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Comments by JianyingJi

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The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Apr 9, 2002 05:41 PM UTC:Excellent ★★★★★
Absolutely great, in coherence of theme and originality!

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Apr 18, 2002 12:12 AM UTC:
I got to say, the new format looks great. Also this website continuously amazes me in its depth and breath, and is an endless inspiration to me on my ideas concerning many topics. And has given me new perspective on many things.

CrownA game information page
. Players secretly decide whether their king or queen (who moves like the king) is royal.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, Apr 19, 2002 02:53 PM UTC:Excellent ★★★★★
Excellent piece of detective work and extrapolation!

Tauschach. Each player has one piece off the board, that can be switched every turn with one of his pieces but not the king. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Apr 20, 2002 04:28 PM UTC:Excellent ★★★★★
Excelent and under-appreciated gem! In a few game of this variant, 
I found how the simplest change alters the game dramatically. For
example this variant makes bishop no longer color bound, and 
nullifies the use of castling.

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, Apr 27, 2002 05:09 AM UTC:
I have thought about it for quite a while, that chess lacks a coherent
handicap system. (A good example of a coherent handicap system is that 
of go) How do we go about crating one for chess? Certainly chess for
different armies of ralph betza points the way forward. Black Ghost of
Ralph Betza is a step toward a handicap system. Using these as stepping
stones, let me propose the following:

Types of Handicap:

Range: Gradual limiting of the range of stronger player's pieces 

Functional: Limiting the leaping/capturing ability of the stronger player

Balancing: Adding power to the weak side, for example adding of a ghost
 like in ghost chess.

Of course how a comprehensive system might look like, I'm not sure yet,
 so any comments welcome.

Jianying Ji wrote on Sat, Apr 27, 2002 11:30 PM UTC:
let me put out a few points, though I don't yet have enough for a
comprehensive page yet, but when I do, I might pull it together
for one. So I volunteer provisionally, though I might need some
help going forward.

Chess-like game with handicap systems that could be a guide are:

knightmare chess
http://www.sjgames.com/knightmare/handicapping.html

Shogi
http://www.msoworld.com/mindzine/news/orient/shogi_handicap1.html

The first site mentions that for standard chess, traditional handicap is 
based on similar pricipal as shogi handicaps.

While the traditional system is a good start I would like to have a much
more fine grained approach. 

I'll leave it here so I can write a more detailed note soon also to give
the reader a chance to respond.

Warp Point Chess. Knights are replaced by Warp Points that other pieces can move between. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Apr 30, 2002 10:50 AM UTC:Excellent ★★★★★
Absolutely cool! Very well explained! Simpler in feel and direct in play 
#than some of the other similar ideaed games

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, May 3, 2002 12:36 AM UTC:
Continuing with this subject let me propose the following:

let their be 9 levels of mastery (similar to asian game ratings, but 
                                  in keeping with western chess theme,
                                  we need a different name than dan)

Between each level and the one below is divided 4 sublevels. 
(Again a name is sought)

The difference between sublevels is one point, as described by Ralph Betza

in  http://chessvariants.com/d.betza/pieceval/p3-01.html.  The move is 
good enough for difference of one sublevel.

The difference between levels is then naturally 4 points, or pawn and
move.

For other handicaps we need to temper with the army somewhat, but 
whatever we do must be ballanced, from openning to endgame.

Also as can be calculate, I envision the largest handicap to be 36 
points, roughly the value of an amazon. I think this is a reasonable
 upperbound but as I am not a good chess player, input would be really 
appreciated.

Zelig Chess. Game where the power of the pieces varies based on their position. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, May 10, 2002 12:33 AM UTC:Good ★★★★
This game is highly remaniscent of Capriccio described by Mark Thompson
at
http://home.flash.net/~markthom/html/capriccio.html. though maybe arguably

better since the goal is better defined.

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, May 10, 2002 02:07 AM UTC:
I am creating a pawnless CV, which suddenly led to the question of:

What happens in FIDE chess if we remove the pawns and disallow castling.
Does white have overwhelming advantage or is there a good defense for 
black?

Jianying Ji wrote on Fri, May 10, 2002 09:23 AM UTC:
Actually my game will be different from just removing pawns from standard
FIDE setup. The reason for my question is more along the lines of giving
a pawnless FIDE, what are the shortcommings of such a game, and why 
wouldn't it be a good game. Or in other words what is the mininum that
can be done to make it a good game.

Jianying Ji wrote on Fri, May 10, 2002 04:14 PM UTC:
Thinking about it, let me restate my question in the form of 2
challenges:

Construct the shortest possible fool's mate for the following variant:

FIDE chess without pawns nor castling.

Then construct the shortest possible computer's mate (named after early
chess computer programs),  by which I mean that it will respond to
any possible mate within 3 moves. Or another way to say it is
construct the shortest game that leads to a win in 4 moves.

Jianying Ji wrote on Sat, May 11, 2002 02:36 AM UTC:
> I love these questions, and always try to include them in my own new
> games.

Glad that you like these kind of questions. I thought it might be fun
too.

> 1 Rh7 Na6 2 Qh5++; 

Short and sweet. Quite amazing really.

