V. R. Parton

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V. R. Parton demonstrating 3D chess to a reporter for The Birmingham Post, 1957

Vernon Rylands Parton (1897–1974) was an English chess enthusiast and prolific chess variant inventor, his most renowned variant being Alice Chess.[1] Many of Parton's variants were inspired by the fictional characters and stories in the works of Lewis Carroll. Parton's formal education background, like Lewis Carroll's, was in mathematics.[2]

I have distinct memories of sitting on his knee and listening to these [Lewis Carroll] stories, and not a book in sight.

He had a favorite uncle, who was blind, and Vern was content to escort him around.

Vern never wanted to benefit financially from his work, but asked only for a contribution to charities for the blind.

Peter Parton[2]

Parton wrote a series of nine monographs published from 1961 to 1974 detailing his inventions. Parton died at age 77 on 31 December 1974. The same year, variant inventor Philip M. Cohen created the variant Parton Chess in his honor.

Contents

[edit] Cubic Chess

Cubic Chess gameboard

In this 6×6×6 3D variant by Parton, boards are denoted A (bottom level) through F (top level). Each side has six pieces: king (K), queen (Q), bishop (B), unicorn (U), knight (N), and rook (R); and twelve pawns.[3]

Game rules

Pieces move the same as in Raumschach, except that pawns move and capture one step forward (either orthogonally, diagonally, or triagonally), but not directly upward or downward. As in chess and Raumschach, the objective is checkmate.

  • White's starting position: KAa1, QAb1, BAc1, UAd1, NAe1, RAf1; pawns on Aa2–f2 and Ba1–f1
  • Black's starting position: KAf6, QAe6, BAd6, UAc6, NAb6, RAa6; pawns on Aa5–f5 and Ba6–f6
Variation

Parton made a variation of Cubic Chess for the same gameboard: In Compulsion Cubic Chess, capture is compulsory, there are no checks, and the object is capture of the opposing king.

[edit] Mad Threeparty Chess

Solid white.svg a b c d e f g h i j Solid white.svg
10 a10 black king b10 black king c10 black king d10 black king e10 black king f10 black king g10 black king h10 black king i10 black king j10 black king 10
9 a9 black king b9 black king c9 black king d9 black king e9 black king f9 black king g9 black king h9 black king i9 black king j9 black king 9
8 a8 black king b8 black king c8 black king d8 black king e8 black king f8 black king g8 black king h8 black king i8 black king j8 black king 8
7 a7 black king b7 black king c7 black king d7 black king e7 black king f7 black king g7 black king h7 black king i7 black king j7 black king 7
6 a6 black king b6 black king c6 black king d6 black king e6 black king f6 black king g6 black king h6 black king i6 black king j6 black king 6
5 a5 black king b5 black king c5 black king d5 black king e5 black king f5 black king g5 black king h5 black king i5 black king j5 black king 5
4 a4 black king b4 black king c4 black king d4 black king e4 black king f4 black king g4 black king h4 black king i4 black king j4 black king 4
3 a3 black king b3 black king c3 black king d3 black king e3 black king f3 black king g3 black king h3 black king i3 black king j3 black king 3
2 a2 black king b2 black king c2 black king d2 black king e2 black king f2 black king g2 black king h2 black king i2 black king j2 black king 2
1 a1 black king b1 black king c1 black king d1 black king e1 black king f1 black king g1 black king h1 black king i1 black king j1 black king 1
Solid white.svg a b c d e f g h i j Solid white.svg
Mad Threeparty Chess starts on an empty board

This variant is for three[note 1] players on a 10×10 board. Each player has a standard set of pieces in his own color, including an extra king,[note 2] but no pawns.

The Mad Hatter's tea party; illustration by Sir John Tenniel
Game rules

The board starts empty. Players take turns, in clockwise rotation around the board, placing one of their pieces on any vacant square. Kings are placed last, but must not be placed in check.

The two kings of each player are marked differently. (For example, of a player's two kings, one might be marked with a star.) Each player attacks the marked king of the opponent to his left, and the unmarked king of the opponent to his right. It is not permitted to check the opponents' other kings.

The first player to checkmate a king wins the game.

