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Comments by andy_thomas
i would think that the five tigers should be able to move sideways from the beginning... how are they supposed to get across the river otherwise?... can't blue/black just kind of hover around on the far banks, re-arranging his pieces and picking the tigers off as they come across?... wouldn't it be better to let the tigers move sideways from the start? also, if i understand correctly, the diagram here does indeed show a checkmate, because even if the king's left advisor goes in front of the king, the pawn, with it's 2-point movement would simply 'turn the corner' and 'boom'... king taken... that ability to move 1 sideways and one forward (or vice versa)... seems fairly powerful for trapping the black/blue king in the palace....
'T=Tank: Moves one space like a king. It can capture as a queen, but without moving (rifle capture). Can't capture a piece right next to it. It can push pieces of either colors in a row, column, diagonal. Pieces pushed off the board are put onto your bench.' ok... i understand how it captures, but how does the 'push' work exactly? 'Pieces on your bench cannot be dropped like shogi, they can only be placed by moving a pawn past the end of the board. ' so i move a pawn off of the back of the board... where is a piece from the bench then placed?... at the last sqaure that the now-exited pawn had occupied?
in AIGO, perhaps the knights' pawns should be dispensed with altogether. in my opinion this would give better 'synergy' between the combined FIDE and xiang qi varieties of chess. then there would be no rule about whether those pawns could move 2 initially, because the knights' pawns wouldn't exist; and each side would have 16 pieces, as each side does in both FIDE and xiang qi. plus, the cannons would then be able to attack the opponent's knights, as it is in xiang qi. currently, AIGO with the cannons inserted at n2 and knights pawns starting at 3, gives the game a 'cramped' look on the 8x8 board.
thanks for the review christine... i'm happy you find this variant as interesting as i do... as you know, i had been fiddling with larry's superlative zillions implementation of american chess, in order to try and create, 'american blitz chess'... what with 2 boards side by side (22x9) and upwards of 50 pieces per side!... there were 2 and 3 moves per side in each turn... well, 'american blitz chess' is still kind of a dream... but in the meantime i stumbled across the 'marseilles' chess variant whereby with a FIDE setup the players would get two moves apiece per turn, the latest version having a sequence of 'white black black white' ('marseilles balanced, invented in 1992')... so i thought i would try this with standard american chess as a way of creating a restrained (one-board) version of 'american blitz chess' anyway, if anyone is playing american chess, if you add this code to the end of the .zrf file: (variant (title 'American Chess - Marseilles') (turn-order Blue Red Red Blue) ) then you can play this thrilling ('marseilles') variant 'through' american chess... trust me... this is what american chess was meant to be!... even more pressure packed than before!... maybe it's the perfect chess variant!... lol... :) ... well at least from a certain artistic and emotional standpoint... ;)
hi tony, i have to agree about zillions and multi-moves... it doesn't play as well... when playing multi-move variants, i regularly beat the computer ... :) then when i go back to single-move variants, zillions is noticably tougher... i sure like the idea of a 'marseilles-style' chess in any event... in multi-move variants, there are a lot of turn orders which can be tried...
--He also suggested that stronger pieces might make a better game if placed on a larger board. - that's a good obervation coming from a 6-year old... have you told him about 'gun/rifle' type pieces?... ones that don't move during capture but instead 'shoot' a piece from several squares away?
questions: with the vao/pao properties given to the bishops/rooks respectively... they only leap a friendly piece... was this intentional?... if you make a zrf have you thought of asking your son joshua to design the pieces using a paint program?
i participate in chess/xiangqi tournaments at another internet site... during their tournaments they allow the players to study 'printed' material, but no computer/ai help is allowed...
hi christine, how about the squirrel piece? (like a colonel in american chess)... 2-0,2-1,2-2
on the issue of pieces which are rook/pao or bishop/vao being too powerful... what if, as an alternative there were also rook/vao and bishop/pao pieces?...do such pieces already exist in nova chess?
