Check out Omega Chess, our featured variant for September, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Comments by JohnLawson

EarliestEarlier Reverse Order LaterLatest
The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Tue, Apr 23, 2002 12:20 AM UTC:
In response to Moussambani's earlier post, I agree that the situations you
desribe in the first paragraph regarding the Go Away are legal, but your
examples are flawed in that you don't have the pieces compelled to go away
move one square directly away from the Go Away.  The rule definately says
this:
Instead of moving, [the Go Away] can scream GO AWAY! and all adjacent
pieces, whether friend or foe, whether mobile or immobile, are pushed one
square directly away from it. 

Regarding the interpretation of Human promotion in the second paragraph,
gnohmon will have to say for sure, but it seems to me that a Human that
arrives on the last rank is promoted to Zombie immediately, and then what
ever the resulting interactions are take place, be they immunity to
petrification or destruction by ichor.  This is similar in concept to a
Leaf Pile engulfing an adjacent Ghast as a saving move.

John Lawson wrote on Tue, Apr 23, 2002 04:57 AM UTC:
How is 'Nemoroth' pronounced? Normal (American) English pronunciation patterns would lead to a stressed first syllable with a long vowel, secondary stress on the third syllable, and a schwa for the middle vowel, but there are other, equally valid, alternatives.

John Lawson wrote on Tue, Apr 23, 2002 05:49 AM UTC:
I haven't read a Lovecraft story in 35 years, but that stirs my memory. Could it be the Hounds of Tindalos?

John Lawson wrote on Wed, Apr 24, 2002 04:59 PM UTC:
Do you mean 'Danse Macabre', by Saint-Saens? There's also something like that I can't quite remember in his 'Carnival of the Animals'.

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, Apr 24, 2002 05:02 PM UTC:
One thing you might consider for the New Comment Added acknowledgement is a link back to the What's New page. Now I either back button through several pages, or just use my bookmark.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Thu, Apr 25, 2002 01:44 AM UTC:
Yes, that's it!

John Lawson wrote on Thu, Apr 25, 2002 01:46 AM UTC:
Actually, it's here.
http://fathom.org/opalcat/midi.html

John Lawson wrote on Thu, Apr 25, 2002 05:09 AM UTC:
This is the other Saint-Saens piece I was thinking of.  It is Carnival of
the Animals, Fossils.  The link takes you directly to the midi file.
http://www.geocities.com/lavendermist_lmg/midis/Classical/fossili.mid

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
John Lawson wrote on Thu, Apr 25, 2002 11:45 PM UTC:Good ★★★★
If large teams were playing on many boards, like a tall skyscraper, there could be both local and express elevators.

ZoG world view[Subject Thread] [Add Response]
John Lawson wrote on Fri, Apr 26, 2002 12:10 AM UTC:
Peter Aronson wrote:
'(Zillions is hardly the only tool suitable for this sort of thing, of
course, but it is the one that usually comes to hand for me. Occasionally I
worry about the effect this has on my game designing, since if the only
tool you have is a hammer, everthing starts to look like a nail. However,
the essay Zillions of Games: threat or menace, will have to wait for
another day.)'

I had never thought of this effect, perhaps because I neither design games
nor write ZRFs (I entirely lack creativity).  I take this to mean that
ZoG-wise game designers will avoid designing games using concepts that
cannot be effectively implemented in Zillions-of-Games, thereby limiting
their own creativity.

At the same time, ZoG has been considered a tremendous boon to board game
variantists of all stripes, allowing them to play and test their
more-or-less obscure discoveries and creations without the need to actually
find and interact with other people.

So, the starter questions are, 'Does ZoG limit creativity?', 'If it does,
does it matter?'  What do you think?

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
John Lawson wrote on Fri, Apr 26, 2002 12:58 PM UTC:
I wasn't actually being that logical. I was thinking that when a piece got in any elevator, the owner could say, 'This is the express elevator' and send the piece five or ten boards away, instead of one. Since it would only be used in large groups, which play would be social rather than serious, it might add to the general hilarity.

