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Comments by TonyQuintanilla
Michael, now that you mention it, in my ZRF for Heroes Hexagonal Chess I defined the initial form of the Pawn as a different piece that becomes a regular Pawn upon moving. ZOG uses the Pawns quite well in this implementation also. This was accidental on my part, but an interesting corroboration of your idea.
Jean-Louis, I posted the link. I failed to add my name as the editor. However, you are the author of the original page! And a very good page, at that.
Hilarious! Might not be a bad game either, humm....???
All pieces can make switching moves, except with like pieces. The only move-type that is restricted is the 'takeover' capture. This is restricted to Camels, Rhinos, and pieces adjacent to the semi-royal Camels or Rhinos. I added this restriction to limit the complexity created by takeover captures. I have only play-tested this game by playing both sides through a few games using Game Courier, but I have just issued an open invitation to anyone interested. Unfortunately, I did not have time to complete a ZRF either.
Thanks for the interesting insights. This seems to make sense for Zillions.
Posted with permission of the author and publisher.
Posted with permission of the author and publisher.
Posted with permission of the author and publisher.
Posted with permission of the author and publisher.
I don't mean to speak for Hans, but I believe that the delay in the contest is due to the fact that the editors need help with the creation of the polling system for the game evaluations. Can someone help with this?
The Chess Variant Pages e-mail address has been changed, at least for now. I won't quote it here to avoid web trolling robots, but you can see it at this page. If you submitted something recently using the old editors' address, please re-send it. We may not have received it. Thanks!
The link to Shatranj Kamil (64) is fixed. Links to Glenn Overby's games have been added.
Greg, could you copy your last message to the original page? This is valuable to Chess V users. Thanks.
Glenn, glad to hear from you! I just checked our e-mail and do not see your game submittals. There may be a temporary problem with the CVP e-mail account. I'll follow-up on this.
I second Dale's sentiments. It's very unfortunate that the integrity of the author was questioned by what was originally a single, unwarranted insinuation. This one insinuation unfortunately resulted in a discussion about verified versus unverified ratings, giving some perhaps intended, perhaps unintended credence to the original insinuation. I have seen very few positive or negative comments made on this site under false pretenses. I would suggest that we drop this discussion of ratings on this page, as Dale asks.
Gary: Here's an odd question, related to Game Courier. Obviously, in FIDE Chess, few make illegal moves, unless it's a gross oversight. But, with Chess variants, illegal moves are not uncommon, say in Game Courier presets that are not rules enforced. Typically, illegal moves are just done over again. By tournament rules, though, the corrected move should be of the same piece, if possible, should it not? If one takes the initial move as equivalent to touching the piece? This possible confusion is a good argument for rules enforced presets in tournaments.
I have unlocked this page so that the author can revise it if he wishes. It is not clear to me why it was locked in the first place, since it is not a contest submission. Minor comment: check for typos, etc. To create a setup diagram, may I suggest creating a board setup image with Game Courier, then capturing the image (Alt+Print Scrn), pasting it to 'Paint' (Programs/Accessories/Paint), cropping the image down to just the board, saving the image as 'shikaar.gif', and submitting the image file as a revision of the page. Then, if the author wishes, send the Game Courier URL to the editors and we can post the Game Courier preset to accompany the game page! Interesting game idea. -- Tony
Wow is right. This game puts all other multi-dimentional games to shame! I have to admit I can't even wrap my mind around the rules, much less a game. But, what a game to admire, even if in a distant way. I reminds me of 'Magister Ludi'. What if someone created a musical instrument that played notes according to the moves made. One could then play by musical intuition rather than by brute calculation, which for this game proves completely inadequate -- at least for me.... The game is beautiful too in its sheer complexity, grandeur and geometry. As Greg says, I can't imagine AI that could play the game either, but someone might be able to program an instrument to play it. What a dream. The only reason I don't rate it excellent is because I can't imagine actually playing it, unless a dream came true.
I would like to clarify that no piece may switch places with another piece of the same type, not just the Wazir and Pawn, because this would be tantamount to a null move.
David, you are quite welcome. Interesting game!
The last 3 entries to the CVP use this system. It's off to a great start. Perhaps the quick response will be an added incentive for authors. Thanks, David!
Actually, the large pages are due to unusual attachments, such as PDF files, for information not convertible to HTML. The largest I recall was about 2MB. Most are far smaller.
Greg's clarification makes a lot of sense. This approach may work. In other words, certain expert users can assist with editing work through an expedited submittal process.
Further thoughts on Greg's idea. The suggestion to have the user upload completed pages to a temporary folder for acceptance or rejection with comment presents the following issues. 1) FTP upload will work only for submittals in HTML; most submittals are made in Word format or simple text. Much of the editor's work involves converting the original submittal to HTML. 2) Authors not familiar with CVP will often offer submittals that are difficult to follow. Much of of the editor's work is taking the original text and re-organizing it into more standard sections to allow the reader to more easily follow the description. As Greg notes, more experienced authors do not need this editing and sometimes would be unduly constrained by using standard section headers. But, this is the minority. 3) Sometimes, basic English needs correction. 4) Sometimes, the editor can make worthwhile enhacements, such as appropriate hyperlinks and adding board images created with Game Courier or Hans' GIF's. 5) HTML submittals often have special header tags that are not compatible with the CVP standard. Very few include the standard CVP header and footer tags. Editors usually have to make the necessary changes. In other words, the editor's job is not so simple as accepting or rejecting a submittal. This may work for some, but for many the learning curve may be too much. This is why I suggested a form to fill out, if you will. But, as Greg points out, this would take a lot of programming. I think Dave's input on what is practical and worthwhile is key on this issue.
