The Chess Orgy

The Marquis de Sade Chess

"The Philosophy of Chess in the Boudoir"


Complete Rules for Two Players

(A Philosophical Treatise in Dialogues, with an Appendix of Cubic Prescriptions)






Introduction: A Morality Play for Chess Libertines

The virtuous chess player, of whom there are many in this tedious world, believes the game's purpose is to destroy the opponent's will. He hoards pieces like a miser hoards gold, cherishes pawns like a mother cherishes her infant, and trembles before checkmate like a virgin before her wedding night. His entire life is devoted to one aim: to leave the enemy king naked and helpless under an irresistible threat.

What boredom! What a dreary sermon! The tedium of virtue!

The Marquis de Sade, whose name this work bears with both pride and humility, offers you a different pleasure. True voluptuousness lies not in violence against the weak, but in the art of being defeated. In the ability to surrender. In the exquisite cruelty of fate, which reveals itself as the highest reward.

But if the first version of this game (for solitary seekers of sharp sensations, battling a greedy bot) was akin to solitary sin, the version you now hold is a genuine chess orgy. Here, there are no passive participants. Here, each is both victim and libertine, sacrificial lamb and willing sacrificer.

In this game, a Third appears—Fate in the form of a die. And this Third knows no mercy. It will demand the impossible: to move the enemy's pieces so they may torment your king; to sever your own flesh, baring your soul; to resurrect the slain so they may hunt you anew.

Here, the victor is not the strongest, but the most submissive. Yet this submission is the highest form of freedom, for only those who willingly surrender to Fate can taste true volupté.

So, cast aside shame. Forget your pride. In this boudoir, victory and defeat exchange places like lovers in the throes of passion. Today you may be the libertine, tomorrow the victim, the day after—a naked king surrounded by laughing enemies.

Welcome to the orgy.


Section I. General Provisions

Article 1. Foundation of the Game

"Marquis de Sade Chess" (two-player version) is based on classical chess rules. All pieces move according to standard canons: castling, en passant capture, pawn promotion—everything remains unchanged. The board, the pieces, their movement—these are sacred and immutable. Only the philosophy of the game and the intervention of Fate are altered.


Article 2. The Instrument of Fate

Before each of his turns (at the beginning of his turn), a player must roll a six-sided die (d6). The resulting value dictates an action that the player must perform before making a regular move. Only after fulfilling the die's prescription (or confirming its impossibility, which entails immediate defeat) may the player make a regular chess move, provided the prescription has not already ended the game by other means.


Article 3. The Duality of Purpose

In this game, victory is as multifaceted as Monsieur de Sade himself. A player may triumph by being checkmated; may rejoice in complete solitude; may achieve bliss in the languor of stalemate. The methods of victory are detailed in Section III. Remember: here, losing in the classical sense is often winning in the philosophical one.


Section II. The Behavior of the Die — The Voice of Fate

General Provision on Check

At any stage of the game, giving check to the opponent's king or to one's own king using the opponent's pieces is forbidden—with a single exception: the delivery of checkmate, where check is the final and inescapable threat to the king.

For move series, a special rule applies: if during a series a player declares check, that move breaks the series and must be checkmate. If the check delivered is not checkmate, such a move is declared illegal, resulting in the player's immediate defeat.


Part One: The Kingdom of Active Submission (Faces 1–3)

You must help your opponent destroy you. Your hands become the instruments of another's voluptuousness.


Article 1. Face One — "The One"

Having rolled 1, the player must play one opponent's piece (any piece except the opponent's king). The move may be with or without capture.

If after this move the player has delivered checkmate to themselves—they immediately win (Ritual Victory — "The Sacrifice Accomplished").

If the player cannot play an opponent's piece (no enemy piece has a legal move that does not violate the General Provision on Check), they must play one of their own pieces (any piece, including their own king). The move may be with or without capture. Check to the opponent's king is forbidden.

If the player can perform neither one nor the other—they immediately lose.