[edit] Cheshire Cat Chess

Solid white.svg a b c d e f g h i j Solid white.svg
10 a10 black rook b10 black rook c10 black knight d10 black bishop e10 black queen f10 black king g10 black bishop h10 black knight i10 black rook j10 black rook 10
9 a9 black pawn b9 black pawn c9 black pawn d9 black pawn e9 black pawn f9 black pawn g9 black pawn h9 black knight i9 black pawn j9 black pawn 9
8 a8 black king b8 black king c8 black king d8 black king e8 black king f8 black king g8 black king h8 black king i8 black king j8 black king 8
7 a7 black king b7 black king c7 black king d7 black king e7 black king f7 black king g7 black king h7 black king i7 black king j7 black king 7
6 a6 black king b6 black king c6 black king d6 black king e6 black king f6 black king g6 black king h6 black king i6 black king j6 black king 6
5 a5 black king b5 black king c5 black king d5 black king e5 black king f5 black king g5 black king h5 black king i5 black king j5 black king 5
4 a4 black king b4 black king c4 black king d4 black king e4 black king f4 black king g4 black king h4 black king i4 black king j4 black king 4
3 a3 black king b3 black king c3 black king d3 black king e3 black king f3 black king g3 black king h3 black king i3 black king j3 black king 3
2 a2 white pawn b2 white pawn c2 white pawn d2 white pawn e2 white pawn f2 white pawn g2 white pawn h2 white pawn i2 white pawn j2 white pawn 2
1 a1 white rook b1 white rook c1 white knight d1 white bishop e1 white queen f1 white king g1 white bishop h1 white knight i1 white rook j1 white rook 1
Solid white.svg a b c d e f g h i j Solid white.svg
Cheshire Cat Chess board and starting position
The mysterious Cheshire Cat appears ...
... then disappears;[note 3] illustrations by Sir John Tenniel
Game rules

In this variant, all normal chess rules apply, except: "Whenever a piece moves from its square, then that particular square must at once completely disappear out of the chessboard!"[note 4]

Parton suggests using checker pieces to mark "disappeared" squares. Once vanished, a square may not be occupied again; however, pieces may move through disappeared square(s), including giving check through them.

Since castling is impossible in Cheshire Cat Chess (pieces which normally clear a path for castling cause needed squares to "disappear"), Parton permits the kings to be moved like queens once per game, on their first move.

Variation

The game can also be played using a regular 8×8 board and set, but Parton suggests the 10×10 board with two extra rooks in the corners as "best".[4]

[edit] Tweedle Chess

Solid white.svg a b c d e f g h i j Solid white.svg
10 a10 black rook b10 black knight c10 black bishop d10 black king e10 black queen f10 black queen g10 black king h10 black bishop i10 black knight j10 black rook 10
9 a9 black pawn b9 black pawn c9 black pawn d9 black pawn e9 black pawn f9 black pawn g9 black pawn h9 black bishop i9 black pawn j9 black pawn 9
8 a8 black king b8 black king c8 black king d8 black king e8 black king f8 black king g8 black king h8 black king i8 black king j8 black king 8
7 a7 black king b7 black king c7 black king d7 black king e7 black king f7 black king g7 black king h7 black king i7 black king j7 black king 7
6 a6 black king b6 black king c6 black king d6 black king e6 black king f6 black king g6 black king h6 black king i6 black king j6 black king 6
5 a5 black king b5 black king c5 black king d5 black king e5 black king f5 black king g5 black king h5 black king i5 black king j5 black king 5
4 a4 black king b4 black king c4 black king d4 black king e4 black king f4 black king g4 black king h4 black king i4 black king j4 black king 4
3 a3 black king b3 black king c3 black king d3 black king e3 black king f3 black king g3 black king h3 black king i3 black king j3 black king 3
2 a2 white pawn b2 white pawn c2 white pawn d2 white pawn e2 white pawn f2 white pawn g2 white pawn h2 white pawn i2 white pawn j2 white pawn 2
1 a1 white rook b1 white knight c1 white bishop d1 white king e1 white queen f1 white queen g1 white king h1 white bishop i1 white knight j1 white rook 1
Solid white.svg a b c d e f g h i j Solid white.svg
Tweedle Chess board and starting position

Each player has two kings[note 5] and two queens on a 10×10 board. A player wins by checkmating either one of the opposing kings.[note 6]

Game rules

The normal chess rules apply, except that kings and rooks can only castle "short" (i.e. with kings shifting two squares toward the nearest corner), and pawns can move one or two steps at any stage.