I also like Greg's idea. Perhaps the PHP could incorporate CVP standard page elements. (More work for David! -- by the way, David does a tremendous amount behind the scenes to make the site run better.) Editors could view the result, amend where necessary, or suggest improvements to the author, then approve for posting. Perhaps the final location of the files could be facilitated by the indexing system.
I'd like to add my comment on this topic as a CVP member and editor. I really enjoy editor work for CVP, however, I have not had the time lately. I have not made any moves in my e-mail and online games in weeks either. Burn-out? Yes, there is an element of that too, even when the work is enjoyable. I have not dropped out, however, and hope to continue to help. What we need is more volunteers to share the work. Volunteers need to share some basic interests; chess, chess variants, and basic knowledge of HTML editing; to enable them to create, edit, and post pages to the site -- as well as the time to do it, of course. Something else: editors all work at their own pace. There are no assignments. Unfortunately, the CVP being an all-volunteer organization, if volunteer time is in short supply, very worthy submittals get delayed, even contest submittals. Unfortunately, this is the case right now. The CVP is not out-of-business, just in need of volunteers. Any ideas are welcome.
I have updated the Bario Game Courier preset following Gary's suggestions.
Well, the meaning of 'variant' as used by the CVP is very broad. Truthfully, CVP could stand for 'Chaturanga Variant Pages'! 'Chess' is used in much the same sense as George uses it, meaning a kind of chess game. In this sense, all these chesses are chess-variants, including international chess. No one is suggesting that Xiangqi or Shogi are historical derivatives (variants) of international chess; although they are certainly derivatives of Chaturanga-Shatranj. Their unique features, as George points out, make them great. The fact they are derivatives does not decrease their uniqueness or worthiness. In fact, the intrinsic value of variants is one of the 'arguments' implicit in the CVP.
I have not yet played Falcon Chess, although I would like to. The idea of the Falcon, by itself, is good. It's a piece with interesting capabilities. The setup seems reasonable and, I am sure, has been well thought through and play tested. I can't agree with the 'poor' ratings, regardless of one's opinion of the pros- or cons- of patenting a chess: that's a different matter altogether, one which, unfortunately, has dominated these comment pages a bit too much -- in my opinion. In any case, its a good game and that is why I offered George the Game Courier preset -- to encourage play of this interesting chess.
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Congratulations, Peter. Nice game!
I just noticed Ed Friedlander's applet for Swap Chess I, which is almost identical to Switching Chess except that it prohibits swapping the King, and pre-dates it by 3 years. There is no separate game page for Swap Chess I that I am aware of.
First, thanks for naming this neat game for my daughter Paloma! She will be thrilled (as soon as she can play!). The feature that the Queen may not enter a square that is attacked and the starting setup should make this game very interesting. I have also posted a Game Courier preset for Paloma Chess.
Thanks to all of you again. In friendship, Tony
I have to rate this Excellent because I am happy too! Thank you for your kind regards. Tony
When will registration for the tournament close?
For those of you that look at 'What's New' in English you may have missed that Antoine Fourrière has been creating very nice pages in French. If you would like to see 'What's New' in all languages, look at this URL: http://www.chessvariants.org/index/whatsnewalllang.php
It's true that Alice Chess can be confusing, but the rules are actually very simple. Any move must be legal on both boards and the pieces end their move on the other board. Its a bit of a mind bender, but not more so than 3-D or 3-D positional games, as George points out. This confusion, if you will, is actually thematic with the name. Alice keeps getting turned around. Nothing is what it seems. That's the fun of it. Playable? Yes, but the spirit of fun can't be forgotten. Blunders? Yes, but, hey, the Alice Knight kept falling off his horse, didn't he?
I'd like to mention that I have deleted other comments that were personal, hostile, abusive and/or otherwise inappropriate. Usually, deleting such comments goes unnoticed. Regardless, the CVP does not need to be a forum for venting such opinions. The standard is still polite discussion about chess variants.
Well, I can't agree with the 'poor' rating. I played a couple of
games of Jumping Chess with Peter. One of these is posted as a Game Courier Log and the other is posted as a Zillions Saved Game (See also). I enjoyed the games. I found that the jumping feature added an entirely new dimension to both capture and checkmate. The restricted outside ranks and files provided both opportunity and danger (which I found out the hard way).
<p>As far as uniqueness, that does not determine whether a game is good or
not. As far as the Knight's character being somehow degraded, I'm not sure
I understand the logic there: all the pieces have different capture
properties. As far as any 'veredict' from the number of Game Courier Logs, that does not say much, except for the most popular games, Shogi and Fisher Random Chess. Jumping Chess is No. 8 in the 2nd Game Courier Tournament Preference Poll -- not too bad; it'll probably enter.
