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Comments by MichaelNelson

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MSnemerothsimplified[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Nov 13, 2023 06:16 PM EST in reply to H. G. Muller from 04:49 PM:

Agreed, I like Neo-Nemeroth better. I'll include an Inspired by credit and a link.


Michael Nelson wrote on Mon, Nov 13, 2023 02:45 PM EST:

I want this to display in What's New as "Inspired by the Game of Nemeroth" but it appears in the listings of my unpublished submissions as "Nemeroth Simplfied" (the original entry which I have reconsidered). How do I fix this? I am also open to suggestions about a possible better name for the game.


MZinspiredbythegameofnemeroth[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Nov 13, 2023 02:37 PM EST:

I have been trying to add a description but the database won't update.


Michael Nelson wrote on Mon, Nov 13, 2023 02:37 PM EST:

I have been trying to add a description but the database won't update.


Colorful Osmosis ChessA Zillions-of-Games file
ZIP file. All basic pieces are colorbound or colorwithching and can create compounds. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Nov 13, 2023 02:29 PM EST:

This item now contains a description.


💡📝Michael Nelson wrote on Mon, Nov 13, 2023 02:28 PM EST:

This item now contains a description.


Colorful Osmosis Chess. All basic pieces are colorbound or colorwithching. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Nov 13, 2023 02:03 PM EST:

I see that the Alfaerie 1 set for Diagram Designer already has 26 pieces. How would it be possible to add a new piece?


💡📝Michael Nelson wrote on Mon, Nov 13, 2023 01:34 PM EST in reply to Diceroller is Fire from Sun Nov 12 11:24 AM:

Thanks, Lev for pointing that out. I will edit the page.


💡📝Michael Nelson wrote on Mon, Nov 13, 2023 01:32 PM EST in reply to Fergus Duniho from Sat Nov 11 10:10 PM:

I'll see what I can do with the Diagram Designer. I may need to add several images from other Alfaerie sets, Alfaerie 1 doesn't seem to include them.


MSnemerothsimplified[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Nov 11, 2023 11:07 PM EST:

Need to post a board diagram and do some endgame studies.


Colorful Osmosis Chess. All basic pieces are colorbound or colorwithching. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sat, Nov 11, 2023 09:53 PM EST:

Edited some minor typos.


Zillions of Games. It can play an endless variety of abstract board games, and we have a large collection of Chess variants you can play on it.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Nov 7, 2023 10:10 PM EST:

This code works perfectly with correctly defined zones:

(define push-n (n (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-n) add (verify false)) cascade n))) (define push-e (e (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-e) add (verify false)) cascade e))) (define push-s (s (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-s) add (verify false)) cascade s))) (define push-w (w (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-w) add (verify false)) cascade w)))

The (verify false)'s are essential to stop move generation when the final square is found, otherwise, Zillions crashes. I decided to use rook-wise pushes to complement the piece's bishop-like move.


Michael Nelson wrote on Tue, Nov 7, 2023 10:10 AM EST:

I solved the Mason move by using single-step moves and add-partial.

The last piece I'm coding can push a line of pieces. This almost does what I want:

(define push ($1 (verify not-empty?) cascade (while (not-empty? $1) $1 cascade) $1 add))

But if the piece at the end of the line is at the edge of the board, I want to capture it (push it off the board). The above code disallows the move if the last piece is at the board's edge. I wonder if there is a solution using zones or dummy squares.

The piece is inspired by Nemeroth's Go Away (but it can only push one line at a time, and any effects of or on the pushed pieces are ignored).

Indeed, the whole game is inspired by Nemeroth, but on the whole, it's much simpler to code in Zillions. There is an unapproachable piece, a piece that turns the target square to stone (by a rifle-capture-like move), a piece that moves and captures as a king, a piece that lays down a line of stones, and so on. Stones do not move on their own but can be captured or pushed (a bit like ichor without the bookkeeping). Victory is by stalemate or opponent's repetition. There is no concept of compulsion or multiple-occupancy squares.

My game loses much of Nemeroth's peculiar flavor but is interesting in its own right. Pushing pieces of the board will make it complete. I will need to clean up the Zillions file and author a page.


Michael Nelson wrote on Mon, Nov 6, 2023 08:53 AM EST:

The Zillions user forum seems dead. I registered, but can't start a new topic.

I have the following move macro:

(define Mason-step ((verify (empty? $1))(create Stone) $1 add))

How do I turn this into a slide? All my attempts are generating pares errors.


Divergent Dreamers. Army for Chess with Different Armies where pieces can only move when it has a neighbour. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Oct 28, 2023 01:26 PM EDT:

You need to define what it means for a piece to travel. I assume it means "move without having a neighbor", but this should be specified.


Colorful Osmosis Chess. All basic pieces are colorbound or colorwithching. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sat, Oct 28, 2023 01:21 PM EDT:

Made a slight edit: Pawns may promote to basic or compound pieces. This shortens Z vs. Z games from averaging 100+ moves to 50-70, due to typically more aggressive play. Now King+Pawn vs.King is a win if the enemy King can't stop the Pawn. One will always choose a Cardinal in this case. But in more complex positions, other choices may work better.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Oct 27, 2023 10:00 PM EDT in reply to Bob Greenwade from 12:32 PM:

You're right of course, Bob. Should be interesting pieces, though. Perhaps a game where the winds are extinction royalty? I expect it will use a large board. I may try my hand at it myself in a a day or two.


Colorful Osmosis ChessA Zillions-of-Games file
ZIP file. All basic pieces are colorbound or colorwithching and can create compounds. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, Oct 27, 2023 05:38 PM EDT:

This page should be ready for publication.


Colorful Osmosis Chess. All basic pieces are colorbound or colorwithching. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, Oct 27, 2023 05:27 PM EDT:

This page should be ready for publication.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Oct 27, 2023 12:17 PM EDT in reply to Bob Greenwade from 10:21 AM:

The North Wind would be an aggressive attacker with a good deal of forward forking power but relatively poor in retreating, while the South Wind is a rather nice defender but hasn't got much attack potential. Bob, do you feel like designing Four Winds Chess?


Help Name My Game[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Oct 27, 2023 12:33 AM EDT:

I have a complete.zrf and should be able to submit as soon as I build the web pages. The game should be in the editor's hands tomorrow or the next day.