Comments

"While his pair of Queens will provide the player's main hopes for victory, his twin monarchs King Tweedledee and King Tweedledum jointly provide his sequence of headaches!" (Parton 1961:14) Parton makes note that the only way a player can escape mate from a fork on his two kings is by capturing the checking piece.[note 7]

Boyer remarked that the variant yields "magnificent games" (Nouveaux Jeux d'Echecs Non-orthodoxes, Paris 1954) because there are two directions of attack and two points to defend.

[edit] Dodo Chess (and Racing Kings)

Solid white.svg a b c d e f g h Solid white.svg
8  black king  black king  black king  black king  black king  black king  black king  black king 8
7  black king  black king  black king  black king  black king  black king  black king  black king 7
6  black king  black king  black king  black king  black king  black king  black king  black king 6
5  black king  black king  black king  black king  black king  black king  black king  black king 5
4  black king  black king  black king  black king  black king  black king  black king  black king 4
3  black king  black king  black king  black king  black king  black king  black king  black king 3
2  white rook  white bishop  white knight  black king  black king  black knight  black bishop  black rook 2
1  white king  white bishop  white knight  black king  black king  black knight  black bishop  black king 1
Solid white.svg a b c d e f g h Solid white.svg
Dodo Chess starting position
The flightless Dodo; illustration by Sir John Tenniel

Played on a regular chessboard, this variant is a simple race game: the first player to reach a square on the last rank with his king is the winner.[note 8][note 9]

Game rules[note 10]

Checking is not permitted, neither is exposing one's own king to check. Captures are allowed, however, as in normal chess.

"By way of compensating for the first move (always an advantage in a race game) if White gets there first but Black follows on the next move the game is a draw." (Pritchard 2000:14)

Solid white.svg a b c d e f g h Solid white.svg
8 a8 black king b8 black king c8 black king d8 black king e8 black king f8 black king g8 black king h8 black king 8
7 a7 black king b7 black king c7 black king d7 black king e7 black king f7 black king g7 black king h7 black king 7
6 a6 black king b6 black king c6 black king d6 black king e6 black king f6 black king g6 black king h6 black king 6
5 a5 black king b5 black king c5 black king d5 black king e5 black king f5 black king g5 black king h5 black king 5
4 a4 black king b4 black king c4 black king d4 black king e4 black king f4 black king g4 black king h4 black king 4
3 a3 black king b3 black king c3 black king d3 black king e3 black king f3 black king g3 black king h3 black king 3
2 a2 black king b2 black rook c2 black bishop d2 black knight e2 white knight f2 white bishop g2 white rook h2 white king 2
1 a1 black queen b1 black rook c1 black bishop d1 black knight e1 white knight f1 white bishop g1 white rook h1 white queen 1
Solid white.svg a b c d e f g h Solid white.svg
Racing Kings starting position[note 11]



Variation

This game, Racing Kings, was the original Dodo Chess before being renamed.[5] The rules are the same as Dodo Chess.

Sample game

R. Betza–J. Leitel:[6][5] 1. Bd4 Be4 2. Kh3 Ka3 3. Nxc1 Rxc1 4. Be2? Nb3 5. Bh8? Ka4 6. Kg4 Ka5 7. Qh6 Rc6 8. Qe3 Rxe2 9. Qxe4! Qxh8? 10. Qxc6 Qc3 11. Qh6 Rxe1 12. Rxe1 Qxe1 13. Kf5 Qe7 14. Qe6 Qb7 15. Kg6 Nc5 16. Qf7 Ka6 17. Kh7 Ka7 18. Rg8 (18.Kg8 only draws) 1–0

Parton suggests also that play can be extended to a "double course", where a player wins by being first to go to the eighth rank and then return to the first.

