Comments by crazytom
I had a look at the source for the verification page in question, and I think the problem is due to a missing angle bracket in the < SELECT > tag corresponding to the background field. Also the < /SELECT > tag appears to be missing altogether, but this doesn't seem to cause problems for either of the browsers I've tried. When I edited a local copy of the source, inserting the missing angle bracket was enough to make Opera place the appropriate value in the background field.
I've just moved in two games: one of Xiàngqí and one of Shogi. In each case my goal was to make a move and to change from the default background image to a new background image, hoping that this new background setting would be stored in the log so that the new image would be displayed the next time I view the game. I did some experimenting before submitting the moves, trying to get as much information as I could. I tried performing the actions of selecting a background image and entering a move in four different orders (described below, where, not knowing what might be useful, I've tried to err on the side of too much detail rather than too little). Each trial began in a new browser tab. The various trials did not exhibit all the same intermediate behavior, but as far as I can tell the end results are the same. Of course I could only submit each move once; after trying all four orders with each of the two games, I then repeated one of the trials before submitting each move.
- Trial 1: I enter my move in the 'Moves' text box, select the desired image from the 'Background' dropdown menu, and click the 'Verify' button, without having clicked the 'Modify' button. The verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background is displayed, but the 'Background' field is blank. At this point I submit the Xiàngqí move.
- Trial 2: I select the desired image from the 'Background' menu and click 'Modify', without having entered a move. The page reloads; the board is still shown with the original background image, but the new image is now selected in the 'Background' menu. I then enter a move in the 'Moves' text box and click 'Verify'. The verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background is displayed, but the 'Background' field is blank.
- Trials 3 and 4 begin in the same way: I enter a move in the 'Moves' text box, select the desired image from the 'Background' menu, and click 'Modify'. The page reloads. The new background image is displayed and remains selected in the 'Background' menu. My move is now shown in the dropdown movelist, and the resulting position is displayed. The 'Moves' text box is now empty. I then continue in two different ways.
- Trial 3: Without entering anything, I click 'Verify'. A page loads, with the heading 'Verify Your Move', but otherwise identical to the usual page where one enters a move. The new background image is still displayed and remains selected in the 'Background' menu. But the move which I just entered seems to have disappeared: it is no longer shown in the movelist, and the position displayed is the one prior to this move. I enter the move again in the 'Moves' text box, and click 'Verify' again. The usual verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background image is displayed, but the 'Background' field is blank.
- Trial 4: I immediately reenter my move and click 'Verify'. The verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background image is displayed, but the 'Background' field is blank. At this point I submit the Shogi move.
One problem: when I change the background image in a game of Xiàngqí or Shogi, the 'Verify Your Move' page shows the new image, but the 'Background' field is empty, and when I submit the move it reverts to the default image.
What specifically is it that you think is defined wrongly?
The rule itself is very simple:
The king moves to the c-file and the a-side rook moves to the d-file, or the king moves to the g-file and the h-side rook moves to the f-file.
That's it. One sentence (not including the restrictions on when it is permissible to castle, which are identical in all the rules discussed on this page).
The Chess480 rule, even though it was introduced as 'an appeal for simplicity', is no simpler, and arguably more complicated than the FRC rule.
Of course these are not the only possible rules. If I had been asked, before learning about FRC, how the castling rule should be generalized for random starting posiitions, I probably would have said that the king moves half the distance (rounded up) toward the rook, and the rook moves to the other side of the king. This rule is left-right symmetric and matches the Chess480 rule in 11/16 of the possible positions. But without the need for awkward special cases, it is in my opinion simpler.
I am predisposed to like symmetry, and it wouldn't have occurred to me to choose an asymmetric rule like the one in FRC. Yet there is something appealing about the asymmetry, particularly in this context where it produces twice as many actually distinct positions. For this reason I'm still inclined to prefer the FRC rule.
Okay, I think I understand now. I had been thinking of the Abstract piece set as the default, not realizing that it was in fact a setting which had overridden a previous default. So it makes sense that I can't override it in the URL, especially now that I've gone and learned a bit about the GET and POST methods of form submission. Here's a related thought (related from a user's perspective, anyway). When I enter my userid and view a game in which it is my opponent's turn, the board is displayed, along with a message saying 'It is not your turn yet', etc. But the board is shown from my opponent's perspective. (Actually, a quick check of my current games seems to indicate that it is shown from the perspective of the player to move [i.e. my opponent] in Chess and Xiangqi, but from the perspective of the first [Black] player in Shogi.) Perhaps it would be more user-friendly if specifying a userid ensured that the board would be shown from that player's perspective.
