OpenLLM-France/wikimedia huggingface dataset:
# Chess Variants/Losing Chess

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## Introduction

Losing Chess (also known as Antichess, Suicide Chess or Giveaway Chess) is an eccentric variant that inverses the normal rules of chess - you win by losing all of your pieces. It is one of the most popular chess variants out there.

## History

The origins of losing chess are unknown, but the earliest version of the variant was played in the 1870s. The variant began to gain popularity in the 20th century, facilitated by publications about the variant in the UK, Germany and Italy, and a new surge of popularity came when the variant was implemented on the Free Internet Chess Server (FICS) in 1996.
In 2016 the most commonly played version of losing chess was weakly solved as a win for White, beginning with 1. e3.

## Rules

There are slight variations in the rules from source to source, but this is the most common ruleset -
Losing chess is played mostly like the standard game. However, in losing chess captures are compulsory - if a player can make a capture, they must. If multiple captures are available, the capturing player may choose which capture to make.
The king in losing chess does not have royal power. Therefore a king may capture and be captured just like any other piece, there is no check or checkmate, and a pawn may promote to a king if that player wants.
A player wins by losing all of their pieces, or by being stalemated.

## Sub-variants

This chess variant does not not have any notable sub-variants.
# Chess Variants/Three-Check Chess
## Introduction

Three-Check Chess is a variant where you can win by checking your opponent three times. The gameplay it introduces allows very many tactical opportunities.

## History

It is currently unknown where three-check chess came from, but David Pritchard, author of The Encyclopedia of Chess Variants, suspects a Soviet origin, and notes that Anatoly Karpov was an "invincible player" in his youth.

## Rules

Three-check chess is played exactly like the standard game, with one key difference - if a player can make a legal move that places their opponent in check for the third time in the game, they automatically win. The move that delivers this check must be legal, so a player cannot deliver the third check whilst in check themselves.
A move is considered to give one check if the king is threatened, even if the move results in a double check.

## Sub-variants

This chess variant does not not have any notable sub-variants.
# Chess Variants/Tutti-Frutti Chess

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## Introduction

Tutti-Frutti Chess is a variant that adds the three classic knight compound pieces (chancellor, archbishop and amazon) to the 8x8 board.

## History

Tutti-frutti chess was created by chess variants creators Ralph Betza and Philip Cohen in 1978. The variant has enjoyed some popularity in tournaments, especially those hosted by the Italian Association of Chess Variants (Associazione Italiana Scacchi Eterodossi).

## Rules

Tutti-frutti chess is played mostly like the standard game, but with three new pieces added:
* The princess moves like a combination of a bishop or a knight. It may slide diagonally like a bishop or jump like a knight, but not both in one move.
* The empress moves like a combination of a rook or a knight. It may slide horizontally or vertically like a rook or jump like a knight, but not both in one move.
* The amazon moves like a combination of a queen or a knight. It may slide in any direction like a queen or jump like a knight, but not both in one move.
In the starting position, the queen's rooks are replaced by empresses, the queens by amazons, the king's bishops by queens and the king's knight by princesses.
The king may castle with the empress as he may with the queen's rook in standard chess, provided all the castling conditions are met.
Pawns may promote to the three new pieces in addition to the standard options.

## Sub-variants

This chess variant does not have any notable sub-variants.
# Chess Variants/Monster Chess

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## Introduction

Monster Chess (also known as Super King Chess) is an asymmetric variant where White is allowed to move twice per turn.

## History

It is not known where monster chess came from, but we know it is a rather recent variant.

## Rules

Monster chess is played like an asymmetrical version of the standard game, with Black possessing the standard army and White only possessing their king and four pawns.
To compensate for the severe disadvantage in material, White is allowed to move twice per turn, rather than once. White may move one piece twice, or two pieces once.
The white king is allowed to use its two moves to pass through check, provided it ends on a square not under attack.
A king is considered to be in check is the opponent could execute a legal move or pair of moves that would result in the king being captured.
Otherwise, standard chess rules apply.