Michael Nelson wrote on Thu, Oct 26, 2023 10:49 PM EDT:

I have a name: Colorful Osmosis Chess. Colorful refers to the importance of color-bound and color-switching pieces while osmosis is a synonym of absorption. I decided to not use triple and quadruple compounds. On the right of the King, the positions of the Bishop and Camel are reversed, thus using rotational symmetry as in Shogi rather than mirror symmetry as in FIDE Chess. This provides one Bishop and one Camel on each color. The absence of castling and promotion at the Pawn line rather than the back rank is also very Shogi-like.


Michael Nelson wrote on Thu, Oct 26, 2023 04:56 PM EDT in reply to Bob Greenwade from 01:11 PM:

I like the Evangelist piece name and I will experiment with triple compounds. The Knight-Camel-Bishop-Harvester quadruple compound would be strange a more than a little frightening. It covers more squares than the Amazon (aka the Terror), but unlike the Amazon, can't mate unassisted.


Michael Nelson wrote on Thu, Oct 26, 2023 04:45 PM EDT in reply to H. G. Muller from 01:54 PM:

My mistake. You are correct--it doesn't cover one of the wazir moves even at the edge of the board. But it does confine the King rather nicely as you bring in the King or another piece to cover that square.


Michael Nelson wrote on Thu, Oct 26, 2023 12:39 PM EDT:

I have invented a new variant and have a working .zrf. I don't have a satisfying name for it. (Rather reminiscent of my first variant Separate Realms.)

The essential idea is to use four basic pieces, two leapers, and two sliders. One of each type is color-bound, and the other is color-switching.

For the leapers, I have the Knight and Camel, and the Bishop is the obvious choice for the color-bound slider. For the color-switching slider, I'm using Jörg Knappen's Harvestman from Seenschach, which moves a wazir and then continues as a crooked bishop.

Also, simple pieces can combine with captured enemy pieces as in Assimilation Chess, but the compounds do not split, and there are no King compounds.

So Gnu, Cardinal, and Caliph can appear as well as three Harvestman combinations I've never seen before. I've named the Bishop compound the Metropolitan (a title used in Eastern Orthodoxy for a prelate ranking above an archbishop but below a patriarch). The Camel compound is the Imam, which has the property of mating a bare King on an empty board unassisted. I haven't done the endgame studies to see if mate can be forced. The Knight compound is named Battlemaster, after the Fighter subclass in D&D 5e.

The Harvestman is a good Rook substitute on the whole, though not as good at forcing mate. It does however move in a general rook-like direction with greater mobility. Intuition says this is a reasonable trade-off.

The game is played on a 9x9 board with normal Pawn movement including promotion at the enemy Pawn line rather than the back rank, allowing very FIDE-like Pawn play. Castling is forbidding, so the King is very exposed in the center of the back rank. This is rather reminiscent of Shogi.

A very playable game judged by Zillions vs. itself play. Now I need a name, and I can change some piece names if that fits the theme better.


Boyscout. Moves in a diagonal zigzagline.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Oct 24, 2023 01:13 PM EDT:

I'm looking for a good name for a piece that moves one square as a Wazir and then continues as a Crooked Bishop. I am using this piece in a game where the four basic piece types are two leapers, one color-bound, and one color-switching; and two sliders, one color-bound, and one color-switching. Three of my basic pieces are Bishop, Knight, and Camel. I devised an approximately Rook-valued piece that is always color-switching. I would also be interested in possible alternative pieces that are color-switching and approximately Rook-valued.


Royal Lion Chess. Chess with a Royal Lion and many strong pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Thu, Jul 13, 2023 03:44 PM EDT:

BTW, mating positions do exist for Royal Lion and Amazon vs. Royal Lion, but I'm not sure mate can be forced.


💡📝Michael Nelson wrote on Thu, Jul 13, 2023 03:31 PM EDT in reply to Bob Greenwade from Sat Jul 1 02:21 PM:

(deleted)


💡📝Michael Nelson wrote on Thu, Jul 13, 2023 03:25 PM EDT in reply to Jean-Louis Cazaux from Sat Jul 1 04:07 PM:

By intention, the Royal Lion is hard to checkmate. The games run quite long (100+ moves) but draws are not common per Zillions vs. itself at a strong setting. This won't be to everyone's taste. If further testing indicates the game is drawish, perhaps bare Lion should be a win, but so far it doesn't seem to be.


💡📝Michael Nelson wrote on Sat, Jun 10, 2023 02:16 PM EDT:

The page should be ready for publication now. I have a working .ZRF, but it needs a bit of polishing.


Decima. Variant on 10 by 10 board where you win when you have 10 points on the 10th row. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Wed, Jun 7, 2023 12:51 PM EDT:

I notice the download link for the Decima .zrf is broken. I am downloading .zrf's for my games and some others, this is the only one missing.


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Jun 1, 2023 02:06 PM EDT:Excellent ★★★★★

A much better player than Zillions. I notice that version 2.2 is scriptable, and the scripting language looks easier than Zillions' Lisp-based scripting language (which is a monumental pain in the a** to debug--all those nested parens). Does ChessV have a scripting reference? I'd love to see it rather than ask a thousand questions in this thread.


Royal Bishop Chess. Simple variant with royal bishop. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, May 5, 2023 12:56 PM EDT:

Can the Royal Bishop move across attacked squares? A Chess King when castling cannot, neither can the Royal Queen in the excellent Cassia Britania. I'm assuming the same limitation applies to the Royal Bishop, but the piece description should explicitly say one way or the other. Example, can a Royal Bishop on e5 move to g7 which is not attacked even though f6 is?


Cylindrical Chess. Sides of the board are supposed to be connected. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Mar 21, 2023 09:45 AM EDT:Good ★★★★

Very nice touchup of the page. You might have mentioned that in problems, there is more than one way to use the cylinder concept. The one here described is chess on a horizontal cylinder, which is the only form that is playable as a game. Other forms have appeared in problems: the vertical cylinder with the first and last ranks connected and the anchor ring both basically both a vertical and horizontal cylinder simultaneously. In the latter case, a1 is connected to both a8 and h1 (and in some version h8 as well, if you really want to go crazy). With rooks and queens instantly attacking each other and the kings in mutual check, we'd need special rules to play this, but a KBB vs K ending on such a board can be analyzed, as well as more complex problems.