[edit] Kinglet Chess

Alice picks up the White King; illustration by Sir John Tenniel
Solid white.svg a b c d e f g h Solid white.svg
8  black rook  black knight  black bishop  black queen  black king  black bishop  black knight  black rook 8
7  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn 7
6  black king  black king  black king  black king  black king  black king  black king  black king 6
5  black king  black king  black king  black king  black king  black king  black king  black king 5
4  black king  black king  black king  black king  black king  black king  black king  black king 4
3  black king  black king  black king  black king  black king  black king  black king  black king 3
2  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn 2
1  white rook  white knight  white bishop  white queen  white king  white bishop  white knight  white rook 1
Solid white.svg a b c d e f g h Solid white.svg
Kinglet Chess startup appears normal[note 12]

Also known as Imperial Fiddlesticks, there is no checking or checkmate in Kinglet Chess – kings are treated like any normal piece.[note 13] The winner is the first player to capture all the opponent's kinglets (i.e. pawns or Fiddlesticks).

Additional rules

When reaching the last rank, a kinglet promotes to a king. If a player is forced to promote his last kinglet, he is then without any kinglets so automatically loses. All pieces including kings are subject to capture. Stalemate is a draw.

Comments

"The idea contains some interesting problems in tactics. The balance between rushing to capture Fiddlesticks [pawns] quickly and fear of becoming defenceless thereby, (loss of major pieces) seems to be subtle and delicate." (Parton 1961:4)

Variations

Parton suggests two "less subtle" variations in Curiouser and Curiouser, one based on Progressive chess where players make an increasing number of moves per turn, and the other based on Marseillais chess where players move two pieces per turn, at least one of which must be a kinglet (or, the same kinglet may be moved twice).[7]

[edit] Co-Regal Chess

Solid white.svg a b c d e f g h Solid white.svg
8  black rook  black knight  black bishop  black queen  black king  black bishop  black knight  black rook 8
7  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn 7
6  black king  black king  black king  black king  black king  black king  black king  black king 6
5  black king  black king  black king  black king  black king  black king  black king  black king 5
4  black king  black king  black king  black king  black king  black king  black king  black king 4
3  black king  black king  black king  black king  black king  black king  black king  black king 3
2  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn 2
1  white rook  white knight  white bishop  white queen  white king  white bishop  white knight  white rook 1
Solid white.svg a b c d e f g h Solid white.svg
Co-Regal Chess startup appears normal
The often-displeased Queen of Hearts; illustration by Sir John Tenniel

In this variant, the queens are subject to check and checkmate the same as kings.[note 14][note 15]

Game rules

Checkmate of the opponent's king or queen wins the game. The queen moves and captures as a normal queen, but may not put itself in check. The queen may pass over attacked squares.

Amplified rules by NOST[note 16][8]

A queen, the result of a pawn promotion, is royal. A queen may check a king from a distance, but may not check a queen. Both kings and queens may castle long or short.

Comments

"It will be seen that difficulties for a 'checkmate' of the hostile Queen must chiefly arise from her great mobility which enables her to escape to safety with some degree of ease, in contrast with the King's poor slow power to move out of grave dangers. Victory in Co-regal will be in general achieved by checkmate of the enemy King. [...] A player must acquire two new habits at least. He must crush all his desires to make some brilliant Queen sacrifice. When he attacks the hostile co-regal Queen, he is obliged to give the polite word 'check' as warning!" (Parton 1970)

Sample game

Walter Whiteman–Rib Orrell: 1. e4 Nf6 2. Nc3 e5 3. Nf3 Bc5 4. Bc4 Ng4 5. 0-0 Nxf2+ 6. Rxf2 Bxf2+ 7. Kxf2 0-0 8. d3 d6 9. Ng5 Be6 10. Bxe6 fxe6+ 11. Ke1 h6 12. Nxe6+ Qh4+ 13. g3?? Qxh2 0–1 "Black threatens 14...Qg/h1 mate since a K move is illegal as it exposes the Q to check. If 14.Qg4 (only legal move for Q) Rf2 15.Ne2 (forced: Qxg7 is not mate—it's illegal!) Rxe2+ and mate in three." (Pritchard 1994:72)

[edit] March Hare Chess

The March Hare;[note 17] illustration by Sir John Tenniel
Solid white.svg a b c d e f g h Solid white.svg
8  black rook  black knight  black bishop  black queen  black king  black bishop  black knight  black rook 8
7  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn  black pawn 7
6  black king  black king  black king  black king  black king  black king  black king  black king 6
5  black king  black king  black king  black king  black king  black king  black king  black king 5
4  black king  black king  black king  black king  black king  black king  black king  black king 4
3  black king  black king  black king  black king  black king  black king  black king  black king 3
2  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn  white pawn 2
1  white rook  white knight  white bishop  white queen  white king  white bishop  white knight  white rook 1
Solid white.svg a b c d e f g h Solid white.svg
March Hare Chess startup appears normal
Game rules

For each move turn, a player make two moves: he first moves one of his own pieces, then one of his opponent's men.