'Note 1 Be2 Bd7 2 Kf1 Ra7 3 Qe2 Ra8 4 Bh5++ is shortest doublecheck
mate.'

the 3rd move doesn'T make sense.

After the second move we have

. n . q k b n r
r . . b . . . . 
. . . . . . . .
. . . . . . . . 
. . . . . . . .
. . . . . . . .
. . . . B . . .
R N B Q . K N R

Qe2 is an impossible move, however I think you intended Qe1

which works.

It is interesting that both of these are helpmates, I wonder if a
computer
mate as I defined can be found easily, or does it really need a computer
to answer that questions.

history of chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, May 11, 2002 05:28 PM UTC:
Continuing what Ralph said about the need for more prominent heading for
chess history. One possible idea is a specific page on the history of 
chess that shows a genealogy of chess. A genealogy because it shows both
history and the relationship between the different historical variants.
Such an undertaking would be no small one by any means but would provide
a good context for the layman and scholar alike in the foundations of 
this pusuit of variants.

Primitive Chess. Short-range major pieces and no pawns, but a piece like an apprentice for each major piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, May 11, 2002 09:58 PM UTC:Good ★★★★
Since the major pieces in the back row are weak, it might make sense for
the following variant:

No apprentices, Just the backrow pieces. and have the pieces promote to
full strength when they reach the backrow. With the same object of
checkmating the king.

history of chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, May 12, 2002 05:27 AM UTC:
The diagrams will have to be described using FFEN, which the FFEN to HTML
converter will take care of the rest. And probably lots of proofreading.
But it is possible.

Jianying Ji wrote on Sun, May 12, 2002 06:06 AM UTC:
What I mean is that FFEN is a way to convert the diagrams to plain text. 
and for the people who want to read it they would understand it. Moreover
this way a special reader can translat it to diagrams.

Spacious Torus Chess. Chess on a toroidal board, using Ralph Betza's spacious pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Jianying Ji wrote on Sun, May 12, 2002 11:46 AM UTC:
the previous message was posted by me.

Imitating Chess. Pieces move as the last moved piece.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, May 13, 2002 03:49 AM UTC:Good ★★★★
Every move imitates the ability of the piece moved before, except the
first move for nothing is before it. What if time is circular, in that
spirit I propose the following variant:

As a first move, any piece can be moved with any power, however this
implies the last move must be made with a piece with such power, and
any move during the game that would make such a ending impossible is 
declared illeagal.

Southern Shogi. Shogi variant where pieces move like friendly pieces `south' of them. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, May 16, 2002 11:02 PM UTC:
This variant also appears as Annan Shogi

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, May 19, 2002 05:16 PM UTC:
I have been studying the advices in this thread and examining some of 
my ideas along this line. The following is what I have developed so far:

Pawnless Chess

-by Jianying Ji			

Introduction:

This variant is inspired  these primary sources: 
1: Kevin Maroney's Ur Chess
2: Ralph Betza's Halfling Chess

One of the main motivations of this variant is similar to that of Ur Chess
in that I was looking for a 'simplified' variant of chess. As I read Ur
chess I saw that many of the fiddly rules he was trying to change concerned
pawns, so it seemed natural to me to dispense with pawns alltogether. But
that led to an immediate problem, which is with the major pieces of FIDE
facing each other the opening usually end up with a lot of exchanges and
not many pieces on the board after the exchanges end.  To combat this, the
pieces needs to be weakened and captured pieces recycled. So I used
halfling chess to weaken the pieces, and added the capture return rule to
recycle the pieces. I changed the knight to halfling Knightrider to
strengthen the army a bit so that it won't be too slow. The details
follows:

Board and Setup:

Use standard chess board and setup with the pawns removed

r n b q k b n r
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
R N B Q K B N R

Rules:

1. All pieces move as they do in halfling chess, except the knight, 
which becomes a halfling knightrider.

Motivation: To weaken the pieces so the opening will be more strategic,
rather than tactical. As Peter Aaronson suggested and Ralph Betza showed.

2. A captured piece is returned to the owner, who is to put it back on 
its starting rank. It is the owner's choice, which open square to put 
the returned piece on.  If the starting rank is fully occupied then 
the captured piece is discarded.

Motivation: Since the ratio of pieces to squares is so low, to start 
with, this rule will keep more pieces in play longer, for a more 
tactical and longer endgame.

3. No repetition of a previous board position

Motivation: Super-Ko rule is adopted to reduce draws.

Object:

Checkmate or stalemate the opponent

Motivation: Stalemating the opponent is included as a winning condition 
to reduce draws.

Notation:

R        a1        x           a5  	         [a8]
piece	source   capture    destination    drop location

piece: name of the piece
source: starting square
capture: x if capture occured, - if non-capturing move.
destination: ending square
drop location: the location to which the captured piece is dropped

Can be abbreviated if no ambiguity arises.

Remember, if capture occurs, drop location must be specified.


Comments:

Shortest fool's mate is 2.5 moves, which is comparable to FIDE, 
with the added benefit of being more 'foolish'.

Tempo is most important in this game. Losing tempo can be fatal. 
It is even more important than safety of specific pieces. Since 
pieces are recycled.

