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Cardinal. Moves as Bishop or as Knight.[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Sun, May 22, 2022 12:11 PM UTC:

Does this piece and king mate a lone king? How? Is it similar to KNB vs K? Does it work on any rectangular board?


Eight-Stone Chess. Players can move neutral stones as well as pieces.[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Sun, May 22, 2022 12:08 PM UTC:

This game is very interesting and it makes an interesting candidate for the interactive diagram. Probably the stones may be somehow implemented by holes. I'm not sure how neutral would be implemented in XBetza, though!


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Sat, May 21, 2022 08:18 AM UTC:

I now also upgraded the general Diagram script to get more realistic piece values for this variant. It had a rather complex algorithm for determining the contribution of promotability to the piece value. Which would determine the ease of promotion based on counting the fraction of moves that would enter the promotion zone in (randomly generated) test positions, and assume the product of this ease and the promotion gain would determine the probability that this piece would indeed promote during the game. (Assuming that pieces with a less attractive promotion prospects would have to be traded away to clear the way for that.) This of course gave rather non-sensical results if there was no promotion zone at all. In that case the Diagram now assumes promotion on capture for promotable pieces (as specified by maxPromote). It then adds 50% of the promotion gain if this is positive, and subtracts 10% of the devaluation if it is a demotion (assuming there are ways to avoid it, but that this avoidance does make the piece less useful).


Pandemonium (Surajangäæ®ē¾…å “). Capablanca chess + Crazyhouse.[All Comments] [Add Comment or Rating]
💡📝Daphne Snowmoon wrote on Sat, May 21, 2022 07:22 AM UTC:

I added 'Campmate'.


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, May 20, 2022 08:20 PM UTC in reply to Daniel Zacharias from 07:37 PM:

@Daniel,

Now there's an interesting idea!


Daniel Zacharias wrote on Fri, May 20, 2022 07:37 PM UTC in reply to H. G. Muller from 06:36 PM:

The suggested changes to the summoning rule seem overly complicated to me. I would suggest instead making the summoned pieces switch sides when captured, like shogi pieces. Then the players would want to be careful about losing the demon, since that would allow the opponent to summon it later. If you want losing a summoner to be more consequential, a captured demon could only switch sides if the capturing player still has the right piece to summon it back.


Samuel Trenholme wrote on Fri, May 20, 2022 07:22 PM UTC in reply to Fergus Duniho from 07:11 PM:

Summoning looks really overpowered, and weā€™re trying to figure out if we can keep the mechanic without it ruining the game.

Some ideas:

  • Summoning just puts a piece on the board once in the game, akin to Seirawan (Sharper) chess.
  • My proposal to give the other player an extra move after a summoning is done.

I mentioned Zillions, but, of course, Fairy Max might be able to implement the summoning mechanic to playtest just what compensation we need to give the other player when invoked (unrestricted extra move, restricted extra move, etc.).


🕸Fergus Duniho wrote on Fri, May 20, 2022 07:11 PM UTC in reply to H. G. Muller from 06:36 PM:

There is nothing wrong with the mechanism of summoning itself. What wrecks things is that you automatically get the Demon back in hand when it gets captured.

Compared to how other pieces normally put themselves at risk when capturing a piece, this is like giving one piece a WMD. So, I would propose putting some kind of restriction or limitation on this.

Giving the opponent two moves, knowing that he has those, is too costly, though.

Where does this come in? Summoning is a full move, and I didn't see any mention of lettings players move twice in a turn.

Nevermind. I see it is a cost to summoning that Sam proposed. It's not in the creator's description of the game.


Samuel Trenholme wrote on Fri, May 20, 2022 07:10 PM UTC in reply to Bn Em from 06:52 PM:

Since I didnā€™t make this clear: The opponent wouldnā€™t get to keep their extra move ā€œin pocketā€. When a summoning is done, the opponent then makes two moves immediately afterwards.

Itā€™s true an extra move is very powerful, but having a replaceable piece which is only fully removed from the game when the summoner is captured is very powerful too. [1] If the two moves end up being too much compensation for the summoned piece, we can hobble that too (the extra move can not capture, one piece can not move twice, etc.)

