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1. Please transfer the official rules page to chessvariants.com. 2. If a Go Away screams in the middle of a desert and nobody hears it, has it screamed at all? The answer, in the Game of Nemoroth, is 'No!'. 3. I lost the email with the clever Nemoroth notation, and the clever diagrams that can give all the info. Why isn't it a page yet? 4. I have uploaded a file with a sample game that I saw in a dream of Nemoroth. I have editied it less than I should for the same reason that I have been out of touch for awhile -- I foolishly reinstalled Alpha Centauri on my computer. 5. An extensive discussion of the advantages and disadvantages of moving the Ghast to f3 or f6 needs to be written. For a few hours I feared that the manouevre provided an instawin.... but now I once again think it's not a good idea.
There's a mistake here -- Ralph didn't want the previous page
<strong>replaced</strong> by the rules page, he wanted it to reference it
or be merged with it! I have a copy of the old page at work and will fix
it on Monday, unless one of the other editors has a pre-modification copy.
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Sorry Ralph!
OK, I've gotten ahold of the original page, and will attempt to merge them this weekend. John Lawson has also promised me the e-mail notation when he has time from making his house unnaturally clean.
OK, the pages have been combined and uploaded. Please send all complaints to king-in-yellow@hastur.eldergods.org.
Do Alabaster cities gleam?
Alabaster cities gleam in the light of the sun; but in the ancient age when the world was still under construction, there were alabaster cities, construction towns, that existed before there was a Sun; and later, when the Sun was periodically turned off for maintenance, no gleam. Without the sun, Alabaster cities merely glimmer with a lambent ambient light. Obsidian cities tend to glisten. In fact, obsidian is nothing but glass, artificially produced, and though one often thinks of it as being colored black, it can be light green or transparent, or many other colors. If obsidian is merely glass, are not all modern cities obsidian? And does this not tell you which side is winning?
Based on my slight playing experience with Nemoroth, and considering how many Humans were left unpetrified and unmummified at the end of the game (3 out of 16), I suspect that it matters not which side is winning, the Humans are toast either way.
Well, I wanted to relive this game! let's see if I can manage to do it. Has anyone tested it and can give the results? I'd also like to repeat some early analysis I made but I made a typo on it, rendering it invalid. *Case 1. Alabaster Human d3; Obsidian Ghast e4. d3 is compelled to move. Out of his usually available five moves, only two of them actually flee the Ghast. They are Hc3 or Hc4. This human is still compelled to flee to the b file on the next move. *Case 2. Alabaster Human d3, Ghast b3, Go Away e2; Obsidian Ghast e4. now the human moves to the c files are illegal, since he would be approaching his own Ghast. But there's a saving move: Ae2 [reminder: on my notation, a Go Away scream is recorded as moving to his own square]. The scream pushes the Human to c4. The Human is still compelled, but now Hb5 (fleeing both Ghasts) is legal. *Case 3. Alabaster Go Away a2, Human a3; Obsidian Ghast d4; Ichor on a3 and a4. Now it gets tricky. Is screaming legal? [My thought: It was compelled to move off of an ichorous square, and he did so. He is now compelled to move off of a *different* Ichorous square.] Well, Is it valid? *Case 4. Alabaster Go Away a2, Human a3; Obsidian Ghast d4; Mummy a3. Well, This is even trickier. Now the Human can go to a4 on his own, but is screaming valid? [Rationale: I think it should be to be consistent with case 3, ie this is another multiple occupancy square.] And now for something completely different. My thoughts on the pieces. Basilisk: This is powerful, but using his ability also reduces his mobility. So it needs to be careful to not to petrify many pieces at once or it can get in trouble. Grade: B Ghast: The compelling thing is great, This piece can be deadly if placed correctly. There is a nice balancing act, though. This piece is thrice-colorbound. But it seems hard to stop nonetheless. Grade: B+ Go Away: This is a killer. Albeit colorbound, this piece can create lots of trouble. If you push your opponent's Go Away orthogonally, he has now both Go Aways on the same color. Severe Balancing Act: It's the only piece that stops working when petrified. A petrified Go Away could as well be a petrified Human. Still... Grade: A Leaf Pile: Simple and Deadly. But it's slow. Still, be careful of where your opponent places his Leaf Piles. Grade: A- Wounded Fiend: Being a rider is such a disadvantage in this game. No, he can't run through a Ghast range to the other side, he can't cross a basilisk gaze... But he can block squares for a limited time... (If we put the poor Alabaster Human of the cases before on d3, and the Obsidian Ghast at e4, but now we add an Obsidian Wounded Fiend at b5, after 1. Hc3(4) 1... Wb2++ wins by stalemating the Human, trapped in between ichor and a Ghast.) Grade: C+ Human: No wonder there are so many, otherwise you blink and you miss them: This poor guys have no power and suffer all sort of troubles. You can make Zombies out of them, but that's so hard... Grade: D Zombie: Now this guy has power! If he can keep away from Ichor, they are quite a force to reckon with. Grade: A+ Statues: Several kind of statues, and (almost) all of them still useful in a way or another. Still they are immobile... Grade: no way I can give a single grade, they're so different. Mummy: OK, an immobile piece with no power whatsoever, and if you want to use them to block it will need lots of strategy. This is a no-brainer. Grade: F Disclaimer: I haven't played Nemoroth, so all this is out of thinking, not actual experience. Finally, I'd like to ask who of you asked for the wrong furniture... -- Moussambani, who never has been in Mine's End and never completed Sokoban. The Quest? Maybe some year in the 2030s...