My reason for using the URL to tweak settings is that I make copious use of bookmarks, so that I can get to any game with just a few keystrokes. And if I want to use the positions from my games as desktop backgrounds, this is most easily done if I can construct a URL that produces an image using my preferred piece set and the appropriate orientation. I've done this happily for many of the games I've played via Game Courier, but I can't do it for a game of chess. I can look at the board from Black's side, or I can use the Alfaerie pieces, but for some reason I can't do both.
Yes, a fascinating game, and a victory for the Chess960 champion over the FIDE champion!
- When the tournament rules mention 'White' and 'Black', presumably 'White' means the first player (White in Chess, Red in Xiangqi, Black in Shogi) and 'Black' means the second player (Black in Chess and Xiangqi, White in Shogi)?
- The first round will be a true round robin (meaning everyone plays everyone) only if exactly seven players participate.
- If my understanding of the Buchholz-Solkoff and Sonneborn-Berger tiebreaks (as explained here) is correct, then this page's description of Buchholz-Solkoff is incorrect, and that of Sonneborn-Berger is incomplete and potentially misleading.
Oh, and sign me up, please.
Besides, I could always use it as a chess set.
Antoine's proposal should work very well if the number of players is prime. If the number is divisible by 2 or 3, there's a small weirdness. Look at the Shogi pairings in the 9-player example: players 1, 4, and 7 play one another; 2, 5, and 8 play one another, and 3, 6, and 9 play one another. No one in any of these groups plays Shogi against anyone in another group. A similar partitioning into 2 groups would happen with Xiangqi with an even number of players. I don't know how much, if at all, this should bother us. Here's an interesting possibility, inspired by Fergus's idea of having a champion for each game. Perhaps the final round could consist of the top Chess player, the top Xiangqi player, the top Shogi player, and the top overall player (and, if some of these should be the same person, the 2nd overall player, etc.). I would prefer to allow draws by agreement even in Shogi, although they should be discouraged except in clearly drawish positions. It doesn't seem fair to me to penalize both players for playing equally well just because the game ran long. If length is a concern, there must be some set of carefully chosen time controls that will address the issue.
The problem seems to be that the link from the PBM Game Logs page points to http://play.chessvariants.org/pbmlogs/displaycomment.php?commentid=11172, while the link from the corresponding Comment Listing page points to http://www.chessvariants.org/index/displaycomment.php?commentid=11172.
I won't say much about game selection and tournament structure; I'll play in just about any event as long as the games are appealing and I have the time. All the ideas posted here so far are good, but I hope the multivariant tournaments with democratically selected games won't go away; part of the fun of these has been the exposure to games that I might not have played otherwise. My only real 'complaint' about the polling process is that good old Chess doesn't seem to stand much of a chance of getting through, and I'd like to play it alongside other games. (Hmmm... maybe a 'Big Three' chess/xiangqi/shogi tournament?) I have some thoughts about scheduling, which apply mainly to largish round robins. In GCT1 the games were divided into three rounds; this worked, but led to periods of relative inactivity if a round had one or two very long games. For GCT2 it was decided that games would be assigned as players became available. This was a good idea in principle, but in order to run smoothly it seems to require an inordinately large (and prolonged) time commitment from the director, who must continually check for finished games and determine which players are available, how many new games can be assigned, which of the remaining games should be assigned first, etc. It seems to me that the game-assignment process could be automated. I'm thinking of a script which could run periodically (once a day, maybe) and assign games until it couldn't assign any more without exceeding a specified maximum number of ongoing games for any player. The algorithm to work out which games to assign wouldn't have to be very complex. The part that I don't know anything about would be the interface with Game Courier. Perhaps Fergus can tell us whether this would be feasible.
Michael, In Case 2, 4 BCQ pieces must be placed on 4 squares (c1, d1, e1, d2), giving only 1 combination of filled squares. The same applies to Case 3. Removing this factor of 4 reduces Case 2 to 72 combinations and Case 3 to 144, making the total number 864, which matches the figure I found by counting in a somewhat different way. Nova Chess features a great many unusual and interesting pieces, but the pieces in any given set should be fairly easy to learn, and the game looks quite playable. Nevertheless, it will be a while before I've played all possible scenarios. ;)
I also count only 864 starting arrays.
