Comments by PeterAronson
No, Anti-Kings neither check nor checkmate Kings.
While the Cannon-Pawn is similar in some ways to a piece in Four-Field Kono (the usual English name for the game), unlike it, they can capture by jumping over opposing pieces as well as friendly pieces. Now, I've been exposed to Four-Field Kono via one or another of R.C. Bell's books, so it could have been an influence, but the Cannon from Xiang Qi was a more immediate influence.
I suppose you could choose which side the newly animated piece belonged to, but as I noted below discussing attaching pieces to opposing pieces, there isn't really any reason to choose any side other than your own.
The first capture, C hf-f7, is legal. However, pieces in Rococo don't get to make multiple capturing moves like in Checkers/Draughts, so the second capture, f7-f9, is not legal. Rococo Chameleons can make multiple captures with a single move (when the move fulfills the requirements of multiple attacked pieces capturing moves), but not multiple moves.
Fergus, Hierarchical Games in the context of the index heading are games like Stratego or The Jungle Game where there is a capturing heirarchy (A can capture all pieces, B can capture all pieces but A, C can capture all pieces but A or B, etc.). There aren't a lot of these games in the system, but we do at least a couple.
Also, a player unable to move or who causes three time repetition loses as well.Yeah, the Immobilizer is awfully powerful. I am beginning to think that the variant where the Withdrawer is immune to immobilization may be the way to go.
A player is considered vanquished and loses the game if all of the following conditions apply. (Bold added.) So converting the reserve isn't sufficient to win with by itself. You need to meet all four conditions.
Honestly, the closest I've come to next Chess type game is Not-Particularly-New Chess (probably Not-Particularly-New Chess II specifically), and that itself was more of a thought experiment itself than anything else. Actually, a lot of my designs are thought experiments, and most of the rest seem to be contest entries. This probably says something about me, but I'm not sure what. :)
One question, though: the instructions specifically say that you can attach a move part to an enemy piece, but why would you do that? I can't think of any situation where that would it would be advantageous to do that: it deprives you of a part you could add to one of your pieces, and gives your opponent more options. There's no real impetus to dispose of parts you can't use in this way (even spoilage is preferable, I would think). Was this rule included only to fit the theme, or does it have a real impact on gameplay?At the moment it just is there for the theme. When I was first designing this game, it still used check, which could, in theory, allow for times when adding a piece to your opponent would cause a stalemate. Unlikely, though.
A variation might be to have grafts remain under the control of the player who added them, regardless of who originally owned the piece. So if black grafted a fers to a white knight, he could move that piece as a fers (but not as a knight), potentially capturing a white piece. What's more mad-sciencey than mind control? Shades of The Other...Neat idea! V.R. Parton called such pieces 'Knightmares'. I used a version of them in my game Combining Knighmare Chess. Adding them, would, of course, make the game even more complicated, which might be an issue.
I wonder if Brainking.com got permission from Donald?
(Actually, most or all of this series of articles have comments in the old comment system.)
I made this game with Zillions but there is a problem, it doesn't work if there are multiple partial moves to the same location. Please look at it http://zzo38computer.cjb.net/Zillions/Blackholes.zrf and please tell me how to fix it!We've had a ZRF for this game up on this site for quite a while -- maybe taking a look at it might be helpful.
E. Gary Gygax, the co-inventor of D&D and chess variant creator, died today at his home in Lake Geneva, Wisconsin. He was 69.
2) Push an opposing stone located adjacent right or left orthogonal to the next right or left orthogonal vacant point,Are pushes limited to one space, or do they go until the next vacant space? IE, if you have a row ---xxo--- is a push by o such that results in --xxo---- legal? Actually, now I think about, does a push cause the pushing piece to move? Would a push in this situation, ---xo---- result in --xo----- or --x-o----?
3) Leap over any number of adjacent friendly stones forward, right or left orthogonal to a vacant point.Does the leap only pass over friendly stones, or can it (after passing over friendly stones) pass over vacant spaces as well? IE, starting with ---ooo--- is o--oo---- possible, or only leaps like --ooo----? (I assume the latter, but the language is not completely clear.)
4) Capture an opposing stone on an adjacent forward diagonal point.Is capture by replacement?
