Check out Janggi (Korean Chess), our featured variant for December, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Comments by benr

EarliestEarlier Reverse Order LaterLatest
TeX ChessA desktop publishing resource
ZIP file. Chess program (including many variants) in TeX.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Mon, Apr 4, 2011 05:34 PM UTC:
Very nice; I'll have to open things up and see how it goes, but I remember having trouble trying to make reasonably nice pictures for a math-heavy chess variant article.

Knight Chase. Game played on with two Knights on a Chessboard with differing goals. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sat, Apr 9, 2011 06:50 PM UTC:
See also 'Joust', described here
http://www.chessvariants.org/programs.dir/joust.html
and with Friedlander applet here
http://play.chessvariants.org/erf/Joust.html

(In Joust, the question as to whether the knights can capture one another is interesting.  If yes, only one player has this option and thus an advantage (?); but if no, one player has an additional blocking ability that the other does not.)

Joust is interesting from a mathematical combinatorial game theory perspective, as it should be solvable with enough thought/force.  Knight Chase introduces an extra element of droppable markers and a time limit, which should make mathematical statements more difficult.

Builder chess. Introducing the Builder. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sun, Jun 12, 2011 01:37 AM UTC:
First, if in the position the white builder were at d4 instead, then that rook move would remove the check, right?

I agree tha the builder is too strong; at least for a start it would make sense to disallow the builder trying to swap out the king.  (After all, you could never successfully switch them!)  It would still have the awesome power of resurrecting your pieces, plus capture by adjacency, but no direct checking power.

Ben Reiniger wrote on Mon, Jun 13, 2011 12:48 AM UTC:
Oh, I see. I wasn't thinking very well: moving adjacent to the bishop will give check, but it's not check yet. But now I think I agree with the previous comment, that black has the response Re6, which blocks this check (it allows the subsequent move 'builder to d6' converting both black pieces and giving checkmate (?) ). By the way, do you have a suggested notation for the builders?

[Subject Thread] [Add Response]
Ben Reiniger wrote on Fri, Jun 24, 2011 02:13 PM UTC:
I really like the idea here.  It looks like there are 20 types of cards, 5
of each type.  Each game takes two types for the starting decks, another 4
types for the basic set (in every game), and another 10 types in addition. 
This means each game uses 10 out of 14 possible 'extension' cards.  I
feel like it would be better to have a greater variety of cards available
(as in say Dominion) for more randomness and replayability.

Anyway, I'll probably end up buying the game regardless.  Maybe expansion
sets are in order?

[Subject Thread] [Add Response]
Ben Reiniger wrote on Sat, Jun 25, 2011 05:08 PM UTC:
Yes, the rules need to be clarified a bit.  It sounds though like each
piece moves as usual within each level, and steps to a corresponding square
in either of the adjacent levels (excepting pawns, which could only move in
one direction).

I'm happy to chat about the game, but I warn you that I tend to really
prefer games that treat the third (or fourth) dimension equally to the
first two.  Also, I'm in Illinois, so it will have to be restricted to
internet correspondence.

Your king restriction rule reminds me of the one in Joe's 4D game, but
with a twist.  Intriguing.

[Subject Thread] [Add Response]
Ben Reiniger wrote on Thu, Jul 7, 2011 08:27 PM UTC:
I also enjoy the historical notes.  I would be very interested to hear
about something noteworthy happening 500 years ago.  I don't think these
notes need to be generated every day, but every now and then is nice.

Gnu. (Updated!) Compound of Knight (1-2 leaper) and Camel (1-3) leaper.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Thu, Jul 21, 2011 05:42 AM UTC:
One disadvantage of color-switching pieces is that they cannot triangulate; other pieces also lack this ability, but colorbound ones necessarily lack it. (I'm not sure if what I think triangulating means is common usage. I mean that a piece can move to its original position in three moves. The point is that the piece can be guarding a given square, move once, and still be attacking the square. This allows the loss of tempo and perhaps also increases the possibility of forking.)

Ben Reiniger wrote on Thu, Jul 21, 2011 08:47 PM UTC:
I would probably agree that forking isn't increased with triangulation; I hadn't though about it long.  On the other hand, if the guarded square is friendly, triangulating means attacking some new squares while still guarding the old one.  I don't think in general that attacking a new square or attacking an old square is more advantageous, but having _both_ options is certainly nice.

Anyway, I hadn't really looked at which pieces were being discussed below yet.  You're correct that the bison doesn't triangulate (despite not being colorswitching), so my argument doesn't help in that discussion.  I wanted in my previous post just to present one reason why colorswitching may be detrimental.  (As a side note, the interaction of colorswitching with colorbound pieces is interesting.)

I agree about the bison vs. centaur.  The bison is an annoyance at range, and the centaur is strong locally.  In For the Crown, I have found the bison to be particularly nice in the early to midgame, especially since the attack cannot be blocked by dropping a piece adjacent to the King (in particular with the Guard's order).

