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Comments by ultimatecoolster
This system seems much too tedious. How about having numerical ratings in the comments and a rankings page based on that? Perhaps editors can review ratings for being official or not, having the same requirements as this system.
Adrian, why don't you consider revising Typhoon and Jupiter as well as Scirocco?
This game is very uncoordinated and has very nonstandard pieces. A better attempt to use all letters of the alphabet would be Charles Gilman's Missing Ox Chess.
This page is extremely informative. I did not know about the history of the game and the appearance of the pieces. I think that the flexible setup reduces White's advantage, especially when White sets up all of his pieces before Black. Perhaps by too much...
Hilarious. This is a bit reminiscent of Hippodrome.
Perhaps you would also like Fanorona Chess. Charles: Camels, Elephants, and Horses can jump.
Yes, I, too would like the answer to this question!!!!
This game is inferior to Scirocco in that it incorporates a large number of pieces already present in the game it was inspired by. It also does not follow the principle from Scirocco that all pieces except Pawns should have symmetrical moves.
How about a Chess variant played on the edges of a hexagonal board?
I nominate this game for closest resemblance to the logo of The Chess Variant Pages!
I was refering to how many Chu Shogi pieces are in here. This game is excellent once you learn to play, but the learning curve is too steep for most.
I've been wanting to do a collaboration. Are you up for it, Adrian?
An unusual mix of pieces and an unusual goal; never heard of a win by kidnapping! Hopefully George will enlighten me on some previous instance.
I am sad to say that I agree, Fergus. A better game would be Sittuyingi.
You're right. Hopefully an editor would be kind enough to change it as I cannot.
I suggest the Salamander move as a Q3 that must approach a piece whenever it moves.
Forgetful Chess: Pieces start out with their normal moves. If a piece does not move in a certain way for X turns, it 'forgets' how to move that way. Multi-move variant recommended.
Implementation? Credits? Who are you and what have you done with Charles?! This page was decent before, but now it's bloody awful. On par with Aieirping. I wish there was an Articles for Deletion section, because Poor is not enough to describe this.
How about it moves like a Q, but must jump over a friendly piece on every step bar the last? It makes it a K for most of the time, hard to promote, and great defence.
I'd be happy to create pieces for your next game. Just send me an email!
Nicely geometric, as Omega, but not as minimalist and a bit harder to visualize. I don't see the difference between an Alpha and Lambda and wonder if there are opposition rules.
You should write your page in a word processor and spell check it before submission. You should also have more depth in your piece descriptions. It is good to credit, my comment being a jest. Why don't you have Mr. Wolff create presets for your games, since he seems to like creating presets for others, and you seem to not actually play your games?
Too large size, Rook connection, tired compounds and strange promotion rules make this a bad game.
Tile Qi - XQ played on squares of a 9x10 board with all Palace pieces removed and all Palace squares removed bar the Generals' starting squares, which function and move in the same way as XQ Generals, but can additionally have friendly pieces 'piggy-back' on it, moving with it as it moves. Pieces cannot move onto squareless spaces, but can pass them. One down. Your score, Mr. Duke?
Don't take the rating personally, but it is well known that a game with Buffaloes is destined to be bad. Your XQ variant also has Castling, which is not in Xiang Qi or Shogi, not because it is impossible, but because the players just didn't decide to put it in.
No, you are wrong, Mr. Duke. The truly essential piece is my Gorilla, which moves 4 King moves, capturing up to one, passing up to one piece. The Falcon is obviously derived from this, as it only moves thrice, cannot reverse, and cannot jump. The Knight is derived from it also, for it jumps for the entire journey, whereas my Gorilla jumps for one step. The Rook and Bishop extend its steps. It is moreover a superset because it can capture on any step, rather than the zenith. If you could muster an iota of intelligence, you could see this for yourself.
Might I mention that I have, in 2006, already filed a patent for all Chessoid games featuring a piece named Gorilla. We have, however, been unsuccessful at making the patent retroactive. All may use the Gorilla in commercial games, though at my discretion.
Interesting piece; Dev. I suggest you allow 4 pieces to move per turn, Devs captured only by 4 pieces. Speeds up the game, I think!