Frequently, for me, the value of a game doesn't become clear until the third or fourth time playing it. I noted that Gary Gifford didn't enjoy his first game of Tripunch but did decide he liked Tripunch very much after playing it twice. I think we should make a requirement that each person judging a game play two versions of it, one as black and one as white.When Tony and I judged the 42-Square Design Contest, we played each game at least twice, and would liked to have played them at least four times each (except we would have gone stark, raving mad, to the distress of our wives and children). I do think it takes at least two plays at a minimum to reasonably evaluate a game.
According to Betza (at least at one time -- his values have varied), a Crowned Knight (Knight + Mann) is worth two Knights (the same as a Cardinal) on an 8x8 board. Because it is a short range piece, it might be worth less on a larger board. On the other hand, it is very powerful in the endgame.
The easiest way to simplify the Chameleon is to disallow the combination of captures; although that can still lead to complex cases where there are multiple possible methods of capture available at the same time.
If it were to be replaced, what would you replace it with? Oddly, this morning I find myself wondering if returning the Ultima Coordinator , discarded during the original Rococo design process would make sense. Yes, it was felt to be unclear, but then, that complaint can be made against the Chameleon as well.
EchidnaAs far as I can recall, the author's family had a copy of Zillions and seemed to think the implementation was correct.The Echidna is a royal piece -- if it is captured, you lose the game. It moves and captures one step diagonally, it can move (but not) capture one step up, down, left or right, and it can capture (but not move without capturing or jump) two steps up, down, left or right.
Leap-capture is employed in Airplane Chess and Zeppelin Chess by the Airplane and Zeppelin, respectively, and it works remarkably well.The Airplane and the Zepplelin are not exactly normal leaping pieces, but rather flying leapers. The ability to pass over friendly and hostile pieces makes them much, much more powerful.
Moreover, Alquerque, as described by Murray, is probably incorrect. Arie van der Stoop has researched the game (Draughts in relation to chess and alquerque, 2005) and has come to the conclusion that it was not at all drawish: Medieval Alquerque.Leaving out the question of whether van der Stoop is any more authoritative than any of the other authors on the subject; while promotion would make Alquerque more interesting, it would still be pretty drawish without forced captures. Even with forced captures, high level Draughts/Checkers tends to be drawish, and endgame tactics make extensive use of that feature.
When we see Checker-Kings, in a game of draughts, jumping two or three pieces at a time diagonally we can see one player quickly go downhill.In Checkers, the dynamics of the game are driven by the 'must capture' rule. Ancestors of Checkers without this rule, such as Alquerque, tend to be very drawish. Combined with the fact that, multiple captures aside, leap capture is generally weaker than replacement capture (because it can be blocked by pieces behind the piece to be captured or by the board's edge), this can make games dependent on such capture hard to force to a win, even when there is a royal piece. Jumping Chess which depends entirely on leap capture, even with the King and the ring board, is probably still too defensive. In the case of Interweave, another game that depends on non-replacement capture, I eventually added a 'forced capture' rule to prevent it from being too defensive, and it too, has Kings.
I've got a question considering mate. What happens when a player mates the other player in the same move its own anti-king gets unchecked (thus being mate too). Who wins then?To repeat what David says in different words: you can't do that. It's the equivalent in regular Chess of moving your King into check in order to check the opponent's King.
It would be simpler to state that it is illegal to make a move leaving or placing your Anti-King in 'check', that is, not attacked by opposing pieces.Well, very likely. I tend to err on the verbose side in my writing.
Is there a castling rule in Seeping Switchers?You use the standard castling rules for Chess with Different Armies
If a piece moves to the eighth rank with a pawn move, I believe it promotes to any piece in the opening array, right ?Correct, since 'The rules of Potential/Demotion Chess are identical to those of orthodox chess, except when noted otherwise.'
As for a 7x7 board without a Queen? Er, I don't know -- there's already too much power for an 8x8 board -- shrinking the board by 23% while retaining two pieces that are effectively Amazons and two that are effectively Cardinals might be even more brutal.
Rococo's claim to clarity is a matter of how clear the moves and captures of the pieces are, not, alas the clarity of either the write-up or the ZRF. Game rules are really hard to write well, and just when you think you've made everything unambigious, a new issue arises. As for the ZRF, probably it needs to be coded again from scratch, but I don't think either Dave nor I have the time nor energy these days. Sorry.
The Dragon piece is patented (in Canada), which is ... interesting. It is not like short Queens are anything particularly new. They also hold the trademark (at least in Canada), but that is often a matter of whoever asks for it first.
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.Fixed!
