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What a wonderful idea -- I <strong>love</strong> this! What fun! Ideas
are already starting to percolate . . .
I'd prefer to have a new forum for suggestions and discussions instead of mailing them in and having them posted them weekly.
I think a forum area for this is a splendid suggestion for discussing ideas, campaigning, and other sport. The email mentioned is the equivalent of making a formal 'entry' to the contest, and such formal enrries will still be posted here. When we get around to polls they'll link from this page as well.
I made a `forum' to discuss this at our <A href='http://forum.chessvariants.com'>discussion board</a>. You find it under the name `Camel Chess' below `Chess Variants'.
Hans
Can you clarify the rule regarding making up to five suggestions please? Can an entrant make his or her suggestions in more than one email at various times or must an entrant make all of his or her suggestions in one email such that if that email contains less than five suggestions then nevertheless that is all the suggestions that that entrant may make in this contest? Is there any possibility that the rules of this contest might be changed so as to state 'a total of up to five suggestions, sent in one or more emails, in each calendar month during the running time of the contest' please?
Could you clarify the rule about suggestions concerning pieces please? Where pieces are colourbound, is it permissible to have a suggestion about changing a piece where the change depends upon the colour of the square upon which the piece starts? This would mean that pieces with more than one item of that type on the board could be split into two types of pieces: however that would only work if the pieces for which they become changed are colourbound. For example, suppose that someone wished to suggest that a knight upon its own colour becomes swapped for a (2,2) leaper and that a knight upon its countercolour becomes swapped for a (3,1) leaper. Would that suggestion be permissible under the rules? Please note that I am not wishing to make that suggestion, I am just using it as a way of illustrating the question which I am asking about the rules so that, if it is permissible, further thought may be given to the matter of what substitutions to suggest.
The minor tweaks I added should answer your questions. (Yes, you can spread out your official suggestions. Yes, you can make a split nomination for a piece.) Thanks for asking!
This is Brilliant. What a Pandora's box U've opened. Will U use cut-off dates for certain elements to be voted on? For example, no more pieces may be submitted after 02/12/03.
<p>Or will it just be the 16 (32?) most popular pieces up until the March date that are the default set?
<p>How do we know what rules `are` agreed upon?
<p> Can't U just smell wheels turning around the world...
<p>
-S-
The way I'll organize the polling... On January 1, I'll mail to each entrant the list in one of the categories, determined at random. Each entrant has till the end of the month to return a list of votes *in order of preference* in that category, voting for as many or as few as desired. At the end of the month, or when all eligible entrants have voted, a Condorcet preferential voting method will be used to pick a winner, which is then posted to the main page. Entries close for a category when voting starts. (In the case of the first rules vote, they re-open after the ballot because there's still one more rule to pick.) If you have entered in any category, you may vote in every category, at the proper time. On February 1, the process repeats, for a different category. Rules will be voted on twice, each piece-type only once, during the first seven months. After seven votes, we have a variant.
Thank you for clarifying the rules. This, however, leads to another matter. > A suggestion to replace a type of piece with two pieces (like the Immobilizer replacing one rook and the Coordinator the other rook in Ultima) may be made. I was thinking in terms of colourbound replacements, this seems to go much wider. I think that my question really hinges on whether it is expected that Camel Chess will be playable with a conventional set of ordinary chess pieces, just by applying different meanings to the pieces of wood or plastic and having different rules for how they interact. It would seem that inverting one of the two rooks could be used to make two types of pieces, yet this would not work for bishops and knights. So, is it part of the design rules that Camel Chess will be playable with a conventional set of ordinary chess pieces please?
Luotuoqi is intended to be playable with an ordinary board and pieces. I don't see a big deal with entries that differentiate one rook/knight/bishop from the other. It will be up to the polling to see if others have issues. A similar situation applies with rules like proposal 3, The Cube. It introduces something other than the basic 32 pieces and a board. Only the voting will tell if this places the rule beyond the pale.