I have done some playtesting but I would welcome more. And any
more suggestions!

Jianying Ji wrote on Sat, May 25, 2002 12:44 PM UTC:
I hve played the game a few times. mate does take time but not 
impossible, in fact draws should be extremely rare, since captures are 
nearly impossible and positions can't be repeated, so a mating position 
will have to come up, and failing that a stalemate position which is 
also a loss or win depending on the player. Though I am looking for more 
playtesting. email: jianyingj@yahoo.com

Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, May 26, 2002 12:22 AM UTC:
A possible pair of leapers:

Long leaper: same as in this variant except when capturing must jump over
             at least two empty squares before the captured piece.

Short leaper: moves as an Orthodox Queen and captures by overtaking. 
              the piece captured must be within two squares of the
              short leaper. It may land any vacant square somewhere 
              beyond it. It may jumpover friendly pieces, but not 
              capture them. It captures any enemy piece(s) lept over.
              The adjacent square that it lept over must be occupied.
              It may not make more than one short leap in a turn. It 
              may end its move on an edge square only when that is the 
              only way to make a particular capture.

Emulation Chess. Pieces have no move of their own, but move instead like adjacent pieces of either side. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Jun 15, 2002 06:55 PM UTC:Good ★★★★
Nice concept and very cleanly explained, however the example might be
flawed, since e1-d2 should be illeagal for it moves white king into
check, because the black king has the backing of a queen so it can
move as a queen and take take the white king in the next move. a
black bishop instead of queen would work.

InterGrid Chess. Pieces on corners and on centers of squares of 8 by 8 board. (8x8, Cells: 145) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Jun 16, 2002 06:24 PM UTC:Excellent ★★★★★
Sometimes a random search can come up with amazing things, I was
searching for some material for an variant of mine when I came across
this item. It is very well illustrated and strait forward and provides
a good blueprint for how intergrid peice should work. very nice work
indeed.

Spinach Chess. Right to make powerfull move alternates between players in variant with two kings. (8x8, Cells: 68) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, Jun 21, 2002 08:37 PM UTC:Good ★★★★
I would suggest that at the beginning of the game only allow the black
player to spinnach, this would balance the first move advantage.

PASGL 312 Chess. Critters steal lunch in the forest, while trying to get close to the campfire and avoid the train. (Cells: 68) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Jun 27, 2002 08:27 PM UTC:
What about pas--gal three twelve

Rule Zero. A base or starting rule set for most Chess variants.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, Jun 28, 2002 11:39 PM UTC:Excellent ★★★★★
Absolutely a must read for formalizing variants. Will definitely be one
of my references for my variants in the future, and will safe a lot of
typing too :-) now that I can just refer to Rule zero

Jianying Ji wrote on Sun, Jun 30, 2002 06:35 PM UTC:
Then along these line one can establish a notation for describing 
the rule set of chess variants, in a similar spirit as Ralph Betza's
Funny notation for pieces. And if we have that, then we can have a
Funny variant notation to zillions translator, from that we can have 
a program that spits out random variants to play.

Whether this is good or not is in the mind of the bethinker

Rental Chess. You must pay rent for the squares where your pieces are: centre squares are more expensive. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Jul 11, 2002 08:46 PM UTC:Excellent ★★★★★
This variant can be easily handicapped by giving the weaker player 
an extra amount of zorkmids at the start. the amount depending on
the deference between the players.

Jianying Ji wrote on Fri, Jul 12, 2002 08:23 PM UTC:
I agree, it is hard to come up the specific scale of handicap, however
what I meant by 'easy' is that to give handicaps in Rental chess does
not require any special torture to the rules.

As for where the handicap zorkmid comes from, from the same the salary
per turn comes from. However my original idea that I discarded was to tax
the better player, but such a rule would be far too complex I would think.

Games and Pieces[Subject Thread] [Add Response]
Jianying Ji wrote on Tue, Jul 23, 2002 05:07 PM UTC:
google can do a fair job: <a href="http://www.google.co.uk/search?q=+%22murray+lion%22+site%3Awww.chessvariants.com&ie=ISO-8859-1&hl=en&meta=">http://www.google.co.uk/search?q=+%22murray+lion%22+site%3Awww.chessvariants.com&ie=ISO-8859-1&hl=en&meta=</a> <p>for example of the murray lion query. <p>a script that query google probably would be sufficient

Burmese Traditional Chess. An article that discusses chess as it was played in Burma. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Jul 29, 2002 04:33 PM UTC:Excellent ★★★★★
this is absolutely amazing. a very clear exposition and easy to follow.

The thing that intrigues me the most is a move leading to stalemate is
not allowed. which get's away from the fuddily rules in FIDE and other
variants dealing with stalemates. I think this is a worthwhile rule to 
adopt in other variants.

