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Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
George Duke wrote on Tue, Sep 20, 2011 05:40 PM UTC:
Rococo is win by capture and implied is necessary inability to move as loss, that ought to be added in perfect rules write-up.  For example, down to King versus King and Immobilizer loses for the White King usually before the capture.  Both Mike Nelson and I find Immobilizer the strongest p-t, http://www.chessvariants.org/index/displaycomment.php?commentid=5219 and http://www.chessvariants.org/index/displaycomment.php?commentid=5128. (Mine was immediate response to Robert Abbott who invented the sister cv 50 years ago this fall, http://www.chessvariants.org/index/displaycomment.php?commentid=5123.) In the way-out universe of cvs Immobilizer has the single highest value among all quite strong piece-types, yet I. can capture nobody. Immobilizer never really delivers the mate only ultimately assists.

💡📝Peter Aronson wrote on Tue, Sep 20, 2011 06:46 PM UTC:
From the first paragraph of the section of the Rococo page titled 'Rules', third sentence:
Also, a player unable to move or who causes three time repetition loses as well.
Yeah, the Immobilizer is awfully powerful. I am beginning to think that the variant where the Withdrawer is immune to immobilization may be the way to go.

George Duke wrote on Wed, Sep 21, 2011 01:18 AM UTC:
By the way, in a great game well worth playing, as most cvs are not, or rather better stated impossible to play much since there are so many thousands, Nelson's values and mine correspond very closely at the last Rococo comment before Aronson's in that I normalize Rococo Pawn to 2.0 as stated, and obviously Michael is using 1.0. If some half-line of OrthoPawns appeared, Nelson would call them 0.5. The first is mine and second Nelson's adjusted: Immobilizer 10,8; Advancer 8,6; Long Leaper 7,6; Swapper 5,4; Chameleon 4,4; Withdrawer 3,2; all same directionality anyway.

Carlos Cetina wrote on Mon, Jun 25, 2012 02:14 AM UTC:
Peter, David:

On turn 7 in a game I'm playing with Yeinzon I made a double capture with the chameleon which he estimates it is illegal while I don't think so.

Could you please tell us your viewpoint?

Thanks beforehand!


💡📝Peter Aronson wrote on Mon, Jun 25, 2012 02:56 AM UTC:
The first capture, C hf-f7, is legal.  However, pieces in Rococo don't get to make multiple capturing moves like in Checkers/Draughts, so the second capture, f7-f9, is not legal.  Rococo Chameleons can make multiple captures with a single move (when the move fulfills the requirements of multiple attacked pieces capturing moves), but not multiple moves.

Carlos Cetina wrote on Mon, Jun 25, 2012 06:16 AM UTC:
Thanks Peter.

I will follow your statement as the right viewpoint in this issue. However I wonder why the preset's program did not prohibit that double capture if it has reinforced the rules.

I made these two moves to test the preset:

1) C h5-f7;f7-h7 by capturing two pawns (f7 and h7)

2) C h5-f7;f7-h9 trying to capture the g8-advancer after capturing the f7-pawn

The preset's program allowed the first and banned the second.

Perhaps Antoine Fourrière may have something to say since he was who reinforced the rules.

Antoine Fourrière wrote on Sat, Aug 11, 2012 08:02 AM UTC:
In 1), both moves are legal, so Game Courier accepts them, just like it would accept h2-h3;h3-h4;h4-h5. But the second part of 2) isn't legal as a single move either.

Carlos Cetina wrote on Sat, Aug 11, 2012 09:28 PM UTC:
Thanks Antoine.

Unfortunately I deleted accidentally the game in which was the position object of discussion, so we have no more any base to follow commenting the issue. 

However, by means of the "MOVE pieces by yourself" resource, I'll try to reproduce a similar situation.