I consider best suited to goal-capturing games are leapers, I believe, riders being too fast for an immobile object, and it is also not riddled unnecessarily with pieces, mine being very basic. My original game had no Kings, and they may be removed with suggestion. Those are reasons why I find my game novel enough so I would not discard this game's idea.
It is excellent how much you visually encompass the pieces' movement, and speak as if to a child. I would recommend to all whom would enjoy in the education of Chess, nay children exclusive.
This might be a good game, but it's too complex to understand. Reminds me of Rithmomachia...
Nevermind; I understand now. I had a terrible headache last night, and the octagonal thing (why not diagonal?) threw me off. I don't understand the purpose of summoning, it just moving a piece around its Magus. Question: Does Aether negate friendlies and enemies or only enemies?
The board looks a bit cramped, so I'll withhold my rating. Mr. Duke is incorrect in that Leaping Rook : Rook = Bison : Falcon. Rook is single-path, whereas Falcon is multi-path. If Leaping Rook is made multi-path, it is still a Leaping Rook because it can take any step on its first. Also, please use (1,3) as Camel, as the practice of including the origin square in a piece's movement description is outdated. As a mathematician, you would know origin as (0,0), que no?
Surely you have rendered the Gorilla a jest, my dear George? 'Twas a mere mockery of your avian conceit.
I agree that it is strange that an unscrupulous variant be recognized. What game exactly is this? We should recognize also 'Chootooroonkoo', which is the truly original form of Chess from ancient Goobleland, which is played on a board with squares and with pieces that move, other details unknown.
CONTEST TIME! OBJECT: Design a game with the best use of an unsymmetrical board! More points for very unsymmetrical boards, sparse boards, boards with other unusual features, and intuitive rules that govern movement so as the unsymmetrical board is not a hindrance. Technically normal boards where the board is hippogonally connected and all the pieces are Knightoids, etc. don't count! Deadline is April 2nd!
I have an idea, Simon. How about the Elephant moves however you feel like, at the moment? Perhaps have a page where you can check up on the Elephant's move? Its move would be constantly changing throughout the game.
It was a joke. You do change the rules quite often, you know.
Oh, you are correct. It is quite confusing having two games played on a 10x10 board with pieces called Elephants.
What a strange game. I don't think a good one though, with very multiplayer matches compromising increase in Chess skill. The ranking system is also bad, with score only computed on wins, which could be from someone else's genius game. I only rate it as such because it is so unique compared to other's online Chess servers.
What is the advantage of this setup?
Thanks, Charles. What I do is experiment. Rather than thinking up things in a box, I make whatever comes to mind and junk it as I review my games later, or if I get negative comments.
If it is indeed promotion, than I shall change my rating. I've changed my last comment, seeing that there is more mutation than promotion, but contend that the ability of promotion is far too great, overpowering the mutation, and I do not think piece changing without movement should be such an integral part of gameplay. The strength of these pieces is also ridiculous, especially considering the frequent drops.
Amazons are bad, Amazonriders are terrible, and dropping them is just unheard of. There is a certain Eastern principle of balance that makes games like Shogi playable.
Amazons are bad, Amazonriders are terrible, and dropping them is just unheard of. There is a certain Eastern principle of balance that makes games like Shogi playable.
Paladins, however, were the highest Christian knights, which would bring the bishop aspect in religiosity, though they were not actually bishops.
I believe that the solution to the dying Chess would not be an entirely new game, but something that would exactly solve the problems of Chess. Let us determine what is wrong with Chess, not simply old.
What is making it old, then, exactly? It would become new, I believe, from the slightest rule change. This change should, if possible, fix some other agreed problem than just create something random, which these 'NextChesses' seem to do. Let us speak, and formulate, in concrete terms, rather than wade in this theoretical sea.
I'm not discouraging creativity of Chess variants. The problem is that everyone has their own solution to the next Chess, many I think ill-considered. Some of these solutions are bland and inelegant, like the dreaded Capablancoids, and others are kludgy or with some random new piece. The remaining variants, while good both in theory and play, may not catch on.
