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Tentative Rules[Subject Thread] [Add Response]
Peter Aronson wrote on Sat, Jan 18, 2003 10:31 PM UTC:
The designs for the <a href='../dpieces.dir/fighting-fizzies.html'>Fighting Fizzies</a> and for <a href='../other.dir/ruddigore-chess.html'>Ruddigore Chess</a> were first posted in the comment system for input before they became pages. No one complained, and the feedback was helpful.

Moussambani wrote on Sun, Jan 19, 2003 07:24 PM UTC:
mmm... looks good. But you must tell what happens with an arrow that points
directly at a board corner (vg a northeast arrow at h8)

Joseph DiMuro wrote on Mon, Jan 20, 2003 04:27 AM UTC:
I assume that a piece moving, say, northeast from g8 bounces off two
imaginary squares and reenters on h7, moving southwest.

Did I assume correctly? :-)

Doug Chatham wrote on Mon, Jan 20, 2003 11:48 PM UTC:
Here are other sets of tentative rules for the amusement of those interested:<p> <h4>'Friends Don't Let Friends Get in the Way' Chess</h4> 1. Pieces (except King and Knight) can go through friendly pieces, but not through enemy pieces. For example, from the initial FIDE position, the White Rook at a1 can move to a3, a4, a5, a6, or a7 (which would take the Black pawn) but not a2 or a8.<p> 2. Castling seems pointless so I'm tempted to drop it. All else is the same as FIDE Chess.<p> <h4>Dibs Chess</h4> 1. Pieces move as in the FDLFGITW Chess described above, except as described below.<p> 2. Play is divided into rounds. Each round consists of one move of each type of piece.<p> 3. Instead of making a move, a player may reserve one piece type's move by 'calling dibs' on it. The other player is prevented from playing that type of piece in that round.<p> 4. A player who calls dibs must move a piece of the reserved type on his next turn.<p> 5. When a player calls dibs, the power to make the next call of dibs is reserved for the opponent (like a doubling cube in backgammon).<p> Yes, I'm calling dibs on 'Dibs' :-)<p> These are tentative rulesets. Any suggestions for improvement are welcome.

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