly accept it and take the edge given to white with one of these moves. One of the "weak" openings would most likely lead the second player to reject it, leaving the first player in a vulnerable position as well. Thus, the strong incentive would be to play one of the "moderate" opening moves which leaves either side on about equal terms. As their popularity grows, we would see more games with a greater variety of openings which arise from these moves.
Second, players would be a bit less focused on memorizing long sequences of openings or defenses. Traditionally going into a game, the first player (white) has a detailed plan of attack, and the second player (black) usually has two strong defenses--one against Pd4, and another against Pe4. With the "Pie Rule", the first player knows the opening move by white, but does not know if he will be attacking with it, or defending against it. The second player, of course, does not know white's first move, but after seeing it, can decide whether or not it is to his advantage to take it.
Finally, there is the natural "head game" that can come up between two competitors. For example, the first player moves the white knight to c3, considered above as a "weak" opening move. His opponent has to wonder, "Is there a new opening that he sees with that move, or is he trying to trick me into accepting it?" In essence, this is the "game within a game" that establishes the parameters by which the rest of the match is played.
One reason I incorporated the "Pie Rule" into Sovereign Chess is because I wanted to resist the urge of players to develop deep lines of openings. I wanted to urge players against the same three or four strong openings (Pd4, PL4, or Pi4, for example).
What I wish for is that players are encouraged to…well…play chess. Do you accept or reject that notion?
Next time we will look at how colors change the landscape of a chess variant in Sovereign Chess.
Sincerely,
This series continues with "Sovereign Chess: Modern War as ..." >>