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February 07, 2006

Queen's Choice

Rose_chess_4_fine_1 Rain and wind  were gusting against the windows, high winds were tearing through the trees; the windmill protested with wailing groans. We drew our table nearer to a roaring fire and we each had a glass of syrah port.

We were enjoying a rare evening alone, with a fire in the fireplace and a puppy snoring softly nearby. We decided to play chess. Ever competitive, two games later we were tied. At that moment I looked deeply and passionately into Daniel’s eyes, and he looked into mine. Eyebrows rose. Out came pens and slips of paper and Queen’s Choice was born.

In classic chess, the queen is the most powerful and versatile player. In Queen’s Choice, each piece is accorded a "bet," something personal that you would be reluctant yet willing to give up. With each conquest, you must relinquish your written promise for that piece. But only the winner may collect these promises. It’s an all-or-nothing campaign.

However your commitment for the Queen is just the opposite. If your partner captures your Queen, she may make Her claim upon the conqueror immediately and irrevocably.

Depending on his goals, your partner may be either reluctant or eager to capture your Queen—a choice deliciously complicated if he doesn’t know what Her Choice would be. Perhaps he would prefer to sacrifice his Queen, in order to make Her claim his own. Perhaps he will win the entire game and all the minor campaign commitments entailed, in order to collect on a dozen scintillating and empowering smaller conquests, while risking his powerful Queen. In essence, it nullifies the Queen-hunting that typifies many games and allows Her to dominate play even more, and with more at stake.

Queen's Choice

Rules:

  1. Each player writes on little slips of paper what he, or she, is willing to sacrifice with the capture of each piece. Commitments must match the importance of the piece—sacrifices for rooks, bishops and knights should be greater than for pawns. Commitments may be made public or kept secret until surrender.
  2. Each player surrenders a slip with the capture of each relevant piece, with good and willing grace. Slips may be immediately surrendered to the competitor, or placed to the side pending outcome of the game. Only the winner of the game may demand fulfillment of the captured promises.
  3. Winner takes all, except . . .
  4. Each player writes down what he, or she, will claim if his or her queen is captured, regardless of the outcome of the game. The Queen's Choice must be greater and far beyond that of any other pieces.
  5. At game end, only the winner collects on all captured slips, except for the queen. Any captured queen can claim her choice from her captor regardless of the outcome of the campaign..

You can play for stocks and bonds, dinner and drinks, although we usually play for clothing, kisses, massages, and . . .

*This game is a Dover Canyon original, and we assume absolutely no responsibility for the effect of the Syrah Port.

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