## Sub-variants

This chess variant does not have any notable sub-variants.
# Chess Variants/Racing Kings

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## Introduction

Racing Kings is a variant that turns chess into a racing game, for lack of a better phrase. It is played using a standard board and standard pieces, but no pawns.

## History

This variant was invented in 1961 by prolific chess variant creator V. R. Parton. It is currently one of the variants supported on Lichess.org.

## Rules

As its name suggests, Racing Kings is a racing game - the goal is to get one's king to any square on the eighth rank. All pieces move the same as in standard chess.
It is forbidden to make a move that would place your opponent's king in check.
To compensate for White's first-move advantage, if White manages to move their king to the eighth rank, and Black does the same on the very next turn, the game ends in a draw.

## Sub-variants

* Dodo chess uses fewer pieces than Racing Kings.
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# Chess Variants/Marseillais Chess
## Introduction

Marseillais Chess is probably the most notable variant which allows players to move twice per turn.

## History

The rules of Marseilles chess were first published in 1925 in Le Soleil, a magazine published in Marseilles, France, from where the variant gets its name. The variant became quite popular in the late 1930s, with players such as Alexander Alekhine, Richard Réti, Eugene Znosko-Borovsky, and André Chéron playing it.

## Rules

As already stated, in Marsellies chess each player moves twice per turn. They may move one piece twice, or two pieces once. Castling is considered one move.
If a player gives check on the first move of their turn, their second move is skipped so that the opponent can deal with the threat. A player must move out of check on the first move of their turn, before doing anything else with their second move. It is forbidden to use the two moves to move one's king through check.
En passant captures are allowed even if the opponent moved the pawn with the first move of their turn. However, the capture must be done on the first turn of the move. If two pawns can be captured en passant, both can be captured on one's turn.

## Sub-variants

* Balanced Marseillais chess: White only makes one move on their first turn.
# Chess Variants/Progressive Chess
## Introduction

Progressive Chess is a variant developed for speedy play by a slow medium such as correspondence mail.

## History

It is not known where progressive chess came from, but as already stated it is a popular variant to play by correspondence because of the small number of moves in a typical game.

## Rules

Progressive chess is played like the standard game, with one key difference - rather than making one move per turn, the players take turns making progressively longer sequences of moves. After White makes the first move, Black makes two moves, then White makes three moves, then Black four and so on until the end of the game.
There are two main rulesets for progressive chess: the Italian rules and the Scottish rules. The two rulesets share the following rules in common:
* If a player is in check, they must escape the check with their first move. If this is not possible, they are in checkmate and they have lost.
* An en passant capture is allowed if the pawn being captured moved two squares, but no further, at some point during the last turn. The capture must be made as the first move in a sequence.
* If ten consecutive turns are played without a capture or a pawn move, the game ends in a draw unless checkmate can be forced by one of the players (This is the progressive equivalent of the fifty-move rule).
* If either player has no legal move at the start of their turn, but is not in check, the game ends in stalemate.
The Italian and Scottish rulesets differ on what happens if a player places their opponent in check as part of their turn:
* Under the Scottish rules, as soon as the check is delivered that player's turn is cut short, and the next player takes their turn.
* Under the Italian rules, only the last move of a sequence may be used to deliver check. Any check before then is forbidden.

## Sub-variants

* English progressive chess: No piece may be moved twice in one turn unless every other piece of that player on the board has also been moved.
* Progressive take-all: A combination of progressive chess and losing chess (see that variant's page for more information).
* Logical progressive chess: There is no castling, pawn double-step or en passant captures.
# Chess Variants/Los Alamos Chess
## Introduction

Los Alamos Chess (also known as anti-clerical chess) is a small chess variant played on a 6 by 6 board. It was the first chess-like game played by a computer program.

## History

Los Alamos chess was created in 1956 by researches at the Los Alamos National Laboratory in Santa Fe, New Mexico, in order to test the computing power of the MANIAC I computer, built in 1952. The MANIAC I lacked the computing power to play a full orthodox game, so the team had to create a smaller version of the game to accomodate it.
During a series of trials, the MANIAC I played three games. The first game it played against itself. The second game it played against a strong human player, who defeated it despite playing without a queen. The third game saw it defeat a novice human player, marking the first time a computer defeated a human in a chess-like game.

