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The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Anonymous wrote on Tue, Apr 16, 2002 07:56 PM UTC:
Lovecraftian/Chess related story:

http://www.geocities.com/TimesSquare/Hangar/5176/misc/pirc01.htm

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
📝David Howe wrote on Tue, Apr 16, 2002 08:19 PM UTC:
For those who constantly check the what's new page, I have created the
'Minimal New' page, which just gives a short summary on when the latest
comment was made, and when the latest item was added or updated. The
address is:

   http://www.chessvariants.com/index/new.php

John Lawson wrote on Tue, Apr 16, 2002 11:53 PM UTC:
No, no, not a smaller font, PLEASE! Some of us use bifocals, and have enough trouble already.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, Apr 17, 2002 12:18 AM UTC:
OK, now I'm going to try to clarify ichor:

          Alabaster             Obsidian

          Wounded Fiend moves
Move 1    Ichor deposited       Ichor ply 2
          Ichor ply 1

Move 2    Ichor ply 3           Ichor ply 4

Move 3    Ichor ply 5           Ichor ply 6

Move 4    Ichor ply 7           Ichor ply 8

Move 5    Ichor ply 9           Ichor ply 10
                                Obsidian pieces need not 
                                move off ichorated square

OR

          Alabaster             Obsidian

                                Wounded Fiend moves
Move 1                          Ichor deposited
                                Ichor ply 1

Move 2    Ichor ply 2           Ichor ply 3

Move 3    Ichor ply 4           Ichor ply 5

Move 4    Ichor ply 6           Ichor ply 7

Move 5    Ichor ply 8           Ichor ply 9           

Move 6    Ichor ply 10
          Alabaster pieces need not 
          move off ichorated square


Does this look right?

John Lawson wrote on Wed, Apr 17, 2002 12:36 AM UTC:
Note that the moving Wounded Fiend in the prior comment could belong to either player if it was forced to flee by a Go Away.

Full Double Chess. 32 pieces each, including all combinations of the basic Chess pieces, on a 16x8 square board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
David Short wrote on Wed, Apr 17, 2002 05:37 AM UTC:Good ★★★★
Gee, now I wonder where he could have gotten the idea for this game,
huh? Well, you know what they say, 'immitation is the sincerest form
of flattery' so I guess I should be honored, eh? To anyone who is
not overly familiar with this web site I suggest you scroll down
on this comments page and click on the link for Double Chess below
or find it in the alphabetical index (the one with my name next to it).


Anyone can create a variant on a 16 by 8 board but it's not going to
have the same 'feel' of regular chess like my variant Doublechess does.
I have always felt that games with two kings are flawed. Chess should
be single-minded. Checkmate one king, period!

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Moussambani wrote on Wed, Apr 17, 2002 08:07 AM UTC:
Quoth the Betza: 'The Leaf Pile cannot move of its own accord onto an
ichorous square, nor onto a square containing a statue, nor onto a square
containing a single mummy but no other pieces. It can move onto a
non-ichorous non-Ghast square which contains a mummy and at least one other
piece.'

Does that mean that a Leaf Pile can move of its own accord onto a square
containing TWO mummies? That's my interpretation. (NOTE: Two mummies can be
on the same square by pushing one onto another)

Full Double Chess. 32 pieces each, including all combinations of the basic Chess pieces, on a 16x8 square board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
Tony Paletta wrote on Wed, Apr 17, 2002 03:14 PM UTC:
He probably got the idea from all the 'Double Chess' variants that have
popped up in the past 100 years. 

Basically, though, few of the double-wide 'real' chess games play like
chess for club-strength (Class C and Up) chessplayers. Standard Knights
play a reduced role on larger boards (for example, 7 moves to move between
end files) and standard Bishops also lose some of their lateral value.
Adding power pieces is one way to compensate (whether 3 Qs, RN, BN,
whatever) but that tends to reduce minor pieces to sacrificial fodder. Fans
of more subtle play are likely to be disappointed.

I actually like the 'mate two Kings' idea in Sirotkin's game somewhat
better, as it compensates somewhat for the stronger forces and reigns in
the value of the initiative a bit (sacs that may win one K must be balanced
against a material disadvantage in pursing the other).