Afterlife Chess. A game based on Ancient Egyption mythology, played on four boards totaling 42 squares. (Cells: 42) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Jul 30, 2002 12:02 AM UTC:Excellent ★★★★★
this is really cool! conceptually cohesive with every element contributing

Existentialist Chess. 10x10 board with many different pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Aug 4, 2002 12:29 AM UTC:
I think part of the trouble with this variant, and the reason that people
hesitate to try it is the lack of a coherent theme, by theme I include 
abstract themes such as all pieces have abstract quality X. 

this game have various categories of pieces:

King : royal

Squire, Viceroy, Pawn, Crowned Knight, left/right schzzhi: normal, 
      i.e. no special powers but can be effected by others

Bobber: extending powers (to itself)

dazzler, hyenna : immobilizer

archer, zednick : confabulators

yanzee : invulnerable

extentialist : morph

teleporter: transports self.

I feel there's a excess of categories and overlap between the powers 
between the pieces. this game would be better I think if no two pieces
have the same higher power. for example having had the dazzler both 
hyenna and yanzee is somewhat superflous.

similarly archer is a more coherent piece than zednick which has 4 
unrelated powers, so it would be a better games without zednick.
A compromise would to give the power of the zednick to the bobber
which creates the stretegic tension of whether to keep the bobber 
around or to confabulate it with some other piece to increase that
piece's power.

I think the more constrained variant below might be easier to start 
with:

all the normal pieces and the king.

King : royal

Squire, Viceroy, Pawn, Crowned Knight, left/right schzzhi: normal

Dazzler: as the immobilizer and giver of invulnerability

archer: as the confabulator

bobber/zednick: moves as bobber or can confabulate as a zednick

teleporter: transports itself

extentialist: cycles through all the non-royal pieces, on 11th move it 
              sleeps, than another cycle, then explode.

I think I have preserved all the ideas in your game and simplified it
a bit. hope you find it interesting.

Mimics. Several pieces that can imitate the movement of other pieces.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Aug 11, 2002 12:18 AM UTC:Excellent ★★★★★
this is a very nice page that provide info on a whole class of pieces.
I like its organization very much

Highcastle chess. All pieces can castle. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Aug 11, 2002 12:43 AM UTC:
this variant similar to castlest chess?

ximeracak.. A leaper-heavy fantasy variant designed for play with a standard set. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Aug 11, 2002 02:47 AM UTC:
how cool, I was just wondering about leapers for a variant I was 
designing. this is perfect for it. and the diagram of the where all
the leaper go is great, a very good exposition

Xiangqi: Chinese Chess. Links and rules for Xiangqi (Chinese Chess). (9x10, Cells: 90) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Aug 14, 2002 08:20 PM UTC:
It seems to me that the elephant in xiangqi (on the blackside) is
most likely and almost certainly an import from india since china
has no elephants. the character used on the black side is that of 
elephant which would be quite strange if it originated in china. so
certainly that perticular character and that piece must have come after
contact with india. 

The cannon piece almost certainly originated in china, since
china invented gun powder quite early on.

Also the different symbols on each side almost hint that it might be 
different army game once, with different powers on the sides, though
there might have been a more prosaic reason, that all the pieces have
different symbols between the sides since the original pieces were carved
and the only way to tell the sides were the characters. (red and black
came later)

And finally, since it is the elephant (xiang) that gives name to the 
whole game, that is if translated directly word for word xiangqi would
be elephant boardgame (qi having being derived from weiqi) and that 
elephants only known in china after contact with india, it is very likely
that modern xiangqi derives from indian source.

Byzantine Chess Theory. Towards the theory of Byzantine Chess.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Aug 20, 2002 01:49 PM UTC:Good ★★★★
A great and detailed page. However the images are not visible due to some 
mal formed link addresses ie the wrong slash being used. nonetheless the
contents are very useful

Jianying Ji wrote on Tue, Aug 20, 2002 05:03 PM UTC:Excellent ★★★★★
thanks, as all the graphics works now!!

ximeracak.. A leaper-heavy fantasy variant designed for play with a standard set. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Aug 22, 2002 01:10 AM UTC:Good ★★★★
It might be interesting to try the following modest variant of ximeracak:

0: all rules as Ximeracak except as noted below
1: when the general is under check it can switch with
   the pegasus, provided of course the pegusus is not
   also attacked.

This simple modification will increase the pegasus's streategic value
which will make people be more careful before putting pegasus in harm's
way, and keep it in the game for the end game. In fact it should have
the overall effect of decreasing the apeal of captures in the game.

Jianying Ji wrote on Thu, Aug 22, 2002 07:33 PM UTC:
mating is not necessarily more difficult but endgame strategies are
dramatically impacted. What I think will happen is a sequence of checks 
that manuavers the general in to a square such that a final fork of the
pegasus and the general gives mate. To win a player must somehow 
construct the sequence, and not to lose by preventing them. Also it 
definitely impacts promotion choice and skew it toward pegasus for 
defense, or toward wizard/champion (maybe) for offence

Random Wormhole Chess (deleted). Introduces "wormholes" and "toroidal" movement to the game in a fun and manageable way. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Sep 14, 2002 08:07 AM UTC:
Since ALL FIDE laws apply, I would say the answer for the question is 
most likely the following:

1: Fifty move rule, the stalemated player gets to roll the dice and if 
the opponent's roll or one's own removes stalemate before the opponent
manages a checkmate then the game continues otherwise if it is still a 
stalemate after fifty moves then draw (probably extremely unlikely)

2: This is a tricky one, most variants would probably say that definitely
double step allowed for a2 but a1 I'm not sure, though I think it 
probably should be allowed

3: I think that should be a yes

Hope we'll have adrain's take soon

White Elephant Chess. Four variants pitting the white Elephant army against black with the normal FIDE array. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, Sep 27, 2002 04:46 PM UTC:
I wonder what about fWD? 
And what adjective should be used with this kind of elephant?