John Lawson wrote on Fri, Apr 26, 2002 06:19 PM UTC:
'Helical Elevator Chess' is more euphonious, and avoids the negative connotations of 'twisted'.

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
John Lawson wrote on Fri, Apr 26, 2002 06:21 PM UTC:Excellent ★★★★★
Thanks. The link back to What's New goes to the redirection page. Did you mean to do it that way?

ZoG world view[Subject Thread] [Add Response]
John Lawson wrote on Sat, Apr 27, 2002 03:54 AM UTC:
So we allow ourselves to be limited by the tools we are comfortable with. 
Peter tailors his inventions with an eye to Zillions implementation. 
Gnohmon, having a 8x8 board in his head, concentrates on ideas that play on
an 8x8 board that feel like chess.

Is this a bad thing, because it limits creativity?

Is it a good thing, because it concentrates the mind?

Both of you produce one interesting idea after another.  So do other
inventors.  Do the limitations of the universes of discourse you have
chosen confine or focus your creative efforts?

I have also perceived an attitude among some CVPhiles that a creation is
not complete without a ZRF.  Certainly, this is a wrong-headed attitude,
although a good ZRF is pleasing.  Is the implicit requirement for a ZRF a
bad thing?  I would say yes, because it discourages people with ideas whose
skills or inclinations are just not up to producing ZRFs routinely.  As a
result, there may be ideas that are interesting or intriguing that do not
see the light of day.  Do you agree?

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
John Lawson wrote on Sat, Apr 27, 2002 03:56 AM UTC:Excellent ★★★★★
Also links for the Subject Inserted confirmation!

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, May 1, 2002 05:57 AM UTC:
Nerdy indeed!

I had envisioned something like 'Heads up! Bishop coming though!'  But the
clock runs while you're on your hands and knees under the table looking for
it, so restraint would be encouraged.

Spinal Tap vs Terror Chess. The Spinal Tap Chess army vs the Terror Chess army in the battle of the 11x11 variants. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, May 1, 2002 06:10 AM UTC:
In George Hodges' 'Ten Shogi Variants', Wayne Schmittberger states, in the
Tai Shogi section, 'A single Pawn, or other weak piece, advanced too far to
be protected can, under certain circumstances, be fatal in a game of Tai!' 

If this is true, then it's unlikely that Spinal Tap vs. Terror Chess has
reached the stage where there is so much material imbalance doesn't matter.

3D Chess, a Different Way of Looking at It. A scheme for a geometric translation of 2d piece moves into 3d.[All Comments] [Add Comment or Rating]
John Lawson wrote on Thu, May 2, 2002 12:31 AM UTC:
A couple of off-the-cuff ideas:

Rotation:
A rotation of a piece would count as a move (a la 3M's Ploy), but perhaps
should be limited in such a way as rooks remain rooks and bishops remain
bishops, etc.

Size:
Pieces could start at eight squares, and change size as a move.  That might
be interesting, because a shorter piece would have less influence but might
be able to slip through places otherwise blocked.

Ruddigore Chess. Chessgi variant where you can capture your own pieces, and every other turn you must capture or sacrifice a piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Thu, May 9, 2002 04:55 AM UTC:Excellent ★★★★★
Hey! I'm as innocent as a kitten! I wasn't even there! And if I was there, I didn't do it! And if I did it, I was lead astray by evil men!

John Lawson wrote on Sun, May 12, 2002 12:31 PM UTC:
Most logically, 'Basingstoke' could be used to force ones opponent to vary
his move in a perpetual check or draw by repetition situation.  This would
hardly have a broad application.  Perhaps some mechanism could be added,
allowing one player to force the other to withdraw a move under some
circumstances.  To keep it under control, this could work like doubling in
backgammon, where once you use the option, you can't do it again until your
opponent has.
Maybe could work like that more exactly, where you could compell a move to
be taken back, but the value of the game doubles each time it's done.