New games may also be exhausted, and people do not like constant new games, so I think one should be created that is less exhaustible. In such we should look at history of Chess to see all the problems and address them specifically, as I believe that when exhaustions should be negated, it makes for better than if new exhaustions are made, which we have with new variants, whether good or not. If you agree, help the cause: http://chessvariants.wikidot.com/drafting-page
Thus, if we are not to be able to reconcile our own works, thinking too much that our variants are the 'right' one, perhaps we should try reconciling previous works. That bring us to syncretism. A new wave of variants shall arrive, giving new life in amalgamation. The more different the variants the better.
http://chessvariants.wikidot.com/liberation-chess Examine it, and perhaps you should find insight in the syncretic process of variants.
I cited the inspirations for Liberation Chess in the introduction, and I wanted people to see what elements I have used in the game.
Your planar movers are not restricted to certain moves, correct? They can go to any space on the board. Basically, a planar move is a move from one square to another where all other squares within a rectangle with the origin and destination as corners are empty. It's almost quantum movement, taking many possible methods of arrival simultaneously...
Well, what I did was just look at some random variants, picked out some interesting things from them, and worked a variant around those. If there are too many special features, I try to blend them together, especially where common points arise. (Some people don't do this, resulting in some very ugly variants.) Perhaps you can create Chimera #2, Rich.
I'm having trouble displaying the pieces with more than one letter in their name. How do I do this?
Edit: Nevermind. I have to enclose the labels with {braces}.
To speak as George Duke: Rider is mono-axial Class in Phylum Planar. The Kingdom is Chessoids; displacement-captors with no effects, in the Domain Wargames.
Moorider can be Maorider+Moarider or what is called 'multi-path', correct? Multi-path is the father of planar, and grandfather of rider/slider. Leaper/stepper is the father of multi-path, descending as movement becomes more restricted...
Multi-positional, I reckon, Mr. Duke, is an entirely different thing from the rest, which can be established in my said hierarchy. It is like a sub-species, as any piece can have such quality and the rest is the same. Now that the hierarchy is established, also, I wonder what new cousins pieces could have. Leaper/Stepper ___|___ | | ??? Multi-Path (must have at least one clear path) ___|___ | | ??? Planar (must have all clear paths) ___|___ | | ??? Rider/Slider (must travel along one axis only)
You're right; there aren't strict subsets and we don't know all the
different possible piece types. When I heard multi-positional, I was
thinking of something like a Wall that takes up two squares. Perhaps you
mean a piece that can move from multiple positions as origin, viz
Fourriere's Wizard. This brings us to a new division, variable-destination
pieces and invariable-destination pieces. An independent-destination piece
could always move to the same squares. Dependent-destination pieces move to
different squares based on certain variable statistics. The most obvious
dependent pieces are those that have movement trace a path from their
current square. An alternative piece would be the Loner, which moves to any
squares that have a piece density of <25% as calculated from an average of
all possible 3x3 rectangles on the board. It becomes trivially more
powerful toward the endgame.
The Emperor is non-autopositional variable piece, moving to any square defended by a friendly piece. The counter of the Emperor would be the Anarchist, which moves to any square attacked by an enemy piece. Anarchists would make for much more aggressive games by discouraging defense. The fluidity would be too high for most initial positions, so there could instead be Libertarians, moving to any square attacked by two enemy pieces. Between an Emperor and an Anarchist would be a Moderator, which moves to any square both defended and attacked. Pieces of this sort make for careful positioning, and are best suited for sparse boards.
http://chessvariants.wikidot.com/conversion-chess Further syncretism. Games of this sort can be considered 'themed' and a good method of generating themed games is to combine similar points of existing variants.
I disagree. We shouldn't have Checkers listed here for the same reason.
I'm confused. There are pieces in the Pieces section different from in the Setup. Where are the other pieces?
Thanks for the comment. I've been trying to solve that problem myself. How about there is no fixed palace, but instead when it enters Xiang Qi mode, a new palace is created wherever the General/Advisor is?
While there are previous pieces, Duke, I submit my own in a line of all too little used pieces with effects derived from personality: Fox is cowardly. When attacked, he will defend himself. Fox is clever. When another piece is attacked, he can move to any square attacking the attacker. Dog is loyal. He must defend. Dog is aggressive. He must capture otherwise, and attacked pieces are immobilized. Ox is stubborn. He will not stop moving on a path, or standing still. Ox is industrious. He will keep moving on a path, capturing any pieces. Frog is benign. He does not do much when attacked. Frog is talented. He will do much when not attacked.
