How the game is played/scored. This should be information about WHAT to do, but please save WHY for the "Design" field.
Additional rules could be added because:
- You've decided that the game is better in every way with the new rule.
- You found a *slight* tweak that makes a small difference in a meaningful way. (If it's a big enough change just make a new game and tag it as a variant of this one.)
Players do not have to stop in each square and may move fluidly. They should also adjust their orientation so they are always facing the opposing player. They, however, must always be either in a square or moving between two squares. You may not step into one square and then move to another square before entering the first square. Examples:
Small foot faults are ignored (as it would be lame to interrupt the game every time.) In addition if the bishop runs backwards several squares and ends up slightly off-angle, and a square over, it isn't a big deal. As long as people are trying to do the correct thing.
I've started to add a "no hand snipes" rule to force people to move more rather than stand 1 square apart and hand snipe back and forth. (Because if I wanted to train that I wouldn't need a full chess board.) Hands are not on target if reaching for them with full extension.
Optional Rule: Do games to best of 3 with the current assigned pieces. If someone goes up 2-0 their opponent gets to be the queen for the rest of the match.
This doesn't teach any specific skills, but does get people to think about the approach and how it will develop. You have a limited amount of ways to approach your opponent, and have to think about how you want to do so, using patters that aren't your normal routine. In addition you know the possible ways they can approach you, and can base your strategy around it.
This can also be played 2 v 2 (or maybe more) if the grid is big enough. I'm not sure what that adds from a learning point of view, but it is also very fun.