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Tony Quintanilla wrote on Mon, Mar 29, 2004 06:23 PM UTC:
When I designed Heroes Hexagonal Chess, I first started with the idea
to design a game on a hex board that was unencumbered by Glinski's
adaptation. I then developed the thematic pieces based on a liking for the
ancient variants, Shatranj, Makruk, for example. The idea of the Hero as a
source of power for his army was inspired by the role of the Hero in
ancient folklore. To determine the power of the pieces, I made a rather
simple estimate of power density and I tried to come close to that of FIDE
chess. I did this because FIDE seems to have achieved a nice level of
power density, probably through countless attempts. With some play-testing,
some good feedback, and some calculation, I then refined the specific
characteristics of the pieces. For me, Chess has to engage the imagination
as well as the intellect to be interesting. Here, predilection play a big
role. The game must also be playable. Here, some calculation helps.