[ Help | Earliest Comments | Latest Comments ][ List All Subjects of Discussion | Create New Subject of Discussion ][ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]Single Comment Two Large Multi-Move Games. Two large multimove variants with multiplayer potential. (24x12, Cells: 288) [All Comments] [Add Comment or Rating]Joe Joyce wrote on 2008-10-24 UTCHi, Larry, John, thanks for the comments. John, you're right about how the pieces move. Larry, you seem to have it up to where you say the game is won by stalemate. There, I don't understand exactly what you mean. Most games end in resignation, or the capture of all of one side's leaders, along with the capture of some of the other side's leaders. There may be a fair number of the loser's non-leader pieces still on the board, unable to move. This time around, I'm working on pretty much a new class of variants, structured multi-move variants. I'm using 1 piece and 2 parameters to create the initial structures. The one piece is, of course, the leader, and the two parameters are how many pieces a leader can control, and how many squares that control extends across. I've just posted Chesimals, another pair of large multi-movers that use leaders with considerably different parameters, and it gives a truly different game. Here in the Chieftain series, a leader controls one piece, at a range of up to three. A chesimal leader controls [activates] about 10 chesspieces per turn, but these individual chesspieces that make up the one large AMP must be directly touching the leader unit, or a unit touching the leader, to move, so the leader's range is one square. All these games were originally worked out in the CV wiki. The two series of games just begin to indicate what can be done with the leader piece.