## Rules

Los Alamos chess is played on a 6 by 6 board, with each player controlling a full FIDE army sans both bishops and two pawns. The rules are mostly the same as the standard game with the following differences:
* A pawn may not be promoted to a bishop.
* Pawns do not have their initial two-step move, and as such there is no en passant.
* There is no castling.

## Sub-variants

This chess variant does not not have any notable sub-variants.

## Example Game

Event: Third Trial Game
Site: Los Alamos National Laboratory, New Mexico, United States
Date: Unknown
Round: 3
White: MANIAC I
Black: Beginner Player
1.d3 b4 2.Nf3 d4 3.b3 e4 4.Ne1 a4 5.bxa4 Nxa4 6.Kd2 Nc3 7.Nxc3 bxc3+ 8.Kd1 f4 9.a3 Rb6 10.a4 Ra6 11.a5 Kd5 12.Qa3 Qb5 13.Qa2+ Ke5 14.Rb1 Rxa5 15.Rxb5 Rxa2 16.Rb1 Ra5 17.f3 Ra4 18.fxe4 c4 19.Nf3+ Kd6 20.e5+ Kd5 21.exf6=Q Nc5 22.Qxd4+ Kc6 23.Ne5# 1–0
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...d6/3. d4/3...Nc6
## 3...Nc6

This move is uncommon, as the pin 4. Bb5 is annoying, yet, White is only a little better.
Another popular choice for White is 4. dxe5, which is best met with 4...Nxe5 or 4...dxe5. Either way, Black will lose castling rights after Qxd8+.
Stockfish prefers 4. d5, which attacks the knight and forces it to move backwards.
Various transpositions are possible:
* 4. Nc3 transposes to the Three Knights Opening.
* 4. Bc4 transposes to the Semi-Italian Opening.
* 4. c3 transposes to the Ponziani Opening.
When contributing to this Wikibook, please follow the Conventions for organization.
# King's Knight Opening: Gunderam Gambit, Fianchetto Attack
### 3. g3?!

This offbeat response to the Gunderam Gambit aims to fianchetto the light-squared bishop, but ignores the free center pawn.
1. e4 e5 2. Nf3 c6 3. g3?!
# Elephant Gambit
## 3...Qxd5

This move regains the pawn, but leaves white with a huge lead in development after Nc3. Therefore, this line is not recommended. However, fans of the Scandinavian defence may find this line attractive.
# King's Knight Opening: Gunderam Gambit, Bishop Attack, Main Line, Exchange Line
### 8. bxc3

Other moves lose material. Black can choose a variety of variations.
# Elephant Gambit
### 2...d5?!

The Elephant Gambit or Englund Counterattack. Black ignores the attack on his e-pawn and immediately tries to gain time and space. The resulting position can be sharp for White, and thus may be a good surprise opening for Black. It is generally considered unsound, because if White plays accurately Black does not get sufficient compensation for the sacrificed pawn. Still if White doesn't play accurately Black position can soon become overwhelming.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2. Nf3 d5?!
| 3 | 4 | 5 | 6 |
| exd5 e4 | Qe2 Nf6 | d3 Qxd5 | Nbd2 Nc6 | +/= |
| ... Bd6 | Nc3 Nf6 | Bc4 Nbd7 | d3 a6 | +/= |
| d4 Nf6 | Nxe5 Nxe4 | | = |
| Nxe5 Bd6 | d4 dxe4 | Bc4 Bxe5 | = |
| Nc3 d4 | Nd5 c6 | | ∞ |
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## References

* Short-Corbin
* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Elephant Gambit

White has accepted the Elephant Gambit. Black has three distinct strategies they can use.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
    1. e4 e5 2. Nf3 d5 3. exd5
| | 3 | 4 | 5 | 6 |
| main line | ... e4 | Qe2 Nf6 | d3 Qxd5 | Nbd2 Nc6 | +/= |
| Gambit Approach | ... Bd6 | Nc3 Nf6 | Bc4 Nbd7 | d3 a6 | +/= |
| | ... Qxd5 | Nc3 Qe6 | Bb5+ c6 | Ba4 Qg6 | +/= |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Against the Elephant Gambit
* We're Going on an Elephant Hunt
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...d6/3. Bc4/3...Bg4
## 3...Bg4?!

