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3d 5 Level Hex-Prism variants. A 6-player variant on 3 overlapping 9x9 boards. (5x(11x11), Cells: 455) [All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Mon, Dec 26, 2016 04:47 PM UTC:

Unless I'm mistaken, the various 5 levels of these 3D Hexagonal variants should have their hexes alternating different colour patterns at different levels. That's so that bishop moves between levels would stay on the same coloured hexes as the hex that the bishop would start on, and a rook would change the hex colour it's on if it's moving up or down one level (granted, it may take a significant amount of extra effort to show alternating colour patterns like that).

Note that a 5 level 3D Hexagonal variant that's a fairly close analogue of Raumschach (classic 3D chess variant that uses square cells) would be possible (such a variant might be called 'Hexagonal Raumschach'). Such could be with 12 pieces (K,Q,2Rs,2Ns, 3Bs and 3Us) and 15 pawns for each of the 2 players, having 5 small (with a peak width of 7 hexes, and 37 hexes) 2D hex-shaped board levels, with the two side's armies setup on 3 levels each, and Glinski's pawn rules (except no double-step) in effect for the possible pawns movements that are just on a single 2D board. Pawn moves between levels would be single step rook or forward direction bishop (or unicorn, to be truer to Glinski[?]) moves, the latter in case of capturing. That's with unicorns being seemingly superior pieces than in the case of Raumschach, in a way, since I believe just three of them on different colours would be able to eventually reach every cell on a such a 3D Hexagonal board, if empty. Also, a rook could move to a greater number of cells (than in the case of Raumschach) on an empty 3D Hexagonal board that has at least as many cells as a Raumschach board (yet having no more than 5 levels).

The chief (and major) drawbacks of such 3D Hexagonal variants (compared to Raumschach) might be that a number of piece types' moves between levels would be more difficult to visualize or concisely describe in detail for the players, perhaps more than is the case even for 4D variants that have square cells. Such 4D variants also have the positive features that a 4D movement piece type is possible besides the (3D) unicorn, i.e. the (4D) balloon, and that a single unicorn can eventually reach every cell on such an (empty) 4D board. [edit: I'd tentatively estimate the piece values for a variant 'Hexagonal Raumschach', with the general specifications for it as described above, to be: P=1; U=2; B=3; R=3; N=4; Q=10, and a K would have a fighting value of 4.5 (noting it can't be traded). Below is a diagram of one possible setup for such a variant; adding additional diagrams to illustrate piece movements for players, in a [preset] submission, seems a lot of extra work for something that may not be entirely viable {P.S.: I've since decided to make a submission based on the diagram}:]

I've also been thinking about possible 4D Hexagonal variants; perhaps it's a matter of taste, but for such 4D variants there seems no really positive points of comparison to 4D variants that use square cells (note again that, in either case, a single unicorn is able to reach every cell on an empty board eventually). For one thing, I think a minimum of 9 Balloons (these are exclusively 4D-moving pieces), instead of 8, would be needed to reach every cell on a 4D Hexagonal board. That's with, say, 37+ 2D boards arranged like a hex; each might be hex shaped with peak width 7 hexes, and 37 cells, easily allowing e.g. 2 armies of 36 pieces and 45 pawns each in the case of 37 2D boards. A more manageable configuration (in terms of diagramming, at least) would be 19 2D boards arranged like a hex, each hex shaped with peak width 5 hexes, and 19 cells, easily allowing e.g. 2 armies each of 36 pieces and 20 pawns (all within 4 or 5 moves of promoting on a last row 2D board). All of this is in the case of a 4D Raumschach analogue.

[edit: It appears to me now that pieces with a Balloon movement power would make infeasible variants based on such 4D Hexagonal games that include them, anyway, if also having multple pieces on the 2D boards in the players' camps. That's as such pieces' scope may way too soon reach too deep into the opposition's camp, on some 2D board(s). Any sort of Hexagonal analogue of TessChess (i.e. being 4D) seems infeasible, or at least unattractive, if only due to the possibility of a fast knight or bishop/queen balloon style check (or attack on an enemy queen) - or due to the use of an ugly and/or very large setup designed to try to avoid or minimize the effect of such. A Hexagonal analogue of Hyperchess4 (i.e. being 4D) may be feasible, however. A Hexagonal analogue of 4D Quasi-Alice Chess also might be viable, noting, however, that the pawns in front of each rook would be prone to immediate assault and loss if a Glinski's or McCooey's Hexagonal Chess setup for an 11x11 (2D) Hexagonal board is used (in addition, bear in mind the paragraph below). P.S.: I later submitted to CVP a 4D Hexagonal variant based on Hyperchess4.]