I like the new Clodhopper and Fuddy-Duddy pieces in the Smess-style set. I preferred the name Dumbo, though, as it seemed so perfect for a piece based on the elephant. Fuddy-Duddy makes some sense too, but I've known ministers who are anything but dull, conservative, and unimaginative.
I also like the more minimalistic look of Michael's board. I don't think I would have any trouble playing on this board. I can see where Fergus is coming from, though; I wouldn't call them optical illusions, but in some parts of the board the patterns formed by the triangles are noticeable. Some of these patterns have their own kind of beauty, and to my eyes they don't obscure the squares, but I can easily understand how some people could find it hard to play on this board, just as others find it hard to play on the Smess-style board. My own opinion is that Fergus's board is more fun to look at, but Michael's would probably be easier to play on.
As I write this I've just noticed Fergus's recoloring of Michael's board, which I like very much. The checkering helps a great deal (more than I expected), the texture gives the board life, and the colors are very well chosen. And it preserves the elegant simplicity of Michael's design.
If there's any interest in yet another StIT board, I think it would be nice to have one in the style of All the King's Men, which I think in at least two ways would be an appropriate complement to the Smess-style board. In All the King's Men, the squares resembled a wooden floor, and the arrows had a simple, uniform style, easy to see but not distracting. Iff Fergus and others are interested in having such a board, and if no one else wants to create it, I would be willing to try my hand, although I probably won't have the time until after New Year's Day.
BoardGameGeek's Smess page has some nice images of various editions of Smess, Take the Brain, and All the King's Men.
I think we need to start teaching topology in elementary schools.
- If the nickel comes up heads, we believe the written rules, which have consistently indicated that Rococo's Long Leaper moves and captures in the same way as Ultima's Long Leaper.
- If the nickel comes up tails, we believe the testimony of the game's inventor, Peter Aronson, who has consistently indicated that Rococo's Long Leaper moves and captures in the same way as Ultima's Long Leaper.
- If the nickel balances on its edge, then we'll have to think of something else. Pistols at dawn?
The link on this page to the GCT1 game logs appears to have an incorrect tournament filter, and produces an empty list of logs.
Here is a working link.
Of course, chess on a Klein bottle has got to be at least as cool as chess on a sphere, right?
I like the inclusion of the Wazir, Ferz, Camel, and Elephant. These pieces form a natural sequence: two Wazir's moves at right angles make a Ferz's move, two Ferz's moves at right angles make a Camel's move, and two Camel's moves at right angles make an Elephant's move. That makes me wonder, though, whether the Trojan Horse should contain a Bishop instead of a Knight. Or maybe I just think that because I missed the Bishops while playing Shatranj recently.
Speaking of which, the inclusion of drops will of course prevent the game from ending in a long slow war of attrition.
I would probably play quite badly at first, but I'd love to try this game.
Hey, what happened to all the comments from the past two days?
There are several points where the rules need clarification:
- What is the definition of 'forward' for Pawns and Squires? The definition that seems most natural doesn't satisfy the statement that a Pawn has three forward directions to choose from.
- Regarding promotion, what exactly is meant by 'any higher-ranking piece'? My guess is Queen, Rook, or Templar. Certainly promotion to a second King would change the game drastically. But can a Pawn promote to Squire? Can a Pawn or Squire promote to Obelisk? If so, how does that Obelisk behave, given that it is outside of its Home Territory?
- Is promotion mandatory when a Pawn or Squire enters the opponent's Home Territory? If not, is it mandatory when it reaches the opposing King's starting hex?
- How does a Templar move? There seem to be two contradictory statements: 'The Templar is a combination of the traditional Knight and Bishop.... The Templar moves three spaces diagonally, or two spaces forward and one to the side.' Which of these is correct?
- Can a Queen, Rook, or (maybe) Templar make a 'null move', traveling all the way around the board and returning to its starting space?
- Is the King really in Exile only when forced out of its Home Territory?
[2005-11-14: I've edited this table after the recent and long-dreaded demise of the Black army in Gifford-McElmurry. Just a few minutes later I'm already feeling withdrawal and hoping the last few games will be assigned soon. Has anyone heard from Fergus lately?]
I've been keeping track of the results, and I think the following is correct, although it's possible that I've made mistakes. The last column is the Buchholz-Solkoff tiebreaker, which is guaranteed not to break ties when the tournament is complete.
