500 ELO Chess player makes a Chess Variant he’s also terrible at – Deep Space Chess

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It’s true I’m not a strong chess player and I only play rapid chess which is no way improve drastically at the game. I did recently get Levy Rozman’s book “How to Win at Chess” and I think its going to take me to the next level!

But hey, let’s talk about the real star here: my brainchild, Deep Space Chess. No, I didn’t whip it up because I was salty about getting schooled by children in rapid chess. Instead, it was an endeavor to innovate a chess-like experience that inherently teaches the game’s strategies, reducing the reliance on external study materials.

Deep Space Chess is all about making those big chessy principles – like “hug the center like it’s your favorite grandma” and “pieces have material value, so don’t treat them like disposable party cups” – super obvious. How? Well, imagine the board sprouting shiny crystal tiles, screaming “I’m important, stand here!” That’s my take on the Center Control Fan Club. Also, each piece comes with a crystal price tag, paralleling the traditional material value principle.

Additionally, Deep Space Chess introduces a second resource, ‘Energy,’ essential for deploying powerful units like the Rook and Queen. This resource necessitates a different type of building, offering a strategic layer where players telegraph their plans, fostering a dynamic of anticipation and counterplay. This design philosophy aligns with competitive strategy games, where foreseeing and preparing for an opponent’s moves is crucial. The visibility of an opponent’s energy levels allows players to strategize defense or disrupt the enemy’s energy production, adding a layer of tactical depth to the game.

Deep Space Chess? It’s not just your grandpa’s chess with a sci-fi twist; it’s a whole new ball game where learning meets laughing at your own clever moves (or facepalming at the silly ones). Strap in – we’re taking chess to another galaxy!

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