There are a number of fiction books written around the theme of chess. It is a theme we often become tempted with. Dangerous because it can't be too obvious to be done well. I suppose that holds true for any theme.
A friend of mine (who has the determination I lack and therefore already has five novels published) will be weaving chess into her next book. (Next book? I meant the next one she is writing. Not any one of the few she has already written and are in circulation with editors or publishers.)
Anyway, she doesn't play chess. And I, ever eager to arrogantly bestow my vast amount of puny knowledge upon the innocent, wrote her a bit about chess. She urged me to post it here.
I am reluctant, since I revealed things to her in confidence which, by publishing here, will forever forfeit my advantage in future games with Joel, but ahh, flattery and conceit is getting the best of me in this moment.
I guess in the future, I will have to win by skill instead of foolish tricks.
The difficulty in incorporating chess into fiction is that you have to play a fair amount until you begin to understand the themes of chess.
When Joel and I lived together way back when, chess defined our lives. We played every day. Sometimes two games simultaneously. One board in the living room and another -- a magnet version -- always hung on the kitchen fridge. Many a night, we would play two or three games in a row.
The fun aspect to our games was that we were more interested in the game rather than winning by your opponent's stupid move. So we would allow take-backs. Sometimes, we would openly discuss various options. Several times, we were so intrigued by a particular set-up and how it could play out completely differently depending on the next move, so we wrote down all the positions, played out the game, and then set them up to the earlier position to play it out with the other move.
Fun times.
Here are some elements to the game which might be used as themes or metaphors in a novel.
There are three aspects to a chess game: The players. The pieces. The game.
THE PLAYERS
People who enjoy playing chess, or make correlations to chess in their lives are people who enjoy speculation. Chess is ultimately a game of speculation.
"If I move here, then he only has these three options. Of these three options on his part, this one would be offensive and risky, involving sacrifices of pieces, the second option would be defensive, and the third option would be to ignore it and develop in another area. Hmm, from what I know of my opponent, he won't sacrifice pieces. But he also hates to be seen as defensive, so I think he will develop in another area. Now, what are those options for him? What could he possibly develop? What is his plan?"
That is literally the thought process with every move. But often, it involves speculating two or three moves out.
Some people enjoy this. For others, like my dad, it is an exquisite form of torture. He hates it. It drove a wedge between us while we were running the business together. I would speculate and be angry at him because he was not trying to anticipate the future. And he would deal with the matters at hand and be angry at me for having my head in the clouds.
But back to those who love it. One way to win any battle is to know your opponent. What does General Patton say after defeating his German counterpart Erwin Rommel in Africa? "Rommel, you magnificent bastard, I read your book." Rommel had written a book on his battle experiences and, by reading that book, Patton was able to beat him.
So, one thing I came to know about Joel, was that he was a traditional chess player. Every now and then, when our games were in locked horns, I would do something so completely untraditional that it would throw him off. I would sacrifice an officer. He would become so unbalanced in trying to figure out what my strategy could possibly be, that in a few moves later, I had the upper hand. It was a risky strategy and didn't always work, but often enough it did.
By the way, let the record show that I estimate that Joel won about six out of ten games. He was the better player, no doubt. Which is why I had to resort to stupid tricks.
So you don't always want to be predictable in your playing patterns. Don't let your opponent predict your behavior too easily.
That is why it is particularly important to never, ever, even in casual conversation during non-game times, mention that you have a preference for a particular piece. (And don't ever write blogs about that!) I came to know that Joel has a love affair with the rook. So, I would be particularly eager to sacrifice an exchange for his rook, even if that exchange was supposedly in his favor.
Moreover, the better a player you become, the more you don't rely on any "favorite" piece. They all have their function and determine what kind of game you need to play to win. If you have tanks, you win the battle one way. If you have machine guns, you can still win; you just need a different strategy.
With new opponents that I have played, I have even (yes, I admit) let it slip before a game that I had a penchant for a particular piece. This was totally fictitious, but I wanted to see how it throw off my opponent. This would be the equivalent of allowing a spy to gain false information and take it back across enemy lines.
When playing novice players, I generally stick to traditional moves. Because they work.