If a player moves one of his pawns, then he may move any enemy piece, "including even the enemy king!" (Parton 1961:24)
If a player moves his queen, rook, bishop, or knight, then he must move an enemy pawn.
If a player moves his king, then he may move any enemy piece except the enemy king.

When a player is in check, he must get out of check immediately on his turn by moving one of his own men. (If he cannot legally do so, he loses the game.)

[edit] Chess variants

  • Checkers Chess (1950s)
  • Decimal Four-Handed Chess (1950s)
  • Idle Kings' Chess (1950s)
  • Nightrider Chess (1950s)
  • Scaci Partonici (1950s)
  • Decimal Rettah Chess (1952)
  • Double Rettah Chess (1952)
  • Rettah Chess (1952)
  • Tweedle Chess (or Twin Orthodox Chess) (1952)
  • Alice Chess (1953)
  • Kinglet Chess (or Imperial Fiddlesticks) (1953)
  • Neutral King Chess (1953)
  • No-Retreat Chess (1954), co-inventor J. Boyer
  • Black & White Chess (1955)
  • Degraded Chess (1958)
  • Complete Contramatic Chess (1961)
  • Contramatic Chess (1961)
  • Damate (1961)
  • Racing Kings (1961)
  • Dunce's Chess (1961)
  • Gryphon Chess (or Complicacious Chess) (1961)
  • Jabberwocky (1961)
  • Knightmare Chess (1961)
  • Linear Chess (1961)
  • March Hare Chess (1961)[9]
  • Royal Scaci Partonici (1961)
  • Scacia (1961)
  • Simpleton Chess (1961)
  • Twin Chess (1961)
  • Unirexal Chess (1961)
  • Chimaera Chess (1969)
  • Mock Chess (1969)
  • Ambi-Chess (1970)
  • Best Decimal Butter (1970)
  • Blot-Straight Chess (1970)
  • Butters (1970)
  • Capricorn Chess (1970)
  • Centaur Royal (1970)
  • Cheshire Cat Chess (1970)
  • Co-Regal Chess (1970)
  • Cubic Chess (1970)
  • Demigorgon Chess (1970)
  • Dodo Chess (1970)
  • Ecila (1970)
  • Gorgona Chess (1970)
  • Identific (1970)
  • Looking-Glass Chess (1970)
  • Mad Threeparty Chess (1970)
  • Meddlers' Chess (1970)
  • Semi-Queen Chess (or Half-Queen's Chess) (1970)
  • Sphinx Chess (1970)
  • Timur's Cubic Chess (1970)
  • Wyvern Chess (1970)
  • Circean (1971)
  • Dabbabante Chess (1971)
  • Decimal Oriental Chess (1971)
  • Imitante Queen Chess (1971)
  • Synchronistic Chess (1971)
  • 2000 A.D. (1972)
  • Royal Fury (1972)
  • Gorgon Chess (1973)
  • Megasaur Chess (1973)
  • Mimotaur Chess (1973)
  • Rangers Chess (1973)
  • Triscacia (1974)

[edit] Checkers variants

  • Good-for-Nothings
  • Dragon
  • Kinger, Simple Kinger, and Grand Kinger

[edit] Monographs (with section headings)

Curiouser and Curiouser, (1961), 31 pp.

  • Scacetic
  • The First Lesson in Chess
  • Dunce's Chess in Three Grades
  • Imperial Fiddlesticks
  • The Queen's Relations
  • The Dodo's Chess
  • Rettah
  • Simpletonry
  • Alician
  • The Black King's Complaint
  • Tweedledee and Tweedledum
  • Mock Turtle's Pseudomprphy
  • Damification
  • A New Pudding
  • Podospherism
  • Contramatic
  • The Rules According to the March Hare
  • Knightmares
  • Gryphon's Fancy and Fun
  • The Realm of Circum Morus
  • The Caterpillar's Idea of C.C.C.

Challenge and Delight of Chessical and Decimal, (1970), 14 pp.