hi, i'm working on a new variant - 21st century chess - but am having a problem with the zrf. does anyone feel like taking a look? it's 16 files by 9 ranks. i'm trying to introduce long-range, 'gun' type pieces; an extension of the gun and machinegun pieces found in the variant, 'chess battle'... but i'm fairly lost in the .zrf code... cobbling pieces of code together for the gun capture-type of moves from 'chess battle'... i'm not sure if i have the moves codes for the various slides correct. i need the standard rook/bishop/queen slide, plus the chinese cannon (vao and pao) slide, and the slide move for a piece which slides but doesn't capture... only moves along blank squares... such pieces capture using the 'gun capture' move instead... anyway the message i'm getting is, 'while reading a true/false condition, the following non-piece-attribute was encountered: 'empty'' thanks in advance for any help, andy
if a pawn moves 4 on the first move, it yet has to move 6 more spaces to promote. it gets worse for the pawn in this regard if it only moves 1, 2, or 3 squares on that first move... what i'm saying is that, on a board this size you need more mobility from your pawns... or maybe move the promotion line up a couple or few ranks from the back line... when i'm designing a variant i look at how quickly and powerfully the pawns can promote, and depending on the variant adjust it in terms of FIDE chess... do i want a game which plays faster or slower wrt to promotions?... in any event this variant seems to make the pawn less important, and yes the knights on this board are much weaker than they are on an 8x8 board... on a larger board like this the leapers need to have more range... but that's just my taste... speaking of the rooks and bishops, i would imagine that the rook becomes even more powerful than the bishop, because the bishop's maximum move is 11 (12-1) squares diagonally while the rook can theoretically move 15 (16 -1) squares horizontally... it seems to me that boards which aren't entirely square like this favor rooks even more than bishops.... i think this game would play better on 16x8, but then the bishops become even weaker in comparison with rooks... but with 12 ranks, man that is a long ways to go for a promotion! gives it an old-fashioned feel in that regard...
hi, i have gotten a working .zrf file for what i had previously described as, '21st century chess'... seeing as how that title was taken, i have renamed it, 'operational chess' instead... i would like to upload the .zrf but instead thought some of you here might want to take a look at it and comment first. is that how it should be done, or should it simply be sent it off to chessvar@yahoo.com and offered for download that way? thanks
http://americanchess.tripod.com Simply scroll down the page and you'll see it there at the bottom. Hi, As some of you know, i've been working on a game called, 'operational chess.' I have a new variant which is closer to the original idea for the game. After a lot of experimenting on victory conditions in the first version, i came up with the idea of each side having 3 outposts and 2 strongpoints for this 2nd, 'objective chess' version. If you've played the original version (which i later nicknamed, 'carnage') you probably noticed that virtually every piece on the board was under attack at the start. The missiles and bombers were usually the first to go. To make it more interesting for these powerful pieces, i re-implemented the 'backline' rule from american chess where pieces on your own 1st rank (or backline) are immune to your opponent's strongest pieces. The board was enlarged to 17 files by 11 ranks and in contrast to the original operational chess, almost none of the pieces start the game under attack; and the attacks which can be made at the start are not worth doing. The rook and bishop (tank and cavalry) can leap 1-4 squares along their traditional counterparts' axis; orthogonal for the tank and diagonal for the cavalry. So these pieces don't have nearly the mobility of their traditional counterparts, but their ability to move 'through' other pieces gives them a different kind of ability. Many pieces have a gun-capture (rifle-capture) capability. These are all at varying ranges: Helicopter-4, Strongpoint-3, Tank-3, Cavalry-3, Infantry-2, and Outpost-1. This gun-capture capability is along both the orthogonal and diagonal for all such pieces. The 2-star, 3-star, and 4-star generals can move 2, 3, or 4 spaces in any combination of directions. The 3-star and 4-star generals in particular are able to approach the long-range gun-capture units outside of rheir 8-way firing lanes. In any event this new version of Operational Chess is much closer to what i'd originally intended it to be. I have submitted the .zrf .zip file to the editor here, and to zillions-of-games.com, and have put it at the website: http://americanchess.tripod.com simply scroll down the page and you'll see it there at the bottom. The early game starts with the infantry establishing short, range-2 firing lanes while the helicopters, tanks, and cavalry move up for support. The generals also move off of the backline and try to get within striking distance of the long-range gun-capture pieces of the opponent. With the relatively short range of virtually every piece on the board, pieces can flow back and forth behind the main line of combat, organizing attacks and counterattacks. A well-placed gun-capture piece can typically threaten 3 or more of the opponent's pieces along its 8-way firing axis. The infantry can form pickets in the late to mid-game; 2 squares apart so their gun captures interlock. It's difficult to stop a concerted attack against your outposts. It is much easier to defend your 2 strongpoints. Nonetheless, if given the opportunity you can bolster the defense of your outposts by moving some of the nearby pawns up 1 rank before your opponent gets the chance to do the same. The end-game involves multiple pieces supporting each other on a final attack against the opponent's strongpoints. If you've done well you'll also have missile and/or bomber superiority. I hope you enjoy it. thanks for your consideration, andy