Two Move Chess. Designed to alleviate the first move advantage for White using double moves, while retaining the tactics of international chess.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Aug 29, 2021 03:27 AM EDT:

Correct me if I'm wrong, doesn't rule 3 imply that a player with a bare king is stalemated, even if he has legal moves, since he's not allowed to move his king twice in the same turn?


Pandemonium (Surajang修羅場). Capablanca chess + Crazyhouse.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Jul 24, 2021 11:55 AM EDT:Excellent ★★★★★

A very well thought and pleasing out blend of a Capablanca's Chess and Shogi. I am curious about the rule against having identical promoted pieces other than promoted Pawns. I consider it a small wart on a otherwise perfect design.


Sign in to the Chess Variant Pages. Sign in to the Chess Variant Pages.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Feb 5, 2020 03:22 PM EST:

It suddenly started working :)


Michael Nelson wrote on Thu, Jan 30, 2020 01:29 PM EST:

 I was able to sign in using Microsoft Edge with blanet permission to accept all cookie anywhere (the default for Edge).


Makarenko's Chess. Pieces are stacks which can be split and combined to create other pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Mar 6, 2019 11:24 AM EST:

Definitely reverse the values of bishop and rook. I suppose the prohibtion on splitting the last king even to form another king is to limit the king's mobity, else last king facing capture could move as a split off a bishop and fuse with a rook all the  way accross the board. I wonder if this prohibition is needed for playabilty. My guess is that the case where my king is captured, I capute the enemy king, but opponent can't form a new king on the next turn would be a draw. I think I would prefer the simpler rule "a player who has no king at the start of his turn loses."


Backlash. Play on two boards, but capturing on one board leads to a backlash on the other! (2x(8x8), Cells: 132) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Apr 30, 2016 10:56 PM EDT:
The rules concerning the pocket squares are reminiscent of the piece in hand rules of my own Wizards' War (2002). I haven't found anything earlier on this site, but prior art may well exist. I would be the last person to claim any kind of copyright--and the idea works extremely well in this game.

Michael Nelson wrote on Sat, Apr 30, 2016 10:39 PM EDT:Excellent ★★★★★
A pleasing blend of several variant ideas into a unified game, it should play very well.

Decima. Variant on 10 by 10 board where you win when you have 10 points on the 10th row. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, Apr 22, 2016 05:49 PM EDT:
The page cleaned up nicely!

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Thu, Jan 7, 2016 04:31 AM EST:
Thanks, H. G.

I will try promoting only the Cardinal and related pieces by one class, returning the SuperBishop to class 3, and adding the SuperKnight to class 4. Hopefully, its value is close enough to the SuperRook to be playable--exactness is not required, just as long as it is a fair amount closer in value to the SuperRook than to the Cardinal, Chancellor, or Queen. 

It is an important design goal of mine to have more than one piece in every value class except 1 and 8 (and I wouldn't object to additional pieces in these classes, if any come to mind). Any addition piece suggestions are welcome if there are good numbers available about their values.

💡📝Michael Nelson wrote on Tue, Jan 5, 2016 06:42 PM EST:
I am playtesting the following changes to the Pocket Mutation Chess value classes:

Class 1: Pawn

Class 2: Knight, Bishop

Class 3: Rook, Nightrider

Class 4: SuperRook, SuperBishop*

Class 5: Queen, Chancellor, Cardinal*

Class 6: SuperChancellor, ChancellorRider, SuperCardinal*, CardinalRider*

Class 7: Amazon, SuperChancellorider, SuperCardinalRider*

class 8: AmazonRider

Those pieces marked with * have been move up one class.

I have been motivated by H. G. Muller's research which shows a higher value for the Cardinal than Betza's Atomic Theory would predict--it is essentially equal to a Chancellor or Queen, rather that about halfway between a Chancellor and a Rook as Betza suggested.

I am contemplating adding a SuperKnight (KN, class 4?) and maybe a SuperNightrider (KNN, class 6?). Any thoughts?

Wand Chess. Pieces have a magic wand, that gives random outcomes.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 20, 2015 08:10 PM EDT:
The rules as given make the answer to the first question clear: checkmate ends the game immediately (if the checkmating move is legal) per the FIDE rules which apply to this game unless otherwise stated; so what would have happened after is irrelevant. Win for the checkmating player.

The second is unclear--an already stoned piece ignores the effect of being zapped, but does stoning undo the effect of a wand which the piece had been zapped with on a previous turn? This is not limited to the sickness case. For example, does stoning a pacifist piece allow it to resume capturing after the stoning wears off?

I would answer no to the second question, but am far less sure than in the firs question that my understanding of Ralph Betza's intent is correct. If my interpretation is correct, a stoned King will die at the appointed time, as it is now immune to a wand of healing--so the only recourse available to the king's owner is to checkmate, stalemate, or create a second king before the king dies.

Chess on a Really Big Board. Game that introduced rose and knight-camel-zebra...[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Apr 17, 2015 02:50 AM EDT:
There is an error in the initial setup in this preset (taking Betza's page as correct): exchange the k-file bishop with the l-file piece to get the setup Ralph intended.

Fairy-Max: an AI for playing user-defined Chess variants. A chess engine configurable for playing a wide variety of chess variants.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Oct 29, 2014 12:55 AM EDT:Excellent ★★★★★
A question for you, H. G.: is there a document somewhere describing your latest research into the value of chess pieces?

The Excellent is both for Fairy-Max itself, and for your work on Chess engines and piece value.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sun, Oct 12, 2014 06:22 PM EDT:
Yes, in the position cited, either of the the Cannon Pawns on a2 and e2 can act as spotters for Archer on c1 shoots Pushme-Pullyu on c3. No other friendly pieces can spot in this position.

Suggestions of how to reword the rule to make this clearer are in order--as well as any other rewording: I plan to revise this page for clarity (no change in substance).


Perhaps a general statement before the specific piece description such as
"All pieces act on orthogonal or diagonal lines in any direction (though in some cases, limited by distance)."

I'm also thinking it might make the capture rule clearer to phrase it in terms of all shots require a spotter, but if close enough, the Archer can spot for itself.

Editors, which would be easier for you: to review submissions for revised pages, or to grant me editing rights to my own game pages--I am comfortable with either.