> Luotuoqi is intended to be playable with an ordinary board and pieces. Thank you for this clarification. > I don't see a big deal with entries that differentiate one rook/knight/bishop from the other. Well, it is not a big deal if and only if end users can easily distinguish the meanings of the pieces on the board. There appear to be three possibilities. 1. Reorient one of the two pieces of one type. For example, invert a rook. I find that ugly and undesirable. It might however work for a rook but would not work for a knight or a bishop. Piece inversion would not be nice however and would not work for play with, say, an Isle of Lewis style chess set. 2. Distinguish the two pieces of one type by the Luotuoqi rules having colourbound pieces and different rules for a piece depending upon the colour of the square upon which it stands, either expressed as colour of square or as to whether the piece and the square have the same colour or are of different colours. This would work and would, to my mind, be stylish and elegant, using information content to distinguish pieces without adding anything onto the board. 3. Distinguish the two pieces of one type by having something such as a draughts piece under one or both of the two pieces of one type: if under both, then the two draughts pieces are of different colours. However, that would then mean that the Luotuoqi game could not be played with just an ordinary chess set. > It will be up to the polling to see if others have issues. This does not follow. I am asking about the rules of the metagame, not the results of the voting on the rules for the Camel Chess game. > A similar situation applies with rules like proposal 3, The Cube. It introduces something other than the basic 32 pieces and a board. Well, it is a similar situation in some ways, yet is qualitatively different. For example, the cube could be a button, an empty herb jar, a piece of cardboard, a book, anything handy, as it is just a physical representation of a Boolean variable. Distinguishing pieces on the board with a marker would need suitable markers, which might cause problems in finding something suitable or in using them with a travelling chess set. It would, I feel, be quite in order to have more than one item off the board, so that there were more than one Boolean variable associated with the game. Maybe 'small valued integer' could also be an off the board type of item. That is part of the fun of the design process. However, my own view is that there should be nothing added on the board. > Only the voting will tell if this places the rule beyond the pale. Well, it won't. If proposal 3 is not accepted, then that could be for various possible reasons, one of which might be a feeling that the idea of having the cube is 'beyond the pale'. Any such non-acceptance might be only that some other rule is regarded as more important within the constraints of having two new rules. ---- I find a certain amusement in the possibility that an industrial psychologist might be quite fascinated by this discussion of the rules within a committee structure! Does if often (always?) happen with committees? :-)
It is 'traditional' within the field of Chess Variants that games that are described as 'playable with a standard Chess set' assume the ability to distinguish between two standard Chess pieces of the same type so they may represent two different types of actual pieces. (Colored rubber bands work fairly well for this purpose for most sets.) In general, the exact method used to distinguish pieces is left as an exercise for the actually players.
Here's a question: how do we handle contradictions between rules/pieces.
For example, if we were to vote for the <b>Eaglet</b>, which says it does
not promote, and proposed <b>Rule 6</b> which describes how 'Pawns' promote
under a special circumstance, what would happen?
Offhand, I suggest that since we're voting in the rules one at a time, we might just agree to the convention that later rules supercede earlier ones. At least this makes the most sense to me. Any other thoughts?
Robert's idea makes sense. As each rule/piece is adopted, it supersedes any previously adopted proposal to the extent of any conflict. When it's all over I expect to edit the whole as a consistent rule set in any case (standardizing description formats, clarifying conflicts, etc.).
I am waiting for ROOK definition to play-test the game (I don't know the winner proposal for Rook, but I think it will be Crowned Rook (8) or Rookers (11).) My first impression is that the game is, as expected, a Camel. As Horse design, a Camel is not so bad, but it is a camel, undoubtely. If the Tower of Hanoi survives as a complete piece to the end, strategy would be extremely deep, because the optimal strategy should be to split it in eight parts, mantained joined and advancing as an amoeba against the enemy king -the subjective value of eight joined GUARDS in an end of game is much more than the value of a Queen-, if there is not another tower in enemy band, the possesor of the tower must win the game. If there is too a full Tower (splitted) in the enemy pieces, strategy must be very complex, and the end in a good game may last many moves. These are speculations, I'm going to wait for the Rook, and then, I'm going to evaluate the Camel extensively. Good luck for the designers by committee. That is needed, a bit of luck.
The description of the Eaglet needs to be updated to be consistent with our new promotion rule.
