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Tripunch Chess. Knights become Nightriders, Rooks add Gryphon moves, Bishops add Aanca moves, and Queens become unbelievable. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Hatch wrote on Sun, Jun 2, 2002 12:07 AM UTC:
Another question: Does flipping a Reaper mean you can't castle on that
side?  On the one hand, it is a move of the piece, so it would prevent you.
 On the other hand, it hasn't moved to a different square, so it seems
somewhat intuitive for it not to prevent later castling.

I suppose the same question could be asked about the DemiRifle army, when
the Snail makes a rifle capture.

I've got a ZRF with the Tripunch Terrors implemented, but it causes
Zillions to die a horrible death under Windows 98, so it's not released
yet.  I should have a good version soon, so you could use that to test if
you wanted.

Zillions is absolutely terrible with the army when it looks 5 plies deep or
less.  I beat it with the FIDEs when I was just screwing around at the
start.  Essentially it just leaves the pieces in non-capturing mode almost
the whole game.  Playing itself looking 6 plies deep each army won one
game.  Normally there seems to be very little difference between 5 and 6
plies deep, so this army is unusually sensitive to that - probably because
Zillions ranks positions based on the number of moves available, and in
non-capturing mode there are more moves, so it is only by looking deep that
is sees the benefits of capturing mode.