💡📝Michael Nelson wrote on Sun, Oct 12, 2014 12:54 AM EDT:
Jeremy, your interpretation is correct. I will state the rule more completely for the benefit of others. 1. The Archer moves without capturing as a FIDE Queen (like most pieces in Ultima family games). 2. The Archer captures an enemy piece by shooting, that is, the player owning the Archer declares that a particular enemy piece is to be shot, then removes that piece from the board. 3. An Archer may shoot in any direction in which it may move. 4. An Archer may shoot an enemy piece which is adjacent to it without restriction. 5. An Archer may shoot an enemy piece two squares away from it in a straight line provided that the intervening square in that line is empty. 6. An Archer may shoot an enemy piece more than two squares away from it in a straight line if a) the intervening squares in that line are empty, and b) another piece friendly to the Archer is located adjacent to the enemy piece or two squares away from it in an unobstructed straight line (in any direction). It is not relevant whether or not the other friendly piece could move to the enemy piece's square.

Upgrade chess. Upgrade initially weak pieces by capturing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Aug 23, 2014 11:39 PM EDT:Good ★★★★
RPG themed chess has been around at least since Betza's Way of the Knight from 1995. (http://www.chessvariants.org/crossover.dir/wotn.html). Like your idea for earning upgrades, which need to be more liberal than those in Betza's game, since his upgrade ranks increase power more with each upgrade. I can't rate this game "excellent" without playtesting it, but a solid "good"
for your idea.

AnandvCarlsen13[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Jun 20, 2014 07:06 PM EDT:
I think Joe Joyce's post on "male predominance at chess" make more sense
than the study itself. The explanation of gender differences in Chess may
be simpler yet.  **On average**, men are more likely than women to purse
activities that have no social utility apart from the pleasure of doing
that activity. Chess is in that category (as indeed are checkers, card
games, etc.) No insult intended--I am interested in Chess variants for my
own pleasure and no other reason and feel no need to apologize to anyone
for that fact, and neither judge nor wish to judge anyone else for doing
the same.

I have considered that Chess can teach critical thinking, strategic
planning, etc. Yes it can, but so can a myriad of non-game things useful in
themselves apart from teaching.

"Male predominance at chess" is a current fact of reality. I suspect
there are males who believe this has 1) always been true, 2) always will be
true, and 3) SHOULD be true. A significant number of such males will then
reason by analogy about "male predominance in science", etc.

I won't touch of the idea of a female human being who argues for "male
predominance ...", the very idea terrifies me.

Not-so colorbound cylindrical chess. Game only with pieces, that would be colorbound on normal board. (7x8, Cells: 56) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Feb 24, 2014 08:03 PM EST:Excellent ★★★★★
Excellent thematic variant! I've not seen the idea of imposing colorboundness on all pieces but removing it by the odd number of files on a cylindrical board, thought I recognize component ideas.

A small quibble about promotion:

Promotion to a Knight is needed in FIDE Chess, as its moves are not a subset of the Queen's move. In some positions, the Knight can checkmate when the Queen can't even check. This factor does not apply to this game; but there is one case where underpromotion to Rook or Bishop in needed (rather than merely allowed) in FIDE--when promoting to Queen would result in immediate stalemate, but the lesser promotion could force checkmate on a subsequent move. With three combination pieces to choose from, it is much less likely in this variant,  but analysis is needed to determine if it is possible: if so, underpromotion must be allowed (if and only if stalemate is a draw).

Double Chess. Two sets of pieces on 16 by 12 board. (16x12, Cells: 192) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Sep 7, 2013 12:29 AM EDT:
Assuming that the laws of check follow FIDE rules (which is a reasonable assumption for a variant player by orthodox chess masters) Checking both Kings simultaneously is quite possible by discovery or fork, it is not automatically mate in the case of the fork, as the checking piece is potentially capturable, but cannot be answered by interposition or King move. Discovered check whereby each King ends up checked by a different piece is checkmate: there is no possible way to answer both checks. A line piece can also check by pinning one King to the other, for example Kings on a1 and c1, b1 and d1 vacant, enemy Rook moves to e1. This can be answered by capturing the Rook or interposing on d1 (not b1).

KINGDROPS: new game and design goals[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Sep 28, 2012 11:08 PM EDT:
I've been corresponding with Matteo about programming this most
interesting game, but I thought I would share with the Zillions programmers
among the CV community. I have solved the first problem: rather than using
last-to? (which would allow the movement of the same piece on the first and
third moves of a turn) I set a has-moved attribute for the piece whenever
it moves, and verify that this attribute is clear before allowing the
move.
After each turn (three moves), I have a random player scan the board and
clear all has-moved attributes, so that all pieces can move freely on the
next turn. This technique will work for any number of multiple moves.

The drops restriction will require a board scan to find the friendly King.

Michael Nelson wrote on Wed, Sep 26, 2012 08:35 PM EDT:
Matteo, I didn't take the fact that Black chooses his arrangement after
White is finished with his into account. My error in not noticing this.
In this case, if any balancing is needed, limiting White to two moves on
the first turn should be quite sufficient. I think my rule is about right
for a triple move game with a) fixed setup b) random setup or c) players
choose setup by placing one piece at a time in turns.

Michael Nelson wrote on Tue, Sep 25, 2012 01:44 PM EDT:
Congratulations on a fine first effort, Matteo! The triple move idea is
untried, so far as I know, and will need play testing to see if it makes
the game too explosive. If that is the case, this game should still keep
most of its flavor as a double move variant. (Hope triple move works out, I
really like that.) In any case, a balance rule to reduce the first move
advantage is in order. For a double move game, the rule is well
known--White may make only one move on the first turn. I propose a triple
move analog to that rule: 

On the first turn, White makes one move.
On the first turn, Black makes one or two moves.
On the second turn, White makes one or two moves.
On subsequent turns, the player on move makes one, two, or three moves.

Every Man a Pawn. Each piece has the powers of a Pawn (except promotion) in addition to its normal powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Apr 7, 2012 06:50 PM EDT:
Mr. Zanotelli raises an interesting point. His is indeed a possible way to apply the FIDE Pawn rules to the changed circumstances of this game. But Peter Aronson's way is equally valid. In the case of FIDE Chess, they are equivalent statements of the same rule, as a Pawn cannot make its first move from any place other than the second rank, and a Pawn on the second rank cannot have moved previously--neither of which conditions apply to the Pawn moves of other pieces in this game.