Johnny Luken wrote on Sat, Oct 13, 2012 09:50 PM UTC:
Robert Abbotts idea for 2 cooperating triangulators would work better if one of the pieces was made "royal", and the other piece could be brought back, either as a circe piece, or brought into the game by its "royal" counterpart, which is the piece that would have to be captured in order to take both off the board permanently.

This idea could be used for other tandem pieces, which are an interesting concept by themselves, and throw up all kinds of new possibilities...

Johnny Luken wrote on Sat, Oct 13, 2012 10:25 PM UTC:
Replacing the spare long leaper with a 2 range archer seems a logical step forward. Merging the advancer and withdrawer takes a weak piece off the board, but the new piece is possibly too strong in an already offensive game.

I like the idea of keeping the withdrawer, but allowing it to capture king and officer pieces from up to 2 squares away, but perhaps only 1 square still for pawns.

George Duke wrote on Thu, Oct 18, 2012 11:41 PM UTC:
Fugue -- of course Fugue has a sort of two-range Archer. Robert Abbott is wrong about the border squares being for Long Leaper especially since they are at least as important in original Rococo for Cannon Pawn and the Withdrawer.

Jeremy Lennert wrote on Fri, Oct 19, 2012 01:13 AM UTC:
Cannon pawns are hoppers, not locusts.  They capture by displacement.  They would not be hindered in ANY way by the absence of border squares.

George Duke wrote on Fri, Oct 19, 2012 03:23 PM UTC:
Add a full-rim border to 64 squares and you get 100-square 10x10. In turn, 64 squares come from 36 squares surrounded and 36 from 16 of the 4x4 smallest useful board. Well, here's a 2x2: http://www.chessvariants.org/index/msdisplay.php?itemid=MSdavesexamplega. The brilliance of Rococo is precisely the *Border Square*. The border squares make Rococo's play like a large Chess yet requiring the master precision most decimal Chesses lack. 
Now piece/Pawn can move off a border space, but not onto one except in capturing.  For design analysis a decade ago, http://www.chessvariants.org/index/displaycomment.php?commentid=5613,  border squares were counted as 0.5 making Rococo as if 82 squares, right on the cusp of regular/to/large categories. Withdrawer can capture ending on a border square only from the 28 squares comprising the 8x8 perimeter, and border squares are more important the Withdrawer than LL, as Abbott implication mis-leads, http://www.chessvariants.org/index/displaycomment.php?commentid=5123. 

Abbott and Betza, for that matter Dawson and Parton --  unable to imagine let alone cope with the ensuing chaos brought about by 80, 84, 90 and 100 -- were unapologetic adherents to strict 64 squares, outsized and outmoded. 

Breaking the rule, Cannon Pawn gets established as 2.0 points above, instead of orthodox 1.0 to Pawn of every other design analysis, to keep comfortable, familiar values Advancer and Long Leaper.  Important to Cannon Pawn, Border Square secures its value as 2.0, piece-comparable. For instance, Rococo Pawn captures there where Long Leaper cannot unless already in the perimeter.

(zzo38) A. Black wrote on Sat, Oct 20, 2012 05:22 AM UTC:

Another variant, instead of making the Withdrawer immune to the Immobilizer, you may specify that you want to capture the Immobilizer with an immobilized piece, and the Immobilizer's owner specifies how this will be done, and in this case only the immobilization is ignored. You said Immobilizer seem too powerful, this is another way to make it weak, and in some cases may add some additional complications to the strategy (especially if there are multiple captures possible in this way).


Daniil Frolov wrote on Tue, Mar 11, 2014 07:20 AM UTC:
Recently i found out about traditional Korean non-chess board game Nei-pat-kono, and it's pieces seems to be similar to to cannon-pawns. Never seen mentoiding of this game in information about Rococo.