Jianying Ji wrote on Fri, Sep 27, 2002 05:06 PM UTC:
oops, I mean fWA

Influence Chess. Pieces on the top or bottom layer influence which chess pieces may move on the middle layer. (3x(4x7), Cells: 84) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Oct 1, 2002 02:49 PM UTC:Excellent ★★★★★
This been an idea I been thinking of for a while. It pleases me to no end
that someone has made a variant along these lines. It would be great to
see more variants using 'influencing' as an element in them.

No-Chess. Forbid one move to your opponent each turn. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Oct 14, 2002 11:54 AM UTC:Good ★★★★
Since white has slight opening advantage, it would be more equitable
if the game start with black refusing one move from white and then 
white move and refuse black then game continues as described ...

modest chess[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, Nov 1, 2002 04:05 PM UTC:
The page was not index so I'm writing the comment here:

Here's a modest variant:

immortal pawns:

Pawns promotes on the owner's last three ranks. 
Promotion required on last rank only.
Pawns promote to captured pieces only.
Pawns are return to the owner to be dropped, if captured.
Dropped pawn drops only to the first four ranks of the Pawn's owner.
Drops takes a whole turn.

Comments:

These changes are motivated by the desire to make it possible 
to resurrect any piece and have after some captures to restore 
back on the board the full 32 piece complement, and to do so with
minimal change to the rules. It seemed tweeking promotion as the 
simplest way to do that

Abecedarian Big Chess (ABChess). Buy-your-own-army variant on a big board; 26 piece types. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Nov 10, 2002 04:00 PM UTC:Excellent ★★★★★
Really well designed and explained large variant without the clutter that
often afflict them

Lilliputian Monochromatic Alice Chess. All pieces are colorbound, and switch boards rather than switching color. (2x(6x7), Cells: 84) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Nov 27, 2002 11:20 AM UTC:Excellent ★★★★★
excellent game,

one of the illustration has the wrong coloring for the squares. The 
second set in the middle of the page, board2 should have the opposing
coloring

Time Traveler's ChessA game information page
. Chess pieces may travel backwards in time.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Nov 28, 2002 02:54 PM UTC:Excellent ★★★★★
very interesting and provocative. Though a more extended write up is welcome

Shatranj. The widely played Arabian predecessor of modern chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Dec 23, 2002 04:13 PM UTC:
It is quite amazing to me that the rook remained so consistant over the
years. It is the only piece that is in all the historic variants, from 
shatranji to shogi. So if one really want to trace the history of chess,
the rook probably is a important part of that.

Tridimensional Chess (Star Trek). Three-dimensional chess from Star Trek. (7x(), Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Dec 28, 2002 09:54 AM UTC:
quick note: web page for  Andrew Bartmess and tridim chess has changed 
to  http://www.grigor.org/tactical.htm

Rules of Chess (part 6). Missing description[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Dec 30, 2002 07:10 AM UTC:
I think the question is essentially, if a player has a choice of 
perpetual check, or a different move. Can s/he chose the perpetual check
instead of the other move. which is covered:

http://chessvariants.com/d.chess/eternal.html

So I think the answer is yes and charles's friend is probably right.

Voidrider Chess. A 43 square variant with movable spaces. (7x9, Cells: 43) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Jan 2, 2003 10:58 AM UTC:Excellent ★★★★★
I was thinking along these lines sometimes ago, but my ideas never geled
into a playable game. So it very nice to see some incarnation of it. 
Absolutely cool!

Perfect Chess. On 8 by 8 board with combination pieces.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Jan 4, 2003 04:16 PM UTC:Good ★★★★
interesting variant, I wonder if giving king a knight's move would make
the king too hard to capture. With all those combo pieces, it seems only
fair to give the king a bit more movements too.

L. The list of official nominations for the variant-by-committee.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Jan 6, 2003 06:20 PM UTC:
actually #6 specifically says (not kings)

ABC Chess. A variant with 8 armies of pieces generated by combining 1, 2 or 3 simpler pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Jan 22, 2003 09:48 PM UTC:
Quite interesting variant. With simpler army building then standard
CWDA, since only three piece types define a army rather than four.

Swap Chess. A move can consist of a series of pieces swapping places. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Jan 29, 2003 05:04 PM UTC:
An interesting variant might be to add the following rules:
3: No FIDE captures allowed
4: Win by pictorial mate.
5: Super-Ko no position maybe repeated

Emperor Chess. Large chess variant with a Commander (Queen + Knight), two Queens, and two Emperors (Bishop + Lame Dabbabah-rider) per side. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Feb 25, 2003 08:55 PM UTC:
<p> Another possible concern is piece density, which is only 1/3 for this variant. To make it closer to other variants, perhaps a row of commoners added somewhere in the first three ranks would be advisable </p>

Jianying Ji wrote on Tue, Feb 25, 2003 09:54 PM UTC:
<p>that may be, perhaps something weaker, say quick-berolina pawns or something similar. or some piece that moves as commoner but does not capture as such, but instead captures using a weaker move. </p>

Limited Doublemove Chess. Several variants on Doublemove Chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Feb 26, 2003 10:37 PM UTC:
Another way to balance 1 and 1/2 move chess is to have white accumulate
at 1.45 moves instead of 1.5 this way after a 20 move game white will be
off by exactly 1 move that it is penalized at the start for.