CV Pages as Lit[Subject Thread] [Add Response]
John Lawson wrote on Wed, May 15, 2002 05:56 AM UTC:
Although the format of the CVP is like a database or encyclopedia, I think
that it is actually better thought of as a 'conversation' about chess
variants.  Many variantists probably actually play very little, and most
variants receive very little play.  Therefore, the main point of the CVP,
at least for some, is the communication of the ideas behind the variants.

As in any 'conversation', although the primary focus is to impart
information, a desire to amuse, entertain, and interact is perfectly valid.
 Also, some variants are better understood with the story that inspired
them.  A bare-bones exposition of the Nemoroth rules would seem
incomprehensible and arbitrary.  Other variants that are hard to appreciate
without their background stories are Peter's Ruddigore Chess, or Dan
Troyka's Hitchhiker Chess.

One is on thinner ice with descriptions that are just plain silly, like my
Pizza Kings.  It is important to avoid a descent into pointless sophomoric
humor, like the relentless plays on words in the headlines of bad
newspapers.

We should also remind ourselves, when writing rules, that the CVP has an
international following.  Therefore, it is likely that the point behind
Ruddigore Chess is completely opaque to someone with no knowledge of or
interest in late 19th C. English musical theater.  We also have to be
careful not to obscure the rules with verbal cleverness.

The beauty of the recently improved comment system, is that it provides a
forum for those so inclined to play with words and concepts, without
getting in the way of the clarity of the descriptive pages.

I think I might have had a point once in all this, but I ignored it and it
wandered away.  I like clever and amusing literate writing.  I think it
enhances the CVP, but it is not necessary to the CVP.  Intelligent,
well-thought-out, and clearly described variants are what is necessary.

John Lawson wrote on Fri, May 17, 2002 05:21 AM UTC:
I went back and reread Pizza Kings, and it's better than I remembered. 
Pizza Kings actually had a definite satirical purpose.  At that time,
people were suggesting various different armies with themes like leaping,
or spaciousness, or fizziness.  I just extended the theme to something
completely irrelevant to chess, and then developed the theme deadpan.  Part
of the point I was making earlier is that sort of thing is only pleasing in
moderation.  If I had gone on to invent the Avenging Appetizers and the
Beer Batterers, the result would have been far less than three times as
amusing.

I was also unclear in stating my preference.  I much prefer an entertaining
and engaging description.  I am one of those variantists who actually
rarely play, but, concurring with gnohmon's point, I found Nemoroth so
fascinating that I am actually playing an email game.  That is based on two
things: the terrific description, and the original mechanics.  In the case
of Nemoroth, they cannot be separated.  Without the story, the mechanics
would seem capricious.  Without the unusual mechanics, the story would just
be an exercise in cleverness, without point on the CVP.  Now, e.g., there
is a clear picture in my mind of a Leaf Pile, what it does, and why.

Das Trojanische Spiel A game information page
. Commercial German chess variant, where pieces can stand on top of each other. (German Language)[All Comments] [Add Comment or Rating]
John Lawson wrote on Thu, May 23, 2002 03:41 PM UTC:
This link is broken. <br>'Die Seite, die Sie suchen, gibt's hier nicht (oder nicht mehr).' <p><i>Fixed! --DH</i>

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
John Lawson wrote on Tue, May 28, 2002 03:53 PM UTC:Excellent ★★★★★
And how many experimental armies have been devised? Those are fun and instructive, too, both for how they work and the ways they fall short. The supporting work of 'Ideal and Practical Values' is valuable not only for designers, but for players trying to gauge the relative values of unfamiliar combinations of pieces in an unfamiliar variant.

Chess Variant Set Construction. Describes a chess variant set made with ceramic tiles and wooden cubes.[All Comments] [Add Comment or Rating]
John Lawson wrote on Sun, Jun 2, 2002 03:23 PM UTC:Excellent ★★★★★
Very nice! I like both the appearance and flexibilty of the ceramic tile boards. Note also (and this idea is hardly original with me) that cube pieces could easily be used for variants where pieces could have two or more values, just by marking different faces.

25 comments displayed

EarliestEarlier Reverse Order LaterLatest

Permalink to the exact comments currently displayed.