Method for playing a modified game of Chess

The invention is a method for playing a modified game of chess where the movement of the pieces is unbounded on a two dimensional surface. Also, the invention uses all the original rules of Chess. The invention also has a unique game board and assigns each player two separate sets of pawns.

DETAILED DESCRIPTION In describing the illustration on FIG. 1 . there is shown the game board as it would appear at the start of the game before any player has moved a chess piece. The coordinates indicate the eight columns, and fourteen rows of the board. Columns are indicated by letters A-H and rows are indicated by numbers 1 - 14 . Setup for the player using black chess pieces is as follows. Rows 10 and 12 consists of a pawn on each square of those rows totaling sixteen pawns. Row 11 contains the chess pieces in the following order from left to right: Rook, Knight, Bishop, King, Queen, Bishop, Knight, and Rook. Setup for the player using white chess pieces is as follows. Rows 3 and 5 consist of a pawn on each square of those rows totaling sixteen pawns. Row 4 contains the chess pieces in the following order from left to right: Rook, Knight, Bishop, King, Queen, Bishop, Knight, and Rook. Each players King is always placed on a square of the opposite color of the King. A white King is placed on a black square and a black King is placed on a white square. A pawn becomes “ranked” when it reaches the row in which the opponent's King was placed at the start of the game. White pawns are “ranked” when they reach row 11 and black pawns are “ranked” when they reach row 4 . In describing the illustration of FIG. 2 . there are shown imaginary squares. 1 and 2 are examples of imaginary squares which contain coordinates to the squares they correspond to. In essence they are the squares that their coordinates name. In each case, the imaginary squares represent the actual corresponding squares that can be found on the exact opposite side of the board, as shown in the illustration. Bishop 3 using the principle of the imaginary squares is able to capture pawn 4 . If the path of the bishop 3 is traced by the arrows, it starts on square A 12 , moves to B 13 , then to C 14 , then to D 1 , and finally E 2 where the pawn 4 was located. Rook 5 using the principle of the imaginary squares is able to capture bishop 6 . If the path of Rook 5 is traced by the arrows, it starts on square G 10 , moves to G 11 , G 12 , G 13 , G 14 , then to G 1 , G 2 , G 3 , and finally G 3 where the bishop 6 was located. One can note that the position of pawn 9 appears to block the path to bishop 6 by rook 5 . In Classic Chess this would be true and rook 5 would be prevented from capturing bishop 6 . Bishop 7 , using the principle of the imaginary squares, is allowed to move in a direction which, from this location, would not be allowed in the normal game of Chess. Bishop 7 is then able to capture rook 8 . If the path of the bishop 7 is traced by the arrows, it starts on square H 14 , moves to A 1 , B 2 , C 3 , then to D 4 where the rook 8 was located. Knight 10 using the principle of the imaginary squares is able to capture pawn 11 . If the path of the knight 10 starts on B 7 , moves to A 7 , then to H 7 , and finally to H 6 where it captures the pawn 11 . Pawn 11 using the principle of the imaginary squares is able to capture pawn 12 . If pawn 11 starts on H 6 , it can move to A 7 where pawn 12 is located.