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Game Reviews by PeterAronson
You know, I can't see any reason (aside from restraint) why stepping
pieces couldn't take advantage of chatter even if they can't create it
(sort of like a low-power line mixed in with higher-power lines).
Then, if a stepper could move to
a square containing a rider's line, it could ride away on it!
In that case, castling and Pawn-double-step could definitely generate
chatter lines (and we'd have to distinguish between capturing and
non-capturing chatter lines). Of course, chasing down a King supported by a Bishop could
be rather difficult . . .
<p>
The above would probably result in a fairly crazy game, but it would also
come closer to working with different armies.
<p>
And for the list of possibly unplayable games, I'd like to add
<u><a href='../d.betza/chessvar/confu01.html'>Confusion 1b</a> Chatter
Chess</u>.
This looks like fun! I particularly like that once you overprotect a Pawn
by two (easy enough -- just take an unattacked Pawn and give it two
supporters), suddenly it captures forward and to the side.
<p>
I find myself wondering if overprotection is calculated recursively. That
is, when determining overprotection, is overprotection taken into account?
<p>
Consider the following:
<blockquote>
White Pawns at <b>a3</b>, <b>b4</b> and <b>c3</b>;
<p>
Black Pawns at <b>a6</b>, <b>b5</b> and <b>c6</b>.
</blockquote>
Assume white's move. Can the white Pawn on <b>b4</b> capture the black
Pawn on <b>b5</b>? If you apply white's Wazir capture first, then it
can (since it is overprotected by two, black not having a Wazir capture
as it is only overprotected by one), if you apply black's Wazir capture
first, it can not (since then the white Pawn will only be overprotected by
one). Curious, no?
This is something new in a way, or at least something not often done. It
is a game where the two sides, while having the same movement, have
different board topologies to deal with in the opening and midgame, and I
think it an interesting idea. Now, if there was just some way to determine
if it was balanced . . .
Here's an amusing possible solution to the problems with this variant:
combine it with <a href='../other.dir/alice.html'>Alice Chess</a>.
<p>
Here's how it might go. You add a second board, like in Alice Chess,
except the 2nd board has reversed checkering: a1 is white, not black.
When a piece's move would otherwise cause it to move to a square of a
different color, it instead lands on the equivalent square of the
other board. Thus Knights always switch boards when they move, and
Bishops never switch boards.
<p>
There are a number of ways to handle switching boards:
<p>
<ul>
<li>Alice Chess-style. The move on the board on which the piece
starts must be legal as in orthochess, and the square on the other
board must be empty.</li>
<p>
<li>The Plunge. A piece moving to another color may only to move to
a square that is empty on their current board, then they plunge through
the board to the equivalent square on the other board, capturing any
opposing pieces they land on, except for Pawns who may not plunge to
occupied squares.</li>
<p>
<li>The Switch-a-roo. A piece makes a normal orthochess move on the board
on which it starts, and then, if the destination square is of a different
color than the piece's starting square, it moves to an equivalent
position on the other board. If the space on the other board is occupied,
then the piece occupying that space is moved to the space just landed on on
the board that the moving piece started on. This version actually allows
Bishops on the 2nd board.</li>
<p>
<li>The Last Square. The piece's move is as normal, except that if the
piece would land on a color of square different from which it started, the
last square of its move is the equivalent space on the other board, and the
move does not pass through what would be the final square of its move in
orthochess. The last square on the board on which the board-changing piece
moved from may be occupied by a friendly or opposing piece -- it doesn't
matter as the moving piece does not pass through it.
</ul>
<p>
I don't know which would be best.
I would have to agree that the Cavalier (Gryphon + Aanca) is a kind of
extreme piece, but if you look at Ralph Betza's note on the value of such
<a href='../piececlopedia.dir/bent-riders.html'>Bent Riders</a>, you will
see that he rates such a piece as being worth slightly less than an
Amazon (Queen + Knight) on an 8x8 board [Although honestly requires me to
add that Ralph himself is not entirely convinced of his piece evaluation
system, although in my experiance it is at least approximately right most
of the time]. On a 10x10 board the Cavalier gains some additional value,
while the Amazon would probably break even (Queen components gain in value,
Knight components lose in value) -- so call the Cavalier a rough equivalent
of an Amazon.
