Enter Your Reply The Comment You're Replying To 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. Edit Form You may not post a new comment, because ItemID Big-board CV:s does not match any item.