I was asking to submit more variants, which can have any prime number of squares rather than 47. However, due to a glitch in the entry system, the title on the What's New page still displays it as 47 contest. Could an editor please fix this?
I bring to you the Bodhisattva Pawn. Normally Pawns will promote as soon as possible. However, the Bodhisattva Pawn may instead wait on the last rank, allowing any Pawn to either move to his starting square or move any amount of squares along the path he took to promotion before being obstructed if either on that path or his starting square.
Bodhisattva diagram: . . . . . . . . . . P . . P . . P . . P . . P . . , . . P . . . . . . . . P . . , . . 3 . . 3 . . 3 . . P . Q P . Q 3 . . n . . P . . , . . , . . 2 . . 2 . . P . . 2 . . , . . 2 . P P P , P P , P P , P P 1 P P P P , 1 P , 1 P , , P , 1 P 0 a1-b2 b2-b3 b3-b4;b4-@ c1-a1 a1-b2 b2-b3 b4-Q;b4-a3 b3-b4;b4-@ Once the Bodhisattva promotes, he can no longer help others. However, if he has helped at least one Pawn, this Pawn can become another Bodhisattva.
I don't think the Queen was invented on the basis of Rook+Bishop. Rather, it was probably invented as the most obvious powerful and aesthetic piece pairing with the King.
Maybe the Queen is easier to understand when learning Chess when it moves more like a King, because kings and queens pair in real life. In Shatranj, the corresponding piece is called a general, and generals do not pair with kings so much. In Xiang Qi, the king moves only orthogonally, maybe to pair better with the diagonal moves. Kings are really a difficult thing to choose, because it is the center of Chess and you want it to represent most pieces to make different pieces at least seem important even if weaker. I don't think the Queen is a more intuitive piece personally, but most people I teach Chess have problems with Knights more, and also then Cardinals. Many Chess players perceive some balance between orthogonal and diagonal, and sometimes also Knights. Really diagonal is just orthogonal on a different, bigger board and Knights are diagonal but use 2 different diagonals together that make them not colorbound.
I've had an idea about static move sets which pieces on that square can move as for a while. However, this in practice is rather boring as the positions are always essentially the same, just with different colors or simple modifiers like one square or infinite. Then, I got this idea: What if the movements were separate from the pieces, but moved themselves? As if the movements were normal people, leading their dull lives, when they become vessels in a fight between foreign spirits...
I have chosen to post all my new games on the CV Wiki at http://chessvariants.wikidot.com/ in order to have more flexibility. This will be a new thread for alerting updates to my games.
If anyone remembers Hitchhiker Chess, there was a piece that automatically moved with any piece adjacent moving away from it. What if this could be applied to regular Chess? I give you Web Chess: When a binder moves, the bound moves to the space at the same location relative to the binder before it moved. VARIANT 1 Whenever a piece attacks or defends another piece, the first piece binds the second. VARIANT 2 Whenever a piece attacks or defends another piece, the second piece binds the first.
Fergus, there seems to be an error with Game Courier. Every once in a while, when I have an invitation accepted, I get an e-mail with nothing in it. All it says is my invitation was accepted and has an unreadable file called 'noname' attached.
What about the idea of mixed AI? A computer Chess player could use multiple AI programs for its moves.
This was also called The Emperor's Game. I think that the original name registered for the page was that, and the comments file has a separate database that doesn't update with the main one.
I define a reduced CV as one that plays on a smaller board or with less pieces than usual, but retains most of the original properties in some form. REDUCED ROOKS (Recommended for 6x8 variants and variants with extra pieces on 8x8.) Everyone knows that Rooks are endgame pieces, right? And so are Pawns? What if we simplified this by combining them? How about Pawns that project Rook paths, but only move to the ones shared by at least 1/2 of them? At maximum, 4 Pawns can move like Rooks but only within the bounds of a rectangle they form. 1 or 2 Pawns move as full Rooks. This way, endgames are approximated by remaining Pawns and adjustments for Rooks are made.
