Tuesday, March 24, 2026

REPOST: The Articles of Dragon: "Dragonchess"


Issue #100 of Dragon (August 1985) was a milestone for the periodical, as well as for me. For the magazine, it was a portentous number to use as an occasion for celebration. For me, though I didn't know it at the time, it represented the end of an era. The same month that this was released was the last time I attended a "games day" hosted by a public library. It may have even been the last such gathering my local public libraries sponsored, since I don't ever recall hearing of others. Even if it wasn't, I remember well that my last one was a rather underwhelming affair, with far fewer participants than previous ones and most of those who did attend were much younger than I. There weren't nearly as many teenagers, let alone college students or adults, and that disappointed me.

From my perspective, it seemed as if the demographics of the hobby had changed over night and I didn't like the change, especially now that I was one of the "older kids" I looked up to when I was younger. In retrospect, it's obvious to me how hypocritical I was back then, wanting to distance myself from the 10 year-olds clutching their Elmore-covered Basic Sets the way I had done with Sutherland-covered one a mere six years before. But six years is a long time in the life of a child and, as a teenager, I wanted no reminders of my younger self. Thanks goodness that the teenagers of my younger years did not feel the same way!

There was more to it than adolescent snobbery, though. The hobby really did seem to be changing by late 1985 and, while I was still as keenly interested in it as ever, it became much harder to find people with whom to play and, for the most part, the new RPGs coming out held much less appeal to me than those published in the years before. Issue #100 wasn't my last issue of Dragon, but I did let me subscription lapse not long thereafter; it would never again play as central a role in my connection to and understanding of the hobby after that.

The funny thing is that, for all the fanfare surrounding issue #100, it wasn't a particularly memorable issue. The only things I still remember about it are the adventure set in 20th century London and Gary Gygax's article (and accompanying Greyhawk short story) about a chess variant called "dragonchess." Dragonchess is a three-dimensional version of chess, with boards representing the sky, the land, and the underworld. I'd known about 3D chess variants ever since I'd watched Star Trek in reruns in the mid-70s, but this was, I think, the first time I'd ever seen the rules for such a game – and by Gary Gygax no less! Needless to say I fell completely in love with the idea of playing dragonchess.

There were, of course, two problems with this. First, and perhaps most importantly, I am a terrible chess player. I can barely hold my own in a regular game; learning and mastering a variant that uses three boards at once was almost certainly going to be beyond me. Second, to play dragonchess, one must assemble the boards for oneself and that, too, requires skills I did not possess. This didn't stop me from trying, of course, but I utterly failed to do so. Ultimately, I gave up the idea of having three boards stacked on top of one another and instead opted for having three boards placed side by side. This required me – and the poor souls I goaded into playing with me – to keep track of which squares on one board were "over" or "under" others. That was hardly insurmountable but it was nevertheless trying, particularly when one considers how many other aspects of standard chess Gygax changed in his variant.

Dragonchess had a much larger number of pieces – 42 per side, consisting of 15 different types. Likewise, many of these pieces had unique moves unlike those in standard chess. Furthermore, some pieces behaved differently depending on which board they were currently situated, while others were bound to a single board. The object of dragonchess is the same as regular chess, so that is at least familiar. However, the larger number of pieces and types, not to mention the presence of three dimensions, made it much more difficult to grasp. That's not a criticism of the game itself, which looked like it'd be a lot of fun when played by two opponents who are both skilled at standard chess and well acquainted with the unusual aspects of dragonchess.

Alas, I was neither of those things and, while enthusiastic for the game, I was not very good at teaching its rules to others. Add to it that I didn't have a "proper" board and it's little wonder I never got the chance to play many games of dragonchess. Nowadays, I look back on my efforts with more than a little embarrassment – the follies of youth! One of several that this issue of Dragon brings to memory.

8 comments:

  1. Yup. This was the year - and probably the issue of Dragon, where I was caught completely flatfooted. ALL of my friends started back at school that year under a geas that had missed me entirely. No longer endowed with any interest -- or, seemingly any memory! -- of The Game that had possessed us all for years.

    Dragonchess was unplayable using standard, unmarked boards in a stack. I believe Gary's custom set was broader than and almost as tall as an end table - with plenty of space to access (and see!) the middle squares of each board.