1 | Gary Gifford | +10 =1 -0 | 10.5/11 | +10 | |
2 | Antoine Fourrière | +7 =1 -1 | 7.5/9 | +6 | |
3 | Andreas Kaufmann | +8 =0 -3 | 8/11 | +5 | |
4 | Roberto Lavieri | +5 =4 -1 | 7/10 | +4 | |
5 | Fergus Duniho | +6 =0 -3 | 6/9 | +3 | |
6 | Carlos Carlos | +6 =1 -4 | 6.5/11 | +2 | +1 |
7 | Michael Madsen | +6 =0 -4 | 6/10 | +2 | -1 |
8 | Joe Joyce | +2 =2 -5 | 3/9 | -3 | +11 |
9 | Thomas McElmurry | +3 =0 -6 | 3/9 | -3 | +10 |
10 | Greg Strong | +3 =0 -8 | 3/11 | -5 | +12 |
11 | Michael Nelson | +2 =1 -7 | 2.5/10 | -5 | +8 |
12 | George Duke | +0 =0 -7 | 0/7 | -7 | |
13 | Hans Henriksson | +1 =0 -10 | 1/11 | -9 |
64 games have been completed, and 14 (listed below) remain.
Alice Chess
- McElmurry-Duniho
Chess with Different Armies
- Duke-Joyce
Extinction Chess
- Madsen-Duke
Hostage Chess
- Duke-McElmurry
- Duniho-Fourrière
Marseillais Chess
- Fourrière-Nelson
Maxima
- Joyce-McElmurry
Rococo
- Duke-Lavieri
Switching Chess
- Carlos-Joyce
- Duke-Strong
- Fourrière-Madsen
- Henriksson-Nelson
- Kaufmann-Gifford
- Lavieri-Duniho
There are a couple of points where the wording could be improved. 'If it steps on an opponent piece it is captured and is permanently off the board' seems to imply that the moving piece is captured, rather than the opposing piece. Also, the phrase 'your other Mook' in the description of seeing red could be taken to mean that one must have two Mooks in order to see red.
In these four games, I count three moves of the type in question: 6. dxc3 in Svidler-Anand, 25. bxc3 in Leko-Kasimjanov, and 50... hxg6 in Morozevich-Adams.
If your friend considers every word on the Internet to be inherently untrustworthy, you might try the local library. Just about any book on chess should contain either the rules or records of games, and you won't have to dig through very many games before finding examples.
My understanding is that KBN vs. K can win in under 50 moves from any starting position except those where the lone King can immediately capture the Knight or Bishop. If my memory's not too crazy, I think the maximum number of moves required is somewhere around 30-35. It can be done in 50, but there's often not much room for error.
Rather than thinking of 2 sets of 480 positions, perhaps it's better to think of 480 sets of 2 positions. The two positions in each set are related by left-right reflection, and have equivalent strategy trees.
I agree with John that it's aesthetically preferable to play all 960 positions, but if you want to choose just one from each pair, how about the one where the Queen is to the left of the King in White's starting position?
I've noticed this also. The page starts to load, and then seems to get stuck for a long time (sometimes several minutes), usually after loading 4 kB of data. The problem is inconsistent; some days I have trouble getting to my games at all, while on other days everything loads quickly.
The FIDE rule can be stated something like this:
In order to castle...But another statement is also possible, where (1) is replaced with
(1) ...the King moves two squares toward the Rook, and the Rook moves to the other side of the King.
In order for castling to be permissible...
(2) ...neither the King nor the Rook may have moved.
(3) ...none of the King's initial, intermediate, and final squares may be attacked by the opponent.
(4) ...the initial, intermediate, and final squares of the King and of the Rook must be vacant except for the King and the Rook.
(1') ...the King moves to the c-file and the a-side Rook moves to the d-file, or the King moves to the g-file and the h-side Rook moves to the f-file.and (2), (3), and (4) are unchanged.
From the standard starting position, these two statements are equivalent. But when we try to generalize to other starting positions, they differ, and we must choose one or the other (or a third statement not listed here). If we follow (1'), then we have the Fischer rule, with no change to the statement. If we follow (1) and include additional language to deal with the special case where the King begins on the b- or g-file and can't move two squares toward the near edge, then we have the rule proposed here (which I'll call the Lewis rule). Because of the necessity of handling this special case, I consider the Lewis rule to be not cleaner, but less clean than the Fischer rule.