On Designing Good Chess Variants. Design goals and design principles for creating Chess variants.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Feb 18, 2012 05:09 PM EST:
IMHO, Muller's 7 criteria look quite useful for estimating how chess-like a game is--a continuum, rather than a binary is/isn't categorization. They would provide a conceptual framework for observations such as (to intentionally cite an extreme example) Capablanca's Chess is more chess-like than the Game of Nemeroth. Where the line is between chess variant and non-chess games cannot and indeed need not be determined exactly. The question is, is a given game chess-like enough for it to be useful to consider the game a chess variant--can a useful number of Chess concepts be helpful in playing and analyzing the game?

But drawing lines can be fun and useful if it isn't absolutized. Approached in a spirit of 'reasonable people can disagree', everyone should be free to chime in.

As a starting point for looking at some edge cases, I offer my own game Wizards' War for consideration: 
1. It has royal pieces, though capturing them is not the only method of victory.
2. It is entirely pawnless (in the Muller sense--many games are pawnless in the sense of 'this game has no piece that moves like an FIDE pawn').
So is it a chess variant or not and why? Bonus points for citing games that are clearly but not hugely more/less chess-like.

[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Feb 1, 2012 10:51 PM EST:
George,is the mate# also one for pieces such as the Amazon which can force
mate without the assistance of the friendly King? Is there a need to
distinguish these pieces from mate number 1 pieces such as the Rook which
can easily force mate with the help of the friendly King but not without
it?

Chaturanga. The first known variant of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Jan 12, 2012 02:08 AM EST:
Note that Xiangqi had no divergent pieces until the cannon was added, in the original version all pieces moved passively and captured in the same way. On the other hand, the Pawn in the various forms of early Indo-Persian Chess has been divergent since the earliest known times. If divergence is an evolutionary change, that suggests that Indo-Persian Chess is older that we currently think it is. On the other hand, it could be an import from some non-Chess Indo-Persian game, perhaps acquired from a Greek game at the time of Alexander the Great. This last factor does not apply at all to China.
Note that divergent Pawns are conspicuously absent from Xiangqi, Janggi, and Shogi, but do occur in various SE Asian variants, which have influences fom both China and India.

So I would propose the points:

1. Maybe both the Indo-Persian origin theory and the Chinese origin theory are wrong and two different but somewhat similar games were developed independently, perhaps with some mutual influence on one another.

2. My idea could easily be wrong (probably is).

3. So could anybody's idea be wrong, whether they think Chess originated in China, India, Atlantis, or Mars.

4. Documentary evidence is not definitive, nor is it likely to become so.

5. It ultimately doesn't matter, however interesting the question is.

6. It sure as hell isn't worth
   a. practicing racism, or
   b. accusing others of racism.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Oct 17, 2011 09:26 PM EDT:
Perhaps a rule change for the Go-Away scream is in order. I would suggest something like this:

1. All pushes are executed.
2. Any Human to Zombie promotions are executed.
3. Any effects resulting in piece destruction are executed (engulfment, zombies on ichor or multiple occupancy squares, etc.).
4. Any petrifications are executed. 

All partial moves under a single number would be deemed simultaneous.

Under this proposed rule, the owner of the Go-Away is unable to specify the order of effects. This will reduce the tactical complexity of these moves and hopefully render the programming problem tractable.

Whether it would overly damage the peculiar and interesting flavor of Nemoroth is a question I'm not qualified to answer.

[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Sep 8, 2011 12:46 AM EDT:
What are the general characteristics of a pawn-like piece? I'd nominate
these characteristics:

1. Most numerous piece type in the game.
2. Weakest piece type in the game.
3. Short range.
4. Non-retreating.
5. Promotes to something decisive (can force mate).

For illustration, consider how several variants stack up:

FIDE Chess: pawn satisfies each criterion perfectly.

Shatranj: Perfect for 1-4, deficient in criterion 5, as K + Ferz that a
pawn promotes to can't force mate (less of a problem with the Shatranj
ruleset as stalemate and bare King are wins).

my own Pocket Mutation Chess: 1-3 is perfect, 4 is not so much so, as a
pawn can retreat via a pocket move, 5 partially not a fit, while the pawn
has a promotion path to a decisive piece, it can only only promote directly
to a Knight or Bishop, which can't force mate.

Betza's For The Birds Chess: 1, 2, 4 and 5 OK but the pawn-like piece has
a long range move.

my own Wizards' War: nothing remotely resembling a pawn in this game (by
design--one of my design objectives was a playable, pawn-less, strong piece
game).

I submit that all the games are playable Chess Variants (broadly defined)
but the better a variant conforms to these criteria, the more
'Chess-like' it is.

Try analyzing some other variants with these criteria and let me know what
you think of this hypothesis, offering alternative/additional criteria if
you wish.

[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Jul 7, 2011 08:05 PM EDT:
Add my favorable vote to the others. I find the articles interesting and
enjoyable--and I say this as someone who has has disagreements in the past
with Mr. Duke.  If anyone doesn't like them they are easy to skip--no need
for the CVP to spoil it by removing interesting articles.

Knavish Chess. Variant using square-board analogues to 6-way hex-board Dabbabas. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Jul 6, 2011 12:52 AM EDT:Excellent ★★★★★
For the new pieces. The Knave and Debtor have useful moves and a never before used (on a square board) set of bindings. Most original.

[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Jul 1, 2011 09:33 PM EDT:
Thanks to everyone for welcoming me back!
I have updated my profile with my new  email.

Michael Nelson wrote on Fri, Jul 1, 2011 07:00 PM EDT:
I am ready to come back to the chess variant pages after a long absence
(over 2 years). I had a stroke in April 2009 and it's been a long road
back.
I was in a nursing home for a year and a half and was still very weak when
I came home. While I'm still confined to a wheelchair, I'm fully OK
mentally and am physically very capable--fully up to hanging out on line,
commenting on posts, inventing games.... So expect to see me now and again.
A special hello to Joe Joyce and thanks for everyone who make CVP possible.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Sep 15, 2008 06:56 PM EDT:
If a piece is to be mutated, this must be done on the same turn as it is pocketed. Thereafter, the piece may remain in the pocket as long as desired.

King's Guard Chess. Pawns move like kings and only Pawns may capture. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Jun 14, 2008 05:37 AM EDT:
I presume that capturing the opponent's King on the eighth rank with your last Pawn also wins. This is clear from the logic of the loss conditions, but you might want to state this explicitly.