<p>Jumping Chess also inspired me to invent Takeover Chess, which also won a contest. Again, I don't claim any special chess prowess, however, I did enjoy the game very much. Isn't that the point?
Excellent addition that will make play and presentation more intuitive and appealing. Thanks!
Dom -- True, checkmate of the Amazon (General) is nearly impossible, but then again, you could not exchange the General or put it in a position where it could be captured; so, that does limit its power. On the other hand, attacking a position defended by the General with another General would not be feasible. (By the way, by convention authors do not rate their own pages -- no big deal -- I edited your comment to 'None'.)
Larry, You got me! This is what could be called the 'Zillions Effect.' I usually design my games in Zillions first and then write the article. I initially wanted to have the game work like you suggest, but I could not think of an easy way to program it. Instead, I created a special random-moving (?)neutral pin piece that toggles through a special move direction from an 8x8 corner to a single 10x10 corner to a single 12x12 corner and back to the 8x8 corner. The pin makes a random, but unidirectional, move automatically before White. Each piece has to verify the location of the pin piece before moving into the corresponding board area. The corner pin is also a visual reminder for the players. Simple. However, I could not think of a move direction that reverses from the 12x12 corner back to 10x10 back to 8x8, or another simple method to move the pin in a reversing way! So, I decided to abandon the reversing rule in the interest of programming simplicity!! Oh scandal, to let computer considerations determine the rules of chess! Ok -- I'm not a purist. I'll post the ZRF soon.
Larry, Interesting ideas. I think that these options are certainly viable variants. The one that is most intriguing is that of promotion on the far rank, since it goes with the overall theme.
Larry, Both of these questions relate to how check functions. If the win condition were capture of the King, it would not be in doubt. I think one has to think of check as the potential for capture that must be prevented. However, it must be prevented only when potential capture is imminent. That means, only when the relevant board is in play. I'll have to think through the specific cases. I'm working on a Zillions implementation of this game. I wonder if the checkmate condition will handle check this way! Thanks!
A simple way to send a message to your opponent is to reply to any automated e-mail message sent by Game Courier to remind you its your move. This message has your opponent as the addressee.
The games are starting! One question: should kibbitzing allow comments that are based on computer analysis, such as Zillions of Games or Chess V? I would be inclined to say, yes, as long as that is made clear.
How about this line-up: Rococo, Quintanilla-Duke; Switching Chess, Strong-Duke; Anti-King II, Quintanilla-Strong? Now, hopefully there will be kibbitzing!
I would note that in polling for Game Courier Tournament #2, Anti-King II has 8 votes, Switching has 7 votes, and Rococo has 6.
Greg, perhaps your interesting comment on Pawns in Switching can go in as a kibbitz comment when you start?
Agreed. It's a start towards getting into more depth on certain select games of interest, without halting the contributions! I would be interested in a game of Rococo, if George would agrees. I don't claim to be a particularly strong player, but I can be a player-captain, at least, for some comments on the game. Perhaps George and Greg can also agree on a second game? Alternatively, I can wait on Rococo. Other games that bear study are Pocket Mutation Chess and Maxima. (Falcon Chess? Switching Chess? Double Chess? ;-) )
The way I see it, basically the players would be the 'captains' and
anyone else could comment through the Kibbitz system. Now we have three
possible players, George, Greg and myself. So far the suggestions are:
Rococo, Grand Chess, Alice Chess, Berolina, Circular, Extinction, and Anti-King Chess II. Again, I'll defer to anyone willing to play on any agreed game. Any more suggestions, or shall we call it?
A Game Courier game with two 'captains' or players would work out just fine. Also, strick polling is not necessary, since a few people will Kibbitz and some turns will have no comments, so someone will have to decide on the moves.
I would say the game should start with two players and an agreed-on game. Mark Thompson suggested Grand Chess. Greg Strong suggested Alice Chess and Anti-King Chess II. I agreed to be one of the players (not necessary, if there are others interested).
We need at least one other player and then a decision on a game to play.
Congratulations to Antoine and Roberto, nicely done!
External constraints, like the variant design contests, can certaily spur creativity, sometimes more than complete freedom.
I agree with Antoine that it would be very nice to revive Invent-and-Play. Believe it or not I am still playing 3 games from the original Invent-and-Play rounds 1 and 2! The games are ongoing by e-mail. The rounds, however, will not be concluded officially, it does not seem. Invent-and-Play by Game Courier with liberal time limits (say 6 months total time per player, no bonuses, = 1 year) and limited open kibbitzing (open after 5 turns), like Antoine suggests, would be interesting. We also need a new moderator. Anyone?
Regarding open kibbitzing, it would certainly be nice to get top-level players, but why wait? I ranked somewhere in the middle of the recent Game Courier tournament, but I would be willing to start an invitation against another brave soul! Any takers? Any game suggestion? We have Grand Chess from Mark, I believe.
