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To avoid hiding the king, Infinite Armada Chess has a special rule. Whenever three of the player's queens are closer to the opponent's side than the player's king, the queens stage a revolution, overthrowing the king and causing the player to lose.

Yup! It could use tweaking, but I like the idea of forcing the king to "lead from the front," with queens comprising an infinite and deadly strike force that has to periodically retreat. One or two queens act as an honor guard, maybe? I would love to see what strategies develop.

In fact, a variant could be that you could use your turn to add a new queen to any position on your back row, on a regular 8x8 board. I think the offsides rule would still need to apply in order to prevent hiding the king in a queenblob.

without putting too much thought into it you'd probably be wanting to push your d pawn (and b pawn) and send the dark bishop all the way to the h file to release the queens through the diagonals as soon as possible. no idea how well this works and what counterplays black has.

Get rid of all your other pieces. They're useless and just stand in the way. Get more of your Queens in front of your King than your opponent in front of his. All the Queens clash into each other, and in the end you're the one with a Queen in front of your King left.

this is important news. there is an app made for android called open chaos chess. the gimmick is that you choose the liece, not the move it takes. in it there is a mode you can play where every piece is a horse. next, we just need to make a fork of it where every piece is a queen.

If we assume an infinite number of turns, white always wins under optimal play (with the axiom of choice) (Proof: It totally sounded like something a mathematician would say, right?) (But just to be clear, I am making a joke here, not a serious claim.)

Make the infinite armada pawns. When they cross they promote to the piece that starts there (a queen if they cross at the king). Can double move if before starting square. Over time it gets more and more expensive to generate a specific piece.

Classic computing mistake. Always take care to keep your infinite sequences lazy, folks! Although in this case, searching the move space should be finite at any depth. Guess it's just an ordinary OOB.

the main thing that would naively take infinite time to calculate is the current board value, since both players have infinite pieces to count. not obvious what a basic evaluation heuristic would be to replace the standard one would be here

Nope. You only have to calculate the board value relative to the initial configuration, and only a finite number of moves have happened at any given moment in time, so it’s only ever a final calculation.

I think the keyword is "naively". You can of course calculate the board value relative to the start, but if you try a naive piece-counting approach, you'll error out. Interesting question is where you'd start the naive iteration, since the board has no corners. Alternate rows from center? Not naive.

Well… there’s no reason to store anything that can’t move, and during the first few turns, it’s pretty obvious the back rows are static. If you made the assumption that you only actually have to allocate a piece when it comes into play, this game can probably be written and played just fine.

To wit: videogames *usually* have far more units over time than can be simulated or even fit on screen at any moment, so conceptually armada chess isn’t much different. We can also easily set up an infinite scroll to let players “see” infinity if they feel like it.

It IS still possible, clearly, to activate an infinite number of pieces to foil that scheme, but that would take infinite amount of time to do, and with an efficient representation, weeks or months of effort to even overwhelm a standard phone. Standard level of acceptable compromise in games :)