5D chess with multiverse time travel

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    Here is some solution to the game please avoid such unlocks as they are fully solved.

    Too Small – Open (Fully Resolved)

    The first move for White is to move the rook to take Black’s bishop.

    1. Rxb4 ..

    After taking the bishop, there is no defense for d2, knight travel back to checkmate for d2.

    In fact, there are only 3 valid moves for Black:

    Variation A):

    1. .. Nb2
    2. Bxb2#

    Variation B):

    1. .. Nc3
    2. Bxb2 ..

    After this move, most of Black’s pieces are blocked, regardless of any Black moves, Bxc3+ then trip is a choice.

    But sometimes such trips are not necessary if c3 is not defended by Black’s stop.

    Variation Ba):

    1. .. Rxb4
    2. Bxc3 Kc4 (move only)
    3. White will win if White does not move the bishop or knight.

    variation BB):

    1. .. d2
    2. Bxc3 Kd3 (move only)
    3. Rxc4#

    Variation C):

    1. .. Rxb4
    2. a3 ..

    Variation c is the main variation, because it has many branches.

    First, if black doesn’t move the rook, you can take the rook with your pawn and get an easy win.

    Here, White could have made consecutive moves to win, but only the strongest defense is shown.

    Variation Ca):

    1. .. Kc4
    2. axb4=Q+ Kxb4
    3. Nb2+ Nxb2
    4. Bxb2#

    The only choice here is Move Stop. But not moving the rook to b2 will easily fail, White can only move Bb2+ and then the knight’s trip to d2 is enough to win.

    Variations Cb):

    1. .. R??
    2. Bb2+ ??
    3. The knight’s move (T2)d2 leads directly to a win.

    Variation Cc):

    1. .. Rb2+
    2. Kxb2 Nc3+
    3. Nxc3 ..
    4. Nxc3 is important, without this action, the black knight would travel to (T2)b3 and find a soft mate. That softmate can not be solved.

    White’s only legal move is a trip from the bishop to c4, but this fails to defend (-1LT3)b3.

    After Nxc3 is the strongest defense.

    1. .. d1=Q
    2. Nxd1 K??
    3. a4=Q#

    There may be some pointless variations, but all of them can be defeated by night travel.

    Small – open (partially resolved)

    1. Rxd4

    First, Black cannot stop directly, because

    1. .. Kxd4
    2. Ne2+ K??
    3. Ne2 travels to (T1)d2, which leads to a direct win.

    Second, black cannot perform Rxb2, because Rd4 is really good at defending the b4 and d2 grid. Thus White can perform Kxb2.

    There is a funny variation that checks to prevent traveling on two grids, in which case, you should see that you can perform Bxe4+.

    Branch is quite simple:

    • Bxe4+ Bxe4
    • Ne2+ then travel.

    Rxd4 seems to be taking a lot of advantage here.

    But I haven’t explored all the possibilities.

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