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Comments by JianyingJi
Theoretical considerations are not nonsense but must tempered by empirical experimentation. Below is my theoretical analysis of C vs A situation. First let's take the following values: R: 4.5 B: 3 N: 3 Now the bishop is a slider so should have greater value then knight, but it is color bound so it gets a penalty by decreasing its value by a third, which reduce it to that of the knight. When Bishop is combined with Knight, the piece is no longer color bound so the bishop component gets back to its full strength (4.5), which is rookish. As a result Archbishop and Chancellor become similar in value.
Intellectual games does better in Germany, the low countries, and Asian countries such as Korea, Japan, China. They do terrible in the US. The only new abstract game to make headway here is Blockus. Look at the uptake of GIPF games and the Korean game 'cafes'. Some German bars are stocked with various abstract games. The key seems to be whether a game become a social past time. If games has this social aspect then they will be played much more widely. Go and Xiangqi in china was like that, and still is to a degree.
Good case studies in comparisons are Makruk, Shatar, and SitTuYin. Studying these variants closely one realizes they all probably started as 'fixes' to ur-chess, such as Chaturanga. For example Makruk and SitTuYin moved pawn up. Which is the most direct way to get to the middle game faster. SitTuYin is more radical of the two, with pawn moving up to practically the middle and deployment of pieces behind pawn line before game. In this way SitTuYin is like Fisher Random but far more radical. Makruk is more moderate, only moving the pawns forward one. Both Makruk and Shatar modifies winning conditions, which alters mating balance of pieces. SitTuYin outlaws stalemate, decreasing draws. Perhaps comparing draws in these games and chess, at highest levels of course, would be instructive in seeing whether their prescriptions work. This of course goes to an important point: without a diverse ecosystem of variants with sufficient number of high class players there is no way to determine empirically whether various proposals for such things as eliminating draws and instilling 'fighting spirit' really work.
Rich I think is more correct, this is an attempt to use catastrophe theory to chess. I'm not sure it succeed in anyway. Essentially the author is arguing that if a move is bad if it crosses a fold in the 'evaluation surface', that is the surface created by giving every square a value depending on its importance. The surface is then warped to show moves that would cause irreversible changes in evaluation. Missoum applies this to one move in one game which allows for the nice graphics he drew. However as a general theory I do not see how one would begin to create one. Personally some kind of quantum set theory or more classically combinatoric game theory is far more apt.
At $2 to $3 I would buy about 16 pieces, that would be about a limit of $50. I would probably be looking for half knight valued pieces, such as ferz, wazir, alil, Dabbabah, Crab, Barc. Also a lion would not be bad, for whatever kind of lion it would be.
Good luck Jeremy, we await your return next year, and hope all things is smoothed out this year.
I agree, maybe someone with the skill and money can buy an initial run of popular variant pieces and run a reverse auction to recoup the cost. the details of course needs to be refined.
This article will be of interest to many here, it is challenge from a columnist at chessbase to design a variant that satisfy some criteria so to reduce draws. Read the article and brain storm in this thread.
link
The 'Y' piece! Finally a game that makes it the theme! I was thinking about it a long time, but got distracted, so I'm very glad some one put it in play as a central theme.
Re:Larry, There are two solutions: 1. Capture by stranding, where after every move, any opponent pieces that are stranded are considered captured. 2. Stranded disapear, after every move, any friendly stranded pieced are removed. Larry, your idea most align with the second choice. I think both are viable, the first being simpler to understand, but the second give the player a 'second chance' of a sort.
David: 'shifting patches of sunlight scattered across a limitless dark plain' I never imagined when I first submitted my rules that such a poetic description as David's existed. It is such an appropo description! It seems almost the essense of the game. There's certainly untapped depth to this game. Thanks so much to Joe and David's interest and conversation. It adds so much to the mystic of this game for me.
Clinton, Prior art: Tryslmaistan Chess, Chess for three, Klin Zha. Triangle chess is nothing new, All three of these variants probably could constitute prior art.
Check black starting setup, Dabbaba and bishop should be swapped.