💡📝Peter Aronson wrote on Fri, Mar 28, 2014 02:19 AM UTC:
While the Cannon-Pawn is similar in some ways to a piece in Four-Field Kono (the usual English name for the game), unlike it, they can capture by jumping over opposing pieces as well as friendly pieces.  Now, I've been exposed to Four-Field Kono via one or another of R.C. Bell's books, so it could have been an influence, but the Cannon from Xiang Qi was a more immediate influence.

Georg Spengler wrote on Fri, Mar 6, 2015 05:11 PM UTC:
can a swapper, used as a bomb, capture more than one enemy piece?

💡📝Peter Aronson wrote on Fri, Mar 6, 2015 05:15 PM UTC:
A Swapper's capture by mutual destruction only captures a single piece.  That said, allowing the mutual destruction capture of multiple pieces would not be an unreasonable variant.

Georg Spengler wrote on Fri, Mar 6, 2015 06:08 PM UTC:Excellent ★★★★★
That was quick! Thanks!

 Great game!

Johnny Luken wrote on Fri, Mar 6, 2015 09:56 PM UTC:
The swappers capture method seems decoupled from its ability. Its also quite a weak piece.

I propose; a) allow the swapper to swap 2 pieces on either side of it, while remaining stationary.
b) allow it to swap piece type, ie converting a friendly to an enemy and an enemy to a friendly.

Georg Spengler wrote on Sat, Mar 7, 2015 06:00 AM UTC:
No, please not!

But acting as a bomb, how about destroying all adjacent pieces, including friendly ones. This would give more attacking force to the swapper without altering or complicating this piece so much

Johnny Luken wrote on Sat, Mar 7, 2015 01:28 PM UTC:
Well its your game. However I think this move better complements the swappers ability.

And the new swapping procedure really isn't complicated; P1 Sw P2 -> P2 Sw P1.

Or for conversion (Black Piece of Type 1, Swapper, White Piece of Type 2) => (White Piece of Type 1, Swapper, Black Piece of Type 2)


Its a good way of introducing the missing concept of conversion into an Ultima variant.

If you think its too complicated or over dynamic then you could also just use direct conversion as the "special move."

(Black non swapper, White Swapper)=>(Black Swapper, White non swapper)

The latter move equates to double the material gain produced when merely mutually destroying the swapper with a stronger piece, and fits in more intuitively with its ability.

Johnny Luken wrote on Sat, Mar 7, 2015 01:46 PM UTC:
Explosion is a concept that is definitely worth considering adding in some form.

However I'm not sure tacking it on to an existing piece is the way forward. I also don't see it working that well in this game, other than an overpowered means of flattracking the weaker pieces.

On the other hand a direct ability swap/conversion would give the swapper a unique and strong threat against all opposition pieces. The stronger the piece in the swappers line of sight, the more severe the threat the swapper/converter would offer.

In fact now that I think of it, it is enough of an augmentation by itself to safely disregard my mediated swap proposal.

Georg Spengler wrote on Sat, Mar 7, 2015 01:49 PM UTC:
Hey, it's not my game! I,m just playing it for the first time.

A Conversioner ("missionary")fits quite well into Ultima-derived games. But this game is good as it is. Just the Swapper may really be too weak.

Since the swapper already is a bomb, enhancing its explosional abilities seems to be the best way to make it stronger while changing as little as possible to the original game.

Johnny Luken wrote on Sat, Mar 7, 2015 02:03 PM UTC:
Sorry my mistake.

I don't see that conversion is more an Ultima concept than a Rococo one, nor do I see how turning the swapper into a exploding piece fits more with its ability than an ability swap.

As I understand it, the swapper currently merely mutually destroys with an opposition piece in its line of sight. Its not an "explosion", its just taking it and another piece out of the game.

On the other hand, allowing it to swap its ability with another piece in line of sight ( (S, P') => (P, S') ) is just a logical extension of what the piece already is. Existing swaps of friendly pieces ((S, P)=>(P, S)) could equally be interpreted as an ability swap rather than a positional one.

This rule allows it to become a worthy piece while remaining "swapperlike."

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