THE GAME
A chess game generally has three stages. The opening moves. The developing game. The end game.
Opening:
The fascination with chess is that you have 16 pieces and 64 squares. And yet, you can play your lifetime without never repeating a game.
Even more astounding, you can play your whole life with the same few simple traditional opening moves. It was an extremely rare game that Joel and I would vary from them. Relevance for a novel: Someone seeming innocuous in their introduction, but the "opponent" knowing that "these are just the opening moves. The traditional handshake, head nod and superficial compliment."
The relevant thing about the opening is this: White always moves first. (That is why color is chosen by a flip of the coin.) White will always have the upper hand in the game, until it either makes a mistake or forfeits the upper hand in exchange for developing strength elsewhere.
This is why in the business world, you always want your law team to draft documents. Or you want your team to put the offer on the table in writing. It forces the other team to respond. You put everything into the document. They spend their time looking petty by taking things out.
Developing game:
During the middle stage of the game, there are only three types of moves: Offensive, defensive or developing. Either your move is threatening; Or you are being threatened and have to react. Or you can choose to develop.
You should always, always try to be offensive. You control the game if you are being offensive. If you do a developing move, you are handing the game over to your opponent.
BUT... novices mistake being offensive as wildly attacking any piece that is close. That is being blind and having no strategy. To be on the offensive does not mean you are about to take a piece. There are moves you can make that don't immediately threaten any other piece but are one step away from, say, check. That is threatening and your opponent has to react.
Every move has to be part of greater plan. (Except of course when you play my trick of doing something intentionally stupid.)
End game:
End game refers to that point of the game when there are just a handful of pieces left on the board. This is the stuff. This is the excitement. This is where skill meets skill.
Generally, you can only win an endgame cleanly with skill. That is to say, in as few moves as possible, instead of endless shuffling about. Since players don't get confused with too much on the board, and you always have plenty of room to move, the end game can easily result in endless shuffling. Hmm, does this resonate at all with our situation in Iraq? We went in and toppled Sadam easily and we just can't deliver the checkmate. How many divorces do you know that linger on with quibbling over custody or the car? Endless endgames surround us all the time.
For many novices, you never get to the end game. If you get to an end game, often you can only win by having studied particular move combinations. The best book for this is Pandolfini's End Game book. It makes end games simple. Wikipedia has an entire entry devoted specifically to end games.
THE PIECES
This is the easy stuff, but here you have it annotated with psychological notes:
Pawn. Often overlooked in their power. They control the opening of the game. Their defensive power is quite remarkable just by standing around. Do you know the relative who just sits on the couch and makes snide remarks while the rest of family is flurrying about? And suddenly they end up in a rage, while the guy on the couch now smiles? That's the pawn. And in an endgame, they can become queens, so they can be sleepers in a game. It is extremely rare for them to deliver the checkmate. An obstinate, lower-level bureaucratic official is a classic pawn. You can't get your paperwork stamped without him. He is so low level, but you just can't seem to get around him.
Rook: Can only move laterally or horizontally. In character, such a person would be very straight forward but powerful. Like the six-foot-ten, 240-lb guard. When rooks become aligned in one rank or one file, or when they are next to each other, they can be decimating, and in an endgame, they "roll" the king to an inevitable checkmate; sickening to watch the coming death. (Any one of them can do this by aligning with the Queen as well.)
Bishop: Can only move diagonally. Typical, no? of the obsequious adviser to the high court? The Karl Rove, whose moves you don't see, but suddenly, he can reach across the board. Their power is not as universal as the rook. They can only checkmate a king IN THE CORNER OF THEIR COLOR. So, in an endgame, to force a checkmate with a single bishop, you have to maneuver the opposing king into the right corner.
Knight: Ah, the knight. I have to confess a fondness for the knight. I do this, against my advice above, because I can easily lose him and not have it affect my game. I like the knight because he is unique of all the pieces in how he delivers threat. I think using the knight effectively takes the most amount of skill AND foresight.
The knight is a jumper. In fact, in German, that is the name for this piece. Springer. He jumps over other pieces. This gives him a freedom that no other piece has. In life, I would liken him to the individually operating spy, or special forces agent.
