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Check out Janggi (Korean Chess), our featured variant for December, 2024.
Check out Janggi (Korean Chess), our featured variant for December, 2024.
First, the answers:
Now, the philosophy underlying the answers.
Most of the special effects in this game (that is, actions other than simple movement and capture by displacement) can be described straightforwardly in terms of an “acting piece” that causes something to happen. For example, a Hummingbird that exchanges places with some other piece is the acting piece, but both pieces move. In the case of relay piece, the acting piece doesn't move, but some other piece does.
Two invariable rules in the games in this family are:
Doubling, immobilization, and poisoning work in a more complicated manner than the “acting piece” model allows. They have to, because they may be effects of opposing pieces, and an opposing piece can't be the acting piece.
The “latent effects” of doubling, immobilization, and poisoning can be understood by imagining a phase that takes place between the turns of the two players during which the pieces with latent powers distribute “cards” that modify other pieces' normal moves. The algorithm goes like this:
Distributing cards is not considered an action, so immobilized pieces distribute their cards as usual.
The doubling card says to the piece that holds it: after you act (possibly including promoting according to the normal rules!), discard this card, and, if you want, act again.
The immobilizing card says to the piece that holds it: you can't act, except to capture yourself (but you can still be acted upon, and you still have to obey any cards on the space where you're located at the end of the turn).
The poisoning card (which comes in two colors, one for each player) says to the piece on the space where it is located: if you are an enemy of the piece who poisoned this space, remove yourself from the board.
And now the reasoning behind the answers:
(It would be completely reasonable to formulate relaying in terms of cards, too; you can imagine a card that lets you move as some other piece. But that's not how it works in this game.)
(Mutual capture of one FiD approaching another occurs because the moving FiD captures the stationary one by approach, but the poison left by the stationary FiD kills the moving one at the end of the turn.)
The only complication with the Halmopper is that you can't distinguish a series of noncapturing Halmopper leaps as a single move from the same series split into a double move (after which leap does the split occur?). This gives Zillions fits but should not be a problem for humans.