Jianying Ji wrote on Thu, Feb 27, 2003 05:45 PM UTC:
It would be nice if the penalty can be done in a uniform way, however
balance is more important, so applying it the first 10 moves is perhaps
a good balance between uniformity and balance.

symmetry[Subject Thread] [Add Response]
Jianying Ji wrote on Thu, Feb 27, 2003 07:44 PM UTC:
I wonder what is effect of symmetry of starting setup on strategy.
Comparing Shantranj and Chuturanga, it occured to me that one has
radial symmetry, while the other billateral symmetry. Which one has
better balance?

Odds Chess. Ways of giving a weaker opponent better odds. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Mar 3, 2003 05:14 PM UTC:Excellent ★★★★★
This list is quite comprehensive, and quite impressive. Which makes it 
doubly strange that the odds chess has not persisted in any serious way 
in chess clubs today, especially organizations such as FIDE to determine
the rating, handicap correspondence.

chess handicap[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, Mar 7, 2003 09:45 PM UTC:
Chess had not had a tradition for handicaps, especially in the last 
100 years. (Before that in the 18th 19th century there was odds chess
which I thought looks like a good and fairly comprehensive system, but
strangely it does not seem to have been adopted by organizations like 
FIDE) So, recently I being thinking about handicap systems and thought
of a cross between shogi and chess that would provide a path toward 
handicaps. What I propose is then the weaker player given a set of tokens
that give him the ability to drop captured pieces as his own for the
price of the value of the piece he is too drop. In a even game the second
player receive a small set of tokens to balance first mover advantage.
If both player play with infinite tokens, the game becomes chessgi. If 
one side plays with infinite and the other player 0 then the infinite 
would probably have a guarenteed win. If both side have a limited supply
of token then the game would have a finer balanced hadicaps.

These are just some ideas, any comment welcome.

Shogi. The Japanese form of Chess, in which players get to keep and replay captured pieces. (9x9, Cells: 81) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Mar 11, 2003 08:30 AM UTC:
Since pieces never disapear from the game, in shogi the values are all 
positional. That is pieces in hand can be considered as just another 
position for the pieces to be. and that value is assessed for a position
taking into account of the positions of all pieces including those in 
hand and whose turn it is. So in a sense it is more like go, only 
holistic evaluation can be done.

chess handicap[Subject Thread] [Add Response]
Jianying Ji wrote on Tue, Mar 11, 2003 06:57 PM UTC:
Thanks for the response. I have thought further, and thinks that the
dropping handicaps that I proposed suffers from similar flaws. Perhaps
the most chesslike handicap is to give the weaker side the chance to
augment the army temporarily. Say a set of tokens which for the price 
of one gives the pieces to take a step to an adjacent non-occupied 
square. One such token will probably be enough to even the odds between
the players when given to the second player. It would convert some draws
to wins and losses to draws. Though I could be wrong, for I am not too
good at judging these things.

Comments on Grand Chess. Notes on Grand Chess and a variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Apr 8, 2003 12:32 AM UTC:
Draw margin is dependent on the skill level of the play. In high level
FIDE chess, as the recent competitions have shown the draw margin can
be as high as 66% of all the games. It is so bad that some competition
actively try to discourage draws. So draws can be a problem. And I think
any chess variant that allows exchange to draw that is sacrificing
material to force opponent into draw, is liable to have larger and larger
draw margins as skill level increase. But ultimately it is an aethetic 
decision on whether this is a bad thing.

L. The list of official nominations for the variant-by-committee.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Apr 9, 2003 06:44 PM UTC:
From the ending part of the rule that says that the Queen can't generate a pawn if it is hedged in on all sides, I think the suggester means that the pawn is to be put next to the queen on an empty square

Jianying Ji wrote on Sat, May 3, 2003 09:25 PM UTC:
just a short response to the last comment.

The sliding bishop's non-capturing move do not seem to include the
camel,
Since it is bishop plus optional wizir, it must be a n-n move or a color
changing one, neither of which include the camel.

Jianying Ji wrote on Sat, May 3, 2003 11:22 PM UTC:
by n-n I meant like a bishop

Twinkie Danger Chess. Game on two initially unliked boards where each turn you add or drop a link. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, May 23, 2003 05:09 PM UTC:Excellent ★★★★★
Cool!

one thing I find a bit aethetically off is that linking is not compulsary
in that player could ignoire linking completely and play normal chess. So
to satisfy my twisted aesthetics I would recommend following changes as a
sub-variant:

0. Twinkie Danger Chess rule apply unless contradicted below.
1. White start on board 0 and black start on board 1
2. King remain on the board they started

In this sub-variant no progress can be made without linking, so linking
becomes crucial way to mobilize your forces.

