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Comments by Prussia General

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Gross Chess. A big variant with a small learning curve. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Prussia General wrote on Wed, Jul 25, 2018 02:23 PM UTC:

Sufficient Checkmate material: 

Fergus said that Cannon could checkmate with any other minor piece. I have tested this myself and confirm that K+C+N and K+C+B could indeed force checkmate. How do you force a checkmate with two cannons? I tried it out; and although I could trap the king in the corner, checkmate could not be forced so I'm curious how you did that.

Fergus also said that checkmate could be done by two knights. It is well known in FIDE chess that checkmate could not be forced. Is there some additional rules in this variant that I'm missing?

Also how do you guys value Cannon comparing to Knight and Bishop? In Chess P-N-B-R-Q is valued 1-3-3.5-5.5-10 and in Chinese chess P-N-C-R is valued 2-4-4.5-9 but these are some what different scales. 

 

Thanks!


FairyGen. Generator for end-game tables with fairy pieces.[All Comments] [Add Comment or Rating]
Prussia General wrote on Wed, May 15, 2019 05:03 PM UTC:

Great job, H.G.!

Could you do an end game table with the following set of pieces? I plan to use them in an upcoming mod 

pieces from FIDE are K, Q, R, B, N.

Other common Fairy pieces are Cannon from Chinese chess (C), Ferz (F), Wazir (W), non royal King (Mann), or let’s call him Guard (G) and a royal wazir, let’s call him Duke (D).

I plan to have rule saying that a player can have either a King or a Duke but not both. Also, Duke vs Duke is defined as immediate draw not withstanding any stalemate situation. 

It is trivial that Duke with any extra piece beat a lone Duke. A lone King also beats a lone Duke. 

Things get interesting when you have endings such as KR vs DQ, or even DR vs K.

It would be appreciated if you could test the end game scenarios. 

Thanks

Prussia


Prussia General wrote on Wed, May 15, 2019 08:51 PM UTC:

Oh yes I forgot to mention stalemate = win.

Does FairyGen need any specialized support package? Java? .Net? And how do you loop through all the possible combinations? Also how do you tell the program that whether the bishops are same or different color?


Prussia General wrote on Thu, May 16, 2019 03:06 PM UTC:

Hi H.G. , this is helpful. I got it to run I wonder if there is a way to cycle through pieces combinations, ie, KQ v DQ, Then KQ v DR, then KQ v DB, etc? 


StrataChess v1.0. separate Strategic and Tactical gameplay. 2-6 players. Element of Chance. Terrain. Build your own armies.[All Comments] [Add Comment or Rating]
💡📝Prussia General wrote on Tue, Jun 25, 2019 04:25 AM UTC:

This is my first ever formally submitted game. Apologies on the formatting of the post. I'm new to the forum so I'll try to clean up the format and figure out how to put pictures. 


💡📝Prussia General wrote on Wed, Jul 10, 2019 03:26 AM UTC:

I cleaned up the "RULES" section a bit to make it easier to read. Next time I'll upload some pictures. 


Hidden Random Chess. This is a two-player game that incorporates the element of chance in chess.[All Comments] [Add Comment or Rating]
💡📝Prussia General wrote on Sat, Jul 13, 2019 05:00 AM UTC:Excellent ★★★★★

Just played this very interesting game. A single Knight won the game when White was at a larrge disadvantage being down a bishop and a rook. 

(note b2=P means b2 is flipped and a Pawn is revealed. Pawns are desginated P and there is no short-form notation)

1. c2=P   c7=C
2. Pe2-e3   ....

Otherwise Cc7xc1 #

2. ...       Cc7xc1 (xB)
3. Ke1-e2 Cc1xa1 (xP)
4. g2=N    b7=B
5. Ng2-f4  Bb7xh1 (xR)
6. Nf4-e6

After a careless capture at h1, which yielded a rook advantage (rook is the strongest unit on board at the start), Black resigns at this point, since Nxg7 or Nc7 are both checkmates and no possible move could defend both squares. The King could not move as its only revealed piece, the e7 pawn, is blocked by the white Knight. Other unrevealed p


💡📝Prussia General wrote on Tue, Jul 16, 2019 05:05 AM UTC:

Is the name disc chess taken yet? Also how do I revise the name? It doesn't seem to let me. 


💡📝Prussia General wrote on Fri, Jul 19, 2019 02:18 AM UTC:

Thanks for the input - now I just need some solutions. 

1) How do I go by edit the name of the mod? 

2) How do I upload my own images? All options so far require an external link. The diagram designer doesn't show that the e2 pawn is different from other units on the 2nd row. I have my own image ready but no way to upload it onto the website. 


💡📝Prussia General wrote on Fri, Jul 19, 2019 09:32 PM UTC:

Name: What about "Hidden Random Chess", a name inspired from Fischer Random Chess. 

Uploading image: Thanks to Ben's hints, I now have the image uploaded. 


StrataChess v1.0. separate Strategic and Tactical gameplay. 2-6 players. Element of Chance. Terrain. Build your own armies.[All Comments] [Add Comment or Rating]
💡📝Prussia General wrote on Mon, Jul 22, 2019 11:13 PM UTC:

@ Moderators - about 2 weeks ago I made some edits to the posting. However this is not yet reflected after I click "Edit the post" so when I edit, I had to work off an older version. How could I get the latest html version from the post? 


💡📝Prussia General wrote on Sat, Jul 27, 2019 03:56 AM UTC:

Thanks, Fergus!

I added some illustration to better visualize the terrain and initial setup. Next time I'm putting down images of the units, structure and the strategic maps. 


FairyGen. Generator for end-game tables with fairy pieces.[All Comments] [Add Comment or Rating]
Prussia General wrote on Tue, Nov 12, 2019 12:45 AM UTC:Excellent ★★★★★

Very handy tool! I was able to check the end games of most of my variants. 

I do have a question on King vs Royal Wazir + knight. How do I check the winning percentage for the King? It gives me an error when I attempt 3men K.WN, whereas WN.K is a sure 0% win.

Alternative pieces that I have questions with:

how could I define a unit that cannot capture at all?

how could I drfine a unit that cannot move at all?

thanks

Prussia

 


Prussia General wrote on Wed, Nov 13, 2019 05:05 PM UTC:

HG,

the sm* code did not work, as I tested by defining a unit called S with the same movement of rook but unable to capture (0,0,sc*). This piece should have zero winning chances against a bare King. Fmax gave the exact same stats as a regular rook, so somehow it's ignoring the sc* part of the code.

yet a different note - for a piece that could not move, you need the 0,0 otherwise it would still give an error. also, can you define a unit that is immune to capture?


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