This move is dubious, because it delays castling and knight development.
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# Philidor Defence

Black has now to deal with the dxe5 threat, but they have to be very careful as there are many traps here!
    3...Bg4 is not a good idea. After 4. dxe5 Bxf3 5. Qxf3 (5. gxf3 dxe5 6. Qxd8+ Kxd8 is also good) dxe5 6. Bc4, White has a strong initiative.
    3...exd4 is strange as Black gives up the center they tried to strengthen, but remains playable. In fact, it is likely the best line (leading to an equal position more easily). It is the most popular according to chessgames.com, with 1,328 games compared to 485 games with 3...Nf6.
    3...Nc6 leaves Black in a little trouble after 4. Bb5.
    3...Nd7, the Hanham Variation, is a path filled with traps after 4. Bc4, but may be playable if Black is careful enough.
    3...f5, the Philidor counter-Gambit which is quite risky but may lead to victory, but usually leads to a clear advantage for white.
    3...Nf6, the improved Hanham Variation. This is rather risky because of 4. dxe5!, where 4...dxe5 would lead to 5. Qxd8+, where Black loses castling rights.
Another option would be:
    3...f6 However, this weakens the kingside and transposes to the Damiano defense (where white does not sacrifice his knight in the Damiano Defense, but instead plays d4. This is not a good idea.)

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2. Nf3 d6 3. d4
| | 3 |
| Exchange Variation | d4 exd4 | = |
| Improved Hanham Variation | ... Nf6 | = |
| Hanham Variation | ... Nd7 | +/= |
| Philidor Counter-Gambit | ... f5 | +/= |
| | ... Nc6 | +/= |
| | ... Bg4 | +/- |
| | ... f6 | +/- |
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## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Canadian Criminal Sentencing/Offences/Possession of Break-in Instruments
## Legislation

   Possession of break-in instrument 351. (1) Every one who, without lawful excuse, the proof of which lies on them, has in their possession any instrument suitable for the purpose of breaking into any place, motor vehicle, vault or safe under circumstances that give rise to a reasonable inference that the instrument has been used or is or was intended to be used for such a purpose,
       (a) is guilty of an indictable offence and liable to imprisonment for a term not exceeding ten years; or
       (b) is guilty of an offence punishable on summary conviction.
   ... R.S., 1985, c. C-46, s. 351; R.S., 1985, c. 27 (1st Supp.), s. 48; 2008, c. 18, s. 9.
   Possession of instruments for breaking into coin-operated or currency exchange devices 352. Every one who, without lawful excuse, the proof of which lies on him, has in his possession any instrument suitable for breaking into a coin-operated device or a currency exchange device, under circumstances that give rise to a reasonable inference that the instrument has been used or is or was intended to be used for breaking into a coin-operated device or a currency exchange device, is guilty of an indictable offence and liable to imprisonment for a term not exceeding two years.
   R.S., c. C-34, s. 310; 1972, c. 13, s. 26; 1974-75-76, c. 93, s. 28.
   – CCC
# Canadian Criminal Sentencing/Offences/Mischief
## Legislation