Hans Bodlaender resigns as editor-in-chief. Missing description[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, May 26, 2003 11:38 PM UTC:
Thanks for everything hans. Best wishes on hans' other projects in life
and hope to see hans dropping by in comment section once in a while.

Doublewide Chess. A discussion of the variant where two complete chess sets (including two Kings per side) are set up on a doublewide board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Jun 15, 2003 06:11 AM UTC:
I don't think the 'great' simplification has too much to do with it. And the simplification is not really done at a specific point of time, but more as a process that culminated with a standardized list in the 90s. AFAIK. (the list was necessary after people start to over-simplify characters, in a kind of slang) Moreover the number of characters didn't really reduce. I think the sets produced in the 80s that I have seen is the same as gnohmon described. I think the xiangi associations in china may be able to resolve our quandries, so if any member is reading please send a link.

Jianying Ji wrote on Wed, Jun 18, 2003 07:33 AM UTC:
Sorry I misposted my last message to the wrong thread.

Double wide xiangqi, ummm, interesting

Double Hammer Chess. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Jun 23, 2004 07:20 AM UTC:
has anyone  gotten word from ralph? it seems it has been ages since any
post from him!
Any iinfo would be appreciated!

Xiangqi: Chinese Chess. Links and rules for Xiangqi (Chinese Chess). (9x10, Cells: 90) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Jul 28, 2004 05:40 AM UTC:
The reason the characters are different from what I hear is that in ancient times xiangqi is played with pieces that are not differentiated by color. So the characters and the shape of the base were ways in which the two sides are differentiated.

OverKnight Chess (old). Members-Only Missing description[All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Many Rules in One Game. List chess and variants.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Dec 11, 2004 05:42 AM UTC:
Ralph haven't posted anything for a long while, does anyone know what he is up to these days?

[Subject Thread] [Add Response]
Jianying Ji wrote on Wed, Jan 26, 2005 09:49 PM UTC:
Why don't we make a wiki instead of a pure comment system (somewhat tongue
in cheek, since I know wikis are not trivial things)

The advantage of wikis are that flame wars tend to burn itself out, with
both sides actively deleting comments, until none is left. And the only
things that are left are non-flame based comments.

I agree largely with fergus and george that discussions limited to the
variants themselves are much better than flame wars over ultimately
unimportant points.

The Circular Chess SocietyBROKEN LINK!. Homepage of British organization playing Circular Chess.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Mar 8, 2005 11:14 AM UTC:
new web site for circular chess society:
http://circularchess.runtingz.co.uk/Homepagex.htm

Burmese Traditional Chess. An article that discusses chess as it was played in Burma. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Mar 13, 2005 05:19 AM UTC:
Myin is about 3 pawns and the ideal value of sin is 1.5+1 pawns, so about 2.5, It is also being stated elsewhere that a non-royal king piece is about a knight so sin's disadvantage against myin is just noticable, at about 1/2 pawn. I think that is why burmese players are reluctant to exchange a myin against a sin.

Torus Chess on a Standard Board. Torus Chess on a standard board with a unique setup. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Mar 13, 2005 08:21 AM UTC:Excellent ★★★★★
amazing! just saw this, seems an elegant solution fora variant on a torus. Gilman's comment is also out standing, and I wonder if there is more info on that variant as well.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Mar 26, 2005 08:37 AM UTC:Excellent ★★★★★
similar to potential chess but with the addition of cycling. As to castling it probably goes something like: castling with an undefined piece reduces it to rook, if there is already two rooks, then castling cannot be done.

Troja. Commercially sold game where pieces can be stacked. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Jun 12, 2005 06:13 AM UTC:Good ★★★★
Sounds like a very playable stacking variant. I especially like the moving as the topmost piece.

Angels and Devils. Chess game where white has two Angels and black has two Devils. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Jul 2, 2005 08:49 PM UTC:Good ★★★★
Very interesting game, and fairly modest too, which I like. I have  a few
quick observations:

I.  a-file and 8th rank is safe from the angels neither angel can jump
over them due to the edge on the left side.

II. By switching the demon and angel on the h-file with the knight on the
i-file their coverage is expanded so only the 8th rank becomes safe from
angel-fire, and the demons cover the whole board. Aethetically, you gain a
more symmetric setup. Moreover, with the white side holding the marginally
weaker angels, the first player advantage is probably canceled.

III. to make both side even more equal, you might consider making it 7 or
9 ranks (9 being my preference, a hint of dante) instead of 8, this way
there will be no safe zone from angel-fire

IV. to make a greater hommage to your inspiration you might make the game
byzantine by joining the left and right sides of the board.

hopefully you find my comment interesting and perhaps useful...

Jianying Ji wrote on Mon, Jul 4, 2005 07:04 AM UTC:
There's two other ways to eliminate the a-file dead zone without adding a
file:

I. switching one of the angels with one of the pawns that stands on one of
the white squares. and mirror the switch on the other side. This will result in doubled
 pawn in one column, but that could lead to some interesting tactics, or you can change
 the back pawn into a man/minion that moves as a non-royal king.

