Enter Your Reply The Comment You're Replying To Joe Joyce wrote on Thu, Mar 8, 2007 01:43 PM UTC:One of the nice things about this site is that you can get so many different opinions. Sometimes I like a good design challenge, and the superlarge game poses such challenges. To make it more interesting, I want to use the FIDE unlimited sliders in the game, because they are 'too powerful', and I want to design a new composite/compound/whatever piece to be used in the game, too. [I can also juggle a little.] Oh, and the game should be reasonably easy to learn and play, and not take too long. There! Have I left anything out? Okay, now just how will this be done? Anybody got any ideas? ... Figured I'd start with Chieftain Chess, a successful [can be played without much difficulty] 12x16 variant. Notice I'm defining 'success' very broadly; maybe not broadly enough. Ultima/Baroque is an awesome game that it's designer says is not playable without difficulty. As a game, it's not necessarily successful; as a design, it is wildly successful, spawning several excellent variants of its own. I'll be happy to get a game that's playable, and I'm willing to leave that decision to others. What are the characteristics of Chieftain that make it a viable game? It's somewhat unusual for a chess variant. It's a multi-mover; each side getting 4 moves per turn, to start. It does not have a single royal piece, a king. Instead, it uses 4 semi-royal pieces, chiefs, all of which must be captured to win. It uses command control [pieces are required to be 'activated' by a leader to move]. It has a low starting piece density: 33%. It only uses 5 different pieces. There are no pawns and no promotions in this game. I think only the last feature has nothing to do with why the game works. I also believe that every other feature listed is all but a requirement for a successful superlarge game. Edit Form You may not post a new comment, because ItemID Big-board CV:s does not match any item.