Also, stalemating by promoting your last pawn should win.


You may wish to consider triple repetition as a loss--this is fairly common where stalemate is a loss.


I intend these suggestions as minor clarifications for a very fine game.

Michael Nelson wrote on Fri, Jun 13, 2008 01:44 AM EDT:Excellent ★★★★★
I really like this concept--it's not precisely like anything I've seen, fundamentally simple, yet makes for a very unorthodox game.

So far as I know, Graeme isn't channeling me--perhaps I should channel him and get my creative juices flowing again.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Thu, Jul 26, 2007 01:44 PM EDT:
I'm working on a couple of additional piece sets for PM. One is part of the Short Range Project and the other eliminates Nightriders and provides additional enhancements. In both cases I expect a more strategic, less explosive game.

I am in no way dissatisfied with the classic piece set, I just think providing some alternatives will be interesting for players who like the game concept but would prefer a different feel.

When I have them worked up I will amend the game page and submit a new ZRF.

Caïssa Britannia. British themed variant with Lions, Unicorns, Dragons, Anglican Bishops, and a royal Queen. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jan 1, 2007 12:54 AM EST:
David is surely correct. Black's Queen is not in check so how can moving
it along the shared line of movement with the Lion put it in check? For
the Lion to capture the Queen, there must be a third piece between them to
act as a screen: Qh1, Qi1, or Qj1 being interpreted as check means that
Black's Queen is being used as its own screen.

The ShortRange Project. Missing description[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Oct 18, 2006 06:41 PM EDT:Excellent ★★★★★
A fine start to what I hope will be a lengthy and very informative series.
The various games already generated by this project are first rate and I
expect many more as the work continues. 

I might point out that the shorter range of pieces opens some
possibilities that may be more practical than in games with long range
pieces. Relay Chess leaps to mind, as well as various forms of
Progressive.

While I love the Shatranj Pawns in the variants, I think that a shortrange
piece game with stronger Pawns might be most interesting as well.

Queens or Castles. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Jul 6, 2006 03:02 PM EDT:
Do the Queens' starting squares need to be empty for the synergism move?

Atlantean Barroom Shatranj. Atlantean Barroom Shatranj Rules. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, May 16, 2006 01:49 AM EDT:Excellent ★★★★★
An excellent concept game and I think it will be quite playable. Joe's
whole series of Shatranj variants are fascinating. The varying power
levels of short and medium range pieces with few or no long range pieces
make for something quite different. 

This particular variant with its direction changing moves reminds me of
Jetan.

[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Apr 27, 2006 12:01 AM EDT:
The Mammoth is a strong piece. Betza's Atomic Theory suggests a 4-atom
value, equal to a Cardinal. Its lack of range is compensated by
unblockability and excellent coverage of nearby sqaures.

Neutral Subject Chess. Most pieces start neutral, and players compete to recruit them. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Apr 9, 2006 04:24 PM EDT:Excellent ★★★★★
Let me try restating the rule and Charles can either affirm I am correct,
or he might think of yet another way to express the rule if I am wrong.

1. For the purpose of applying the recruitment rules, we pretend that a
neutral piece can capture a non-neutral piece.
2. After moving a piece, the player who just moved may recruit any piece
which is attacking a piece owned by either White or Black. 
3. If rule two applies to multiple pieces, they can all be recruited.
4. Recruitment is applied recursively, so if a neutral piece which is not
attacking a White or Black piece is doing so after a recruitment, that
piece can be recruited also.

Charles, is recruitment mandatory or is it legal for a player not to make
a recruitment he is entitled to, either by intent or oversight?

By the way, I think this is a fine game concept that deserves more
exploration--I expect there are many ways to apply it in different game
settings.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Jan 2, 2006 01:41 PM EST:
I am most honored that Pocket Mutation Chess was selected as the newest
Recognized Chess Variant and the voted Recognized Variant of the Month the
first time out.

Clearly PM is my finest creation but I never imagined it would join such
august company in under three years.

Joshua's Chess. Missing description (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
📝Michael Nelson wrote on Sat, Dec 31, 2005 05:16 PM EST:
Roberto, thank you for your comment. I'm putting the finishing touches
on a ZRF and it will be up later this weekend.

Andy, the restriction was added to prevent check on the opening move,
followed by continuing attacks resulting in a White win in 10 moves or so
in most cases. The current rule for the Pao/Vao moves strengthens the
defense as well as weakening the attack.

[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Dec 30, 2005 04:48 PM EST:
The idea of Josh getting a hold of rifle cature is pretty scary (though
fascinating).

I have made some small changes to get a playable game--I explaind my
reasoning to Josh and he seemed to get it--saying 'OK, Daddy, I think
that's a good idea.'

Originally Josh allowed the cannon moves without restriction: the piece
leaped over could belong to either side and the move could be capturing or
non capturing. This in combination with the hook move is much too powerful--White's Queen jumps
over its pawn line and checks, then plays King hunt until mate.

But limiting he line pieces to leaping over a friendly piece only make the
game playable. Also, a piece cannot both leap and hook in the same move.

So here is a description of Joshua's Chess as it now stands, pending a
full web page.

Joshua's Chess is played on a 12x12 board with the usual pieces: the
armies are on the back ranks and centered.

The Pawn moves and captures one or two squres straight forward, diagonally
forward, or sideways. These are strong little guys and protect each other
well. A pawn reaching the twelfth rank may optionally promote to any piece
its owner has lost. If the option is not taken, the Pawn may be later
promoted after moving one or two squres sideways on the twelfth rank. No
e.p.

The Knight has its usual move and in addition can leap 3 squares
orthogonally or move a single square orthogonally. This is precisely the
move Joshua invented: he understands the Knight's move to be a L shape,
two squares othogonally then one at right angles: he generalized this by
allowing the one squre move to continue in the original direction or go
back the direction it came.

The Bishop may move and capture normally. It may also move and capture
after leaping diagonally over one friendly piece. A Bishop which did not
leap and finished on an empty sqare may optionally move one squre at right
angles to its original path--a one square hook move.

The Rook is the Bishop's orthogonal counterpart, with the same leaping
and hook move options.

The Queen has the combined Bishop and Rook moves. This is one scary
piece. Though not a powerful as the Queen piece in Betza's Tripunch
Chess, it can use the leap move to develop faster.

