This page analyses the strength of the pieces defined previously. I will use three notions throughout.

Power is often position-dependent, so we may speak of best-case, worst-case, or average-case power: a rook can always move to exactly 7N7N squares, but a bishop varies enormously. This is also complicated by the geometry of high-dimensional cubes where almost all of the volume is concentrated near the boundary:

Since lower values for speed are preferable, this really represents a diameter: precisely, the diameter of the graph induced by this chess piece’s adjacency rules.

King

Power. From a position x\mathbf{x}, the King threatens every square in {x+δ:δ=1}\{\mathbf{x} + \delta : \|\delta\|_\infty = 1\} that lies within the board. At a central square (any of the 6N6^N squares not touching any edge), each of the NN components of δ\delta ranges freely over {1,0,+1}\{-1, 0, +1\}, giving 3N13^N - 1 moves (with the 1-1 since the King cannot stay put): this is the best case. At each of the 2N2^N corners, each component has only 22 choices, giving 2N12^N - 1: this is the worst case.

In higher dimensions, note that limN6N+2N8N=limN(3/4)N+(1/4)N=0\lim_{N \to \infty} \frac{6^N + 2^N}{8^N} = \lim_{N \to \infty} (3/4)^N + (1/4)^N = 0, and so asymptotically no squares fall into these best or worst-case scenarios. More representative is the average case. Ignore the restriction on staying put for now. For a random square, each component of the displacement vector has three options unless the King is at the edge of the board along the corresponding axis. This yields three options in 6/86/8 of cases, and two options otherwise, for an average of 11/411/4 options for each component. These restrictions are independent, so there are (11/4)N(11/4)^N squares within a distance of 1. Subtracting the start square, we find that the King’s average-case power is (11/4)N1(11/4)^N-1.

Speed. The King’s distance from x\mathbf{x} to y\mathbf{y} is exactly xy=maxixiyi\|\mathbf{x} - \mathbf{y}\|_\infty = \max_i |x_i - y_i|. To see this, consider the following strategy: at each step, set δi=sgn(yixi)\delta_i = \operatorname{sgn}(y_i - x_i) for each coordinate. This is a valid King move (δ=1\|\delta\|_\infty = 1 whenever xy\mathbf{x} \neq \mathbf{y}), and each coordinate closes its gap by one per step, so every coordinate has converged after xy\|\mathbf{x} - \mathbf{y}\|_\infty steps. This is optimal: no single move can change any coordinate by more than 11, so a gap of dd in any coordinate requires at least dd moves.

The worst case is 77 (for opposite corners, say). Notably, this is independent of NN, because it makes progress along all axes simultaneously. What about the average case? This is equivalent to asking for the expected maximum of NN independent random variables, each distributed as the difference of two independent random variables uniform on {0,,7}N\{0, \ldots, 7\}^N. We can calculate this to be:

732N(4N+11N+17N+22N+26N+29N+31N) 7-32^{-N}\cdot\left(4^{N}+11^{N}+17^{N}+22^{N}+26^{N}+29^{N}+31^{N}\right)

The kthk^{\text{th}} term in the brackets comes from the probability of the distance being at least kk in a coordinate. Note that this tends to 77 as NN grows large: in each coordinate there is a 1/321/32 chance that the start and target squares lie on opposite ends of that axis, and if this happens in any of NN coordinates the entire journey must take 77 moves regardless. For N=100N = 100, this gives a 1(31/32)10095.8%1-(31/32)^{100} \approx 95.8\% chance of two randomly chosen squares requiring all 77 moves to traverse.

Knight

Power. Each Knight move activates exactly two of the NN axes, displacing one by ±2\pm 2 and the other by ±1\pm 1. From a central square, we choose an axis which gets the 22 (NN ways) and which gets the 11 (N1N-1 ways), and pick signs (44 ways), giving 4N(N1)4N(N-1) moves. From a corner, only one sign combination keeps both coordinates on the board, leaving N(N1)N(N-1) moves.

For the average case, each potential move requires the ±2\pm 2 step to land on the board (probability 3/43/4) and the ±1\pm 1 step likewise (probability 7/87/8). By linearity of expectation, the average power is 4N(N1)2132=218N(N1)4N(N-1) \cdot \frac{21}{32} = \frac{21}{8}N(N-1), which is quadratic in NN.

Speed. Write di=xiyid_i = |x_i-y_i| and D=idiD = \sum_i d_i for the total coordinate gap. Each Knight move changes one coordinate by 22 and another by 11, so it can reduce DD by at most 33. Hence every journey needs at least D/3D/3 moves.