there is a new variant to 'operational chess' at the zillions of games site.... it is called 'land/sea chess' and is played on a 15 file x 9 rank board on 'leftmost' 5 files are 'sea'... the 5 middle files are 'land-sea'... the 'rightmost' 5 files are 'land'... so it is like 3 small, 5 file x 9 rank boards side by side: sea land-sea land 3 smaller boards making up a 15x9 board... the pieces which start at 'sea' can move anywhere over the sea files, plus the 5 'land-sea' files (the center)... the pieces which start on 'land' can enter anywhere over the 5 land files, and anywhere in the land-sea files... the sea pieces cannot enter land, and the land pieces cannot enter sea... the pieces which start on the 'land-sea' files can move to sea, land-sea, and land; they can move anywhere... these are hovercraft (GEV), marines, special forces, and the hq... the game is won by capturing the opponent's hq... there is a 'gun' version where several piece types have 'rifle' or 'gun' capture abilities (in addition to their normal moves)... and there is a 'non-gun' variant where none of the pieces have gun capture... this is a very interesting variant... the frigates (sea) and helicopters (land) are a couple of my favorite pieces... the general and admiral pieces are strong, as are the special forces, submarine, and paratrooper... missile ships and cavalry are variants on the erstwhile bishop piece, while the tank and aircraft carrier are based upon the traditional rook/chariot the GEV is probably the best all-around piece... and it is versatile in that it can enter land and sea both... i've seen games where side a) will lose just about all of their land pieces for instance, then side b) will in turn move their own hq to the land side of the board, then side a) has a lot of difficulty in trying to capture side b's hq... one time i thought i had the computer beat, but did just as the example above; lost my army whilst retaining a strong sea contignent... as it turned out i simply didn't have the pieces on land to take out the computer's hq... so the gevs take on added importance in the late game, being able to move all over the board... same with the marines, but to a lesser extent... also important are the frigate and helicopters, at least in the default, 'gun' mode... with their range-3 gun captures they can 'interdict' well into the areas where they are not otherwise allowed to move... so it is as though these two piece types 'cover' a little bit more of the board than most other sea or land types... they are the only 2 gun-capture pieces with range 3... all others are range 2 or 1...
i seem to have found a variant on this game... i purchased it at a chinese bookstore... it has a river, like the one here appears to have... but it has 2 bridges instead of 1... and it has diagonals (with interlocking points) drawn in the river, and naval pieces (in addition to army, artillery, and air)... it has 30 pieces per side... i will try to get some pics...
i looked at this some more, and it looks like a variant... there are 6 naval type of ships, with gridpoints on the river and notation for the spots where the ships set up... there are the barricades at the back of the map, and the aircraft bases in the corners... this version i have has a dual rail line across the river, rather than the 3 rail lines i see in the picture... oh... this one has the 9 different 'soldier' or 'army' type of pieces, but only 1 of each of these... you can see that they have differing ranks by the slightly varying pictures, but moreso by the obvious changes in chinese characters from piece to piece... i looked at the pictures of the original game provided with the article here and see that the pieces are wooden... these here are plastic... anyway, what i have appears to be a variant on the same game... rail lines, but not in the same locations... navies and naval movement added in, with the same basic 'forts' and 'airbases' and 'depots' and whatnot... fascinating
if you get a zillions implementation i would certainly play it... sounds like an incredible game
indeed, i agree with fergus... it's virtually impossible to get a checkmate in the situation you describe, without your opponent deliberately handing you the game... in an end-game like this, if you had a horse and a pawn instead, you might have a slightly better chance than with a single chariot... a single attacking chariot against perhaps a defending king and just one each of mandarin and elephant; you might also be able to get a win in a situation like that... but in your scenario, with the 'twin interlocking layers' provided by the intact pairs of mandarins and elephants remaining on defense... your chances at checkmate employing a single chariot are virtually nil... at least in my opinion... best to offer a draw and start anew...
