Sovereign Chess: Modern War as Modern Art

I have always loved chess--the quintessential game of strategy between two players, involving intellect, vision, strategy and sacrifice, with the backdrop of war as a prevailing theme. It is a game of "perfect information", as nothing is hidden on the board, and where luck has no place. It is a game which transcends culture, language, age, income and gender, and where both players begin on equal terms.
However, visually, the game can seem a bit stark, usually played between two sides that are classically black and white. While the pieces are easily contrasted for the purposes of gameplay, the standard pieces and board (usually of black and white squares) can seem a bit tired.
Knowing this, inventors throughout history have jazzed up the board, with unusual shapes for the pieces, or ornate designs or figures. More recently, sets have had "themes" (Jedi vs. Sith, Giants vs. Dodgers, Union vs. Confederate, e.g.), and even the basic chess board can be populated with armies of different colors, so that a game pits blue vs. red, green vs. purple, or pink vs. yellow.
However, beyond wanting the board to "look" more colorful, I also wanted a new layer of complexity to the classic game. Chess is a game of A vs. B, two armies and two armies alone, locked in battle. For centuries, this was the typical look of conflict. Yet, as a child of the Cold War, I grew up in a world of two "superpowers" (U.S. vs. USSR) who rarely met in direct confrontation, but rather through other venues: Vietnam, Korea, Eastern Europe, Cuba, and so on. Our conflicts are no longer as simple as two kingdoms, directly facing off, preparing a charge.
In many of these more modern cases, battles have been fought by proxies of the two superpowers, rather than the countries themselves. Even nations that served one side may switch allegiances years later. Moral or ethical judgments aside, this is the new face of conflict that we see today.
So, in creating a chess variant that modeled today's reality of war, I wanted to introduce armies of different colors which represented "neutrals" that could be controlled by either player during the game. After looking at board sizes and how to position pieces, I settled on a 16x16 board that included pieces of ten different colors, besides the traditional black and white pieces that each player began with.
As far as gameplay, the trick was how to effectively incorporate these "armies of color" into the game in an interesting manner.
The key, I realized, was how to establish control of these pieces, and with this in mind, I created "squares of color" in central locations on the board.
In doing so, I wanted to follow some basic principles:
- I wanted to make each color equally accessible to either player. So, I had to create two squares of each color, and place them in symmetrical locations on the board.
- Since each player could try to control the same color, I decided that when one square of a certain color was occupied, the other could not be. Therefore, only one player could control a color at a single time.
- To try to gain control of a color used by your opponent, you could either capture the piece he had on that square, or influence him to move his piece off, and try to occupy the other square.
- A player could control multiple colors by occupying multiple squares, or by controlling a "chain" of colors. For example, if a player was on the red square (thus controlling the red pieces), and then moved a red piece onto a blue square, then he would control both red and blue. However, if the opponent captured the piece on the red square, then the opponent would also control red and blue.
- As an added incentive when a player occupied a square of color, I instituted a rule that the other square of the same color was "blocked" to the opponent. Not only could he not occupy it (Rule #2), but he could not even pass over it. I later informally dubbed this the "Switzerland Rule", in reference to Switzerland's domination over its own air space during WWII.
- Pieces that were not controlled by either player could not be captured. This prevented the wanton destruction of "innocent" pieces, and focused the strategy on the active pieces in the game.
- It became clear that the rules of control prevented a piece from being on a square of the same color. However, I wanted to add in the concept of "regime change" (to be discussed in a future post), and as a result, added two black and white squares in the middle of the board. In doing so, I had to add the rule that, "A piece can not sit on a square of its own color," so that the black and white pieces acted exactly as the other colors--a decision which had significant strategic ramifications later in the growth of the game.
There were more developments down the road, but these rules laid the groundwork for the control of colors that has become the hallmark of Sovereign Chess. In the attempt to checkmate your opponent, you can gain leverage by activating other colors during the game. Some players nurture this advantage, protect these pieces, and try to extend their influence to other colors and regions of the board. Some players control a color, use the pieces to kamikaze their opponent, destroy that army, and move on to control different colors. Some players have strategies that…well…you'll just have to see.
But most of all, when people see the game for the first time, it is appealing to them visually. When they learn what they can do with the colors, their imagination expands. And after they play a single game, they are hooked.
Next time, we'll look a bit deeper at the concept of “control” in Sovereign Chess, and the different ways to expand your influence and defeat your opponent.
Colorfully Yours,
This series will continue with a future article (link will update) >>