Conversely, if we decompose each gap as di=2ai+bid_i = 2a_i + b_i with ai,bi0a_i,b_i \geqslant 0, then aia_i counts how often coordinate ii receives the 22-part of a move and bib_i how often it receives the 11-part. A path of length MM exists whenever we can arrange ai=bi=M\sum a_i = \sum b_i = M. Because every di7d_i \leqslant 7, once MM is linear in NN the distinct-axis pairing issue contributes only a bounded error. For opposite corners di=7d_i = 7 this gives M=7N3+O(1)M = \frac{7N}{3} + O(1), and for random pairs it also succeeds with high probability because E[di/2]=17/16>E[di]/3=7/8\mathbb E[\lfloor d_i/2 \rfloor] = 17/16 > \mathbb E[d_i]/3 = 7/8. Thus the Knight distance is D/3+O(1)D/3 + O(1).

Since E[D]=NEXY=21N/8\mathbb E[D] = N \cdot \mathbb E|X-Y| = 21N/8, the average Knight speed is 7N/8+O(1)7N/8 + O(1). The worst case comes from opposite corners, giving 7N/3+O(1)7N/3 + O(1).

Rook

Power. The Rook can always reach exactly 7N7N squares: along each of the NN axes, there are 77 other values to slide to, regardless of the Rook’s current position. This makes the Rook unique among the pieces, as its power is completely position-independent with no distinction between best, worst, and average case.

This power grows linearly with NN, in contrast to the King’s exponential 3N13^N - 1. In two dimensions, the Rook’s 1414 squares comfortably exceed the King’s best-case 88. But by N=3N = 3 the King’s best case of 2626 has already overtaken the Rook’s 2121, and by N=10N = 10 the comparison is absurd: 59,04859,048 vs 7070.

Speed. Each Rook move changes exactly one coordinate, so the distance from x\mathbf{x} to y\mathbf{y} is the number of coordinates that differ: #{i:xiyi}\#\{i : x_i \neq y_i\}. The worst case is NN (when all coordinates differ).

For the average case, each coordinate independently agrees with probability 1/81/8 and differs with probability 7/87/8, so the distance follows a Bin(N,7/8)\operatorname{Bin}(N, 7/8) distribution with mean 7N/87N/8. For large NN, this becomes close to a Normal distribution with μ=7N/8\mu = 7N/8 and σ=7N/8\sigma=\sqrt{7N}/8: with N=1000N=1000, there is a 99%99\% chance that the distance between two randomly selected squares is between 847847 and 900.

Bishop

Reach. In two dimensions, the bishop is confined to squares of one colour. How does this constraint generalise? For the 22-bishop, the constraint is identical: each move preserves the parity of the coordinate sum xi\sum x_i by changing two coordinates by ±k\pm k, altering the sum by the even (±k)+(±k)(\pm k) + (\pm k). So the 22-bishop is confined to exactly half the board, via the same light/dark restriction as in two dimensions.

The NN-bishop is even more constrained. Each move changes all NN coordinates by ±k\pm k, so any two moves that differ in the sign of a single coordinate produce a net displacement of 2k2k in that coordinate and 00 in all others. This means the NN-bishop can shift differences between individual coordinates, but only by even amounts. The reachable squares are those where every coordinate shares the same parity: either all coordinates are even or all are odd. On the 88-board, each parity class contains 4N4^N squares, so the NN-bishop can reach 24N2 \cdot 4^N squares out of 8N8^N (a fraction 21N2^{1-N} of the board). For N=2N = 2 this gives 1/21/2, but for N=10N = 10 it is less than 0.2%0.2\%.

Conversely, the SS-bishop breaks free entirely for N3N \geqslant 3. It includes both S=3S = 3 moves like e1+e2+e3\mathbf{e}_1 + \mathbf{e}_2 + \mathbf{e}_3 and S=2S = 2 moves like e2e3-\mathbf{e}_2 -\mathbf{e}_3. Composing these gives a net displacement of e1\mathbf{e}_1, which suffices to generate every square.

Power. Let a kk-bishop have the ability to move along precisely kk out of NN axes. At a corner, every axis only has one sign available, so a kk-bishop has 7(Nk)7 \binom{N}{k} moves available at each of the 2N2^N corners. At a central square, for d=1,2,3d=1,2,3 every axis has two sign choices, for d=4d=4 every axis has one, and otherwise none. So from the central 2N2^N squares, a kk-bishop may make

32k(Nk)+(Nk)=(32k+1)(Nk) 3\cdot 2^k\binom Nk+\binom Nk =(3\cdot 2^k+1)\binom Nk

total moves. Averaging over all squares, for a fixed distance dd to the edge, a random coordinate allows +d+d from 8d8-d positions and d-d from 8d8-d positions, so taking the expected number of legal signs on one axis to be 8d4\frac{8-d}{4} and leveraging independence across coordinates yields:

E[Rk]=(Nk)d=17(8d4)k=(Nk)14kr=17rk \mathbb E[R_k] =\binom Nk \sum_{d=1}^7 \left( \frac{8-d}{4} \right)^k =\binom Nk \frac1{4^k}\sum_{r=1}^7 r^k

For k=2k = 2, the worst case is 72N(N1)\frac{7}{2} N(N-1) and the best case 132N(N1)\frac{13}{2} N(N-1), with an average of 358N(N1)\frac{35}{8} N(N-1).

