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4D+ Chess variants cont.- Compound Moves[Subject Thread] [Add Response]
Johnny Luken wrote on Thu, Oct 10, 2013 12:36 PM UTC:
Even with semiautomated action based command, gameplay becomes more
fragmented or "bitty" in more intricate variants. My own 16*16 variant
suffers from this, despite my attempts to preserve all the fluidity of 8*8
chess.

To truly preserve the feel of chess in a higher D game, one would also have
to preserve the length and dynamism of the board-in other words have a
player able to make multiple moves at once.

There are to my eyes, 3 principle compound moves one could make (some
already exist among chess variants here).

1. ****Zonal movement***
Move 1 piece in each zone-eg 3d chess may allow movement of a piece in 16
4*4 subcubes to speed gameplay along.

2. ***Type***
Move pieces of a specific type. Would weight values towards more common
(typically weaker) pieces.

3. ***Actions***
Allow to move a certain number of pieces for a specific macro command. Eg
"advance, pawns, protection" would be a good opening move to develope
pawn chains in an opening game.

Further macro example-"hunt, X"; move to capture given piece (X), in
minimum number of moves. The higher dimensional the games the more removed
each piece becomes in terms of its ability to access other squares, so this
attack becomes useful, particularly against the opponent queen or king.

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