Similarly, it seems to me there aren't really any positive points of comparison between Alice Chess (classic 3D variant that uses square cells, on two 2D boards) and possible Hexagonal versions of it. That's except that a possible major plus is that knights are not colour-bound on either 2D Hexagonal board (though then knights as well as bishops ought to be worth more than 4 pawns, meaning that they seldom if ever can be equitably exchanged for a small number of pawns, which might be seen as a major minus; this applies to my own 4D Quasi-Alice Chess variant, too). A couple of such possible variants might be appropriately dubbed 'Glinski's Hexagonal Alice Chess' and 'McCooey's Hexagonal Alice Chess'. Note that in further comparison, standard Alice Chess has some possible early mating traps, which seems quite desirable, not to mention that all the basic mates available in standard chess are possible in Alice Chess (although, these things could be said when comparing any number of 2D Hexagonal variants to standard chess, but note for Alice Chess it's possible there might be significantly more early mating traps than for chess, which may well not similarly apply to an Alice Chess-style version of a given Hexagonal variant).

Also related to possible Hexagonal variants, I recently thought of using a ring board (as in the square board variant Rococo that's popular on CVP/Game Courier) on a 91 cell hex-shaped board with hex cells, to try to invent some sort of fresh variant. The concept seems worthless, however, as an attempted 2 hex diagonal jump by a piece over a diagonally adjacent opposing piece on the edge of the inner cells can sometimes go past the ring of outer cells. Nevertheless, such total failures are reassuring in a way, in that they show that there can be limits that otherwise plausible variant ideas may exceed (otherwise all of the many variant ideas I've come up with to date might be viable to some extent).

Raumschach

Hexagonal Raumschach

Glinski's Hexagonal Chess

McCooey's Hexagonal Chess

Alice Chess

TessChess

Hyperchess4

4D Hexagonal Chess

4D Quasi-Alice Chess

Rococo


Kevin Pacey wrote on Tue, Dec 27, 2016 04:38 AM UTC:

I've extensively edited my previous comment.


Kevin Pacey wrote on Wed, Dec 28, 2016 09:51 PM UTC:

Once again I've extensively edited my (2nd last) post.


Raumschach (rules enforcing). Play Raumschach on Game Courier, with rules enforced.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Tue, Jan 3, 2017 09:19 PM UTC:

I'm curious whether there is a precident (or another source's advocacy) for the promotion rules for this preset (i.e. that pawns promote only on the upper- or lower- most levels, depending if they are White or Black pawns respectively). It was noted on the page for Raumschach that there are two differing versions of the pawn capture rules, at least.


Raumschach. The classical variant of three-dimensional chess: 5 by 5 by 5. (5x(5x5), Cells: 125) (Recognized!)[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Thu, Jan 5, 2017 04:23 AM UTC:

I'd tentatively estimate the relative piece values in Raumschach as follows:

P=1; U=1.75; R=3; B=3.25; N=5; Q=10, and a K has a fighting value =6.66 (noting it can't be traded).


Diagram testing thread[Subject Thread] [Add Response]
Kevin Pacey wrote on Thu, Jan 5, 2017 09:03 AM UTC:

I'm posting another diagram, for my study at leisure, which might form the basis of a variant:


Wikipedia link re: Margin of error (may be relavent to piece value studies)[Subject Thread] [Add Response]
Kevin Pacey wrote on Sat, Jan 14, 2017 07:48 PM UTC:

Not attempting to harp on the subject of computer or statistical studies of piece values, my thoughts on margin of error in these cases has been the same for a long time now. They're threefold: firstly, I'm thinking it's possible in such studies margin of error might have been estimated as at best half of what it should be. That is, say piece X is assumed to be superior to piece Y, then it's superiority might be thought to be manifested as 50%+superiority%+margin of error[assumed no greater than 100/2 or 50]% out of 100% total of n games in a sample. In calculating the margin of error, I think it should be double that [i.e. no greater than 100%], since in THEORY (however unlikely it seems) there could be a sample where piece X scores less than 50%. This is unlikely (though not impossible, given sufficiently weak players or a weak computer program) if X is a rook and Y is a bishop, but suppose X is a knight instead. Another possible problem in estimating the margin of error in such studies is that if one uses a pawn as a kind of standard candle, a pawn is a much greater fraction of a minor piece (e.g. bishop or knight, i.e. about 1/3rd of either of these) than it is a fraction of a senior major piece (e.g. archbishop, chancellor or queen, i.e. a pawn is worth roughly 1/9th [or more] of any of these), which may deserve to be taken into consideration when calculating any sort of margin.