I have been playing a bit of both chinese chess and western (fide) chess and have a few general observations as to why each is a unique 'variant.' 1) Space: chinese chess - with its 90 cells (versus 64 for fide) and open files at the start - simply plays with a more 'wide open' feel. 2) Development: With the more immediate attack lines available in chinese chess, the middle game seems to begin at about 5-10 turns earlier than in fide games. 3) Firepower: Perhaps this touches on the ongoing discussion here as to the value of various pieces. In chinese chess you have far less firepower on a larger board than in fide. FIDE has such powerful bishops, and the queen; plus the knights are more powerful than their horse counterparts in chinese chess. In chinese chess, the lack of firepower is balanced by confining the 2 opposing kings to their respective 'castles;' whereas with the added firepower and smaller board of fide the kings roam free. 4) The River and the Late Game: With only 11 of 16 pieces able to move across the river in chinese chess, this is a marked contrast to the complete mobility of all pieces in fide. Sometimes, the limited number of offensive pieces remaining at the end of a xiang qi game can make checkmating the opposing king very difficult. Well, these are just a few observations; I'm sure there are many contrasts that have been left out. In the actual theory of both games i consider myself to be a 'manueverist,' always looking to trade pieces for position; a risky prospect to say the least, but when it pays off it seems to do so in spectacular fashion. In fide i like to clear the board; open lanes whilst trading my knights for my opponent's bishops, preferring to go into the end game with a more open board and my bishop pair remaining. I always keep in mind that the first bishop lost is worth more than the one which remains, something like 3.5 points for #1 and 2.5 points for #2; this is why i like to keep the pair intact. but i digress... Does anyone have any other comments on differences they've noticed between xiang qi and fide chess?
Perhaps it could be said that xiang qi plays 'smaller' in the endgame and fide, 'bigger.' In xiang qi the battles begin to swirl around the respective palaces, whereas in fide the king is roaming at large, oftentimes being a key piece in a player's attack. Now, there is the cross-board, 'attack' of the king in xiang qi, but to me that is a small exception to this overall idea. Yesterday I was checkmated by a horse and a pawn in xiang qi. This could have been avoided but it is also a common type of lapse on the part of the defender in that game, at least in my experience. With the mobile king in fide, you oftentimes need a bit more muscle than that to accomplish checkmate. And the promoting pawns of fide are a big difference, yes. It is so fascinating, how these two games are designed; the distinctive features which balance each one out.
chessmen-at-arms struck me because it is another attempt to integrate wargames with conventional chess... aside from the 'chinese army chess' (super stratego) and the 'risk chess,' are there any other chess/wargame variants? interestingly, i had worked up a board for a game called, 'russo-german chess'... to recreate the 'eastfront' of ww2 in a chess format. in theory, the pieces are going to be 'empty containers' and the two players would be able to secretly apply 'points' to their respective containers from a pool of points, before battles were resolved. i hadn't gotten to the movement mechanics... whether it should be a lot of german moves, then a russian response, or an i-go-you-go like most chess variants... in any event there are prototype map and some vague piece theory...
i like these pieces... i like how the pieces sort of illustrate the moves in some cases, such as the hunter/falcon... you can kind of tell how they move by their respective designs... this is always a great bonus in piece design, in my opinion... btw, you can add 'colonel' to the castle/squirrel definition if you want... the 'colonel' in american chess moves exactly like the castle/squirrel... just a thought...
at a certain point with large boards and many pieces, a variant should probably have multiple moves per side at a time, instead of 1 move per side... or the pieces should be really powerful... if you have a large board with single-moves and weak pieces, time can become a factor... some people might think it takes too long to play so i would imagine that, when designing the 'ideal' large board chess variant each of us attempts to factor these considerations in board size piece power moves per side time
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