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Comments by ultimatecoolster
A Pawn may not be dropped if it would cause checkmate, even if the Pawn is not the one attacking.
All pieces jump. Sorry to not have that clear in the rules.
Perhaps it is just by coincidence that the Rook reappeared. It really is an easy piece to invent, something that slides vertically or horizontally. On the other hand, the L-shaped Knight's move is a bit of an oddity. However, it is possible that someone could have generalized the Keima's move to go in all eight directions.
Someone may want to buy a small Chess set because of the unique board. Just ignoring or covering squares does not feel quite the same as having a board made specially for the smaller Chess variant.
Knights are worth more because the rules let them move twice in one turn.
The description reads: When capture, it jumps on an obstacle (friendly or hostile piece), then takes the first piece worth behind an obstacle. The meaning may be uncertain because it is not in perfect English. However, when it says 'first piece worth behind', it does not say squares, but only first piece, so I understand it to be the same as the Tank AKA Leo. It is probable that this is the case because the pieces in this game are not completely radical and if the inspiration for the piece is the Cannon, the regular Tank move seems more logical. It may however be as you say, with inspiration being capture like a Grasshopper. To know exactly what is meant, we must ask Sergey Sirotkin.
Sometimes when I look at Charles Gilman's games, the diagrams are not formatted correctly. When you look at the diagram, Flowerman, is it 6x6 square board and symmetrical?
Since the King can move as a Knight, which is the complement to Queen, the King can get revenge by capturing the opponent's Queen when his Queen was captured. Maybe the King can move like Centaur but when the enemy Queen is captured the revenge is over so he becomes a normal King again and can be mated.
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By general variant standards of creativity, this game is not the highest in that area. It is regular chess with an added ring of pieces, though thankfully it is not Chess with an added twenty-plus standard pieces, as I have seen in some games. Conversely, this is a new turn for Charles Daniel who has used some interesting new pieces, but has been somewhat repetitive in game composition as a whole.
I'm not sure how much of a 'revenge' the Mounted King is. The King as Knight is more difficult to maneuver for players used to the regular move. On the other hand, the King is more difficult to checkmate when it is now a Knight, though Chess variantists generally consider the Knight to be slightly weaker than the Commoner which moves like a King. Also, players may not want their King to become a Mounted King if the regular move is more strategically viable for them. Despite the fact that new variants often do not fulfill their intentions, I think this King transformation is something to be considered for other games and as a fun rule variant on boring old Chess.
If it is a handicap then there seems to be no problem with such a game with Queen instead of Maharaja. For your suggestion of Maharaja vs. Horde, there is a similar game: http://www.chessvariants.org/unequal.dir/dunsany.html
Wikipedia has a page explaining the game of Stone Warriors, also called Awithlaknakwe. http://en.wikipedia.org/wiki/Awithlaknakwe The rules about not moving backwards, diagonal interception capture, and placing the Guard seem to be derived from Stone Warriors.
Flowerman, I'm not entirely certain if a normal Queen can be used instead of Maharaja but I am guessing chances are not as good for her. Hans Bodlaender writes 'A carefully playing black player should be able to win' and since a Queen is weaker than the Queen+Knight Maharaja it is likely that Black has more chance of winning.
When you flip and move a piece off a Magic River square, does it stay flipped? Or does it turn back to the original side?
Can a Wuss move into check and become a Mamra because it moved and was not originally checked?
Indeed, I know exactly what you mean. Not only have I seen old pages needing updates or corrections, but some contributors have issue with editing pages that were published by staff, for example Adrian King's Scirocco.
Excellent page for this game. I like how it goes in depth about the design influences and has notes on play. The hand-painted pieces are a nice touch as well, where the chart is an easy reference during play.
Sure, it is fair theoretically, but how about empirically? Does the game tend towards equality, or are things more skewed by this flipping? My contention is that the game tends toward inequality, because the first few moves, if they give advantage to one player, that advantage will not be reversed because they have the initiative. Even if an equal amount of extra moves are given to the other player, it is worth less because it comes later. To equate the first advantage, it would require more consecutive moves which are less likely to occur. Then again, positions can make moves more useful at certain times which mediates bias. To what extent I am not sure.
http://play.chessvariants.org/pbm/play.php?game=2+Queen+Rocky+Horror+Lycanthropic+Chess&log=sissa-ultimatecoolster-2009-337-933
Jeremy, there seems to be a problem regarding the cylindrical nature of the board and the corner squares. If one moves a Cylindrical Bishop in the direction of a corner, as it is in one square of the corner, the square loops diagonally to the square one removed from the opposite corner of the same rank, e.g. a7 loops to h8. However, the visually proceeding square is just the corner, e.g. x8. Does this mean it can move to both h8 and x8? Or only h8, or only x8? Or do they become the same square, causing the board to fold into itself and create a wormhole?
When I visualize Cylindrical Chess, the left file usually orthogonally corresponds to the right file. However, in Rocky Horror Chess (if that's an acceptable short form), this would imply the adjacency of the corner squares and squareless spaces along the rest of the files.
I am no mathematician, but I am interested in the actual veracity of this claimed 'fair first move'. Despite whatever merit this may have as a good game, or to introduce randomness into Chess, is it really fair?
Syntax Error on line 0 @-b2 is not a valid expression, because @-b2 is not a recognized piece, coordinate, command, or subroutine. For the sake of debugging, here is the full GAME Code program that this error occurred in. The lines have been properly indented to help you spot scope errors. 0 @-b2 1 @-c2 2 @-d2 3 @-e2 4 @-f2 5 @-a5 6 @-b5 7 @-c5 8 @-d5 9 @-e5 10 end
Still, the power of the King is greatly underestimated. A Commoner is known to be of more value than a Knight, and a Bishop as well. Does this apply to its royal version or are there other factors? One of them in proponency of a superior Knight-King would be that it moves divergent from most other pieces, so it is not so easily countered.
It does not change sides. However, it is dropped by the player that captured it, not the player that originally owned it.
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.
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).
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.
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.
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.
Great developments, Fergus. So if I am right, it can support more complex movement now, correct?
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.
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.
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.
If you only have one Transvestite and its facet is Queen, you still lose if it is captured, right?
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.
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.
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.
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.
I guess that's the problem. Developers don't use those features sometimes.
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.
'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.
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.
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.
What about the idea of mixed AI? A computer Chess player could use multiple AI programs for its moves.
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.
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.
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.
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...
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 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.
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 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.
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?
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.
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?
I'm confused. There are pieces in the Pieces section different from in the Setup. Where are the other pieces?
I disagree. We shouldn't have Checkers listed here for the same reason.
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.
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.
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.
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)
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...
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.
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}.
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.
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...
I cited the inspirations for Liberation Chess in the introduction, and I wanted people to see what elements I have used in the game.
http://chessvariants.wikidot.com/liberation-chess Examine it, and perhaps you should find insight in the syncretic process of variants.
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.
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
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.
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 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.
Paladins, however, were the highest Christian knights, which would bring the bishop aspect in religiosity, though they were not actually bishops.
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.
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.
What is the advantage of this setup?
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.
Oh, you are correct. It is quite confusing having two games played on a 10x10 board with pieces called Elephants.
It was a joke. You do change the rules quite often, you know.
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.
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 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.
Surely you have rendered the Gorilla a jest, my dear George? 'Twas a mere mockery of your avian conceit.
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?
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?
This might be a good game, but it's too complex to understand. Reminds me of Rithmomachia...
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.
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.
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!
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.
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.
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.
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