Ultima. Game where each type of piece has a different capturing ability. Also called Baroque. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
David Howe wrote on Wed, Apr 17, 2002 03:47 PM UTC:
Ultima Variants. See <a href="http://www.chessvariants.com/index/displaycomment.php?commentid=243">Peter Aronson's comment</a>. <br>Ultimate Ultima. See <a href="http://www.chessvariants.com/index/displaycomment.php?commentid=237">Gnohmon's comment</a>.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
David Howe wrote on Wed, Apr 17, 2002 03:59 PM UTC:
More comments may be found in the <a href='http://www.chessvariants.com/index/listcomments.php?subjectid=YellowJournalism'>YellowJournalism</a> discussion.

Wildebeest Chess. Variant on an 10 by 11 board with extra jumping pieces. (11x10, Cells: 110) (Recognized!)[All Comments] [Add Comment or Rating]
Nuno Cruz wrote on Wed, Apr 17, 2002 04:29 PM UTC:Excellent ★★★★★
This game is really something! To me the best large variant of chess! WHY is it not a recongnized variant yet???? :-)

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Moussambani wrote on Wed, Apr 17, 2002 04:38 PM UTC:
What's a bit surprising is that compelled moves are also 'of its own accord'

Full Double Chess. 32 pieces each, including all combinations of the basic Chess pieces, on a 16x8 square board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
Anonymous wrote on Wed, Apr 17, 2002 08:33 PM UTC:
Will there be a Half Board version of this game coming out soon? 
(I just like the thought of a Half Double Chess.) :-)

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Apr 18, 2002 12:12 AM UTC:
I got to say, the new format looks great. Also this website continuously amazes me in its depth and breath, and is an endless inspiration to me on my ideas concerning many topics. And has given me new perspective on many things.

Card Chess. Cards determine which player makes a move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Anonymous wrote on Thu, Apr 18, 2002 12:47 AM UTC:
1) Spread the shuffled deck FACE UP so that players can see in advance
which players will get to move on all future turns. As you approach the 52
move, reshuffle the used cards and spread them again.

2) Each card tells you which player will move first in a pair of moves --
so that if the first 4 cards are 2S, 2C, 2H, 3S -- the move order would be
BWBWWBBW. No one ever gets more than 2 consecutive moves.

Full Double Chess. 32 pieces each, including all combinations of the basic Chess pieces, on a 16x8 square board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
David Short wrote on Thu, Apr 18, 2002 02:48 AM UTC:Good ★★★★
Tony, what you say about the added or diminished relative scopes of
the knights and bishops in double-board variants is true, just as
it is in larger variants to begin with (the knight is an extremely
weak piece in 10 by 10 variants) but the beauty of a game like my
Doublechess variant which I invented is that the knights still 
have their roles to play. Like I said before, pieces on each half
of the board tend to engage each other at the same rate they do in
regular chess. Pawns challenge each other, knights move up to the
third (or sixth rank, for black) rank to attack enemy pawns,
files open up for rooks and queens, diagonals open up for bishops
and queens. 

I think one point that needs to be made here is that in
Full Double Chess, stronger pieces are used, and that's fine,
if you are a player who likes new fangled pieces that can do neat
little tricks and jump through hoops. My Doublechess is more traditional,
uses only orthodox pieces and has the look and feel of traditional 
regular chess. So whether a game like my Doublechess or the new
Full Double Chess appeals to someone is going to be a matter of personal
taste, I guess. 

p.s. I would still like to encourage people to add comments below to
my Doublechess variant, for which I began a discussion.

Tony Quintanilla wrote on Thu, Apr 18, 2002 05:36 AM UTC:Good ★★★★
Interesting game. The wide board creates both tactical and strategic situations that are 'regional'. The doubled King adds a certain element of interest. The strong pieces promote tactics. However, they do not overwhelm the game because the large board still allows for strategic maneuvers. <p> I'm sure interesting sub-variants could be created with different setups or different mix of pieces. One possible issue, though, is that the overall evolution of the game may move more quickly than players are able to develop their pieces, thus leading to a certain amount of attrition-type of play, more tactics and less strategy. But I am not sure that this overwhelms the game. It seems playable. Regarding some of the debate about faerie pieces versus traditional pieces, I personally tend to design games with traditional pieces because usually I am more interested in the game system than the pieces themselves. However, I have played many variants with interesting faerie pieces. The movement of the pieces is an appealing element in itself. In this game they work quite well. And, actually, the mix here is not all that exotic-- as variants go. Check-out Mulligan-Stew Chess <a href="../42.dir/mulligan-stew.html">Mulligan Stew Chess</a> for an example of faerie pieces gone a-muck, but in a very playable and interesting game--with double Kings, by the way!