Flight and Ferry. The gold dragon of Wessex fights the red one of Wales across the Bristol Channel. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sun, Jul 31, 2011 03:43 AM UTC:
Where does it say the king cannot move to the other side of the board?

I would assume that rook moves and dragons can indeed fly over ferries. This and the other rules might be made clearer (though I think the first two Jörg lists are obvious without) by refraining from calling the ferry a piece, but instead a landmark or special square (or something more well thought out).

I agree that crossing the river is probably too hard, especially when dragons cannot guard a newly crossed piece. The latter could be easily fixed by allowing dragons to use ferries or even just capture onto a ferry; however this still leaves protecting ferried pieces rather difficult.

Rhino. A set of pieces which combine the movements of the Mao with that of the Wazir.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Fri, Aug 26, 2011 05:10 PM UTC:
...but can the rhino+king force the opposing king into this position?

Man and Beast 06: The Heavy Brigade. Systematic naming of symmetric and forward-only non-coprime radial pieces.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sun, Sep 4, 2011 03:54 AM UTC:
While regular pentagons do not tile the plane, some (non-regular) pentagonal tilings have been introduced. (Furthermore, you can regularly tile hyperbolic space with pentagons; I don't think I've seen such a game yet.) One obvious challenge to pentagonal cells (indeed to any cell with an odd number of sides) is that sliders require a somewhat different approach.

[Subject Thread] [Add Response]
Ben Reiniger wrote on Sun, Nov 27, 2011 05:50 PM UTC:
The knight here has of course just two moves in its lifetime.  Dropping a knight becomes a tricky subject (although I suppose in my few Shogi games I rarely want to drop a knight).

I assume the proposed promotion zone is the last hyperrank?

I think I would suggest different diagonal movement in this game.  As many of the Shogi pieces see 'forward' differently than 'sideways', it is perhaps better to keep track of the two 'forwards' and the two 'sideways' directions in this 4D board.  In particular, I think the moves from center square Bb2ii should probably not include Bb3iii, nor any of the extended diagonal forward&back like Bb1iii.

I also think that there's a possibility that king restriction (beyond eliminating tri- and quad-ragonals) is unnecessary.  This board is so compact that the dense moves of the generals, the enemy king, and especially an enemy dragon king or dragon horse could force mate.  (In fact, if 3- and 4-diagonals were included, a dragon on the center square sees everywhere.)

(And Charles, Daniil's sentence is fine with the omission of those commas and replacing 'which' by 'that' (a grammatical technicality not recognized by most).  I think such cells will occur infrequently enough to not warrant a universal name; one needs a particularly asymmetric piece to have any such squares.)

Springboard. Missing description[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Wed, Nov 30, 2011 09:54 PM UTC:
The main distraction for me as far as layout is the bulleting.  Using html bulleting would be considerably more readable.  Also the headers would be a bit nicer in the cv standard format, and I agree that the long spaces after diagrams is irksome; I don't know why a red line would come about when deleting that space...

I haven't really read through the entire thing, but I find the snippets I have read to be fine text-wise.  (I understand renaming standard pieces for thematic/historical purposes; however, I too find it harder to read the result.)

[Subject Thread] [Add Response]
Ben Reiniger wrote on Tue, Jan 31, 2012 06:44 PM UTC:
I was reading over the Tetrahedral Chess page a while back, and decided to
understand the statement that certain (skew) planes form hexagonal
chessboards.  I can confirm now that this is true, and Gilman's M&B even
enumerates the number of such planes through each cell.

Now note that the 4-coloring of Tetrahedral Chess lends all four of its
colors to these hex-boards.  I cannot recall finding a hex chess that uses
a four-colored board.

However, a longer period of time ago, I noticed that the hex board can be
thought of as a certain quotient (that's a technical math term in this
context) of a 3d cubic board along a single unicorn line.  (For those not
used to the math lingo, think of it as an optical illusion: you look at the
cubic board so as to line up opposite corners, and all cells along your
line of sight are treated as being equivalent.)  This quotienting does some
weird things with the pieces, but what about the colors?  The only obvious
coloring that could be maintained by this quotient is the unicorn's
4-binding!  It probably comes as no shock that this coloring is the same as
in Tetrahedral Chess (how many 4-colorings can there be of a hex board?)

I think furthermore that some of the pieces in Tetrahedral chess, when
restricted to one of the hex-planes, turn out to be very similar to the
cubic pieces modulo the unicorn's diagonal.  (I had worked some of this
out, but don't have the notes handy.)

On Designing Good Chess Variants. Design goals and design principles for creating Chess variants.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sat, Feb 18, 2012 11:00 PM UTC:
I agree that we should look for a continuum; probably the best approach is to decide upon several factors (like the Muller 7) that can be reasonably easily computed for different games.  What is perhaps lacking from the Muller7 is a measure for which aspects are most important (perhaps it is just equally weighted, but I think they should not be).  The ultimate goal (IMO) is for the measurements to come as close as possible to our collective opinion of what is 'chesslike'.  (See also Joyce's 'Chess Space', on the wikidot as well as in some comments here I believe.)

