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Terrain chess

In the previous post I showed a checkerboard design with random structure, which looked something like this:

A random checkerboard.

I've occasionally wanted to try playing chess on such a board. Piece movement should still be fairly intuitive, though instead of each tile having only eight adjacent neighbors, tiles may have more or fewer. For example, this tile from the above board has 14 neighbors, seven of which are diagonal to it:

A tile with 14 neighbors
A tile with 14 neighbors.

While this tile only has six neighbors:

A tile with 6 neighbors
A tile with 6 neighbors.

I expect this would make games much more sophisticated move-to-move, as players vie for strategic locations on an unbalanced board and place pieces which can leverage the different strengths of different positions.

I call this variation "terrain chess" because to me it simulates some of the effects of uneven ground in a battle, forcing combatants into particular battlefields or allowing roundabout flanking maneuvers that take advantage of large, well-connected tiles.