<p>
Now, would two Amazons be too strong for a 10x10 board? It comes down to
a matter of taste I suppose, but I have to suspect that as Tony Paletta
noted in a comment on <a href='../large.dir/full-double-chess.html'>Full
Double Chess</a>, their presence would tend to
reduce the minor pieces to cannon fodder (although there is fun to be had
with weak pieces).
<p>
In any case, I rather like your idea of substituting Cooked Bishops -- the
world needs more games with Crooked Bishops (and where, you may ask are
<em>your</em> games with Crooked Bishops, Mr. Aronson? Err, well, the
<a href='../dpieces.dir/fighting-fizzies.html'>Fighting Fizzies</a> have
a WzFF as a Queen, and otherwise, they're all in the future . . .)
<hr>
I'm commenting on your comment here, rather than by e-mail as you suggested
as that way other people can join in the discussion and have fun.
A very clean design with lots of tactical interest.
It's nice to see a game of different armies on a large canvas. It's hard
to tell if it is balanced or not, but I wonder if balance is as important
at this scale: both sides possibly having more material than they can
effectively use. Or is 11x11 with 22 pieces a side too small for that
sort of effect?
I would recommend safety goggles and a digital camera (to record board
positions) as useful equipment for this game.
I could see times when you might send a piece up or down the elevator just
to clear an attack lane.
<blockquote>
'The only other rule I can think of is that if it's your move and the
other player is already in check, you cannot capture the King but you
can play any other legal move you choose'
</blockquote>
This also deals with the discovered check problem in multiplayer variants:
that is, when player A moves a piece that was blocking player B's piece,
so now player B's piece attacks player C's King, and the turn sequence is
A-B-C so player C never gets a chance to move out of check before being
captured.
Actually, this ought to be Excellent to the Nth Power! I am glad to see this game on a prominent page of its own, for while it's been on this site for years, you had to know where to find it, and as a Chess variant designer this (and the associated work that Ralph did to support it) has been one of the games that has influenced me the most. Bravo!
This looks amusing. It does seem that the scoring system encourages the other players to turn on the first player significantly damaged like starving wolves, lest they be left without any pieces of the eliminated player when it comes time to score. Not a game to play with someone who takes attacks personally! An omnidirectional Pawn is actually mWcF -- mFcW is an omnidirectional Berolina Pawn. This page might benefit from an ASCII diagram to backup the Javascript -- I first looked at it with Javascript turned off and was puzzled.
This does look like fun! It's an interesting question if it is better to play your Rhino and Headless Rhinos early, or to keep them safe in the box. Elephants and Great Elephants of course should come out and play as
soon as possible.
<p>As for Lint to Dust Bunny to Dust Demon -- you may have found another great train of evolution to rival Paperclip to Coathanger to Bicycle.
<p>As for the credits, your stuff has long and often had a light-hearted (and
erudite) touch -- you didn't really get it from me.
Honestly! See Jean-Louis Cazaux's page on the relative ages of 2-handed
and 4-handed Chaturanga. It can be found at:
<ul>
<li><a href='http://www.chez.com/cazaux/chaturanga.htm'>http://www.chez.com/cazaux/chaturanga.htm</a>
</ul>
Neither Forbes nor Cullen are considered exactly up-to-date sources, you
know.
You could have a version of Castlingmost Chess with captures -- when castling with a friendly piece not separated from the castling piece by
friendly pieces, any opposing pieces between them are captured. You may still castle with opposing pieces, just not capture in those cases.
This is a nice idea, but the pieces you call Hobbits have been around for
a while. For example, John Williams Brown called them Stewards, and used
them in <a href='../large.dir/contest/cenchess.html'>Centennial Chess</a>;
however, this is a nice use of them.
