What the Heck is 3D Chess Anyways?

The History of 3D Chess: From 19th Century Origins to Star Trek and Beyond

For chess enthusiasts, the phrase "3D Chess" conjures images of futuristic strategy and mind-bending gameplay. But the concept isn't nearly as new as you might think. Three-dimensional chess has existed for over 150 years, evolving through dozens of variations before becoming the game we recognize today. Let's explore how this space-age game actually has deep historical roots—and how it finally became accessible to everyone.

The Early Days: Chess Goes Vertical

Three-dimensional chess variants have existed since at least the late 19th century, born from chess players' desire to expand the game beyond its traditional flat board. The earliest known version was Kubikschach (German for "Cube Chess"), developed in 1851 by Lionel Kieseritzky. This ambitious variant used an 8×8×8 board with Greek letters labeling the third dimension—125 years before Star Trek made 3D chess famous.

But the game that would become the classic 3D chess format arrived in 1907. Ferdinand Maack invented Raumschach (German for "Space Chess"), considered the classic 3D game. Maack's motivation was fascinating: he believed chess should reflect modern warfare, where attacks could come not just across a flat plane but from above (aerial assault) and below (underwater). After experimenting with various board sizes, he settled on a 5×5×5 cube—125 squares total—as the optimal playing field.

Raumschach introduced unique pieces like the "unicorn" that moved along space diagonals, and the game required genuinely three-dimensional thinking. It was brilliant, complex, and frankly, overwhelming for most players.

The American Introduction: Space Chess and Stereo Chess

Three-dimensional chess concepts made their way to the United States around 1908, though these early versions were incredibly complicated. The most ambitious was an eight-level variant called Stereo Chess, taught at the New School for Social Research by Ervand George Kogbetliantz, who published a pamphlet called "Space Chess" in 1952.

Stereo Chess featured 64 squares on each of its eight levels, with 64 pieces per side—128 pieces total. Beyond traditional chess pieces, it included Fools, Squires, Princes, Princesses, and Archbishops. While intellectually impressive, the game was prohibitively time-consuming and complex. Few people had the patience (or spatial visualization skills) to master it.

This created an interesting problem: for decades, people heard about "3D Chess" but couldn't actually find a playable version. So they did what creative people do—they made up their own rules based on what they imagined 3D Chess should be. By the 1960s, there were nearly as many versions of 3D Chess as there were people claiming to play it.

The Breakthrough: Making 3D Chess Playable

In 1960, the developer of The Original 3D Chess Game, Lynn R. Johnson, grew tired of the predictable opening moves in traditional chess and decided to design something different. He spent six years developing and refining a three-level version of 3D Chess, but the early prototypes were far too complicated to actually play.

The breakthrough came in September 1966 when the designer and a friend pulled an all-nighter debugging and revising the rules, eventually creating a version that was both easy to learn and genuinely challenging to master. They settled on three 8×8 boards stacked vertically—enough depth to add strategic complexity without overwhelming players.

Originally, they had no plans to commercialize the game. The homemade 3D chess boards sat in their homes as conversation pieces. Friends who played the game loved it and wanted their own sets, so the pair started building and giving them away. But this quickly became expensive and time-consuming.

After securing copyrights and conducting extensive research, they decided to bring 3D Chess to market. They traveled throughout Florida and New Orleans giving demonstrations. The response was immediate and overwhelming—during the 1967 Christmas season, they couldn't keep up with demand.

In 1968, the game became commercially available worldwide through Alabe Crafts, Inc. of Cincinnati, Ohio. This marked a watershed moment: for the first time, anyone could purchase a standardized, playable version of 3D Chess. The game that had existed as a fragmented concept for over a century finally had a definitive commercial form that regular chess players could actually enjoy.

Star Trek and Pop Culture Immortality

While the commercial three-level version was making 3D Chess accessible, science fiction was making it iconic. Tri-Dimensional Chess appeared in many Star Trek TV episodes and movies, starting with the original series.

The Star Trek prop was a clever mashup—it was crafted using boards from 3D Checkers and 3D Tic-Tac-Toe sets available in stores, with chess pieces from the futuristic-looking Classic chess set designed by Peter Ganine in 1961. The design featured multiple platforms at different heights, perfectly suggesting how chess might adapt to a future dominated by space travel.

Here's the funny part: rules for the Star Trek game were never invented within the series. The boards weren't even consistently aligned from scene to scene. Captain Kirk and Spock were essentially playing a prop, not a functional game.

Fans weren't satisfied with that ambiguity. In 1976, Andrew Bartmess developed the first complete "Standard Rules" for Star Trek's Tri-D Chess, which were later expanded into a commercially available booklet. Other rule sets followed, including tournament-level rules by Jens Meder. The Star Trek version spawned its own ecosystem of software, construction plans, and player communities.

The cultural impact extended beyond gameplay. Today, "playing three-dimensional chess" has become a metaphor for complex, multi-layered strategic thinking in politics, diplomacy, and business—describing someone operating at a level beyond ordinary comprehension.

Why One Version Became "The Original"

So why did the three-level commercial version become recognized as "the original" 3D Chess when older variants existed? Several factors contributed:

Accessibility: Using three standard 8×8 boards made the game immediately understandable to chess players. You didn't need to learn Greek letters or memorize a 125-square cube.

Balanced complexity: The rules expanded traditional chess without overwhelming it. Pieces gained vertical movement that felt like natural extensions of their regular moves.

Commercial availability: For the first time, you could actually buy a standardized set instead of building one yourself or inventing your own rules.

Playability: Games typically lasted 60-90 minutes—comparable to regular chess—rather than the marathon sessions of eight-level variants.

The three-level format hit a sweet spot that earlier versions missed: it was complex enough to feel genuinely three-dimensional but simple enough that ordinary chess players could learn it in an afternoon.