One question about ichorous squares. In the discussion of ichorous squares, it states: 'If pushed onto an ichorous square, a mobile piece other than Zombie is compelled to move off. Exception: if the ichor will evaporate after you make your move but before your opponent moves, you can ignore it.' Does this mean: a) a piece on a ichorous square, where the last bit of ichor will evaporate immediately following the player's move, is not compelled to move? OR b) a piece on a ichorous square, where the last bit of ichor will evaporate immediately following the player's move, is compelled to move, but the evaporation of the last bit of ichor constitutes a saving move? It makes a difference if the player has another piece is compelled for some other reason. If (a) is the case, he must move the other piece, or make a saving move for the compulsion on that other piece, since that is his only compulsion. If (b), he can make any legal move, since the evaporation of the ichor is a saving move for an existing compulsion.
My interpretation is for rules simplicity. The rules state: a) A piece on an ichorous square IS compelled to move. b) Ichor evaporation counts as a saving move. So I'd say that, even if you have more compelled pieces, any legal move can be done.
Insane?. May be, but as my first impression, I think that this game is playable. It is a good candidate to be in the PBM system, and it is possible that there are candidates to play a well-thought test game of Nemoroth. Perhaps, I am one of them.
Roberto, I have the scores of two medium-decent games played by Ben Good and me. If you'd like to see them, drop me a private email. The major notational problem is ichor.
Don't like the name 'Go Away' since it seems out of character with the ghoulish names of the other pieces. I set me down to think, and came up with the alternative name 'Banshee' with, of course, its special 'move' redesignated a 'wail'.
Compared to THE GAME OF NEMOROTH, my game EXISTENTIALIST CHESS is very easy to understand!!
We *must* have a petrified Human transmogrified into a Zombie on being pushed to the far side. Otherwise there is no use for a petrified Human, he may as well be a Mummy. (What power/function/influence does a petrified Go-Away have?)
From the rules: 'The Go Away can be petrified, and a petrified Go Away is mute.' So a petrified Go Away is just another piece of impedimenta on the board, and its scream is a resource that is no longer avalable. As for petrified Humans promoting to Zombies anyway, that might be interesting to try out. In my limited (four games) experience, even petrified Humans got nowhere near the far rank. One's tempi were better used elsewhere, specifically in maneuvering the Basilisk, Ghast, and Go Away.
Paul wrote that he wanted a name for the 'Go Away' which fitted this theme. May I suggest 'Dread'. This refers to a creature which causes intense fear in its victim. If you've ever felt fear without cause, there might have been a 'Dread' nearby. As it approachs, it will cause the victim to flee. Its scream would do the same. There have been many descriptions of this creature, but no-one is actually supposed to have seen it. Since all that do have perished.
Yes I like the name 'Dread', and it has a unique initial for notation purposes - there is no other piece whose name begins with D. So the Wail of the Banshee shall be heard no more in the land.
A while back I started working on a ZRF for this game. But quickly got bogged down in all the conditionals. So I shelved it until my brain stopped hurting. I am now considering picking up where I left off. And I would welcome any assistance that the enthusiasts of this game can offer. Contributions can be not only in coding but also graphics and sounds. This one will definitely need play-testers, so there's work for all.