Chesshire-Cat-Playeth Looking-Glass Chessys, (1970), 27 pp.

  • The Queen of Hearts' Chess
  • Capricorn Chess
  • The Black King's Complaint
  • The Rules According to the March Hare
  • Identific
  • Synchronistic Chess
  • Jabberwocky Chess
  • Dodo Chess
  • The Chesshire Cat's Grin
  • Scaci Partonici
  • A Chess Reflection
  • Demigorgons
  • The Mad Tea Party
  • Knightmares
  • Scaci Partonici

Chessical Cubism or Chess in Space, (1971), 16 pp.

  • Cubic Chess
  • Tamerlane Variation of Cubic Chess
  • Sphinxian Chess
  • The Compulsion Sphinx Chess Variations
  • Ecila Chess

100 Squares for Chess + Damante, (1972), 16 pp.

  • Capablancan Chess
  • Decimal Falcon-Hunter (Schulz Chess)
  • Half-Queen's Chess
  • Decimal Oriental Chess
  • Decimal Imitante Q Chess
  • Centaur Royal
  • Damate Game
  • Damatic Chess
  • Decimal Duffer's Chess
  • Wyvern Chess
  • Dabbabante Chess
  • Decimal Butter
  • Decimal Obstacles Chess
  • Chimaera
  • Gorgona
  • Circean
  • Ambi-Chess
  • Decimal Scaci Partonici

My Game for 2000 A.D. and After, (1972), 12 pp.

Enduring Spirit of Dasapada, (1973), 19 pp.

  • Dasapada

Idea for a Personal Game, (1973), 12 pp.

  • The Basis of Pawn Partonici
  • The Idea of Scaci Partonici

Chessery for Duffer and Master, (1974), 23 pp.

  • Chessery for Duffer and Master
  • The Game of Rettah Chess
  • Semi-Queen Chess
  • The Diversion of Zerta
  • Meddlers Chess Game
  • The Alice Chess Game
  • The Idea of Gryphon Chess
  • Royal Fury