<p>
As for the 9x9 game, I notice that all four Bishops are on White. Now,
some people like it like that -- consider Gabriel Maura's game of
<a href='../large.dir/modern.html'>Modern Chess</a> which also has four
Bishops on the same color -- but you still might want to consider something
like Carlos Cetina's <a href='../varvar.dir/bcr.html'>Bishop's Conversion
Rule</a>, when one Bishop has to change color on its first move.
I do like to see a good Chess variant with dice once in a while. So many
variant designers and players have an attitude about anything with a random
element which I suspect stems from delusions about the predictablity of
the real world.
Nicely fluidly weird. Normally leapers greater than maybe (3,0) or (2,1) don't work on a board this size, but with <strong>everything</strong> but the King/General and Pawns/Sergeants leaping, this isn't the usual problem.
<p>
One thing I noticed is that it is very common for Pegasi to be exchanged, which is unfortunate as they are interesting pieces. It might be nice to treat them as like Lions in Chu Shogi (or Golems in Golem Chess, which borrowed the idea from Chu Shogi) and not let them be exchanged easily.
After playing around with this game a bit, it seems to me that the Great
Pajamas are somewhat disadvantaged: the Box can pull out unlimited Bats,
as long as the one per column rule is followed, and the Pajamas can keep
pulling out Elephants, as long as there is only one of your color on the
board at a time, but once the Great Pajamas have pulled out the Great
Elephant, all they can do is generate Dust Bunnies and Dust Demons. It
doesn't seem fair.
<p>
Perhaps the Great Pajamas should also be able to pull out an Investigator
and/or a Cook. Cooks, as we know from Cheskers, are Camels (Long Knights).
An Investigator would be a Nemesis -- a piece that moves like a King, but
only towards the opposing Royal piece. Now, in Captain Spalding Chess that
would be too powerful, so perhaps it could have a Nemesis that moves like
a Wazir, but can only makes moves that would leave it closer to the opposing
Box. If an Investigator is captured, it may be pulled out by the Great
Pajamas again.
Actually, this game can be found in the standard Chess ZRF that comes with Zillions.
A neat concept for light game! A few questions:
<p><ul><li>
Is it allowed for a wormhole to form such
that it causes a stalemate?
</li><p><li>
Assume a white Pawn on a7, and a wormhole on a8 -- if the white Pawn moves
forward, does it end up on a1 without promoting? If so, can it doublemove
from a1? What if it moves to a2?
</li><p><li>
Can a wormhole be <em>removed</em> in such a way as to put a King in
check?
</li></ul>
This is a neat idea! I particularly like the care that was taken to avoid
allowing indirect checks by double-moves. (IE, the King being in check by
a combination of both the opposing player's moves.)
<p>
I'll note pedantically that while this game might have been inspired by
Alice Chess, it doesn't have the defining (to me) characteristic of Alice
Chess that moving forces a change between boards. I would describe this
more as a two level 3D Chess variant.
<p>
Chancellor and Marshall are both common names for Rook+Knight. The
common name for Bishop+Knight is Cardinal, although Archbishop and
Princess are used in a fair number of games as well (although Archbishop
is also used for other Bishop variants).
<p>
A game with 6x7 square boards, double-moves and swapping pieces? This
game vaguely resemble a distant cousin of
<a href='..//42.dir/mulligan-stew.html'>Mulligan Stew Chess</a>.
Now that I've played this (Tony Quintanilla and I recently finished an e-mail game), I can say that it plays very nicely, but that the movement of the pieces takes some getting used to. This is not helped by the abstract design of the pieces, but I like the way they look so much that I'd rather not trade them for more helpful ones.
This is interesting (although I'd like to have seen it better developed and more completely written up), but what about the Knights -- which way do they capture?
This looks interesting, but there's one point of the rules I find confusing:
you talk both about the King being checkmated -- which is generally used to
mean an inescapable threat to capture but not actual capture -- and being
captured. Which is it?
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