At a glance, the Fischer rule may seem a bit ugly, since it explicitly breaks the symmetry of left-to-right reflection. But this actually makes the game richer, as it allows more possibilities. Under the Lewis rule (or any other symmetric castling rule), there is no meaningful distinction between a starting position and its mirror image, and the game should really be called Chess480.
It could be that in some games the player to move hasn't checked frequently to see whether the site is back up.
As for the emails, I can't speak for others, but I've received the notifications of my opponents' moves only inconsistently throughout the summer.
CwDA is one of those games that includes FIDE Chess as a subgame, and I don't see a problem with allowing it to do so. It's worth noting that if the players choose their armies, then anyone with a sufficiently strong desire not to play FIDE-FIDE can avoid it by not choosing the FIDE army.
Also, we've already played Fischer Random Chess in this tournament. One FRC game in 960 is identical to FIDE Chess, and we didn't make any provision to prevent that from happening. Granted, the probability is somewhat higher in CwDA, but it's not all that bad. With unrestricted random assignment, there's about a 77% probability that FIDE-FIDE won't occur in the tournament.
In addition to the two army-selection methods already proposed (sequential choice and random assignment), there is also the possibility of secret or simultaneous choice. If identical armies are forbidden, there is still the possibility that both players may choose the same army; in this case I like Ralph Betza's suggestion of letting Black choose which player will change armies.
I would be content with any of the three methods, so long as any advantage from the army-selection process goes to Black. In particular, if we choose sequential choice with identical armies permitted, then Black should have the second choice as Greg has proposed. If we choose sequential choice with identical armies forbidden, I think Black should have the option of choosing first (so as to be sure to get his favorite army) or second (so as to have maximum information available when he chooses).
Also, the order of choosing can make a difference even if identical armies are permitted. A player's preference may depend on which army he will be facing. Random example: If Alice is playing the Nutty Knights, then Bob prefers to play the Colorbound Clobberers, but if Alice is playing the Fabulous FIDEs, then Bob prefers the Remarkable Rookies.
Peter,
Regarding game design, I agree with Michael Nelson's last comment, but after your last comment I understand your position much better. I now see this as a question, not of logic, but of taste. And it's not my game, so I'll shut up about that.
I'm glad to see that the rules have been revised to reflect your intentions (although I had hoped that the tournament issue would be resolved first), and I believe that the revised rules are equivalent to what you have indicated in recent comments. But, if you're interested, I have a few suggestions as to how I think they could be written better, so as to avoid future misunderstandings.
The sentence that was most controversial in the original rules was this one:
Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on the edge square.Before the revision this sentence threatened to break the game; now I think it's just unnecessary and possibly confusing.
The section labeled 'Rules' seems unnecessarily complex and extremely redundant. The same statement is made at least four times, and if I were unfamiliar with Rococo, I would have to read this section three or four times to be sure I had it right.
You've now included a precise mathematical definition of the term 'capturing move'. This is good, because I now understand what you mean by the term, but I'm not sure that this is the best term for this definition. To see what I mean, consider this example: A Long Leaper on a4 could capture an opposing piece on a3 by moving to a2 or a1 (assuming both of these squares are vacant). In the absence of a definition of the term 'capturing move', I would regard these as two distinct capturing moves, since they are two distinct moves. But it seems natural to say that they result in the same capture. The rules would be clearer (to me, at least) if the term 'capturing move' were replaced everywhere with 'capture'.
The inclusion of the clarifying example is perhaps helpful, but it is not the best possible example, since it does not fully distinguish between the three interpretations of the original rules. A better example can be formed by placing the piece to be captured on x3 rather than x2, so that under the revised rules the Long Leaper can capture by moving to x2, but not to x1 or x0. Also, the example breaks up the flow of the redundant rules; perhaps it could be moved to its own paragraph. And if the rules refer to the square x9, the ASCII diagram should be modified to refer to the last rank as 9, rather than 00.
The formal statement of the edge-square rules is unambiguous, but statement 4 is completely unnecessary. It follows from the first three statements, and should therefore be treated as a theorem rather than a rule. If I'm not mistaken, the entirety of the edge-square rules could be stated in one sentence, something like:
A piece p capturing a set P of opposing pieces may land on or pass over only the minimal number of edge squares necessary for p to capture all the pieces in P.