[edit] Notes

  1. ^ "What are you three doing?" asked Alice. "We're going to have a Mad Three party" explained the Mad Hatter. Alice thought he must have meant "tea party". "Can I join you please in this party?" she asked politely, and with much curiosity over this painting with jam. "No, you can't" said the March Hare rather impolitely. "If you join, then it would be a Four party instead." Parton (1970)
  2. ^ "Each player has two Kings!" replied the Hatter very crossly at Alice's ignorance in this matter. "It is home-made plain cake commonsense. One of your opponents attacks one of your kings and the other attacks the other. That is quite easy to understand. If you had only a single king it would get too complicated when both of your opponents attacked the same king." He added with a glare of annoyance at Alice's obvious doubt about that point. "If they had only one teapot they would have to halve it, and what use is half a teapot? You seem as stupid as the Dormouse!" Parton (1970)
  3. ^ "... she looked up, and there was the Cat again, sitting on a branch of a tree. 'Did you say pig, or fig?' said the Cat. 'I said pig,' replied Alice; 'and I wish you wouldn't keep appearing and vanishing so suddenly: you make one quite giddy.' 'All right,' said the Cat; and this time it vanished quite slowly, beginning with the end of the tail, and ending with the grin, which remained some time after the rest of it had gone." Alice's Adventures in Wonderland, (Chapter 6) "Pig and Pepper"
  4. ^ "In a real Alician Tale, I would obviously invite the Carpenter with the Walrus to help him if needed, to saw such a square out of a wooden chessboard." Parton (1970)
  5. ^ "When first Alice had met Dee and Dum, these two little fat men looked exactly like a couple of great schoolboys. On this occasion, however, each of them had on his head, not a school cap but an oversized king's crown! (From the 'Alice' unwritten.)" Parton (1961), p. 13
  6. ^ "... the two Tweedle kings in the same force are exactly the same in status and in dignity; and equally have the same vital role to play during the conflict between the two colours. The checkmate of one of this player's Tweedles is at once destruction for its fellow Tweedle, as they share jointly the victory or disaster resulting from the struggle." Parton (1974), p. 9
  7. ^ "... a player may have to face the terrible menace where check is made simultaneously on both of his monarchs by a single enemy. If he is to save his game, then this player so doubly checked must obliterate the check against each Tweedle; in which terrible situation the only saving defence is to capture that foe checking, if such escaping move happily exists." Parton (1974), p. 9
  8. ^ "The peculiarity of Dodo Chess is that the purpose of play is a sort of racing competition between the Kings (such an idea was naturally expected of the Dodo)." Parton (1970)
  9. ^ "'What I was going to say,' said the Dodo in an offended tone, 'was, that the best thing to get us dry would be a Caucus-race.' 'What is a Caucus-race?' said Alice; not that she wanted much to know, but the Dodo had paused as if it thought that somebody ought to speak, and no one else seemed inclined to say anything. 'Why,' said the Dodo, 'the best way to explain it is to do it.'" Alice's Adventures in Wonderland, (Chapter 3) "A Caucus-Race and a Long Tale"
  10. ^ "That quite extinct bird was on this occasion explaining to the White and Red Kings how they ought to play chess according to its rules. The Dodo earnestly and with many tears begged Alice to write down these special rules in his memorandum book, in order that the game of Dodo Chess, quite unlike the poor bird itself should never, never, never at all become extinct." Parton (1970)
  11. ^ "The starting position and the fact that there are no pawns marks it further as a game out of the ordinary. [...] it is one of the more inspired creations of Vernon Parton, a prolific inventor of odd games." Pritchard (2000), p. 14
  12. ^ Or, Parton suggests the players' back row of pieces may be randomized for an equally playable startup. Pritchard (1994), p. 159
  13. ^ "Kings retain their ordinary move, of course, but they are now humiliated as it were, by being treated on the same level as the rest of the chessmen. In this game a King can suffer the indignity of being captured and lifted off the board and dropped into the chessbox, just as the White King was unceremoniously lifted up by Alice in her story." Parton (1961), p. 4
  14. ^ "The essential feature of this Alician theme is that, as a co-regal piece, a Queen will now become fully subject to all rules relating to check and checkmate exactly as is her King. No longer will her Majesty the Queen suffer that indignity of being roughly captured by some inferior enemy piece, and then thrown most ungracefully for any lady, into the chessbox like a common Bishop!" Parton (1970)
  15. ^ "An early blow struck on behalf of sexual equality." Pritchard (1994), p. 72
  16. ^ kNights Of the Square Table, a (now defunct) correspondence game club formed in 1960 by Bob Lauzon and Jim France, enjoyed several hundred active members (Pritchard 1994:210).
  17. ^ "Two days wrong!" sighed the Hatter about his watch. "I told you butter wouldn't suit the works," he added, looking angrily at the March Hare. "It was the best butter," the March Hare meekly replied. "Yes, but some crumbs must have got in as well," the Hatter grumbled, "you shouldn't have put it in with the bread-knife." The March Hare took the watch and looked at it gloomily; then he dipped it in his cup of tea and looked at it again, but he could think of nothing better to say than his first remark "It was the best butter." Parton (1961), p. 24 (paraphrased Alice's Adventures in Wonderland, (Chapter 7) "A Mad Tea-Party")

[edit] Citations

  1. ^ Pritchard (1994), p. 3
  2. ^ a b Parton, Peter (Winter 2001). "Reflections on Vernon Rylands Parton". Abstract Games (Carpe Diem Publishing) (8): 9. ISSN 1492-0492. 
  3. ^ Pritchard (1994), p. 77
  4. ^ Parton (1970)
  5. ^ a b Pritchard (1994), p. 247
  6. ^ Pritchard (2000), p. 15
  7. ^ Pritchard (1994), p. 159
  8. ^ Pritchard (1994), p. 72
  9. ^ Pritchard, D. B. (2007). The Classified Encyclopedia of Chess Variants. John Beasley. p. 62. ISBN 978-0-9555168-0-1. 

[edit] References

  • Pritchard, D. B. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN 0-9524142-0-1. 
  • Pritchard, D. B. (2000). Popular Chess Variants. B.T. Batsford Ltd, London. ISBN 0-7134-8578-7. 
  • Parton, V. R. (1961). Curiouser and Curiouser. 
  • Parton, V. R. (1970). Chesshire-Cat-Playeth Looking-Glass Chessys. 
  • Parton, V. R. (1974). Chessery for Duffer and Master. 

[edit] External links

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