[edit: If the above does deserve to be taken into consideration, after one calculates any 'initial' margin of error for a study, however one approves of doing it, I can suggest it be multiplied by a 'Fudge Factor' to reach a final margin of error. This Fudge Factor could be (as a crude example guess of mine) = ([Assumed total value {in pawns} of the assumed superior or equivalent piece[s] being measured] Squared) Divided by (Assumed total value {in pawns} of the assumed inferior or equivalent piece[s] being measured + 1). Now for example cases: if one side has an extra pawn, Fudge Factor = (1x1)/(0+1) = 1. If one side has a bishop for a knight, Fudge Factor = (3x3)/(3+1) = 9/4. If one side has a rook for 5 pawns, Fudge Factor = (5x5)/(5+1) = 25/6. If one side has a queen and the other side has an Archbishop (or Chancellor), if we say for the sake of argument that they're equivalent then Fudge Factor = (9x9)/(9+1) = 81/10. If one side has two bishops and the other has a knight and bishop, Fudge Factor = (6x6)/(6+1) = 36/7. If one side has 3 queens and the other side has 7 knights (which should actually beat the 3 queens [which are superior on paper in value], with no pawns involved anyway) then Fudge Factor = (9x3x9x3)/(3x7+1) = 27x27/22, i.e. very large. In coming up with Fudge Factor, I tried initially to take into account the total value of each side's Army (not counting kings) for a given setup. That is, the setup being studied in order to measure a [sub-]set of piece[s]. However, this complicated my attempts at finding a plausibly suitable formula (IMHO) too much, in spite of it seeming otherwise very desirable to take the value of the Armies into account somehow.]

Also, I still believe strength of the playing sides (even if they are one and the same player, such as a computer program) can significantly affect the results of such studies (enlarging the margin of error, to put it one way). A link I gave elsewhere notes that knight odds are compensated for by a difference of 600 rating points in chess, so even a pawn difference can be less significant in games between weaker players or computers than in games between stronger players. An analogy I'd make is that if you let kids play games in a sandbox, you'd be lucky if you'd see a somewhat competently designed sand castle at some point, while if a master sculptor played in a sandbox, we'd receive masterpieces that made the best use of the material available.

To sum up my position as it stands now, I believe we'd have piece values from such studies that could be trusted with a high degree of confidence (at least by myself) if margin of error is convincingly accurate and (more importantly, perhaps) computer programs with (widely accepted) very high chess ratings were used as the playing sides in such studies (which are intended, at least for now, for chess and rather chess-like games).


Most popular pieces[Subject Thread] [Add Response]
Kevin Pacey wrote on Sat, Jan 14, 2017 08:20 PM UTC:

I once wrote on CVP about more manufacters of chess-like pieces manufacturing [more] popular fairy chess pieces. I had dug up an old Comment thread started by CVP editor Joe Joyce on the idea of using what he called Universal Pieces (i.e. an assortment of the most popular types, if I recall correctly). I was unaware webmaster Fergus Duniho wrote an article on popular types of fairy chess pieces (it seems tough to highly organize such a massive website as CVP, so that anything relevant to a topic can be brought to one's fingertips, even if one was unaware of that thing or article's existence).. Anyway, one point I made is that there is going to be some quasi-duplication of piece types if manufacturers ever do start to produce fairy chess pieces en mass. That's since some pieces go by different names, and thus different piece figurines might need to be produced for those who preferred them by a certain name. Such would be the case for the Archbishop, for example, which is also known as a Princess, etc. This is a quirk of chess variants that can be kept in mind, such as when compiling lists of popular piece types.

P.S.: Note to CVP editors: I submitted a variant I invented, for your review, about the 9th of January.


Modern Shatranj. A bridge between modern chess and the historic game of Shatranj. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Mon, Jan 16, 2017 11:17 PM UTC:Excellent ★★★★★

I'd tentatively estimate the relative piece values in Modern Shatranj (current version) as: Pawn=1, Knight=3.5, Rook=5.5, King's fighting value (noting it cannot be traded)=4, General=4 (noting it can be traded or put what be 'in check', unlike a K, but I've judged their value in action to be similar enough), with the Elephant=3.125.


Kevin Pacey wrote on Tue, Jan 17, 2017 10:16 PM UTC:

Hi Joe.