Article 2. Face Two — "The Two"

Having rolled 2, the player must play two different opponent's pieces (consecutively, in two moves). Pieces may be any except the opponent's king. Moves may be with or without capture. The same opponent's piece may not move twice.

If during this series (on the first or second move) the player delivers checkmate to themselves—they immediately win (Ritual Victory — "The Sacrifice Accomplished").

If the player cannot play two different opponent's pieces (no two enemy pieces have legal moves that do not violate the General Provision on Check), they must play two different of their own pieces (consecutively, in two moves). Pieces may be any, including their own king. Moves may be with or without capture. Check to the opponent's king is forbidden. The same piece may not move twice.

If the player can perform neither one nor the other—they immediately lose.


Article 3. Face Three — "The Three"

Having rolled 3, the player must play three different opponent's pieces (consecutively, in three moves). Pieces may be any except the opponent's king. Moves may be with or without capture. The same opponent's piece may not move twice.

If during this series (on the first, second, or third move) the player delivers checkmate to themselves—they immediately win (Ritual Victory — "The Sacrifice Accomplished").

If the player cannot play three different opponent's pieces (no three enemy pieces have legal moves that do not violate the General Provision on Check), they must play three different of their own pieces (consecutively, in three moves). Pieces may be any, including their own king. Moves may be with or without capture. Check to the opponent's king is forbidden. The same piece may not move twice.

If the player can perform neither one nor the other—they immediately lose.


Article 4. Special Conditions for Move Series (Faces 2 and 3)

4.1. If during a series check is declared to the opponent's king, such a move breaks the series and must be checkmate. If the delivered check is not checkmate, the entire series is declared illegal, and the player immediately loses the game.

4.2. When playing the opponent's pieces, an additional restriction applies: the opponent's king may not be moved—for this would violate the hierarchy of the boudoir. Another's dignity is not to be touched without permission, even in the name of voluptuousness.


Article 5. Poverty of the Flesh (Impossibility of Execution)

5.1. If a player cannot fulfill the face's prescription with either enemy pieces or their own—the player immediately loses the game.

5.2. This is called "Poverty of the Flesh" —a state unworthy of a true libertine, and is punished by expulsion from the boudoir (defeat).


Part Two: The Kingdom of Voluntary Exposure (Faces 4–6)

You must bare your soul. Cast off your veils. Reveal your nakedness to the world.


Article 6. Face Four — "The Four" (Sacrifice)

Prescription:

Remove from the board any of your own pieces (except the king). The piece is removed irrevocably, as if it had been captured, but no mouth has tasted this flesh—you have sacrificed it yourself.

After this, make one regular move (with or without capture) with any remaining piece of your own.

Special Case (Divine Nakedness):

If after removing the piece (before making the regular move) your king remains the only piece of yours on the board—you immediately win (see Article 9.3). The regular move is not made in this case—nakedness has been achieved, the ceremony is complete.


Article 7. Face Five — "The Five" (Resurrection)

Prescription:

Return to the board the highest-ranking captured piece of your opponent (following the hierarchy: Queen → Rook → Bishop → Knight).

Pawns may not be returned—the rabble does not deserve resurrection in the boudoir.

The returned piece is placed on any vacant square on the board, observing one condition: it must not deliver check to your king (one cannot resurrect an assassin directly into the victim's bedroom).

After performing this act of mercy (or establishing its impossibility—if the opponent has no captured pieces, or only pawns remain), the turn passes to the opponent. You do not make a regular move this round—you are merely a servant of resurrection.


Article 8. Face Six — "The Six" (Exposure)

Prescription:

All your pieces (except the king) standing on squares adjacent to your king (vertically, horizontally, and diagonally—all 8 directions) must move.

8.1. Moves are performed sequentially, in any order chosen by the player.

8.2. Each such piece must leave its square. A strict restriction applies: a piece may not move to another square adjacent to the king. It must distance itself from the king—true exposure requires the breaking of embraces.