On this note, could I suggest something in the interest of quality? How about playing games in Game Courier from time to time whose purpose would not be primarily competitive but more like chess study. I mean, play a game with an opponent but encourage Kibbitz comments during the game, not concerned that the players will be influenced. In fact, a free discussion of the game would be encouraged and be reflected in play of the game. The benefit would not be so much winning the game (unless friendly 'teams' emerge, like competing philosophies) as gaining more insight into the game's mechanics, strategy, flaws, aesthetics, etc. Chess analysis is common, but chess variants analysis is not because the games come and go and there is not much opportunity to go back and analyze them. I would even go so far as to suggest that computer advise could be used to inform the Kibbitzing, something like what I believe Kasparov suggested for human-computer competition after being crushed by Big Blue!
I would like to just add a note that this thread follows an interesting thread from 'Recognized Chess Variants', in case it seems a bit non-sequitur. I am also of Fergus' school. I design chess variants not pursuing an ideal, rather developing an idea. On the other hand, following Roberto's analogy with art, I have found that my game ideas tend to have unintentional themes. So, perhaps, in one's mind, the game inventor is working semi-consciously on a kind of artistic problem whose solution is a game. I have found that over time my games become simpler, perhaps because the solutions are more clear. I would like to reiterate that I do think most contributors are interested in quality. Perhaps there have been a few sloppy contributions, but not many. I also think that the good games are quickly recognized by the discerning eye of this readership, without the need for exhausting study!
I think what Robert and George are arguing for is: quantity with quality. Whereas, Fergus, Roberto, Greg and Michael are arguing for is: quality with quantity. :-)
<p>My point is that CVP is by its very nature a self-governing body. I think any conscientious game developer is concerned about quality.
<p>The editors are also concerned about quality, but also concerned about an open forum -- as much as possible, hence quantity. We strive for quality in the description of the games, more so than in inspecting games for flaws, etc. A few games, not many, are not posted, because they are incomplete or not internally logical in their description (then the inventor is asked to clarify). Besides that, the CVP community must be the judge. (There is also the question of practicality -- who would do the laborious work of testing and under what criteria, without slowing CVP to a grinding halt? That's killing the chicken that lays the golden eggs!)
<p>In fact, the CVP community does judge quality. This thread proves my point. The rating system is one measure, so are comments. Contests are another great venue. Only the best games get selected for Recognized Variants and tournaments. Some of the best games are programmed in Zillions of Games. One of the best measures of quality is the Game Courier: only the best games get played, hence the importance of making presets available. (A cursory look reveals that the most popular variants are FRC and Shogi.)
<p>That is why this Comments forum is so valuable -- it allows the CVP community to discuss and discern the important question of the quality of the game itself, from its many aspects. And this occurs in the most efficient way possible: in the marketplace of ideas.
The editors received the following question by e-mail: Hello, I am enjoying your Chess Variants website very much. I have a question about the rules of Chess Contradance and Fast Chess Contradance, and I hope you can help me. Is a piece forbidden from (a) moving onto a square where it threatens (actively) a piece of the other color, OR (b) moving onto a square where it is threatened (passively) by a piece of the other color, OR (c) both? The rules for Chess Contradance sound like the passive rule (b), but the rules for Fast Chess Contradance sound like the active rule (a). Or maybe they are both correct, and the answer is (c)? Thank you very much for your time and attention! Steve Schoenig
The editors received the following question by e-mail: Hello, I am enjoying your Chess Variants website very much. I have a question about the rules of Chess Contradance and Fast Chess Contradance, and I hope you can help me. Is a piece forbidden from (a) moving onto a square where it threatens (actively) a piece of the other color, OR (b) moving onto a square where it is threatened (passively) by a piece of the other color, OR (c) both? The rules for Chess Contradance sound like the passive rule (b), but the rules for Fast Chess Contradance sound like the active rule (a). Or maybe they are both correct, and the answer is (c)? Thank you very much for your time and attention! Steve Schoenig
Thanks to Fergus for organizing this very enjoyable and well run tournament. I would encourage all to participate in future tournaments. No need to worry about unfamiliar games -- that's the fun of it! This isn't FIDE Chess!
Steve, this sounds like Ultima. See our page on that game.
I inadvertently left out Fergus' Game Courier programming in my original comment about the new game logs feature. Thanks, Fergus.
David Howe, our chief editor who manages the overall workings of this site, has added a nice new feature. This is a link to all the Game Courier logs for a particular game on its game page. This link (if any logs exist) can be found at the bottom of each game's description page. Take a look! Thanks, David!
