(Q) (4, 1) => (-2, -5)
Chess on an Infinite Plane (PixelByPixel - captaintugwash)

Yes, this is going to be good. Both players already have one win (1 for 1). One will emerge with a blemished record - the other as undefeated.
1.Q(4,1)-(-2,-5)...


Oh sorry I hadn't noticed this thread. Thanks for modding again Vickalan.
Well since we've started we might as well play through my forthcoming house move. I shouldn't be offline for more than a week, if it's going to be longer than that I'll probably get a dongle. I'll let you know when I'm actually moving, it'll be in a week or two.

It looks suspiciously like Sicilian to me...

This is a personal opinion, but I'd prefer there to be no 0th rank and file, with it going straight to -1. It would make coordinates more natural, like we're playing on a graph.

Also a little red bracket in the other three classic corners would be nice. That's probably just my OCD though, I like symmetry.
The starting position is perfect though, I think.

This is a personal opinion, but I'd prefer there to be no 0th rank and file, with it going straight to -1. It would make coordinates more natural, like we're playing on a graph.
...
Also a little red bracket in the other three classic corners would be nice. That's probably just my OCD though, I like symmetry.
The starting position is perfect though, I think.
Thanks for the suggestions - I'm always interested to hear other player's ideas.
The idea of removing "0" from the coordinate system is not bad (many other things in life are labeled without using zero). But I've felt that in this game it's important because this variant could be of interest to math-types, who use the normal labeling system for cartesian coordinates. For anyone who uses math to study moves (games, chess problems, etc.), normal math will only work if there is a zero-file and a zero rank.
For example if a rook moves 10 squares to the right from the 3rd file, it would finish on the 13th file [3 + 10 = 13]. Similarly (diagram below) if a rook moves 10 squares to the right from the "-1" file, it would finish on file "9" [(-1)+(10)=(9)]. When crossing from negative to positive, the math only works if there is a "0" file.
Another consequence is that when a rook moves an even number of squares, it always end up on the same color square (and odd moves cause a color change). But this rule is broken if there was not a "0" file. (There's also other patterns such as this for bishop's moves).
About adding a color bracket at the four corners of the traditional "8x8" board, I really like that idea. I might add that in this game (soon) as a "trial case". I think it's a good idea - and maybe can be a new "aid" that is used on all board diagrams. Thanks for your (and anyone's) suggestions.
This thread is a game of "Chess on an Infinite Plane" between PixelByPixel and captaintugwash.
Rules:
The Pieces:
Black and White each have the following pieces (quantity and name):
1 king
1 queen
2 chancellors
2 rooks
2 bishops
2 knights
2 guards
2 hawks
24 pawns
All pieces move as in classical chess, with the "extra" three pieces moving as follows:
Chancellor (C) - Moves and captures as rook + knight.
Hawk (H) - Leaps exactly 2 or 3 squares in any orthogonal or diagonal direction. The leaping move means it can jump over other pieces.
Guard (G) - Moves and captures the same as a king but is not affected by check.
Pawns play the same and promote at the same rank as in classical chess. White pawns promote at rank 8, and black pawns promote at rank 1. Pawns can promote to chancellor, hawk, or guard in addition to queen, rook, bishop, or knight. Pawns may capture and be captured en passant with the same rules as in classical chess.
Board Setup:

A red bracket indicates the a1 (1,1) square.
There is no castling.
There is no fifty-move rule. Draws can only occur from stalemate, threefold repetition, agreement, or a proven case of insufficient material to force checkmate.
All other rules are the same as in classical chess.
Move Notation:
Numeric coordinates are used to identify piece locations as (file#, rank#). Parenthesis are used around each coordinate. Three examples of a move notation:
1) A rook moving from (8,4) to (1,4):
R(8,4)-(1,4) or R(1,4)
2) A rook moving from (1,4) and capturing a piece on (0,4):
R(1,4)x(0,4) or Rx(0,4)
3) A pawn advancing from (-1,7) to (-1,6):
(-1,7)-(-1,6) or (-1,6)
PixelByPixel plays White. Good luck to both players!