The King can has its usual move, can move as a FIDE Knight, or leap to the
second square orthogonally or diagonally. Leaping over check is legal. No
castling.

The Pawns and Knights allow fairly good defense in the opening and
middlegame. In the endgame, K Q vs K and K R vs K are easy: a Rook can
mate unassisted on an empty board. King and any two minor pieces should be
a win. K P vs K should win in most cases--the Pawn can't be blocked.

[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Dec 29, 2005 11:39 AM EST:
My son Joshua (6 days short of his sixth birthday) is learing to play Chess. He knows the moves including castling but not e.p. and doesn't fully grasp checkmate and stalemate yet.

He knows about Chess variants in a very vague way--that it is possible to play Chess with alternate pieces/rules, but he has never played a variant.

Yesterday Josh and I were playing Chess and he got taken by the Muse (or temporary insanity) and started inventing a variant! He reinvented the Chinese Cannon and its diagonal counterpart as well as the hook move, and used these moves to strenghten the Rooks, Bishops, and the Queen. He also created an augemted Knight and some very powerful pawns.

He also made some design decisions without prompting from Daddy. He decided an unlimited hook move was too strong, so it will be limited to a single square. He also decided that strengthening the other pieces required a stonger King and came up with the idea the the King could move KNAD and could leap over check. He also suggested that stronger pieces might make a better game if placed on a larger board.

It was most fascinating to observe Josh's though processes.

The game seems playable. While I don't expect it to have the acclaim of Demian Freeling's Congo, Joshua is nearly two years younger that Demian was.

I will be creating the ZRF and webpage over the next few days.


Separate Realms. Pieces capture like normal FIDE pieces, but have limited moves that only take them to part of the board when not capturing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Dec 26, 2005 11:58 AM EST:
David,

The SR Murray Lions seems to be a capital addition to the SR army and
would make for a nice variant. I don't care for pushing the pawn line
forward. I invented it solely, Peter didn't collaborate on this--and I
despise this variant: it ruins the peculiar flavor of Separate Realms.
I'd prefer to  try it on an 8x10 board, or position the Lions as you
suggest and only move the Pawns on the Lion's squares forward.

Clearly K L vs K is a win in most cases in separate realms: K vs K is
decisive if the Kings are on the same color--the King able to gain the
oppositon can force statemate. 

So if the Kings are on the same color, the Lion stays out of it if you
have the oppositon and wastes a move if the enemy has the opposition, thus
giving the oppositon back to you.

If the Kings are on opposite colors and the Lion is on the same color as
the enemy King, forcing a win should be no trouble. If the Lion is on the
same color as the friendly King, it should be quite possible to set up a
position where the Lion is moved adjacent to the enemy King which is
forced to make a losing realm-switching capture.

It would take extensive analysis to demonstrate a forced win in all cases,
but the win percentage is certain to be very high. The only non-trivial K X
vs King ending with the standard SR pieces which is draw is K B vs K with
the K B on the opposite color from the enemy King.

Transmitter Chess. Drone pieces have no movement until activated by one of three friendly Transmitters. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Nov 28, 2005 12:22 PM EST:Excellent ★★★★★
A very worthy effort. The game concept seems to allow a great strategic and tactical depth. Threats to transmitters on offense and defense will be key.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Tue, Nov 15, 2005 03:35 PM EST:
The apparent ambiguity in the Roccoco rules for the Long Leaper were
carried over into the rules for Fugue.

Since the Fugue Long Leaper cannot make multiple captures, there is no
need for the phrase 'jump over adjacent pieces' and I hereby remove it
from the rules. (Could an editor make this change as soon as convenient?)

In Fugue, a capture such as 

+--+--+--+--+--+
|LL|  |p |p | x|
+--+--+--+--+--+

is illegal as a multiple capture in any case, regardless of the ambiguous
'adjacent pieces', while

+--+--+--+--+--+
|LL|p |  |  | x|
+--+--+--+--+--+

is legal as in ultima and Rococco.

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]
Michael Nelson wrote on Sat, Oct 1, 2005 01:34 AM EDT:
Yes. The name Half-Duck comes from Ralph's 'funny notation' for the piece: HFD. The H and D components are leapers like the Knight--they can leap over pieces of either side or empty sqaures and any combination of these. All of this is 100% clear form Ralph's original CWDA pages.

Showdown Chess. No draws permitted. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Sep 1, 2005 04:44 PM EDT:
For a drawless chess, amend FIDE rules as follows:

1. Stalemate is a loss for the stalemated player.
2. Triple repetion is a loss for the repeating player.
3. If fifty moves by both sides have elapsed since the last capture or
Pawn move, the player who made the last capture or Pawn move may claim a
win.

[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Aug 31, 2005 04:20 AM EDT:
The grandmaster strategy is blameless--it is legitimate to sacrifice a possible win to enhance your chances of success in the event. But it doesn't feel legitimate.

The problem is in a scoring system the rates two draws as good as a win and possibly the tiebreaker method. The conditions of the contest create incentives to play for draws.

Other games have done worse--I can cite examples in bridge, football, and hockey where the conditions of contest created incentives to lose certain matches.

But then this can happen in Chess in any kind of elimination event. Say I'm assured of qualifying for the next round and in my final game of this round I'm playing A who is 1/2 point ahead of B for the last spot. Now let's say that based on past experience, I just can't beat B. It is to my advantage to dump my game to A to make sure B does not qualify.


Extra Move Chess. Double-move variant based on limitations of Zillions of Games. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Aug 30, 2005 05:31 PM EDT:Excellent ★★★★★
Sometimes the limitations of our tools are helpful--here by designing to the limitations of Zillions, Fegus has produced a superb double-move game: quite possiblly the best of the genre. Highly playable and the effective power of the armies is meaningfully higher than orthochess but significantly lower than other double move variants. A sharper, bloodier and more tactical game than orthochess--but still has room for strategic play.

Rules of Chess: Check, Mate, and Stalemate. Answers to frequently asked questions.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Jun 24, 2005 09:14 AM EDT:
The position is illegal--there can never be a Pawn on A1.

Carnival of the Animals. A nearly-FIDE variant with Eurofighter Pawns (first implementation on an 8x8 board) dice (two aside for preference) which mutate. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Jun 21, 2005 01:28 AM EDT:Excellent ★★★★★
A fine design. The strong Pawns and the random variablity of the Knights
will produced a a slashing, highly tactical game. Piece values will be
skewed--it will virtually always pay to trade Bishop for Knight, not
infrequently Rook for Knight will work.