8.3. The piece may:

—Execute a capture (if possible, provided this capture does not leave the piece on a square adjacent to the king);

—Simply move to another vacant square not adjacent to the king;

—Promote (if it is a pawn reaching the last rank).

8.4. Crucial restriction: no move made during the execution of face 6 may leave one's own king in check. If the only possible move for a piece (satisfying the non-adjacency condition) would leave the king under attack, such a piece is deemed "bashfully paralyzed" and is skipped. The player must seek alternative move orders to avoid leaving the king in check after the entire series.

8.5. Pieces that cannot move (blocked, have no legal squares meeting the non-adjacency condition, or any possible move would leave the king in check) are skipped. They remain in place—this is called "bashful paralysis."

8.6. Pieces already moved during the execution of this prescription may, by their relocation, open or close paths for pieces yet to move. This creates exquisite tactical complexities.

8.7. If the king has no pieces on adjacent squares, or all of them cannot move while observing the conditions of non-adjacency and king safety—the player makes one regular move (with or without capture) with any of their pieces.

8.8. "Exposure" does not end the game by itself (unless checkmate or another victory condition is achieved during the process). Play continues, and the next player begins their turn with a die roll.


Section III. Types of Victory — A Taxonomy of Pleasure

In this game, victory is multifaceted. Let us enumerate its incarnations from highest to lowest (though in the boudoir, everything is relative).


Article 9. Supreme Victories (Divine)

9.1. Ideal Victory — "The Sweet Stalemate" (Stalemate)

If, after rolling a 4 or 6, a player's king is not in check but has no legal moves, while other pieces remain on the board — STALEMATE occurs.

This state constitutes an absolute victory for the player whose king has fallen into this sweet languor. For the forces of evil (the opponent and their pieces) are powerless. His Majesty is frozen in a bliss inaccessible to attack. The game immediately ends, and this player is proclaimed victor.

Note: Stalemate can only occur on faces 4 and 6 — the only faces where a regular move is attempted. On faces 1–3 and 5, the die's prescription either fulfills the turn or results in immediate defeat; no stalemate is possible.

9.2. Ritual Victory — "The Sacrifice Accomplished"

If a player, while executing the prescription of faces 1–3 (Kingdom of Active Submission), successfully delivers checkmate to themselves using the opponent's pieces, they immediately win. They have fallen as commanded—and in this fall lies their triumph.

9.3. Ritual Victory — "Nakedness"

If at any moment during the game (as a result of sacrifice under face 4, exchanges, piece loss, or other circumstances) a player has no pieces left on the board except the king—they immediately win. Absolute nakedness is absolute freedom. The game ends.


Article 10. Ordinary Victory — "The Libertine's Mercy"

If the opponent delivers checkmate to a player's king in the ordinary manner (without the active assistance of the checkmated player through the die—i.e., not as a result of faces 1–3, but simply through regular play or the opponent's die prescriptions), then the checkmated player... wins.

Yes, you read correctly, my dear. This is called "The Libertine's Mercy." You have lost a classical chess game, but won at Marquis de Sade Chess. The opponent who delivered checkmate is considered the loser of this game (for they exhibited cruelty by not allowing you to savor a ritual fall).

Note for pedants: In the two-player version, the Index of Depravity is not calculated—for here, pleasure is mutual and not subject to quantitative measurement.


Article 11. Victory Through Impossibility

A player wins if their opponent cannot fulfill the die's prescription rolled on their (the opponent's) turn, and falls into a situation of "Poverty of the Flesh" (Article 5) or another impossibility of ritual execution.

This is the most prosaic, yet no less legitimate, victory—victory over one who could not submit to Fate.


Section IV. Special Provisions and Comments for the Discerning

Article 12. On Impossibility and Its Consequences

12.1. For faces 1–3, a strict hierarchy applies: first, the player must attempt to fulfill the prescription with enemy pieces. If this is impossible (no enemy pieces in the required number have legal moves that do not violate the General Provision on Check), they must proceed to fulfill the prescription with their own pieces.