The knight has three characteristics that are unique to any other piece on the board:
1) the knight controls areas that are distant. So, even if there is another piece between the knight and his "target" the knight can still threaten or take. This is sort of like a sniper. Assassinating from a distant roof-top.
2) Related, but with a slight distinction: The knight does not need a clear path to his destination. So on a crowded board, he still can move.
3) Most importantly: When it threatens a piece, it forces a move. Its threat cannot be blocked. In other words, if a rook, queen or bishop threaten a king, another piece can be moved in the path of that threat and block the threat. The "bodyguards" move in. But when the knight holds his knife against the king's throat, threatening mate, the bodyguards are helpless. The only way for the king (or any piece) to escape a threat from a knight is by evasion. In a well planned attack, a rook brute or sneaky bishop has blocked the exit. Or, quite possibly, the queen is standing there in the corridor, smiling. La Grande Dame sans peur.
The Queen: Most defined by the power granted her in being able to move in any way she wants. (Except like the knight, making him unique again.) But her power is limited by its very importance. Lose the queen, and you lose too much power. So, her engagements must be carefully planned. Since she can be so decisive in an endgame, it is not worth risking her involvement earlier. Is this at all like the politician's wife. As First Lady, she is just going to "help out with drafting a health care policy," and suddenly eight years later she is going to deliver the coup de grace to the Bush family.
One of Joel's and mine favorite checkmate moves is what we called the 'bad breath mate." In that scenario, the king is forced into a particular chamber, and it is the queen who comes up right next to him, delivering the dagger herself into his open robe.
The King: He is often seen as the impotent one, the weak one who must run, or hide behind others. The one who for all his burden with velvet cape, scepter, crown, can only move a square at a time. The one who relies on this matriarch of the castle to do all the heavy lifting.
In an endgame, however, (that part of the game in which sometimes the queen is gone) he sheds all of those courtly adornments, gets down to his shirt sleeves and can have just as much offensive power as any other piece. He can threaten the other king, put him on the run, corner him, and hold him there while an officer, even a pawn in a rare case, comes in to bloody their hands with the mate.
And finally, I want to mention two moves that are particularly beautiful. They are the art of chess. It takes a skilled player to deliver these moves, but when done, they are breath-taking.
One is called zugzwang. German word for forced move. This move also has its own entry in wikipedia and it is worthwhile looking it up. But at its best, a person makes a move that is seemingly innocuous, almost like a developing move, but what it has done is forced the perfect set up of the opponent to open itself up with a move. You are forcing the person to weaken his own set up. Beautiful.
Zugzwang is like a peaceful sit-in. The riot police are all geared up and you just sit down. Now they are forced to unravel, use water canons, make the move that will reveal their weakness.
Or maybe it was Zugzwang when the west did nothing more than allow the floods of escaping east-blockers to enter west Germany. Not a perfect allegory, but close.
I think modern day economic blockades are zugzwang. And for that matter, so was Kennedy's blockade of Cuba. It forced the Soviets next move which was to back down and weaken its position.
The other move is called discovery check. Or at its height of perfection: discovery checkmate. In this arrangement, you maneuver a non-threatening piece, say a bishop, between the opposing king and your actually "death agent" (let's say the rook.) Hopefully the opponent does not notice this set up, and on your next move you move the bishop and "dis-cover" the check or checkmate.
Now, the master of all master moves, the Royal Flush as it were, is combining the two above. In this case, (it has to be an endgame in order to eliminate other options) let's say White puts a constant pressure on the Black king with the presence of a rook. Black blocks this pressure by putting a piece in between the White rook and his king. Now white maneuvers one other pieces into place which will block the king's future escape. Then, oh grim reaper how sweet is sometimes thy breath, White makes a zugzwang; a move which forces Black to remove his protection of his king, and thus placing his own king in checkmate. Oh, the bitter and dastardly act of watching the opponent having to kill himself.
If you can include THIS in your novel, you will have truly checkmated the reader.
Oh, finally, there is a move called castling, which doesn't warrant a lot of discussion, since it is a pedestrian, developing move. It is sort of like switching seats with the body guard in the security caravan. As boring as that.