'That is weird. I don't believe I ever programmed Game Courier to send attachments with email. Can you give more of the particulars of when this has happened? With what frequency is it happening? Does it happen regularly or only when certain players accept?' - Fergus Duniho It happens regularly, regardless of player. It didn't happen until a certain point, though, which I don't remember. It is only a minor inconvenience that I have to go to my game logs to make a first move.
A suggestion for Game Courier: Fergus, do you think you could program a library for piece images? It would be so that only a few pieces would show at a time and you would have to scroll or search for the rest, which cuts page load times when making a move in a game that uses, for example, Alfaerie: Many. Short descriptions such as 'Elephant/Alfil' and 'Butterfly' would be useful also.
I guess that's the problem. Developers don't use those features sometimes.
As a variant, you could have partially-captured Devs. This could either have its squares captured individually, or have the captors attach to it and move with the Dev, contributing to its feeling of size.
Mr. Gilman, how does mating fair on a board with such strong pieces, but a toroidal (Mobius, actually) geometry? I think I recall that boards with looped geometries and normal pieces have more difficult mating since the King cannot be cornered. On the other hand, it is easier to mate in Capablanca and Amazon Chess. Does this even out? If you have no answer, perhaps Mr. Muller could run some tests on this game, or if it is too intensive, a smaller and equivalent game you could recommend.
In the rules, there is a 'Mirror Rhino' that should be a 'King'. Also, does the Lion let Stones capture without moving, or do they have to move to capture? The reason I ask is because there is a Lion in Chu Shogi that can capture without moving.
Stronger pieces do not always make a better variant, after all. Chinese variants are aggressive and say it is better to promote moving forward by comparatively reducing the power of pieces in your own territory. Evolved variants are crafted over time by modifying the rules to fit the Geist of the players. If one changes rules too much to a contrary Geist, such as that of the West, it can unbalance the carefully crafted natural variant. Of course, there are times when it can also create great hybrids, or correct extremities.
If you only have one Transvestite and its facet is Queen, you still lose if it is captured, right?
If the Bowman moved as a Knight but captured normally, it could be thought of as a Knight equivalent of the Advancer. However, it is actually a complex Moo that captures as an Advancing Knight on the matching path. The Bowman can also be thought of as capturing along a length equal to its movement, instead of just one square like the Advancer. We can extrapolate this to a Rook. Such a piece would move as a non-capturing Rook, but a piece the same amount of squares away in the same direction as the Rook from its starting position would be captured, regardless of intervening pieces. The Bowman-Rook is not as strong as you may think, because the more spaces it moves the more spaces away the piece must be exactly. The Bowman-Rook cannot capture a piece when it moves more than one-half board length, so can only capture if it moves 3 squares or less on a standard board. The Bowman-Rook becomes weaker toward the edges as its attacks are reduced even if they fit on the board sometimes, so it is weaker at long range.
Could the Trampoline be perceived as a piece that allows bifurcation? What other possibilities of pieces are there that allow pieces to bifurcate by them? Excellent piece idea.
I think no, George. Augmented Knights ruin regular Knights and augmented Knights coalesce into deadlock with sliders with their common moves, unless augment is oblique which most of are awkward. Knight still underranks Bishop, though we are taught otherwise, as RGB is modern color but RYB is art. However, there is not yet viable solution to Knight augment problem when this gap widens.
Great developments, Fergus. So if I am right, it can support more complex movement now, correct?
I am having the same problem. The first diagram is cramped into a random assortment of squares on only 5 files. I am using Google Chrome if it is of any use.
Though there are several variant pieces whose names are shared with unlike ones, I have changed the name of the Reaper. Now it is deemed a 'Wrong Reaper', as a variant of 'Long Leaper', which it is the opposite of.
The way I learned was by looking at ZRFs. You can look up code in the Help file. Except maybe if you have Windows Vista I think, which has Help removed. In that case I don't know where you can find a reference.
Excuse me for that mistake. When I said 4 times colorbound I meant it had 1/4 the squares of a colorbound piece. I suppose it is more proper to say 3 times, or 1/(2^3) binding total, because the progression of radial leapers follow that pattern of 1/(2^n).
George, may I ask where you derive your rankings for Next Chess? If you are using number of comments with approval as I expect, I suggest that you include the exact numbers.
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