The following e-mail was received by the editors: Do you have any information on NOST and how to join or who to contact (it seems their web site is no longer active). Any information you have would be appreciated. Thanks Bob Salvas Cumberland RI USA
The following e-mail was received by the editors: Hello, I can't find any name here on in the Encyclopedia of Chess Variants for a variant which seems like it should be known : the game where no piece can be moved twice in a row. I asked John Beasley and he told me that he invented this as a problem theme under the name 'fuddled pieces'. But do you know whether it has also been designed as a game? Best regards, Fabrice Liardet
The following e-mail was received by the editors: Great website! You write: 'Fischer Random Chess has 960 legal arrays. This number is determined as follows: First, place the two Bishops. There are 16 different ways for one bishop to be on a white square and the other Bishop to be on a black square. That leaves six empty squares. Now, place the King somewhere between the two Rooks. There are 20 different ways for a King and two Rooks to occupy six squares with the King in between. That leaves three squares for the two Knights and the Queen. There are three possible ways to place these pieces. Thus, there are 16 x 20 x 3 (960) legal arrays in Fischer Random Chess.' The most complex step is that 20 in the middle. It can be removed like this: Fischer Random Chess has 960 legal arrays. This number is determined as follows: First, place the two Bishops. There are 16 (4 x 4) different ways for one bishop to be on a white square and the other Bishop to be on a black square. That leaves six empty squares. Now, place the Queen. There are 6 different ways to do this. That leaves five empty squares. Now, place the two Knights. There are 10 different ways to do this. That leaves three empty squares. Lastly, place the two Rooks and the King. There is only one legal way to do this. Thus, there are 16 x 6 x 10 x 1 (960) legal arrays in Fischer Random Chess. Regards Peter Ridges
I have noticed some excellent Game Courier presets created and then played, but not posted for general use. If you would like your presets posted, please send the URLs to the editors. Preset pages can then be made and posted. Thanks!
I created this page when the new version of Game Courier was getting started before there was a log page. I have deleted references to it from the indexes.
Derek's position takes the whole endeavour much too seriously.
<p>The point of the Recognized Variants is simply to list games that the CVP community finds note-worthy. Why? Perhaps novices, collections of games, contests, etc. might benefit from such a list as a starting point.
<p>The Recognized Variant of the Month draws attention to certain games from time to time, sometimes adding more material to the game article. This focus helps many that may not be very familiar with a particularly good game to learn more about it.
<p>The Recognized Variants list is not comprehensive, definitive nor exclusive. Its only 'authority' is the mutual benefit of those who participate in its making and consider the list interesting.
<p>Keep the Recognized Variants going! Good job, Fergus!
I would like to share the following correspondance with Freederick. On Sat, 21 Aug 2004 Tony Quintanilla wrote : >... >Very nice! How did you learn about this game? >... Thank you! I learned about Elephant Hunt secondhand from a francophone friend of mine in my college years, who had an interest in anthropology. The notes in Father Morceau's diary made much ado about the game being played on a 10x10 board; he theorized a lot about the Pygmies either borrowing the game from a more advanced culture with a base-ten counting system, or starting with a 5x5 field for the elephant (the Pygmies, it seems, use a base-five system) from which the 10x10 board arose by subdivision. All of this is not germane to the rules of the game, and I don't remember it well anyway. The actual rules were given a skimpy and incomplete treatment in the notes. The author did mention that the Elephant moved on the 5x5 field on which the 10x10 field for the Pygmies was 'overlaid by halving', and that the Pygmies moved 'by hopping about, like our chess-knight' but I personally doubt they actually made a Knight-move, which is sort of abstract. However, other possible alternatives (like D and/or A) seem to me to be out of the question, as the Pygmies cannot possibly win if colorbound. Thus, not having other information, I implemented them with a Knight-move, which makes for an interesting game. The Shaman (witch-doctor, IIRC, was the term employed) was described as making 'double moves'. I implemented this as W2F2; it could just as well be t[NN], or perhaps the move of the Lion in Chu Shogi: t[KK]. These variants also seem interesting and playable. Unfortunately I have lost contact with the friend who provided the information, and I have no idea of other sources. Sincerely yours Freederick
All pieces make their normal moves, except they may only move onto a square that exists, that is, that has a tile on it.
George, thanks for your comments. I think you are right that switching could be used in other variants.
<p>I have updated the ZRF to disallow switching with like pieces. Zillions still seems to play the Pawns too conservatively, apparently overvaluing them.
Peter, Greg, thanks for the question. Switching of like pieces to avoid moving was not the intent of the swap rule, so I will disallow it and update the page.
<p>Greg, if you would revise ChessV again, that would be great.
<p>Peter, I will update the ZRF.
<p>Thanks again! -- Tony
<p>
I've just completed a very nice <a href='http://play.chessvariants.com/pbm/play.php?game=Imperial+Chess&log=tony_quintanilla-whittlin-2004-193-062'>game</a> of Imperial Chess with the inventor. Its a very enjoyable game.
<p>I think that there are two distinct aspects to this game. If one chooses, one could play the game the traditional way: one piece moves per turn. The normal way is to use the charge. Now James has also added 'rapid development' as well to speed up the moves prior to the charge. Note that once charges start, they can basically keep going until less than 6 pieces are available to attack in the end game. This makes this game basically a multi-move game, with the limitation that *only* one piece per file can be moved.
<p>This is a very fast-paced way to play, fun, with a lot of surprizes and turns. Obviously, the strict calculation of moves and possibilities is near impossible. The large board and number of pieces makes the multi-move environment appropriate.
<p>The moves of the pieces is very interesting, I find. While superficially they seem redundant, they are not. The key difference is whether orthogonal or diagonal moves are permitted; compare the Crossbowman and the Pikeman, for example. The Bishop and Rook (or Castle) add a Shogi-type feel to the game. The Catapult is an interesting longer distance piece that can come into play in closed positions. The Princess is a *very* interesting piece that does not capture but can promote -- unique, as far as I know. Capturing the entire Imperial family is not an easy task, but the multi-move environment makes this easier.