Curiously, the designer of the Dragons is a former TSR employee, and he probably knows that his former boss has a previous claim on the name Dragon Chess. I wonder if Lex Parker made any arrangement with Gary Gygax before trademarking the name of his well-known 3D Chess variant.Actually, Fergus, it was the artist Jeff Easley who is the ex-TSR employee. The site doesn't say anything really about Parker. I don't think it even states outright who invented Dragon Chess, although it sort of implies Parker did. And in any case, I think you're underestimating how obscure Gygax's Dragon Chess would be to someone not on this site, although a quick Google would have turned it up if anyone bothered to look.
Greg, a quick and dirty calculation of how much the Dragon is worth on an 8x8 board, counting it as W + F + nD + nA + nH + nG (really abusing Betza notation here) we end up with a value of roughly two Knights (2 half-Knights + four lame half-Knights (worth half for being lame)), which is interestingly the same ratio you got for the larger board.
The War Tower has a slight resemblence to the Mad Elephent in Mad Elephant Chess.
Peter do you know who invented Horde Chess? It would be nice if we could add a page to chessvariants.org on it. I have been playing a three game match of it at brainking and the non-horde army has won them all, leading me to the preliminary conclusion that the non-horde army is better.Well, IYT never seems to give credit for their internal developments, but we could e-mail them and ask. As for a separate page, I wonder if just adding a paragraph to this page would suffice -- the games are not that different.
Any two-piece advantage can enforce checkmate, though, except N+N+NDoes that include N+B+B vs N when both Bishops are on the same color? If that's the case, then I still haven't come up with a case where promotion to Commoner is required.
But unless someone can cite a reference that can be accurately dated back to the time that Rococo was invented, it will ultimately be a matter moot than dispositive.Err, I do happen to be one of the game's designers you know, and it wasn't so long ago that I've forgotten what we did. And for that matter, being the packrat that I am, I still have the original e-mails that David and I exchanged in late 2001.
that both the Long Leaper and the Advancer are equally prohibited from capturing adjacent pieces, and that adjacent captures were intended to be limited to the King and the Withdrawer.Except that the Long Leaper has always been able to capture an adjacent piece as long as the next square is empty. The Rococo Long Leaper was borrowed from Ultima unchanged. It is simply unfortunate that the piece description was badly phrased. However the ZRF and the animated diagram always demonstrated the correct behavior.
Well, David Howe is the keeper of the comment system, and he seems to be unavailable at the moment. I don't think any of the rest of us have much of clue of how it works, except maybe Fergus?
Is it legal for a Chameleon to hop over a longleaper and capture it, by landing on a enemy pawn, and also capturing it? This problem arised during a game.You know, there are times when I wish we had left Chameleons out -- they make up the vast bulk of rules questions! After thinking about this one for a few minutes, I think I have a correct answer, or at least an answer consistent with our other rulings.
It seems to me in this case:
+---+---+---+---+ | C | l | p | | +---+---+---+---+It would be OK, since the Cameleon's Cannon Pawn capture allows the move in the first place, even though the Long Leaper move could not be made, but once the Pawn capture move is made, you can say it is also a Long Leaper capture because the Cameleon has successfully leapt over the opposing Long Leaper.
However, in this case:
+---+---+---+---+ | C | | l | p | +---+---+---+---+It would not be legal, since neither the Chameleon can neither make a Long Leaper capture nor a Cannon Pawn capture, so it would never get started.
David, are you out there? Would you like to comment?
What a darkly-funny, weird train-wreck of a discussion! I see why many people don’t take the Wikipedia very seriously. Given the way Wikipedia appears to work, people who have nothing better to do with their time than hack around on Wikipedia are assumed to be real people who votes count, even when they adamantly refuse to do any actual research on what they are voting for, whereas people with actual expertise in a subject, who are usually too busy actually working in the field to hang out on the Wikipedia, votes don’t count. It’s very Orwellian -- someone refuses to agree with you? Call them a Sockpuppet! What a racket! I haven’t seen such a doomed-to-failure approach to running things since I found out how most law firms determine partner salaries. It seems to me that the Wikipedia is doomed to mediocrity and eventual irrelevance.
We have the entries for everyone who's posted, what's lacking is editors with time and energy. I'm afraid most of us are kind of burnt out.
I always thought that Ralph preferred that both sides not use the same army, which would make the NN vs NN case moot. But even if you do allow duplicate armies, promotion to Colonel might make for a slower end-game, but not necessarily an undecisive one.
David, Murray Lions would be a very interesting choice for the Queens. Hmm.
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