The piece descriptions of the Long Leaper and the Withdrawer should include statements that these pieces, when moving along an edge, may move only the shortest possible distance for a particular capture. In fact, since each piece description contains the edge-square rules applying to that piece, I wonder whether it would be better for the 'Rules' section simply to introduce the general concept of edge squares, and leave the details to the individual piece descriptions.
Finally, I've noticed some typos: 'mininal', 'Moves that captures', and 'fewist'.
I have read the rules, very carefully, a great many times, and I remain convinced that my original interpretation was the correct interpretation of the rules as they were written before yesterday's revision. I have explained my analysis in gory detail, and of those who disagree, only Greg Strong has provided reasoning based on the text of the rules in response.
You say that under my interpretation the Long Leapers would have too much power. That may be so, but that is a subjective assessment which can only be made based on experience with the game (or perhaps experience with similar games and an intuition superior to mine). The fact (if that word can be used) that a particular set of rules does not yield the best of all possible games does not mean that that set of rules was not written down. As it happens, I think that the Long Leapers in Rococo may be too powerful regardless of which rule is used for capture along an edge. But one's opinions of the merits of a game are not relevant to interpretation of the written rules. The rules are what they are, not what you, or I, or anyone else, think they ought to be.
Also, the fact that some anonymous player once played a move which was not the best move under my interpretation (which you call the 'wrong' interpretation) cannot be taken as evidence for or against any of the three interpretations. It is not even evidence that the player interpreted the rules one way or another, unless the annotations (which I have not seen) contain some discussion of the matter.
Browsers running under Windows XP:
Opera 7.51 (my preferred browser): When the content is hidden (i.e. before I select an item or when I select an item which opens a submenu), a small rectangle of the lavender background color (#ddccdd) is visible. When I click on any item which opens a submenu, it jumps down the page, so that the line reading 'Written by...' is at the top of the screen. When I scroll back up and click on any menu or submenu item which doesn't open another menu, the appropriate content displays on the right, with the top of the #fedead-colored box aligned with the top of the screen.
Mozilla Firefox 1.0: As with Opera, a small lavender rectangle is visible, but with a different size, shape, and location. When I click on any menu item, the top of the screen neatly bisects the question 'What do you want to do?' and the appropriate content displays on the right.
Netscape 7.1: Behaves identically to Firefox. Not surprising, since Netscape is essentially Mozilla.
M$ Aieee! 6.0.2900.2180.xpsp_sp2_rtm.040803-2158: The full content is visible as the page loads, and instead of the small lavender rectangle seen in other browsers, we have a larger lavender rectangle, whose height always matches the height of the visible portion of the menu tree, and whose width changes every time a different submenu is opened. Clicking on menu items sometimes causes the screen to jump vertically, but only slightly.
Browsers running on a Red Hat Linux system consigned to the 'care' of a Windows devotee:
Netscape Communicator 4.8: Reports two JavaScript errors as the page loads; I assume these are due to an obsolete browser running an obsolete version of JavaScript. The entire menu tree is immediately visible. Clicking on any menu item causes the screen to jump to a seemingly arbitrary point, with an apparent preference for the very bottom of the page. The content which should be associated with the various menu items is nowhere to be found.
Mozilla 1.0.2: When no content is displayed, there is a lavender rectangle at the far right of the screen. This rectangle is equal in height to, and aligned vertically with, the heading 'What do you want to do?'. It is also only slightly wider than this heading, and its width remains fixed when content is opened. Thus the text displays in a very narrow column, with much wasted space in the center of the page. The vertical positioning of the page is exactly as in the Windows version of Firefox.
Konqueror 3.0.5a-0.73.4: The menu tree expands and contracts properly, and clicking on any item causes the screen to jump to the top of the page (which is in my opinion the most sensible place to jump to if you have to jump somewhere). The content which should be associated with the various menu items is nowhere to be found.
General comments reflecting my taste in web design: The fancy JavaScript and CSS stuff would be great, if it worked flawlessly. But if the content can't be gotten to, or if navigating the menus causes jumping to nonintuitive points on the page, it's not worth it. Form should follow function. Also, since so few browsers make a serious attempt to comply with standards, any time you tune something for one or two browsers, you're probably breaking it for the rest.
Now, I only pretend to know HTML, and I know almost nothing about JavaScript or CSS, so forgive me if this is a stupid question: Why are HREFs and NAMEs necessary at all?
For the sake of posterity, here is a link to the game in question.