12.2. The transition between these two methods is strictly hierarchical. One cannot, having rolled a 3, immediately begin moving one's own pieces if there is an opportunity to make moves with enemy pieces.

12.3. If the player cannot fulfill the prescription with either enemy or their own pieces—"Poverty of the Flesh" (Article 5) occurs, and the player immediately loses.


Article 13. On Check and Checkmate During Series

13.1. If during a series of moves (faces 2, 3) the king of the player performing the series is checkmated, the game immediately ends with that player's victory (according to Article 9.2—"The Sacrifice Accomplished"), even if the series of moves is not completed. For the goal has been achieved before the curtain falls.

13.2. During a series of moves, it is forbidden to place one's own king or the opponent's king in check—this violates the General Provision on Check. The player must ensure at every move of the series that neither king comes under attack. If in the middle of a series the player realizes they cannot continue without leaving a king in check (or cannot complete the series without a king being in check at the end), they must admit the impossibility of fulfilling the prescription and immediately lose the game.


Article 14. On the Opponent's King When Playing Their Pieces

When executing the primary prescription of faces 1–3 (playing the opponent's pieces), it is strictly forbidden to move the opponent's king. Firstly, this would violate boudoir etiquette (not touching the holy of holies without permission). Secondly, it would create insoluble conflicts with check rules. All other pieces of the opponent are completely at your disposal.


Article 15. On Castling

Castling is permitted only during regular moves (after fulfilling a die prescription) and only if all classical conditions for castling are met. During the execution of move series under die prescription (faces 2, 3, 6), castling is impossible, as this constitutes a unified sequence of movements, not a "move" in the classical sense.


Article 16. On Pawn Promotion

When moving pawns (one's own or the opponent's) within the framework of die prescriptions, the following rule applies:

If a pawn reaches the last rank, it must promote (to a queen, rook, bishop, or knight) at the choice of the player who moved the pawn to that square. The color of the piece is preserved—whose pawn it was, theirs is the new piece.

This creates a particular voluptuousness when playing the opponent's pieces (faces 1–3): you may advance their pawn, promote it to a queen (or other piece), and with this newborn creature deliver checkmate to yourself. To raise your own executioner with your own hands—what could be more exquisite?

Exception: when returning pieces under face 5, pawns are not returned—the rabble does not deserve resurrection in the boudoir.


Article 17. On the Draw

In Marquis de Sade Chess, a draw is impossible. Classical draw situations (position repetition, the 50-move rule, insufficient material) have no force — the game continues until Fate (the die) leads one of the players to victory by one of the means described in Section III.

Stalemate is no exception — it is not considered a draw, but rather represents the highest form of victory ("Sweet Stalemate," Article 9.1). This is not a stagnation of matter, but the blissful stilling of the spirit in the embrace of inevitability.

If a position arises on the board that would be considered a draw in classical chess (stalemate excepted), the players must continue rolling the die and executing its prescriptions. Sooner or later, someone will fall — for in the boudoir, eternity does not stretch; it merely contracts to the moment of pleasure.

True connoisseurs know: a draw in the boudoir is a myth for the impotent. Here, there is either voluptuous demise, or divine nakedness, or an endless prelude that will nevertheless end with the orgasm of Fate.


Concluding Instruction for Two Players

So, sir or madam, before you lies the board and the die. Remember this above all:

In this game, there are no losers in the vulgar sense of the word. There are only those who have tasted the voluptuousness of the fall, and those who have assisted them with elegance. There are only moments of absolute nakedness and sweet stalemate.

Today you may be the libertine, tomorrow the victim, the day after—a naked king surrounded by laughing enemies. But in each of these states lies its own volupté, its own philosophy, its own victory.

Roll the die. Submit to Fate. And remember: true pleasure is accessible only to those who know how to surrender completely.


Ainsi soit-il, qui peut goûter à cette défaite, goûtera à la vraie volupté.


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The Philosophy of Chess in the Boudoir