My own calculations for my invented game of Sac Chess place a 'Missionary' (aka a promoted bishop, in Shogi) as very close to a rook on that game's 10x10 board. On the other hand, what I called a 'Judge' (aka a Centaur, i.e. a piece that's a Knight+General compound, in wikipedia's & many other people's usage) I rate as being worth a pawn better than a rook, in that game's fairly large 10x10 board. So, I'd say either long- or short- range pieces can be roughly in rook class as far as value goes. However, I don't know enough fairy chess piece types yet by heart, in order to name several already invented rook class pieces. Regarding the values of the knight & elephant in Modern Shatranj, for a knight I used the value that the late Dutch player Euwe (former chess world champion) gave (i.e. 3.5 pawns), on chess' 8x8 board (to try to be consistent with my placing a knight at 3 pawns on a 10x10 board). Using his value proved to be a good thing since I believe like you, at least for now, that an elephant is worth a shade less than a knight in Modern Shatranj, and by my own rough methods of calculating estimated piece values for chess-like games, if I set a knight to 3 pawns on an 8x8 board, an Elephant I would work out to then be worth a knight exactly. :)

P.S.: Fwiw, for those interested, on chess' 8x8 board, I'm agreeing with Euwe's having a Rook=5.5 pawns, too, which I also gave it for on Sac Chess' 10x10 board, since for that game I have the short-ranged piece (knight) reduced to 3 pawns in value (in my estimation), at least as a way to take into account that game's slightly bigger board.


Kevin Pacey wrote on Mon, Jan 23, 2017 10:51 PM UTC:

[comment edited to include diagram] I have a question about the rules of this game, based on an unlikely situation. If a player A's king has just been bared, but the following move he stalemates his opponent (Player B) by using his own king to do so, what should the result of the game be? Below is an example, i.e. if 1...Pb3xa2 (baring White's king) 2.Kc3-c2 (stalemating Black immediately after White's king was bared), what is the result of the game?

P.S.: To write again of examples of what a rook level fairy chess piece may be, I seem to recall others before me have valued a nightrider as worth about 5 pawn units. That's besides the superbishop (aka promoted bishop in Shogi), which also happens to be placed in the same piece type class as a rook by the inventor of the popular 8x8 variant Pocket Mutation Chess.

[edit: Note to editors of CVP: I have a submission I gave to CVP last week that's to be reviewed.]


Kevin Pacey wrote on Wed, Jan 25, 2017 09:14 PM UTC:

My own suggestion would be that for the diagrammed example, for Modern Shatranj, let the stalemate=win rule override the bare king consideration - the 'logic' being that the stalemated king will perish if the stalemated side attempts to move, whereas the bare king has freedom still. In any case, I don't know how Jose's rules enforcing preset for Modern Shatranj currently would handle the diagrammed example, after the final move is made. [edit: the preset's rules say a lone bare king is an Automatic Loss (if the other side's king isn't immediately bared), so I think I ought to take that at face value, even for the example situation I gave.]

P.S.: Alert again to CVP editors: I have an aging CVP submission awaiting review.


Kevin Pacey wrote on Thu, Jan 26, 2017 09:51 PM UTC:

I've edited my previous post.


Enep. An experimental variant with enhanced knights and an extra pawn. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Fri, Jan 27, 2017 08:37 PM UTC:

Greg Strong wrote:  "I find it hard to believe that the knight enhancement is worth less than half a pawn..."

My own primative way of estimating the value of Aurelian's enhanced knight (i.e. a 'knightwa') would be to add the value of a knight (on an 8x8 board) to the value of a wazir, plus a pawn, to get my estimate for such a compound piece. On an 8x8 board I'd say a knight is worth 3.5 and a wazir is worth about half a king's fighting value (thought to be 4 pawns, by chess theoreticians) minus half a pawn, i.e. I think a wazir worth about (4-1)/2 or 1.5 (since a king's fighting value [or equivalently, a man's value] itself is worth a wazir + a ferz + 1 pawn, in my way of estimating, noting a wazir and a ferz are worth about the same numerically in pawns in spite of the ferz' handicap of being colour-bound, IMHO, since we're dealing with such small values). Thus Aurelian's enhanced knight (i.e. 'knightwa') I'd put tentatively at 3.5 + 1.5 +1 , or 6 pawns. Quite a difference in value assigned to the enhanced knight. Perhaps the true value of the enhanced knight is somewhere in between?