   Mischief 430.
   Punishment (2) Every one who commits mischief that causes actual danger to life is guilty of an indictable offence and liable to imprisonment for life.
   Punishment (3) Every one who commits mischief in relation to property that is a testamentary instrument or the value of which exceeds five thousand dollars
       (a) is guilty of an indictable offence and liable to imprisonment for a term not exceeding ten years; or
       (b) is guilty of an offence punishable on summary conviction.
   Idem (4) Every one who commits mischief in relation to property, other than property described in subsection (3),
       (a) is guilty of an indictable offence and liable to imprisonment for a term not exceeding two years; or
       (b) is guilty of an offence punishable on summary conviction.
   Offence (5.1) Every one who wilfully does an act or wilfully omits to do an act that it is his duty to do, if that act or omission is likely to constitute mischief causing actual danger to life, or to constitute mischief in relation to property or data,
       (a) is guilty of an indictable offence and liable to imprisonment for a term not exceeding five years; or
       (b) is guilty of an offence punishable on summary conviction.
   – CCC

## Application

Persons convicted of mischief under $5,000 who have no prior record will frequently receive a probationary period with either a suspended sentence or conditional discharge.
# Canadian Criminal Sentencing/Offences/Obscenity
## Legislation

   Corrupting morals 163. (1) Every one commits an offence who
       (a) makes, prints, publishes, distributes, circulates, or has in his possession for the purpose of publication, distribution or circulation any obscene written matter, picture, model, phonograph record or other thing whatever; or
       (b) makes, prints, publishes, distributes, sells or has in his possession for the purpose of publication, distribution or circulation a crime comic.
   R.S., 1985, c. C-46, s. 163; 1993, c. 46, s. 1.
   – CCC
# Canadian Criminal Sentencing/Offences/Obstruction of a Peace Officer
## Legislation

   Offences relating to public or peace officer 129. Every one who
       (a) resists or wilfully obstructs a public officer or peace officer in the execution of his duty or any person lawfully acting in aid of such an officer,
       (b) omits, without reasonable excuse, to assist a public officer or peace officer in the execution of his duty in arresting a person or in preserving the peace, after having reasonable notice that he is required to do so, or
       (c) resists or wilfully obstructs any person in the lawful execution of a process against lands or goods or in making a lawful distress or seizure,
   is guilty of
       (d) an indictable offence and is liable to imprisonment for a term not exceeding two years, or
       (e) an offence punishable on summary conviction.
   R.S., c. C-34, s. 118; 1972, c. 13, s. 7.
   – CCC

## Ranges

* R. v. Guess 2000 BCCA 602 -- 18 months
* R. v. Cashman 2000 Sask. CA -- 9 months
* R. v. Brown 1995 MBCA -- 18 months
* R. v. Watkins [1985] N.S.J. No. 277 -- 12 months-- making false statement, causing investigation
# Canadian Criminal Sentencing/Offences/Obstructing Justice
## Legislation

   Obstructing justice
   139. (1) Every one who wilfully attempts in any manner to obstruct, pervert or defeat the course of justice in a judicial proceeding,
       (a) by indemnifying or agreeing to indemnify a surety, in any way and either in whole or in part, or
       (b) where he is a surety, by accepting or agreeing to accept a fee or any form of indemnity whether in whole or in part from or in respect of a person who is released or is to be released from custody,
   is guilty of
       (c) an indictable offence and is liable to imprisonment for a term not exceeding two years, or
       (d) an offence punishable on summary conviction.
   Idem (2) Every one who wilfully attempts in any manner other than a manner described in subsection (1) to obstruct, pervert or defeat the course of justice is guilty of an indictable offence and liable to imprisonment for a term not exceeding ten years.
   R.S., c. C-34, s. 127; R.S., c. 2(2nd Supp.), s. 3; 1972, c. 13, s. 8.
   – CCC
# Canadian Criminal Sentencing/Offences/Overcoming Resistance
## Legislation

   Overcoming resistance to commission of offence 246. Every one who, with intent to enable or assist himself or another person to commit an indictable offence,
       (a) attempts, by any means, to choke, suffocate or strangle another person, or by any means calculated to choke, suffocate or strangle, attempts to render another person insensible, unconscious or incapable of resistance, or
       (b) administers or causes to be administered to any person, or attempts to administer to any person, or causes or attempts to cause any person to take a stupefying or overpowering drug, matter or thing,
   is guilty of an indictable offence and liable to imprisonment for life.
   R.S., c. C-34, s. 230; 1972, c. 13, s. 70.
   – CCC