<p>I should add that if you play the game on Game Courier using James' charming drawn figures and his map-type board (modeled after his hand-cast pieces and board) that this only adds to the fun!
George, thanks for the analysis. I think it's interesting that the relative power is about the same as standard Chess. I like that.
Greg, thanks for the suggestion. I will add it as a variant.
Try this game! It's really fun! Use the drawn board. The little hand drawn characters by James and colored by Fergus are trully charming. The game is very innovative and enjoyable. Excellent (even if its my preset!!).
Roberto, Gregory, George, thank you for your comments. George, would you be able to estimate the strength of the pieces in this game?
For historical research, may I recommend Murray's classic, 'A History of Chess'. It should be in print or available at a good library: http://www.chessvariants.com/books.html#bookmurray
I have posted a link at: http://www.chessvariants.com/link2.dir/chessv.html
I received a number of unpainted pieces from Mr. Spratt. I would like to remark on them here.
<p>All the resin hand-casted pieces are well balanced and stable, with bases designed for weight and stability, and mounted on felt pads. The resin pieces can be cast in various colors for different sets.
<p>The large Imperial Chess Emperor is about 6 inches tall, with a base about 2-1/4 inches wide. The resin casting is very detailed and seems to be a very faithful copy of the original. For example, very light line textures are present in the copy. Artistically, the figure is very nice too, with a lot of details in the face, garb, weapons, and certainly imperial in appearance.
<p>The small Emperor is about 2-3/4 inches tall, with a base about 1 inch wide. The figure has nice face and clothing details and a nice overall apperance.
<p>The large Empress is about 5-3/4 inches tall, with a base about 2 inches wide. Artistically, the figure is very nice. The shape, face, clothing, and other details are excellent. The female figure is very buxom.
<p>The small Empress is about 2-3/4 inches tall, with a base about 1 inch wide. The shape is nice. The face is not highly detailed. The clothes and other details are well done.
<p>The large Pawn is about 3-5/8 inches tall, with a base about 1-3/4 inches wide. The shape is very nice, one of the best. The shield is emblazoned with a heraldic design. The soldier's mantle and chain mail are very nicely done. The face details are fine, but not as highly developed.
<p>The small Pawn is about 1-3/4 inches tall, with a base about 1 inch wide. The shape is nice. The shield and sword are nicely detailed. The face is not detailed.
<p>The small King is 2-5/8 inches tall, with a base about 1 inch wide. The shape is very nice. The detail of the face and beard is very nice.
<p>The small Knight is about 2-3/8 inches tall, with a base about 1-1/8 inches wide. The shape is very nice, with a rampant horse. The details of the standard, horse, and the soldier are great. The heads are well shaped. The soldier's face is not detailed.
<p>The small Imperial Prince is about 2-1/2 inches tall, with a base about 1 inch wide. The rampant shape is very evocative. The details of the horse, Prince, and his mantle are very good. The face is less detailed.
<p>The small Catapult is about 1-3/4 inches tall, with a base about 1-1/8 inches wide. The shape is very nice. The details of the war engine, wheels, and wood structure, are very nice.
<p>The small Rook is about 2-1/8 inches tall, with a base about 1 inch wide. The details of the brick tower are nice.
<p>The small Crossbowman is about 2-1/4 inches tall, with a base about 1 inch wide. The details of the shield and crossbow are nice. The garb is less detailed. The face is not detailed.
<p>The large Jetan Chieftain is about 5-5/8 inches tall, with a base about 1-1/2 inches wide. The shape of the figure is very nice. The details of the face, headress, garb, weapon, are very nicely done.
<p>The large Jetan Princess is about 5-1/8 inches tall, with a base about 1-1/2 inches wide. The shape of the figure is very nicely done. The female figure is very buxom and is minimally clad. The details of the figure, attitude, face, mantles, footwear, headress are very nice.
<p>The large Jetan Sergang Assassin is about 4-1/4 inches tall, with a base about 1-1/4 inches wide. Again, the shape of the figure is very nice, with a semi-crouched attitude. The details of the garb and weapon are very nice. The face is less detailed.
This link appears to be broken. There is no update information.
I think that what Matt is trying to argue for is: give the game a chance! Will it appeal to everyone, especially chess enthusiasts? No. Do collectible games (of which I too have partaken) have a 'down-side'? Yes. Does ND have some appealing features? Yes. Will it at least expose more people (kids) to chess and chess variants? Yes. So, let it be, and, in some way, support it. This page is a good idea.
Take a look at this interesting 3-player hexagonal variant on a German web
site. Even if you don't read German, the diagrams should explain the game well.
By the way, you can look at What's New in all languages at this <a href='/index/whatsnewalllang.php'>URL</a>.</p>
With regard to some experience with this game, observe this <a href="http://play.chessvariants.com/pbm/play.php?game=Imperial+Chess&log=charles-cvgameroom-2004-170-114">game</a> being
played in the Game Courier:
<p>By the way, images more suitable for this game are being developed for the
page and the preset.