B-file elephants are not protected in the opening setup. Don't know if that was intentional or not.
It is the lack of rules not their addition that increases the variety of opening positions. A quick look at sit-tu-yin would suffice. Other than pawns, the other pieces has no fixed starting points and can be placed anywhere. I generally like chess variants that has free placements at the start. Anything that obliterate openings while at the same time decrease number of rules is alright by me. This page seems to address something different entirely, that of number of variants given a set of mutators, a term explicated and promoted by João Pedro Neto. Each of the 'rules' is actually a mutator. It is no surprise the number of variants one can create by stacking mutators together. What is missing here is an over-riding theme. By theme I mean a organizing principal, not the story that the variant tell. Without a theme to guide the relationship of the mutators, we just have the mutators themselves, which though interesting seem haphazardly grouped together.
For question 5, couldn't the answer be that the white rook just moved from a dark square to a light square, say from d3 to c3? The result would be the same, the checking of the black king.
Gary, you have an amazing approach to designing chess variants. Having gone back and looked at some of your past variants that I missed, I see they all have a quite coherent approach. That approach is take stadard chess, add a single new mechanics and redeign all aspect around that mechanics so its brilliance shines. All your game seems very polished, and any of them is better than what is commercially available.
Jeremy: http://www.chessvariants.org/piececlopedia.dir/mimics.html Is the page you are looking for. It covers all types of pieces that move as other pieces, in various ways and circumstances. Though I do think you should keep your page up, because it offer a good jumping off point to your presets. A line of credit about mimics should suffice. Also your variants provides extensions to mimicing pieces not on original page. For example mixing mimes and mimickers.
Welcome back everyone! This thread I'm creating for both site administrators to explain the situation and to brainstorm solution. Course we all thank the people who keep this site up. And if we have ways to solve this bandwidth issue, let us all pitch in whatever we can to help. My first suggestion is that some sort mirror system could be setup so that when the main site goes down, traffic get redirected to a different site.
email sounds like a great idea. Just put a note on the page telling solvers that have not contacted you yet, to email you with their contact info, so you can email them the problems.
Is fW roughly 2/3 of a pawn? Rough calculation shows it should be about a pawn. On the other hand pawn is mobile, so fW's value should be discounted somewhat. Any suggestions?
This is the link to the announcement that bandai is abandoning Navia Dratp. New development is on hold indefinitely as is official sanctioned tournaments.
Thanks for the shout out, prob 4 was quite interesting indeed.
Normal pieces can take Dim. X pieces, (on normal board) I take it.
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.
A really cool game with a good and innovative mechanics.
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.
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.
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.
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.
(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.]
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?
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.
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.
what happened to the new version of this page, and the comment that the author added answering the 11/7th question?
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.
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...
Sounds like a very playable stacking variant. I especially like the moving as the topmost piece.
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.
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.
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.
new web site for circular chess society: http://circularchess.runtingz.co.uk/Homepagex.htm
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.
Ralph haven't posted anything for a long while, does anyone know what he is up to these days?
Since this comment is for a page that has not been published yet, you must be signed in to read it.
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.
has anyone gotten word from ralph? it seems it has been ages since any post from him! Any iinfo would be appreciated!
Sorry I misposted my last message to the wrong thread. Double wide xiangqi, ummm, interesting
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.
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.
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.
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.
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
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.
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.
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 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.
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.
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?
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.
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.
<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>
<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>
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
Quite interesting variant. With simpler army building then standard CWDA, since only three piece types define a army rather than four.
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.
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!
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.
quick note: web page for Andrew Bartmess and tridim chess has changed to http://www.grigor.org/tactical.htm
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.
very interesting and provocative. Though a more extended write up is welcome
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
Really well designed and explained large variant without the clutter that often afflict them
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
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 ...
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.
I wonder what about fWD? And what adjective should be used with this kind of elephant?
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
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
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.
thanks, as all the graphics works now!!
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
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.
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
this is a very nice page that provide info on a whole class of pieces. I like its organization very much
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 really cool! conceptually cohesive with every element contributing
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.
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
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.
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.
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
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
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