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MatPlus.Net Forum Promenade Winning Squares - a tie-break solution for practical play

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(1) Posted by Siegfried Hornecker [Wednesday, Apr 21, 2021 20:28]

### Winning Squares - a tie-break solution for practical play

I hereby PROPOSE for pracitcal play: Winning squares

Prior to a tie-breaker, players are handed a sheet in which they (knowing the colors each player will play) enumerate all squares. If the game ends in a draw, the player who visited the square enumerated as 1 wins. If both did so, square 2 decides, and so on.

This can be varied, for example there could be only up to 8 squares, or you'd have to visit multiple squares to win, etc.

The square must be the destination square of a move. Having a piece there in the beginning of the game does not count.
For castling, the squares c1 and g1, respectively c8 and g8 are assumed to be the destination squares, not the rook squares.

This would add strategical depth and remove the luck aspect of Armageddon games.
The players play normally, and only if the game ends in a draw, this is used. Black could put a2 or a1 as number 1, hoping that White won't move anything to those squares after vacating them.

The opponent does NOT know during the game the "winning squares" selection of the opponent. Otherwise, it would be trivial.

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MatPlus.Net Forum Promenade Winning Squares - a tie-break solution for practical play