P.S.: My own estimate for a N and Man compound piece (known by at least some as a Centaur, i.e. which has both wazir AND ferz movement capability, besides a N's) on an 8x8 board would be N+Man+P = 3.5 + 4 + 1 = 8.5, which may or may not be fully in line with Dr. Muller's previously expressed (on CVP, I seem to recall) opinion to the effect that a Centaur is quite a strong piece.

P.P.S.: Fwiw, Ralph Betza once gave the value of a N and wazir compound piece (i.e. Aurelian's enhanced knight) as worth about a rook (which I think is 5.5 pawns, on an 8x8 board): http://www.chessvariants.com/piececlopedia.dir/ideal-and-practical-values.html


4 Kings Quasi-Shatranj. Each side has 4 Kings, all pieces are short range. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Kevin Pacey wrote on Sat, Jan 28, 2017 12:14 AM UTC:

I've made corrections to my piece value estimates for some of this game's piece types; I've also made corrections for some of the piece values I gave in my Carrousel Chess game page, and in my 4*Chess (four dimensional chess) game page (and in pages for a couple of 4D spinoff games that I subsequently invented) I rather downgraded the value(s) I gave to Balloon pieces, to take into account their forms of binding better, IMHO.


Members' personal information pages[Subject Thread] [Add Response]
Kevin Pacey wrote on Sat, Jan 28, 2017 01:49 AM UTC:

Sometimes I've wished to see what a specific individual Chess Variant Pages member has currently selected for their CVP Favorite Games (besides seeing other information that is allowed to be public). I don't have a problem eventually finding someone's personal CVP info in this regard if they have ever been a Contributer (i.e. game page inventor and/or author), or if they make Comments now and then, but so far I haven't found a way to look up someone's CVP personal info if they have not done either of these. Perhaps someone can tell me if there is already a way to do this; if there is not, perhaps there could be a way created at some point in time, if this is deemed to be desirable (such as for facilitating Game Courier invitation choices; maybe the number of Favorite Games someone can have should have a bigger limit, for this purpose, too). [edit: I see how to do so now, but it is quite a long list, and not really in alphabetical order, like the Authors & Inventors lists are.]


Enep. An experimental variant with enhanced knights and an extra pawn. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Sat, Jan 28, 2017 06:33 AM UTC:

I've edited my previous comment in this thread somewhat substantially.


Kevin Pacey wrote on Sat, Jan 28, 2017 08:58 AM UTC:

Pardon me Aurelian, my mistake. I somehow thought that you were using a full wazir component in your compound piece (knightwa), i.e. with it having capturing ability when moving like a wazir.


Kevin Pacey wrote on Sat, Jan 28, 2017 11:56 PM UTC:

Thinking now (once again in a non-empirical way) about adding a non-capturing wazir component to a given piece in order to make a compound piece of the two, it might heavily depend on what piece is being added to in this way, in my humble opinion. If a non-capturing wazir component is added to a bishop to make a new compound piece (call it a 'bishopwa'), then the bishop loses its handicap of being colour-bound, which I'd guess is worth more than adding a pawn to the bishop's value (I don't know if this is close to a refutation of Dr. Muller's rule of thumb, but it might be a notable exception to it).

The observed problem in practice with the knightwa being hounded by enemy bishops or knights might be reduced in an endgame, where the knightwa might show any special advantages it has more often... but how to get past the opening and middlegame successfully for the knightwa side? That I haven't fully figured out a plausible strategy for. If I did, I'd feel more comfortable with the relatively high value I'm getting for a knightwa, using my primitive methods, which I'm having some doubts about right now (such as, if a Q=B+R+P in value, what is wrong with having knightwa=N+non-capturing wazir+P in value, rather than just knightwa=N+non-capturing wazir in value? Or at least an answer that's something in between these estimates?).

What I can suggest so far as an opening/middlegame strategy for the knightwa side in a chosen setup is to trade his bishops for some of the other side's minor pieces, perhaps at the earliest opportunity that arises, if any. After that, he might generously(?) (if necessary) give up just one of his knightwas for a remaining enemy minor piece, following which there'll be even less ways to harass his surviving knightwa, and he can hope it turns out to be a surprisingly valuable piece as the game further unfolds. Also, it seems a good idea not to allow the side with the extra pawn in the chosen setup to, at little cost, get to a pawn structure where he can eventually force the undoubling of his extra pawn, again at little cost.