-or-

II. alter the angel/devil moves by adding noncapturing forward ferz (mfF
in Betza notation) to both pieces. which adds interesting tactical color
to the game, as the players try to block the opponent's angel/devil from
changing quarters. Also the forward ferz will suggest the wings, which is
thematic.

EEEEEEEEEEEEEEEEEEEEEEEX! Chess. A game designed to be as different to chess as possible while still being the same as chess. (1x72, Cells: 72) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Wed, Nov 16, 2005 08:47 AM UTC:
what happened to the new version of this page, and the comment that the author added answering the 11/7th question?

Color Square Shogi. Shogi with color squares you place at beginning of game. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Dec 5, 2005 01:20 AM UTC:Excellent ★★★★★
A great game with a very fresh idea!

I have a small point:

Having the second player mirror the first player's piece layout while
allowing both to layout thie terrain (the black squares) separately give
the first player a unequal advantage. Since the first player can always
layout the pieces to make it difficult for the opponent. The opponent
would be forced to start off at a disadvantage. 

The simple solution is to allow the players to lay out pieces, the way
terrain is laid out, separately. No need to enforce symmetry.

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Wed, May 24, 2006 11:40 PM UTC:
Jeff, I'm interested, it would nice if you can post it. maybe even as a
page in it self. I look forward to its details.

Dragon Chess (tm)A game information page
. Commercial board game played on a large board with a new piece -- the Dragon.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, Jun 12, 2006 05:09 AM UTC:BelowAverage ★★
The lack of innovation of this commercial game suprises, one would have
thought that they do their due diligence and seek out something more
innovative, as very much on displayed here. Most of the games on these
pages easily out flanks games such as this.

Here's the challenge: What is the most minimal change of the rules that
one can propose that would make this game much more innovative?
Suggestions?

Jianying Ji wrote on Mon, Jun 12, 2006 11:34 AM UTC:
(I know these words are somewhat strong, however I feel strongly that this
variant with some changes has far more potential than it currently has. I
mean all this in a constructive manner. I understand the urge to stick
close to the original, but by straying a bit farther from the source, the
game will standout much more against other games in this niche)

[I meant to add the above remark to my original post, but edit didn't
have the option of maintaining the same rating.]

Jianying Ji wrote on Mon, Jun 12, 2006 11:01 PM UTC:
Gary you make some good points, I'll address them below, as well as my two
cents.

I don't think Dragon chess as currently formulated, wipes out openings,
it forestalls them. Since there is only one openning setup, in time,
opennings will be developed. Variants such as FRC and Sittuyin can be
truly said to have wiped out opennings.There are so many openning setups,
and one knows not the opponent's openning setup before the game, there is
truly no way to prepare a openning.

I think Dragon Chess should engage its players in creating new ways to use
the components it offers with the game, and publish more rule sets (It
already publish two sets of rules, standard chess and Dragon Chess). This
does not substantially raise the price, but allows it access to a larger
market, for some small value of large.

On Navia Dratp, if it does get abandoned by Bandai, that would be a shame,
it certainly was innovative. Though I'm not entirely sure Bandai did
enough to promote its product. And I am not sure it entirely solved the
piece valuations problem. (though I might be wrong on that, do tell if
that is the case)

On a tangential note, I should note that chessvariants.com is listed in
the prior art (reference) section of the patent for Dragon Chess. This is
a testament to Hans and all those in the community that built this website
into what it is today. Making it a resource for those that want to see the
state of chessvariants today.

Jianying Ji wrote on Tue, Jun 13, 2006 12:24 AM UTC:
Greg, I noticed that too. I certainly think the game needs to find a better
use of its field.

Gary, quite true about the Openning Book not being existent at the present
time for Dragon Chess.

Jianying Ji wrote on Tue, Jun 13, 2006 07:45 AM UTC:
James, this game is put out by a very small family business in ontario, so
I think it is more lack of experience rather than motivation that made the
game subpar. I think with more insight they may put out more rule sets with
more innovation. At least I hope so.

Peter, I'm not sure if you have control over the classification, but I
hope you can help. This game is wrongly classified. it should be 16x10
Cells:124. Thank you very much.

Jianying Ji wrote on Tue, Jun 13, 2006 11:36 PM UTC:
There is a patent in the US too. it is US Patent No. 6,799,763, granted in
2001. A close reading of the patent gives one the impression that in the
path to trying to patenting the game in the broadest language possible, it
made the board more central to the patent, then the pieces. I am not a
patent attorney so I don't know how much weight each section gets.

One more thing about the patent: chessvariants.com is in the prior art
(reference) section of the patent. So PTO is aware of this page's
existence and is viewed as an archive for prior art info. So as these
pages grow, we will actually help improve the quality of patents going
forward.

Dimension X. Chess on two planes - one with the usual chess pieces, the other with spooky trans-dimensional pieces with strange interactions. (2x(8x8), Cells: 128) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Jun 18, 2006 12:45 AM UTC:Excellent ★★★★★
A really cool game with a good and innovative mechanics.

[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, Jun 18, 2006 12:46 AM UTC:
While we are at it, here's another prob: When commenting on a game, you
are given the option of rating 'below average' or 'average' in
addition to the four that there used to be. When you edit the remark later
however, you are not given the 'below average' and 'average' ratings.

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