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Comments by JianyingJi
Absolutely great, in coherence of theme and originality!
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.
Excellent piece of detective work and extrapolation!
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.
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.
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.
Absolutely cool! Very well explained! Simpler in feel and direct in play #than some of the other similar ideaed games
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.
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.
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?
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.
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.
> 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.
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.
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.
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.
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.
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.
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!
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
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.
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.
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.
I would suggest that at the beginning of the game only allow the black player to spinnach, this would balance the first move advantage.
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
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
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.
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.
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
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.
this is really cool! conceptually cohesive with every element contributing
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.
this is a very nice page that provide info on a whole class of pieces. I like its organization very much
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
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.
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
thanks, as all the graphics works now!!
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.
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
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
I wonder what about fWD? And what adjective should be used with this kind of elephant?
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.
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 ...
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
Really well designed and explained large variant without the clutter that often afflict them
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
very interesting and provocative. Though a more extended write up is welcome
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.
quick note: web page for Andrew Bartmess and tridim chess has changed to http://www.grigor.org/tactical.htm
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.
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!
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.
Quite interesting variant. With simpler army building then standard CWDA, since only three piece types define a army rather than four.
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
<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>
<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>
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.
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.
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?
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 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.
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.
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.
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.
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
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.
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.
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.
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.
Sorry I misposted my last message to the wrong thread. Double wide xiangqi, ummm, interesting
has anyone gotten word from ralph? it seems it has been ages since any post from him! Any iinfo would be appreciated!
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.
Since this comment is for a page that has not been published yet, you must be signed in to read it.
Ralph haven't posted anything for a long while, does anyone know what he is up to these days?
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.
new web site for circular chess society: http://circularchess.runtingz.co.uk/Homepagex.htm
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.
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.
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.
Sounds like a very playable stacking variant. I especially like the moving as the topmost piece.
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...
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.
what happened to the new version of this page, and the comment that the author added answering the 11/7th question?
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.
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.
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?
(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.]
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.
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.
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.
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.
A really cool game with a good and innovative mechanics.
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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