Yay! I loved this game when I read about it! (thought I've never had played it). Sadly, I can't code to save my own life, so there's not much help I can offer
You seem to be a very good programmer using Zillions, and I think you are clearly better than me in this kind of work, so my help to you in coding may be close to inutile. But I can offer high-quality (?. Subjective opinion) graphics for pieces and boards, and certainly, a lot of work play-testing this great and unconventional game!
I can't code, but I have actually played some games of Nemoroth, would be glad to help playtest when the time comes.
Larry, what is the state of the code for Nemoroth?. May I help?. I can try the graphics, but if so, I need know some details of the programming. I´m not sure the best way to manage the graphics of multiple-ocuppied squares, but I have some ideas about. One question: Why don´t become a member of TCVP?. You are part of the Chess Variants fans community, and of the kind of people that we ever need here. WELCOME!.
I would love to help in coding Nemoroth in Zillions, just as soon as I can
convince myself that it's possible at all.
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As I understand it, piece <i>attributes</i> can not change the
<i>appearance</i> of a piece, so a petrified Basilisk, for example, must
be implemented as a different piece-<i>type</i> from an ordinary Basilisk
(if you want them to look different), even though their non-voluntary
behaviors are identical.
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A far greater concern is multiple-occupancy. The usual approach is to
declare a piece-type for every <i>combination</i> of pieces that may
coexist on a space. Add to that the need to distinguish between petrified
and fleshy, friendly and enemy (because such strange bedfellows may indeed
come to share a space). And realize that pile-ups of more than two may
easily arise... All of a sudden, Octi's library of 256 piece-types (<a href='http://www.zillions-of-games.com/games/octi.html'>http://www.zillions-of-games.com/games/octi.html</a>) is looking downright trivial by
comparison.
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From the game-logic standpoint, I intend to investigate the possibility
of treating each of the 64 spaces similarly to a <i>prison</i> in the ZRF
for Shogi. From the graphical standpoint, we can't afford simply to
divide each square into a 3x3 grid of positions as I did for <a
href='http://www.zillions-of-games.com/games/edgechess.html'>Edge
Chess</a>, or people will need a magnifying glass to see the great
graphics someone's going to make for the pieces. Instead, the cells of my
prison will overlap, and with a well-defined order of precedence. I
learned from <a
href='http://www.zillions-of-games.com/games/platformchess.html'>Platform
Chess</a> that the later-defined space will have its contents drawn before
a sooner-defined space. This works perfectly. The front cell of the
prison will dominate most of each space, with four more behind it kind of
peeking in from the corners. Clicking-and-dragging a piece from the
prison works as expected; if you grab a pixel that belongs to two spaces,
Zillions assumes you mean the one it drew out in front. So if you want to
move your Human that someone's gone and pushed a Basilisk statue onto, you
can click on the visible portion of his puny form and command him, exactly
as if two pieces really were present on the same space at the same time.
<P>
<b>Anyway,</b> multiple occupancy is what struck me as the big difficulty.
Besides that, the non-simultaneous nature of the Go Away shout may not be
pretty. One solution is to present a big pop-up menu consisting of all
possible orders in which to push the victims (or only those which are
substantially different due to the presence of basilisks). I would hate
to have to use one move per push, because that's the sort of thing that
weakens the computer opponent.
<p>
The evaporation of ichor is something that will just have to be managed by
a ?Moderator who is programmed to scan the board and decrement all the
ichor-plies by one. This raises another point... in order for ichor to be
visible, it has to be a piece-type. I could do that by making a position
behind each prison, where the ichor would sit. If the graphics designer
wants to make ten different pictures of ichor, that's great, because each
ply of ichor is going to be a different piece-type, and when the board is
covered in broad sweeps of the stuff, the players are entitled to know
which ichor is ickier.
<p>
Compulsion is tough to describe - it's slightly more complicated than the
move-priority construct which in Checkers requires you to jump if able.
But it is definitely doable. A piece is never compelled to make any
<i>particular</i> move, only to make a <i>legal</i> one, provided the
'legal' constraint handles the details like preventing a piece within 2 of
a Ghast from moving-without-fleeing. (note the beauty in Nemoroth on this
point: The same *legality* constraint appies whether the Ghast is friendly
or enemy; the only difference is that a piece within range of an <i>enemy</i>
Ghast is compelled during its move generation.) Imposing move-priority and
also (somehow) verifying that either a compelled piece was moved, or no
compelled piece remains (after the immediate effects of the move have
happened) comes very close to fitting the bill.
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This sounds like an extraordinary game, and it certainly was presented in a marvelous way.
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