Chess Equalizer
Chess Equalizer Rulebook
Table of Contents
Table of Contents
The Die
The Chess Equalizer (CE) is a 10-sided die with each face imprinted with the playing piece that you must move after the die has been rolled. King, Queen, Rook, Bishop, and Knight are each on one face of the die, while four of the faces are Pawns. The tenth side is marked with the infinity symbol (of math), meaning regular chess rules apply.
NORMAL GAME
Each move is determined by a roll of the die. If an illegal move is rolled, the die is rolled a second time to generate an alternate move. If the alternate is also illegal, then, that player has the same options for the infinity symbol; to move any piece, which is a legal move.
Whenever a player has only 3 pieces or less that player no longer rolls the Chess=izer™ ), and regular chess rules apply.
[Source note: in the captured page text the parenthetical after "Chess=izer™" has no closing reference, apparently because an abbreviation was lost in the capture. It is transcribed as printed; it reads as the "(CE)" abbreviation for the die.]
TIE BREAKER GAME
A tournament tie may be broken by a tournament director when the CE determines the first 5 moves of a game.
HANDICAP GAME
When a strong player engages a novice, the stronger player usually handicaps himself by removing a queen, rook, or other material. Clock handicaps are when a person sets less time on the stronger player's clock. The objective is to equalize the competition.
Now, with the Chess Equalizer (Chess=izer™), the stronger player retains all advantages; but, must move only the piece revealed by the die.
WEAKER CHOICE
When two players of unequal strength play, the weaker player rolls both dice every 3rd, 5th, etc., turn and has the option to move either of the pieces designated by the dice. The stronger player is required to move the other piece designated by the dice when it is his turn to move.
WINNERS CHOICE
When 2 players of approximate equal skill play, they will roll the dice every 3rd or 4th turn, and the player rolling the strongest piece chooses, which dice designated piece to move. The opponent is then required to move the other piece.
An illegal move means the "infinity rule" applies (see NORMAL GAME for "illegal move").
Decision order of pieces in decreasing strength are King, Queen, Rook, Bishop, Knight, and Pawn.
BACK TO BACKS
After Black finishes the 2nd or 3rd move of the game, both players roll the dice. The player who rolls the highest strength piece must then immediately move; which, can cause an additional back to back move; thus, breaking the alternation between the players. The opponent must then move the other designated piece.
CAPTURE ROLL
Players only roll the dice when a capture is made. Only the player capturing will roll a die, to designate the next piece to move; and rolls after the opponent moves.
CAPTURE FORECAST
Same rules as Capture Roll, except the roll is before the opponent move.
FORECAST SPECIFIC
Same as Capture Forecast; but, must pick the exact piece to move, by placing the die in the same square of that piece (assuming the board is large enough) too assure that piece is moved.
OPTIONS
The dice are not used until a capture is possible. If the capture is refused, then, the CE is rolled to determine the piece to be moved.