Below is a copy of a message posted by Mr. Spratt: Dear editors: Just a note to inform you that I've posted a bunch of pictures of the large, highly-detailed versions of Imperial Chess, Jetan and Sarang on my website, www.sprattart.com. I have a number of unfinished castings of the individual pieces that I'll sell to the general public for $l0 apiece, if anyone cares to finish and paint themselves, and editors of chessvariants can feel free to contact me for a few free samples, if you'd like them. Thanks, James
In response to Fergus and James, I must accept responsibility for the 'shortcuts' in the piece descriptions. I will make some changes and consult with James. With regard the piece images, that's entirely my doing. I was taking the expedient route to illustrate the setup and prepare a preset at the same time (what's the saying about haste?...), using already available image sets in Game Courier. I agree that the images I chose are not ideal. Perhaps this can be improved relatively soon with a custom set.
I have deleted the log and revised the preset.
The editors received this reply from Mr. Spratt:
<p>Dear Fergus, or Dr. Duniho, if you prefer: Thank you for your critique on the presentation of my new game, Imperial Chess. You found some features not to your liking, and I'll respond to them one-by-one here. First let me explain that the editors posted the game description rather quickly and without many changes, based on a 'promotional' rule sheet/game description that I wrote years ago, so the 'bad' text is my doing, not theirs.
<p> On the HYPE: That was, I admit, a somewhat silly, somewhat overexuberant ad-style intro written in a mood of antipathy toward a local chess-club whom I had visited to get their (largely negative) reactions to this game and a couple of others. They were focused on CHESS, traditional-style, and I soon became pointedly aware that these type guys were not my market; the warmest kudo I got from any of them was 'Hmm...interesting.' Personally I feel the traditional mind-set rigid, unimaginative and stultifying; they've got their ways and they're sticking with 'em; to try to expand someone else's narrow view might be unkind, and I should be more gracious. (snicker!) I wouldn't mind if that line were dropped--it isn't really ne cessary--and it was intended to appeal to NON-Chess-players, to expand interest in the game. Not everyone can become really good at Chess, and many people become disenchanted with the game by frowning self-involved 'chessmasters,' who take it too seriously and gloomily stomp them every chance they get. How 'bout 'A New Chess Game Anyone Can Play?' Better?
<p> On the NUMBERS: You're dead right; there isn't really a need to tell anyone who can count how many pieces of each type he has.
<p> On PIECE DESCRIPTIONS: I wondered about the piece descriptions that said 'Same as...' The reader is forced to look elsewhere to see how the piece moves. Several of the pieces move similarly, and are in the game because they exist in real life, such as the Queens and Princesses, and enhance the metaphorical similarity of the game to real life (Even traditional Chess is not purely abstract; the pieces have real-life names, and the moves-set is not purely abstract, but that's another discussion.) The presence of many female characters, even though they move in similar ways, I think adds a visceral element to play, expecially since most players are men; we gotta protect our ladies, and it smarts to lose one just a mite more than it smarts to lose a buddy. A sad condition of our species. The Piece Descriptions in my original rule-sheet are more thoroughly written, and I'll post them on my website, www.sprattart.com, within the week. Tony?
<p> On PIECE IMAGES: That's not my doing--the online board w/icons--and I wondered about the Princess having a horse-type image. I'm not familiar with icons used online to represent chess pieces, especially those of the move exotic variations, which I now deduce are many. I wish I were more skilled at programming and computer stuff, but as we speak I have to leave that to others who are far ahead of me in that department. (Tony! Ben!! Thumbuddy he'p me, Pleathe!!!)
<p> Again, Fergus, thanks for your comments. I hope we can get all the bugs out soon, and let me know if you see anything else that doesn't seem just right.
<p>Yours, James
I am copying Mr. Spratt's comments to the Imperial Chess page for reference:
<p>Hi Michael: Thanks for your comments regarding Imperial Chess rules; here I'll try to clarify some of the muddy areas you pointed out. Please understand, first, that as the inventor of this game, I consider myself responsible for clarifications of all points, although I freely admit that you and the other editors share vastly greater experience in rules than I, and might have superior ideas about some of them. Know that I am open to any of them that you feel firmly about; I'm flexible, I play for fun, and I grasp that a firm codification of rules must be thorough, comprehensive, and comprehensible.
<p> On Capturing All the Imperials To Win: I feel that this game should adhere metaphorically to the way wars and life really work, or fail to work. It is in the nature of Empires to serve themselves and to perpetuate themselves. It has been known for a King to marry a commoner and call the offspring a King; therefore, to eliminate the royalty entire would require the elimination of all of them. Possibly the Win Condition could be simplified to just the Emperor, or just the Empress, or the pair of them. If anyone would like to play it that way, it's fine with me; just remember the Imperial Prince, when he gets the news from his messenger from home (special rules:Emperor killed.)
<p> On Promoted Pawn Return: 'Pawn is returned to his original position.' I've never played a game wherein that spot was occupied by another piece, although I realize it could be; in that case, the pawn should be placed as near that space as possible, behind the occupying piece. The Pawn should be returned in the file in which his promotion took place. (Thus eliminating the need for numbering the pawns.)