A couple of examples that might be helpful to keep in mind:
1) games using chess pieces that are not chesslike in gameplay: Joust (not very chesslike), or Knightsweeper (not chesslike at all) [both on this site]
2) Lennert's 'For the Crown' (half chess, half something else)
3) already mentioned, but Go and Checkers (and their variants; Gess perhaps?)
4) other games that are clearly not 'chesslike' but that have similarities should be noted; these might help weight the characteristics.

If 'chesslike' is not well defined enough, maybe it's useful to think in the following way.  If you wanted to tell a friend about this game, is it easier to say 'It's like chess, but...' or just to start from another game (or from nothing at all)?  Of course, some games will be equally easy to start from chess or to start from some other game (e.g., For the Crown seems easier to describe as 'like Dominion, but with chess', but maybe for some people, 'like chess, but with deck building' is better).

Oh, and maybe it's good to distinguish between a theoretical classification and guidelines for this site.  I tend to think this site should be very inclusive, but am happy to draw the boundaries tighter in theoretical talks.

Ben Reiniger wrote on Mon, Feb 20, 2012 09:53 PM UTC:
Hubert, this is just the scientific approach. It is natural to try to come up with some reasonable framework in which to work. At any rate, I think these discussions share interesting opinions on whether variant X is more or less chesslike than variant Y, and why. As to whether it's a common personality trait, I guess it's just a matter of whether people are more left or right-brained. I would expect to find some people of either type in more or less any hobby/occupation.

Diagonal Chess. Board turned 45 degrees. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Fri, Feb 24, 2012 06:55 PM UTC:
Not sure if this really belongs as a comment on this page, but here goes.
Raumshach is a bit like a diagonal game, but in higher dimensions diagonal starts to have different meanings (the colloquial 'triagonal', etc.)  I've taken to giving the number of dimensions that are 'lateral' versus those that are 'attacking'.  So Raumschach is 1-lateral and 2-attacking.  Some of the very large 3D (8x8x8) variants are 2-lateral and 1-attacking.  Most 4D variants are 2-lat and 2-att.  Ordinary chess is 1-lat and 1-att, whereas Diagonal chess is 0-lat and 2-att.

[Subject Thread] [Add Response]
Ben Reiniger wrote on Sat, Mar 10, 2012 08:40 PM UTC:
I generally like the idea.  I think the inventor shouldn't rate the game;
if they want to mention what they think of the game, it should go into the
page somewhere (in the introduction would be good).  I'm a little worried
about rating games when they are themed or experimental: for instance, my
only game is 4D, so probably not a good candidate for frequent play, but
(IMO of course) it is a very good setup as far as 4D games go.  Should it
get rated in the former sense or the latter?  Maybe the frequency of play
question will serve this purpose too, but maybe there should be a third
rating?  (So 'good game', 'interesting', and 'often played'?)

Index page of The Chess Variant Pages. Our main index page.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Thu, Mar 22, 2012 09:47 PM UTC:
I can't seem to get myself logged in now. Let me see if this message goes through... Yes, that worked. Hmm.

Ben Reiniger wrote on Fri, Mar 23, 2012 03:31 AM UTC:
Yes, the login wasn't working from the Play page; I just wondered whether something was wacky with my id/password, that's why I tested the message here. Now I can get logged in from the Play page, thanks.

Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Tue, Apr 3, 2012 03:46 PM UTC:
I like the text itself.  It's formatted to take up less than half of my
screen's width though, and I prefer the current page's full span.

Maybe this is premature, but I have some comments for the login box.  It
would be nice if it said something if you fail to log in; I think right now
it just refreshes the page without any message.  It might also be useful to
have a link to register for the pages in the same box.

Ben Reiniger wrote on Wed, Apr 4, 2012 08:16 PM UTC:
I'm very excited to think that Courier could display available moves (rather like Ed's applets?). If that happens I'll have to weasel away some extra time to figure out how to make a 3+ dim game to check rules without horrific coding.

Ben Reiniger wrote on Wed, Apr 11, 2012 08:30 PM UTC:

I don't have a lot of time to scrounge up links, but some things I'd like to see:
1) some small variants, in particular I like flip shogi and Philosopher's chess;
2) a 3d variant--maybe Raumschach, but anything that has a relatively nice image would be good;
3) a triangular/pentagonal/other strange geometry board (tetrahedral would be a bonus).
The above are especially nice for visually different games. Less "different" but more common games should also appear, such as some Grandmaster variant. Probably Omega chess is worth displaying.

I'll come back with links and all, but feel free to comment on the above ideas in the meantime.


Ben Reiniger wrote on Thu, Apr 12, 2012 03:43 AM UTC:

The layout looked great (if a bit sparse of variants still) earlier today, but now it seems like the variants are stuck above the main text, and the right side of the page is blank. Also, the links in the text display the pictures on top of the text, which is rather distracting.

It looks like some of my proposed variants are already there. But here are some others:


25 comments displayed

EarliestEarlier Reverse Order LaterLatest

Permalink to the exact comments currently displayed.