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 18, 2002 10:17 AM UTC:
To flee means that the piece must end its move geometrically
further away from
the Ghast than it was when it started its move; for example,
if your Ghast is on b3, you can move your Human from b2 to c2 because
the geometrical distance between the two pieces has increased.

Clarification has been made.

gnohmon wrote on Thu, Apr 18, 2002 10:24 AM UTC:
'compelled move of its own accord' -- yes, because the owner chooses which compelled piece is to be moved, and if the piece has more than one legal move the owner gets to choose its destination.

gnohmon wrote on Thu, Apr 18, 2002 10:44 AM UTC:
Does that mean that a Leaf Pile can move of its own accord onto a square
containing TWO mummies? That's my interpretation. (NOTE: Two mummies can
be
on the same square by pushing one onto another)

Yes, it means that. I'm not sure if it was right. As I think of it, it
seems to me that this rule was generated in a momentary panic when I
myself
misread the rules and pearef that a leaf pile could not recapture (it can

recapture because when a Leaf Pile engulfs things, there is nothing
on the square but the Leaf Pile itself; the Mummy is not generated until
the Leaf Pile moves on.

Now that I think of it, it seems to me that this adds too many rules and 
clarifications for too little benefit. If the presence of a Mummy or a
statue makes a crowded square safe from voluntary engulfment, doesn't
this actually add to the interest of the game?

Pending your responses, I believe I will change this back to the
original,
where, as you may recall, it was stated that the only way to mummify a 
petrified Basilisk was tu push a Leaf Pile onto it.

gnohmon wrote on Thu, Apr 18, 2002 10:47 AM UTC:
I had thought that evaporation of ichor could be treated as a saving move,
but

if it takes that much explanantion and clarification, it's not worth
allowing it.

Change not made yet pending your opinions.

The Fair First Move Rule in Chess. Every turn you flip a coin to see who goes first.[All Comments] [Add Comment or Rating]
Mike Nelson wrote on Thu, Apr 18, 2002 02:10 PM UTC:Good ★★★★
I've played it and I agree with Ralph--the best way to introduce randomness
into Chess.

A checkmate rule I find satisfactory:
If a player is mated by a single move, the game is over.
If a player is mated by two consecutive moves, if taking two consecutive
moves would relieve the mate, the mated player wins the next toss
automatically and can play two moves.

For stalemate the rule is the same.

Full Double Chess. 32 pieces each, including all combinations of the basic Chess pieces, on a 16x8 square board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 18, 2002 05:09 PM UTC:Excellent ★★★★★
Perhaps Tutti Frutti Chess could be considered a Half Board version of
Double Chess, because it uses all possible combinations of the basic pieces
on an 8x8 board.

However, Double Chess has the interesting thought of having two Kings,
which seems to be an excellent inspiration for making sense of such a wide
board.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Fri, Apr 19, 2002 02:42 AM UTC:
Two topics remain: <p>Ichor - There is no problem with your ichor rules. The problem resided in my head. You should leave them as they are. (I was starting the ply count the half-turn after the Wounded Fiend moved.) <p>Leaf Piles - If you get into the head of a Leaf Pile, as described, there are only two different rules that make sense: <p>1) A Leaf Pile cannot voluntarily move onto any square that contains at least one mummy or statue, period. <p>2) A Leaf Pile can voluntarily move onto to a square that contains any number of mummies and statues, if and only if there is at least one other mobile piece to engulf. <p>I haven't played the game yet, so I don't know which to recommend.

Spinal Tap Chess. Variant on an 11x11 board with a once-a-game mass 'Battle Move' of Pawns and Crabs. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
PBA wrote on Tue, Mar 26, 2002 12:00 AM UTC:Excellent ★★★★★
Definitely an amusing game! I particularly like the Minister (RLF), as it's a piece, while obvious in design, I haven't seen before. I find myself wondering about its value. On an 8x8 board, I would be fairly confident in assigning it a value greater than a Queen -- about a Raven (RNN) in fact. But on an 11x11 board, the shorter range components of its movement are worth less, and so a Queen -- which is all long range elements after all -- gains in relative power. <p>Anyone out there have an opinion?

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