A variant worth looking at would be to treat a 5 as 0--this eliminates
some of the longest leapers and brings the Wazir and Dababbah-type leapers
into the game.

A note on dice probabilites: The chance of rolling exactly one 6 on a pair
of dice is 10/36 or 5/18, not the 1/18 chance cited on the page.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Tue, May 10, 2005 11:47 AM EDT:
The last comment was mine, I forget to put in my user id.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, May 8, 2005 11:32 AM EDT:
Confiming that I did indeed submit the Odin's Rune ZRF a couple of months ago and its receipt was acknowleged.

Contest to design a 10-chess variant. Cebrating 10 years of Chess Variant Pages with a contest to design a chess variant.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, May 2, 2005 11:29 AM EDT:
For the record, my Decima revisons weere submitted in early March and never posted -- no blame to the editors, they've been overwhelmed. I posted them myself yesterday at the first opportunity after the new submisssion system became available.

Dave's Silly Example Game. This is Dave Howe's example of a user-posted game. (2x2, Cells: 4) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, May 1, 2005 12:05 PM EDT:Excellent ★★★★★
The system works quite well. I was able to recreate a page for Decima with
my revisions in about 45 minutes.

When it is approved, would it be possible for an editor to append the
original Decima comments to it and then remove the original Decima page?

The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, May 1, 2005 12:00 PM EDT:Excellent ★★★★★
I really like this game concept: randomness at a managable level. The
Bermuda Triangle imagery is rather enjoyable as well.

Some rules clarifications: 

1. If a Knight leaps another piece on c3 and c3 is the BCAF, then both the
Knight and the piece leaped over disappear?

2. If a piece captures another piece on d5 and d5 is the BCAF, the catured
piece does not reappear?

The rules as a whole seem to me to indicate that the answer is 'yes' to
both questions--I'd like to hear the designer's intent.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Apr 3, 2005 12:20 PM EDT:
Perhaps the best rule for checkmate is to do away with the concept and have the goal of the game to be capturing the King.

Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Mar 30, 2005 03:14 AM EST:
Peter,<p> If a piece is on a3, a LL on a6 can capture it by leaping to a2 or a1 and having the choice is quite valuable to the LL--one square may be attacked while the other is safe, one square may set up the next attack while the other doesn't, etc. <p> Now let's look at the case at hand: LL on x3 to capture x2 on x1 or x0. The amended rule constrains the LL's choice of captures when it is already very hard for the LL to capture a piece on an edge square--the LL must reach the edge via another capture (either previous or subsequent) <i>of a piece adjacent to the edge</i>. Only the LL (or a Chameleon attempting to capture a LL) is so restricted: A King, Pawn, Advancer, Withdrawer, Swapper, or Chameleon capturing anything other than a LL can capture a piece on an edge square <i>from an interior square</i>. <p> So the LL is uniquely constrained in its ability to capture an enemy piece on an edge square by board geometry and the edge rules, and the proposed rule would constrain it yet more. I feel that this additional constraint is foreign to the original intent of making it harder to hide from LL's on the edge. The Withdrawer isn't so badly affected as it is restricted in only two of its five possible capture directions when capturing a piece on an edge square, but if the LL is to have free choice, the Withdrawer should for consistency.

Michael Nelson wrote on Tue, Mar 29, 2005 02:21 PM EST:
Peter,

I think that the freer capturing is really more in line with your
rationale for the edge sqaures in the first place: to keep pieces from
using the edges to hide from Long Leapers. 

So how about:  A piece may not move to an edge square except to capture a
piece which it could not capture by moving to a non-edge square. This
applies even if the starting square is an edge square. The Swapper's swap
move is a capture for this purpose whether the piece swapped is friendly or
hostile, as is a Chameleon's swap with a Swapper whether friendly or
hostile.

Michael Nelson wrote on Tue, Mar 29, 2005 10:52 AM EST:
This interperation lead to a logic loop: <p> <ol> <li>The LL can't capture x2 by leaping to x0 because it could have captured by leaping to x1.</li> <li>The LL can't capture x2 by leaping to x1 because it could have captured by leaping to x0.</li> <li>If it is illegal to leap to x1, then it is legal to leap to x0.</li> <li>If it is illegal to leap to x0, then it is legal to leap to x1.</li> <li>If it is legal to leap to x1, then it is illegal to leap to x0.</li> <li>If it is legal to leap to x0 , then it is legal to leap to x1.</li> </ol> <p> repeating to infinity. <p> The simplest clarification that leads to the most playable rule is to replace the word 'the' with 'an': <p> These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on <b>an</b> edge square. This includes moves that start on edge squares. The Swapper's swap move is considered a capture for purposes of edge squares.

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Michael Nelson wrote on Sun, Mar 13, 2005 01:53 AM EST:
Larry is on the right track, but the moves to attack a piece measure will
give false results in some games. 

In Decima, for example, White's usual opening move attacks a Black piece,
yet the game is less sensitive than FIDE chess. 

It may be that number of moves to attack a goal piece is not always
accurate, though no examples spring to mind. Clearly more resarch is
needed to decide the best measure.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Mar 12, 2005 02:25 PM EST:Excellent ★★★★★
Here is the 'Excellent' I thought I would be giving this fine game.
Having seen it in action while coding the ZRF, I am quite convinced of the
game's quality. 

The piece set is quite interesting and works well together. The Pawns are
unusual but easy to learn to use. The Pawns are quite strong: I'd guess
about halfway between a Ferz and a Knight (slightly closer to Ferz). 

The Forest Ox is the big gun of the board on both offense and defense. 

The Valkyrie is not quite as strong as the Forest Ox, but is much more
powerful than a Queen: the swap move allows if easier developement (can
swap with a Pawn in the opening setup) and more ways of escaping trouble,
while still having all of a Queen's move and capture power. 

Rook and Bishop are minor pieces, with the Rook the stronger but with less
gap between them than in FIDE Chess, since a Valkyrie swap can get the
Bishop to the opposite color.

The idea of the King's movement depending on the friendly pieces adjacent
to it works quite well here and I'd love to see it used in other
variants.

Overall, a highly playable and enjoyable game.

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