Comments by benr
This is especially useful for finding variants in the intersection of various categories. For instance, to find 3D variants where there is some kind of hexagonal component (hex prism or tetrahedral e.g.), set up the search just for 3D variants, then modify the resulting URL so that it includes "category=3D,hexagonal".
http://play.chessvariants.org/pbm/devguide.html#board
Probably if you just want a few squares of each color you'll need to spell out almost the entire board's colors. (But you could save some typing if there's an all-white row.)
Why is capitalization mandatory? What is the "far right corner"? Should the heart get up to 6 steps to complete the image? (Isn't the fifth step downward?)
The rules for how/when buildings are built/destroyed, units produced, and amenities produced seem unclear to me. I think a sample game opening would help a lot.
Are pieces set up initially centered along a board edge? Some of these pieces probably deserve a diagram to help see what's going on.
It seems also that the webmaster of the pages has kept a copy: http://didymus7.com/nost/index.html
4+ dimensional chess variants have their own category here (is it the only one small enough still to fit on one search result page?). I'm not sure what you mean by the 4d games here being "stretched 3d".
Here are my personal opinions on some of our 4d games:
Chesseract: pure 4d, some strange pieces
Timeline: not very chesslike, but pure 4d geometry
Hyperchess, Walkers&Jumpers, Sphinx Chess: 'mixed' (2+2)d geometries
Fabulous Flying Kittens: I still don't understand how this works
TessChess: my own, perhaps too pure and therefore subject to analysis
paralysis
See also the sister wikidot
http://chessvariants.wikidot.com/start
http://chessvariants.wikidot.com/3d-design
for some other (non-game-specific) (3+)d comments.
See the Developer Guide:
http://play.chessvariants.org/pbm/devguide.html
in particular the section called Editing a Preset.
I'm not sure if one can get a clean slate preset; it's best to find a game somewhat similar to yours and edit that preset into one for your game. It's fairly easy to get a preset setup to play most games, but getting the preset to check rules can be more difficult; most presets available here don't check rules (as far as I know).
Greg: from the log page, go under the header Related, This Preset for... Or, the Menu button to the right of the log block. Joe: I notice that in the logs you appear as both white and black. Is this just when I view it? It doesn't look that way for other logs I view. Maybe something is wrong with the multiple moves...?
I've been trying to find what may have gone wrong, to no avail. Fergus would be better suited to finding out, but I haven't heard from him in a while.
It sounds like perhaps you're misunderstanding the rules. Each turn a player attempts to make a move as usual. If the opponent wishes, they can force the player to retract that move and make another.
What you describe sounds like No-Chess
http://www.chessvariants.org/other.dir/no.html
For that game, I think the answer to your question should be "yes". In particular, white can "refuse" some impossible move.
When I had looked at it this morning the html tags weren't around. I've fixed the offending closing tags. I think I should leave it to Freederick to fix up other formatting issues. I've hidden this page until some things are cleaned up.
I have finally found out how submissions were coming to be attached to your name Freederick. I believe I have fixed the underlying issue. For the submissions with your name incorrectly attributed, I have changed the author to me for lack of better option (I don't think we should just delete the items).
I have changed the author to me for lack of better option. (I don't think we should just delete the items, and I don't think there's a way to discover the actual author.)
Mariano, I've sent you an email concerning this page. I have also edited your comment for language.
Sorry, in fixing the bug mentioned earlier I broke this; I believe I have corrected that error now.
I don't understand the difference between your two statements. What exactly do you conjecture to be true? Why does 49 not give a counterexample?
Do you mean something like multi-path? Then the dababbah (thought of as a 1,1 diagonal-orthogonal leaper) fails, doesn't it?
So is your conjecture that in the hex-grid (or triangular grid depending on how you look at it), there are no two right triangles that share a hypotenuse with odd squared length? EDIT: I should probably add "where the legs of the triangles are along the orthogonal and diagonal directions". More edit: and to avoid the trivial swapping of the order of diagonal/orthogonal steps, make it "nonisomorphic triangles"
I think the 4-coloring of the hex board can help to prove this. See
wikipedia's 4-coloring image
If a leap has odd SOLL, then in any right angle diagonal-orthogonal path--say m diagonal and n orthogonal as before--we must have that m and n have different parities (else 3m^2+n^2 is even). Then the starting and landing cells have different colors in the 4-coloring.
But each orthogonal-diagonal pair of directions at right angles involve exactly two colors, one of which is the starting cell's color. So traveling along distinct orthogonal-diagonal directions lands at distinct color cells.
Charles: which example? the 49? Those triangles do not share a hypotenuse (aha, when I say "share a hypotenuse", I mean that geometrically, not just that they have the same length). And, the orientation of the hypotenuse is determined by the choice of right-angled orthogonal-diagonal pair. (I may still be misunderstanding your question, so the rephrasing and proof may yet be incorrect.)
I am now more certain that I understand what you're saying, and that my proof from before works. (Joseph has the same idea.) Let me give some more details: Given a cell, an orthogonal direction, and a diagonal direction at a right angle to the orthogonal direction, the set of cells reachable from the given cell in those directions has a rectangular geometry (it is a proper subset of the entire board, consisting of all cells of two colors in the 4-coloring). So, given starting and destination cells, there are at most three ways to write the leap as a combination of orthogonal and diagonal (at right angles) steps. These three ways correspond to the three orthogonal (or diagonal) directions. But the 4-coloring has the property that these three rectangular sub-geometries (not using that as a technical term) each consist of the color of the starting cell and one other color, and these three other colors are distinct among the three sub-geometries. Furthermore, the 4-coloring has the following property: the destination cell's color is the same as the starting cell's color if and only if the number of diagonal steps and the number of orthogonal steps have the same parity. (This can be seen by noting that the 4-coloring induces the usual 2-coloring on any of the rectangular subgeometries.) So, if the SOLL is odd, the target cell is of different color than the starting cell, and so there is only one of these subgeometry paths. If the SOLL is even, then the target cell is of the same color as the starting cell, and there are three distinct subgeometry paths (except for SOLL=0). These three are distinct in that they use different ortho-diagonal subgeometries, but they may have the same number of orthogonal and diagonal steps. For example, m=1,n=5; m=2,n=4; m=3,n=1 all have SOLL 28 and have a common destination cell. (Perhaps this is the smallest with all three distinct?)
http://mathoverflow.net/questions/63423/checkmate-in-omega-moves
It asks how complicated a forced mate position can be on an infinite board. Really interesting stuff IMO. (See the fourth-to-last paragraph of the question for an example on what the infinite-ordinal stuff means in this context.)
I'll look into it, but I'm not too familiar with Game Courier yet. Send any important details to the general contact email and/or Fergus.
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