Thanks for the heads-up, Doug. As a result I'm editing the whole page to transform it from a contest announcement to a not-quite-finished set of rules. Later tonight. :)
I like the idea of Luotuoqi II (excuse the accent absence in writing) for Xiang Qi, and Luotuoqi III, for Shogi. But it is the need of clarify first some things: Board size, number of pieces of each type and initial setup for the new pieces, it is not absolutely necessary that this characteristics are going to be the same as in original game, only changing a piece by its substitute by consense. Fortress in Xiang Qi may be defined by commitee, too. why it must be the 9 squares from the initial game?. May be re-defined the River?. In Shogi, the designers by consense must decide where and when drops are allowed, the same with promotions. All details must be considered in the design, I think. The problem with a design by committee is that the game is not thought as a whole with an unified systemic idea, there are bits of locally good ideas that are assembled sequentially, and assembling sequence do not need to be the best, neither related to an armonious global conception of the game, so ever there is the need of a little of luck in the final results...
I expect to modify several features of the Luotuoqi process in Luotuoqi II, although the basic concept is still people making suggestions and voting on what gets in. :) If the Luotuoqi games wind up only being marginally playable, that's not necessarily all bad. Then they live up to their name, and the original inspiring quotation. But it's fascinating to see what ideas people have, and what ideas people like. And it lets some folks participate in a 'contest' who might not take part in a contest to design a whole variant. Here, if you have just one cool idea you want to throw in, you can do it.
I've been playtesting this and I find two flaws: The Diagonal Bypasser is too weak on a board of this size--since it must move at least three squares to capture, it has few opportunities. The Tower of Hanoi is much too powerful. Potentially you can make eight single stones which equals 8 commoners (non-royal Kings). This is on the high side of 16 Betza atoms (Queen=5, Amazonrider=8) just considering that the commoner is the strongest 2-atom piece. Then there must be an unknown addition for the value of the right to recombine. The endgame is entirely dominated by the tower. I've been experimenting with two revisions to address these issues: The Diagonal Bypasser can capture on any square orthogonally adjectent to its path, even though the square is also adjacent to the starting or ending square. DBb2-d4 can now capture b3, c2, c4, or d3 (but not a2, b1, d5, or e4). Thius makes it a more useful in the middlegame and fairly stong in the endgame. Te Tower's maximum move is reduced to one less than its height: a full tower can move 7 squares, a three-stone tower can move 2, a one-stone tower is immobile. You cannot split off a single stone, but can leave a single stone behind when splitting. The potential value of the tower is more like 8 atoms and considerable plus values, still dominating, but its dominance is much less absolute. Preliminary playtesting indicates that these two rules make for a more balanced game. Both Eaglet promotion and The Cube seem quite workable. Early promotion, (especially to Mules) is quite easy unless the enemy works to prevent it, but the opponent can adopt a symmetric strategy and stand pretty well. With players who use the cube sparingly (only for a large material/positional gain or to prevent a large material/positional loss), The Cube shifts the advantage to Black--making it about the same size as White's advantage in FIDE, I'd guess. If players use the cube liberally (to get small gains or prevent small losses), the game is nearer even. I suspect that a player using the cube sparingly will beat an equally skilled opponent using the cube more liberally unless the conservative player's standard's are too high (for example only to give or prevent immediate mate).
My first impresions are the same pointed out by Michael Nelson. Diagonal Bypasser is one of the most inutile pieces I have seen in a game, here due to size dimensions. The best strategy is to split the tower in eight non-royal kings, making the game very dense and complex. The other pieces have limited action, due the power of splited towers. This game should be more playable on a 12x12 board, perhaps limiting the allowed high of a splited tower, say three, although it must be tested.
I'm further experimenting with giving the Diagonal Bypasser the ability to make a one square non-capturing orthogonal move. This addition makes the piece more powerful by removing colorbinding. It also elimnates an oddity in Eaglet promotion--under the offical rules, you can't promote to DB without the use of an enemy piece, since two DB's can't be oriented correctly.
In the best of all possible worlds, the Diagonal Bypasser should have been playtested a bit before being thrown into the mix. It had been an idea I had been playing with as a sort of complement to the Advancer and the Withdrawer.
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Allowing them to capture starting and ending adjacent pieces is a good idea. A full Bypasser, which moves like a Queen, and captures diagonally adjacent pieces to its path when moving orthogonally, and like a Diagonal Bypasser when moving diagonally is also possible. Combined with capture of starting and ending adjacent pieces, this might be a bit much, though. Michael's suggestion of a noncapturing Wazir move is probably more reasonable.
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The suggestion for the Towers -- move of height - 1 -- also seems reasonable. <b>Optimized Lùotuoqí</b> anyone?
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