<p> On 'Moves Any Two Spaces, Square or Diagonal.....' I believe you are referring to the Knight's move, especially, and the Princes. I call this the Knight's Backjump, wherein he can move from a1 to a2 to b1 or b3; a literal interpretation of Edgar Rice Burroughs' Jetan rules, regarding the Thoat's (Knight's) move permits this, and it does make the Knight much more dangerous. Some players dislike this option on the very face of it, but then many chess players dislike variations of any kind. I'd consider this optional, to be agreed between the two participants before play; I happen to like it.
<p> On 'The Charge.....Within One Move of Direct Attack Position': This would be threat position, minus one move. Look at any given piece on any given board in any given game; you can tell how many moves it will take that piece to clobber another one. Back up one move, and you're in Threat Position; back up one more move, and THAT's the position you need six of your foremost men in. It takes a fairly sharp, predatory eye to perceive this.
<p> More About 'The Charge': Charging is an advantage, but not an overwhelming one. Remember, if you're close to him, he's close to you, too. It's usually a matter of who throws the first punch. There is also the danger of overextending your troops by being TOO aggressive, say, two or three charges in a row. The Charge permits the smart to be really smart and the dumb to be really dumb. Any charge, or countercharge, immediately sets up at least six fights which must be dealt with NOW, and introduces an element of desperation which I consider very much like real combat; a truly anal and conservative player will almost never initiate a charge, but they need their butts kicked anyway. There is a little element of serendipity in the post-engagement moments--sorta like 'Wow! WHAT was THAT?!--but some sharp General once said that no battle plan ever survives contact with the enemy. ALSO, it's a big board, with a lot of pieces; without the Charge, it takes three hours; with the charge, half that time or less.
<p> Michael, thanks again for your pertinent questions. I hope I've made it clearer, and let me know if there's anything else about the game that's doubtful. I'm open to your suggestions about how to improve it, but I really think you oughtta play it a few times first. Stay in touch!
<p>Yours, James
The editors received this reply from Mr. Spratt:
<p>Hi Michael: Thanks for your comments regarding Imperial Chess rules; here I'll try to clarify some of the muddy areas you pointed out. Please understand, first, that as the inventor of this game, I consider myself responsible for clarifications of all points, although I freely admit that you and the other editors share vastly greater experience in rules than I, and might have superior ideas about some of them. Know that I am open to any of them that you feel firmly about; I'm flexible, I play for fun, and I grasp that a firm codification of rules must be thorough, comprehensive, and comprehensible.
<p> On Capturing All the Imperials To Win: I feel that this game should adhere metaphorically to the way wars and life really work, or fail to work. It is in the nature of Empires to serve themselves and to perpetuate themselves. It has been known for a King to marry a commoner and call the offspring a King; therefore, to eliminate the royalty entire would require the elimination of all of them. Possibly the Win Condition could be simplified to just the Emperor, or just the Empress, or the pair of them. If anyone would like to play it that way, it's fine with me; just remember the Imperial Prince, when he gets the news from his messenger from home (special rules:Emperor killed.)
<p> On Promoted Pawn Return: 'Pawn is returned to his original position.' I've never played a game wherein that spot was occupied by another piece, although I realize it could be; in that case, the pawn should be placed as near that space as possible, behind the occupying piece. The Pawn should be returned in the file in which his promotion took place. (Thus eliminating the need for numbering the pawns.)
<p> On 'Moves Any Two Spaces, Square or Diagonal.....' I believe you are referring to the Knight's move, especially, and the Princes. I call this the Knight's Backjump, wherein he can move from a1 to a2 to b1 or b3; a literal interpretation of Edgar Rice Burroughs' Jetan rules, regarding the Thoat's (Knight's) move permits this, and it does make the Knight much more dangerous. Some players dislike this option on the very face of it, but then many chess players dislike variations of any kind. I'd consider this optional, to be agreed between the two participants before play; I happen to like it.
<p> On 'The Charge.....Within One Move of Direct Attack Position': This would be threat position, minus one move. Look at any given piece on any given board in any given game; you can tell how many moves it will take that piece to clobber another one. Back up one move, and you're in Threat Position; back up one more move, and THAT's the position you need six of your foremost men in. It takes a fairly sharp, predatory eye to perceive this.
<p> More About 'The Charge': Charging is an advantage, but not an overwhelming one. Remember, if you're close to him, he's close to you, too. It's usually a matter of who throws the first punch. There is also the danger of overextending your troops by being TOO aggressive, say, two or three charges in a row. The Charge permits the smart to be really smart and the dumb to be really dumb. Any charge, or countercharge, immediately sets up at least six fights which must be dealt with NOW, and introduces an element of desperation which I consider very much like real combat; a truly anal and conservative player will almost never initiate a charge, but they need their butts kicked anyway. There is a little element of serendipity in the post-engagement moments--sorta like 'Wow! WHAT was THAT?!--but some sharp General once said that no battle plan ever survives contact with the enemy. ALSO, it's a big board, with a lot of pieces; without the Charge, it takes three hours; with the charge, half that time or less.
<p> Michael, thanks again for your pertinent questions. I hope I've made it clearer, and let me know if there's anything else about the game that's doubtful. I'm open to your suggestions about how to improve it, but I really think you oughtta play it a few times first. Stay in touch! Yours, James
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