    Trying to stack normal "checkers" boards, even with framing, did not work. I glued wood to brace the folds in the 2nd and top boards, and construction stapled the corners to columns so that you could stack them. I think the columns were nearly a foot tall, and even that wasn't enough space to work with. You could see the middle of the board but I knocked something over everytime I moved in that area and direct or adjacent descents were fraught with mistakes. The only way to play it stacked practically is to employ transparent boards - glass or plastic. Your 2 dimensional staggered variant was a less flimsy solution than mine: I just shortened the columns on board 2, and created side-by-side stairsteps.

    Honestly, I thought that my brother, who did not understand chess at all, was way better at the game than I was. My chess knowledge got in the way: I focused on playing and winning the ground game (the "normal" chess area) and anticipating sky attacks. But my brother was all about the chaos of the underworld, making random flight attacks.

    For as much set-up it involved, it played too fast, but that probably had more to do with our playing styles, and the only person I ever found to play with me was my brother, and since we used miniatures and stacked checkers (4 checkers was a Mage, or whatever) asymmetrically for some of the extra pieces, we frequently forgot "whose guy was whose" and "whose guy did what?". Because of all this, I don't think we played much, if ever again, following our initial interest.

    An open-source group recently made a computer version of the game. I definitely have complex and mixed reviews of the article and the game as I played in 1985, but I wonder if it wouldn't be quite fun to revisit it and rewrite a little personal history. [I guarantee you, chess knowledge is NOT helpful for dragonchess]

    *One other side note I just recalled. My brother and I called it Dungeonchess, I believe in part because at the 6th grade Carnival, my friend (one of the friends who years later would be enthralled by the geas) and I invented a game called Dragondice with huge dice we cut from 4x4s. He and I dressed like knights, our booth was a huge hit and we incorporated variants of it within D&D and so I'm pretty sure I suspected Gary-come-lately of some sort of telepathic trademark infringement when he launched Dragonhess a few years later. Plus the underground board was the big drama factor anyhow (at least for us!).

    ReplyDelete
  2. The adventure set in 20th Century London sound intriguing! did anyone out there ever play it?

    ReplyDelete
  3. Jim Hodges---
    Somehow this article saddened me because of the themes within. I can well relate and remember my own similar experiences around this time. All good things....

    ReplyDelete
  4. #100 disappointed me as well, and it started with that cover. They made a big deal about the embossing, or whatever process it was, but I found it dull. I loved the Blackcat story, which says a lot about my literary tastes at the time, but couldn't believe space had been dedicated to a chess variant requiring custom boards (and this from a kid who even enjoyed standard chess). And "The City Beyond the Gate" was probably too sandbox-y for me to get my mind around -- although I'd really enjoy giving it a try now. But my feeling was of a missed opportunity for the major milestone it was. Speaking of which, when is the game going to turn 50? :)

    ReplyDelete
  5. It's interesting that we focused on different portions of this issue (leaving aside the elegy). For me, while I certainly did remember Dragonchess and the Cuthbert's cudgel adventure, the two that have stuck with me are Gygax's fiction ("At Moonset Blackcat Comes", the first Gord the Rogue story) and the Sabratact promo article. I still wish that Sabratact had taken off more than it did - though it does still exist, and is still played, if mostly in the Philippines now that the originator has moved there.

    ReplyDelete
  6. I remember getting a copy of it and at the time feeling like it was a holy grail, but the content is very thin. I have the same experience of putting together 3 cardboard boards, and playing with them side by side, but it is frustrating to play that way and to remember all the moves of the pieces.

    I really liked Gygax's writing at the time - I still have a guilty pleasure with it, even though it isn't very good. So, the short story was fun to read.

    I also had the same experience with friends pulling away about that time. I always struggled to get a game going, but even more at that point.

    ReplyDelete
  7. Tried to post yesterday, site is giving me problems - hope this isn't a repost; James, just kill it if it is. Anyway... I remember #100 very well, from the 3-d paper art cover to the Dragonchess article. For some reason I was particularly fascinated with the Gord short story. I liked the section on the mission he undertook, the electric blue demon and the spiked grating he dropped on it stuck in my head; I actually adapted this part for a section of a city adventure that I DMd for my group, though I have near no recollection of how it went, only that I did it. The story wasn't great (Gary wasn't a wonderful fiction writer) but there were ideas there. That's usually all it took.

    ReplyDelete
  8. Also, it's probably worth giving this link to people interested in this game: digital implementation of Dragonchess.

    ReplyDelete