For k=Nk = N, the situation is a lot more variable. The worst case is 77 and the best case 32N+13\cdot 2^N+1, with an average of 4N(1N+2N+3N+4N+5N+6N+7N)4^{-N}(1^N+2^N+3^N+4^N+5^N+6^N+7^N).

For the SS-bishop, we sum over all k=2k = 2 to NN, since the moves are disjoint. This yields a worst case of 7(2NN1)7(2^N-N-1) and a best case of 3N+1+2N7N43^{N+1}+2^N-7N-4, with an average of

r=17[(1+r4)N1Nr4]=4N(5N+6N+7N+8N+9N+10N+11N)77N \sum_{r=1}^7 \left[\left(1+\frac r4\right)^N-1-\frac{Nr}{4}\right] = 4^{-N}\left(5^N+6^N+7^N+8^N+9^N+10^N+11^N\right)-7-7N

Speed. Of course, the 22-bishop and NN-bishop cannot reach the whole board, so their worst-case and average traversal time between squares is infinite. What about the SS-bishop (for N3N \geqslant 3)? Not only can it reach the entire board, but it can do so in just three moves! A proof of this astounding fact can be found here.

Queen

Power. Since the rook directions S(v)=1S(\mathbf{v}) = 1 are disjoint from the bishop directions S(v)2S(\mathbf{v}) \geqslant 2, the power of a queen is simply the power of the corresponding bishop plus the rook’s constant 7N7N moves.

For the 22-queen, this gives a worst case of 72N(N+1)\frac{7}{2}N(N+1) and a best case of 12(13N2+N)\frac{1}{2}(13N^2+N), with an average of 18(35N2+21N)\frac{1}{8}(35N^2+21N).

For the NN-queen, the worst case is 7(N+1)7(N+1) and the best case 32N+7N+13 \cdot 2^N + 7N + 1, with an average of 7N+4N(1N+2N+3N+4N+5N+6N+7N)7N + 4^{-N}(1^N+2^N+3^N+4^N+5^N+6^N+7^N).

For the SS-queen, we may equivalently sum over all k=1k = 1 to NN. This yields a worst case of 7(2N1)7(2^N-1) and a best case of 3N+1+2N43^{N+1}+2^N-4, with an average of

r=17[(1+r4)N1]=4N(5N+6N+7N+8N+9N+10N+11N)7 \sum_{r=1}^7 \left[\left(1+\frac r4\right)^N-1\right] = 4^{-N}\left(5^N+6^N+7^N+8^N+9^N+10^N+11^N\right)-7

Speed. Again the rook component removes the infinite-distance pathology.

For the 22-queen, the gap sizes decouple. If nk=#{i:xiyi=k}n_k = \#\{i : |x_i-y_i| = k\}, then a rook move fixes one coordinate from class kk, while a 22-bishop move of length kk fixes two such coordinates at once. Different kk never interact, so

d2Q(x,y)=k=17nk2 d_{2Q}(\mathbf{x},\mathbf{y}) = \sum_{k=1}^7 \left\lceil \frac{n_k}{2} \right\rceil

exactly. This gives a worst case of N/2+O(1)N/2 + O(1) (indeed (N+7)/2\lfloor (N+7)/2 \rfloor once N7N \geqslant 7), and an average distance of 7N/16+O(1)7N/16 + O(1).

For the NN-queen, parity is the key obstruction. After any sequence of NN-bishop moves, every coordinate has changed by an amount with the same parity p=kj(mod2)p = \sum k_j \pmod 2, so every coordinate whose target gap has the opposite parity still requires a rook move. If oo and ee denote the numbers of odd and even gaps, this gives the lower bound dNQ(x,y)min(o,e)d_{NQ}(\mathbf{x},\mathbf{y}) \geqslant \min(o,e).

This is sharp up to an additive constant. Four NN-bishop moves of lengths 1,1,2,21,1,2,2 can realise every even gap, while 1,1,2,31,1,2,3 can realise every odd gap, with all intermediate positions staying on the 88-board. Choosing the better of these two templates yields

dNQ(x,y)=min(o,e)+O(1) d_{NQ}(\mathbf{x},\mathbf{y}) = \min(o,e) + O(1)

So the worst case is N/2+O(1)N/2 + O(1). For random squares, oBin(N,1/2)o \sim \operatorname{Bin}(N,1/2), whence the average distance is N/2N/(2π)+O(1)N/2 - \sqrt{N/(2\pi)} + O(1), and in particular N/2+O(N)N/2 + O(\sqrt N).

The SS-queen is much faster than this. Because it contains the SS-bishop, the same three-move construction applies unchanged: for N3N \geqslant 3, any square can be reached from any other in at most three moves. In two dimensions, of course, this collapses to the familiar diameter 22.