Man. Moves to any adjacent square, like a King, but not royal.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Sun, Jan 29, 2017 06:11 PM UTC:

On an 8x8 board, according to chess theroticians a chess king has a fighting value of 4 pawns (though noting it cannot be exchanged). Since a mann moves exactly like a king, even though (or especially as) it is a non-royal piece, I see no reason not to put a mann at 4 pawns in value as well.


Kevin Pacey wrote on Mon, Jan 30, 2017 01:11 AM UTC:

It may depend on how one values minor pieces, and perhaps more importantly if a single mann can handle a lone minor piece, with or without an extra pawn (with other pieces and pawns on the board, to some extent). A minor piece has been valued as much as worth 3.5 pawns (which I tend to agree with), or as little as 3 pawns. Also, two bishops are commonly thought worth a bit more than two knights on average, even if one assumes a single bishop = knight exactly on average. Perhaps Lasker and Evans (and other chess authorities) had more in mind the situation of a king vs. enemy piece [+ extra pawn] just on one side of the board, and didn't think about pitting two king type pieces against two minors.

Piece combinations pitted against each other might lead to different conclusions about the numerical value of a piece than one piece (or more) vs. one piece [+ extra pawn] battles (e.g. 7 knights beat 3 queens [probably no pawns involved, though] I seem to recall being posted, yet numerically in value the 3 queens would normally on paper be evaluated to be very much superior). Having said that, H.G.'s examples are for two pieces vs. two men battles (with a supporting cast of pawns for both sides), which seems close to a one on one battle, so I'm not at all confident any more that a king or mann is (ever, or at least on average) worth 4 pawns (on an 8x8 board).

[edit: Being foggy from daily medication aside, it should have been obvious to me that a mann quite possibly has a {significantly?} higher value than a king's fighting value, whatever that ought to be. That's since a mann doesn't have to stay out of check like a king, and a mann can be traded for something if necessary.]

P.S.: Note that in chess king and pawn endgames, a king can at times restrain or even eventually overcome (through zugzwang) up to just 3 connected passed pawns, but in other cases might gobble up many pawns that are not defended by the opposing king, which Lasker & Evans et al may have weighed too. Pieces (or combinations of them) can be somewhat different in value in an endgame as opposed to in the middlegame or opening phase (e.g. Rook + Pawn may be >= Bishop + Knight often in an endgame, but not usually sooner). IMHO its hard to feel completely sure of an exact average value for a piece, since for one thing the endgame phase, if any, comes last. An exact position can also naturally affect values: queen vs. pieces (with or without extra pawns) positions can often be sensitive to something as seemingly slight as whether most/all of the pawns and pieces of the side without the queen are comfortably protecting each other as they attempt to continue to operate.


Kevin Pacey wrote on Mon, Jan 30, 2017 04:33 AM UTC:

I've edited my last comment somewhat substantially.


Kevin Pacey wrote on Mon, Jan 30, 2017 07:42 AM UTC:

I've added a possibly vital edit (as indicated) to my 2nd last post.


Kevin Pacey wrote on Mon, Jan 30, 2017 06:03 PM UTC:

I tend to agree with Dutch world chess champion Euwe, who put a queen at worth 10 pawns (Q=R+B+P, or Q = 5.5 + 3.5 + 1 = 10). In that case, oddly enough, if George's value for a mann (3.6, if a queen =9) is correct, if a queen is supposed to be 10 then by ratio a mann would be put at 4 pawns. However, I'd have to check whether Lasker or Evans put a queen at 10 pawns to guess if they saw things this way.

George's is the sort of estimating method I've used for other pieces on occasion. One problem might be that it doesn't take into account that the mann is not a long-range piece (a reason why a colour-bound bishop is a match for a non-colour-bound knight; the latter also has a leaping ability to compensate for moving to less squares on average than a bishop). The disadvantage of being only short-range would show up even more on a larger board than 8x8.


Kevin Pacey wrote on Tue, Jan 31, 2017 05:37 AM UTC:

There's a book called King Power that I haven't read in a long time. Sometimes a king assists in attacking the other king, even in the middlegame once in a while, and a king is often able to defend itself (or defend squares/pieces/pawns around it) from attack. The king regularly comes into its own in the endgame phase. In Grandmaster Secrets: Endings, American GM Andy Soltis mentions the concept of creating a mismatch in one area of the board, where a superior force overpowers a weaker one locally. Often a king is part of such a superior force. To a strong player, it's often not too hard to tell whether a king is going to help to make progress of this sort, and he really doesn't need to tally up the theoretical value of the attacking force (with a king among it) vs. the defending force to know which side will win out in a local battle, or in other words, in a mismatch massacre in the making.


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