I see two logically independent questions here:
1) What should the rules be?
2) What is the correct interpretation of the rules as written?
The first question is relevant to future games of Rococo and should be answered by the inventors, taking input from the rest of us if they wish to. For the particular case of the present game, I think that the second question is relevant, and that ideally it should be answered by consensus.
The rules as written contain a general statement describing the concept of edge squares and their role in the game, and a specific statement for each type of piece, describing how that piece behaves with respect to edge squares.
The general statement:
These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on the edge square. This includes moves that start on edge squares.
The specific statement for the Long Leaper:
It may end its move on an edge square only when that is the only way to make a particular capture.
As I read these rules, the only thing that could be construed to forbid my move to x0 is the definite article in the second sentence of the general statement. It's worth noting that David's interpretation, based on this definite article, is paradoxical (as Mike Nelson has pointed out), and that the definite article only appears in a sentence which is presented as a rephrasing of the previous sentence. The first sentence of the general statement and the specific statement both imply (in my opinion; there may be some room for debate) that one edge square is as good as another. Since I can't capture the black Leaper by moving to an interior square, x1 and x0, both being edge squares, should be equally permissible under the rules as written.
Peter's emendation of 'landing on' to 'landing on or passing over' does produce a well-defined rule, but in my opinion it is inconsistent with the intention of the edge squares. If the black Leaper were on x3, then this rule would say that I can capture only by moving to x2, not x1. But a piece on x1 is no safer from a Leaper than a piece on x2. On the other hand, a piece on x0 is safer, so it would seem reasonable to forbid capture on x0, not because it is not the first square beyond the victim, but because it is on two edges rather than one.
In fact, I think this was Mike Madsen's understanding of the rules. (I hope he'll correct me if it wasn't.) While I maintain my belief that this is not the rule as written, it seems sensible, and in my opinion would be the best rule for the game. It could perhaps be stated most easily by defining three classes of squares (interior, edge, and corner), and forbidding a piece to move to an edge square except to make a capture which cannot be made by moving to an interior square, or to move to a corner square except to make a capture which cannot be made by moving to an interior or edge square.
I agree that such a position is very unlikely -- presumably it's unusual for a game of Extinction Chess even to last so long -- but it's not inconceivable. If the ruling had been for a draw, then one could imagine a game in which Black had no winning chances, but could force a draw by moving the Bishop to c8, forcing the Pawn to promote or die.
On the other hand, since the capture-promotion has been declared a win for White, it seems that the position as I stated it could arise only after an obvious blunder by Black. But of course the Black piece need not be a Bishop. One could imagine White pushing his last Pawn to the 7th rank, forking Black's last Rook and Knight.
Also, I've just thought of the following pathological possibility. Suppose that, after 41 moves of a game of Extinction Chess, White's only Pawn is on b7 and Black's only Bishop is on c8. If White then plays 42. bxc8=Q, Black's Bishops are extinct, but so are White's Pawns. So the game is clearly over, but what is the result?
I prefer the white marble board, followed by the blue marble board. The plain uncheckered board is hard on my eyes, and shogi on a checkered board just feels wrong. Also, did we ever decide how armies will be chosen for Chess with Different Armies?
I'm planning to play in the Tournament. I can't remember my PayPal password, so I'll have to mail in a check. I've been pretty busy and didn't find the time to vote in the approval and preference polls, but it looks like you all chose a great set of games without me -- hence the 'Excellent' rating [withdrawn 2005-04-16]. I hope this year's Tournament is as much fun as last year's!
There are a few rules that aren't clear to me, and these should probably be nailed down before the tournament begins. 1) In Eurasian Chess, if a pawn on the ninth rank is immobile due to a dearth of captured pieces, can it still give check? 2) The rules of Chessgi seem to allow dropping a pawn on the first rank, but they do not state how it may move from there. I can think of six sensible rules: a pawn on the first rank could step forward one, up to two, or up to three squares, and in any of these cases a pawn moving from the first rank to the second could either retain or lose the right to step forward two squares on its next move. Regardless of which rule is correct, I assume that the en passant rule is applied in the logical way. 3) There is also the issue of the precedence of victory conditions in Maxima, currently being discussed on that game's page.
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That is, for one of my games the source has
when it should haveThanks for adding these new features and taking the time to work out the kinks. As far as my efforts are concerned, I figure the opportunity to change to something other than shogi-simple.png is easily worth looking at a little HTML.