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Joe Joyce wrote on Sat, Mar 31, 2007 02:33 PM UTC:
The superlarge test game design outline is just about finished. After
clearing up a few loose ends, it can be taken to the board.
One thing not discussed yet is castling. Because we have those big,
beautiful 'forts' in the corners, there is a good place to castle into.
So we'll work out some castling options in the rules.
The leader rules are quite nebulous. There are a number of ways we can
handle leaders; the simplest way is probably the best for now. 'Leaders
have specified 'activation ranges'. Leaders can activate any one
friendly piece within range.' More realistic/advanced/difficult rules can
be looked at later for play balance if necessary. But the simple requiring
of activation for a piece to move gives us a lot in controlling superlarge
games' tendencies to get out of control. Any leader can move a queen
across the board, but how does the queen get back? 
Leaders are a new class, 'semi-royal' pieces. Loss of one does not end
the game, but it does penalize the losing player more than just losing a
non-royal piece, because the player also loses movement opportunities. I
fully expect using several leaders will prevent the superlarge game from
becoming either tedious and boring or going chaotically out of control.
[How's that for putting yourself out on a limb?] Now it's time to
demonstrate just how well all these ideas will really work. Jeremy Good
has generously given me enough rope to han... um, has created a number of
new Alfaerie piece icons that will allow testing of all the ideas
presented here. Jeremy, thank you. Without your help, I couldn't have
done this. [Maybe not everyone will thank you for this.] I'd also like to
thank those who poked, prodded, and contributed to this so far, including,
but not limited to, Mats, David and Greg.
There is one final loose end which I am leaving hanging, for now.

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