I agree we need some playtesting to here to find out how much compensation we give the other player for the summoned piece getting placed on the board. Itā€™s like changing the kingā€™s move or how the pawns move: It changes the nature of the game enough that extensive playtesting is needed to see if it unbalances the game to the point itā€™s a forced win for the first player, or (especially if making the king too powerful) if it makes the game an easy draw.

This is also why I still like Zillions, some two decades after the program was last updated: Zillions is a relatively easy way to playtest game mechanics like this one.

[1] A game with summoning and drops can make the summoning less unbalanced too, since we can come up with some way of combining those mechanics to balance the summoning. Another option is to go the Seirawan route and only allow a summoning of a piece to be done precisely once.


Bn Em wrote on Fri, May 20, 2022 06:52 PM UTC in reply to H. G. Muller from 06:36 PM:

Giving the opponent two moves, knowing that he has those, is too costly, though. In the opening you might get away with it, but in a typical middle-game position the opponent would use those to make a hit-and-run capture.

To be fair, Fergus' solution to that issue is quite elegant imo, and even just restricting two consecutive moves by a single piece alleviates hitā€andā€runs per se. It may be getting away from the intended point of this variant to introduce a whole nother idea but it seems like a usable way of introducing multiā€moves into a mostlyā€singleā€move game without breaking things too much


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, May 20, 2022 06:36 PM UTC:

There is nothing wrong with the mechanism of summoning itself. What wrecks things is that you automatically get the Demon back in hand when it gets captured. That effectively makes it an 'iron piece'. Giving the opponent two moves, knowing that he has those, is too costly, though. In the opening you might get away with it, but in a typical middle-game position the opponent would use those to make a hit-and-run capture.

Furthermore, summoning a Demon for free seems too easy; in horror stories one typically has to make some sacrifice as part of a summoning ritual. Using this concept the following might work: to summon a Demon, the Mage should first capture a friendly piece. That will then 'activate' him for summoning a Demon in the next turn. But depending on what the opponent does in his turn, you might pass on the opportunity to summon, and do something else. That would waste the opportunity to summon, and you would only regain it by capturing another friendly piece.


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Fri, May 20, 2022 04:32 PM UTC:

This is looking better now, and I have unhid it.


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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DrZ's Chess. Members-Only Chess with a 3rd row added behind and new pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]

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ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Samuel Trenholme wrote on Fri, May 20, 2022 03:59 PM UTC in reply to H. G. Muller from 01:51 PM:

ā€œI am starting to suspect that this summoning business will sort of spoil the game. Because you get the Demons back whenever you lose them, at the cost of only a tempo.ā€

One thought I have been having is to make a summon cost two tempo: You can summon a piece, but when you do, your opponent gets an extra move.

Letā€™s imagine, for the sake of simplicity, a Seirawan Chess variant where instead of the ā€œadd the piece when moving a piece in the back rankā€ rule, the knight can summon the Elephant (Seirawanā€™s nomenclature for the R+N Cardinal/Marshal) next to it, and a bishop can summon a hawk (B+N, i.e. Archbishop), but each time a summoning is done it costs two tempo.

Hereā€™s how a game could start out:

  1. Nf3 d5
  2. E@g3 e5,Nf6

We could write the score like this too, if preferred:

  1. Nf3 d5
  2. E@g3 e5
  3. (Tempo lost after summoning) Nf6

Here, White opens with Nf3, Black responds d5

Next, White summons an Elephant on to g3 (Iā€™m using Crazyhouse notation, which is fitting because Seirawan himself frequently plays Crazyhouse on Lichess). Because White has performed a summoning, Black now gets a bonus move, so Black moves e5 then Nf6.

If the other player responds to the summoning with a summoning as their first move, they donā€™t get the second bonus move. If they respond to the summoning with a summoning on their bonus move, the other player gets a bonus move, e.g.:

  1. Nf3 Nc6
  2. E@g3 E@b6

or

  1. Nf3 Nc6
  2. E@g3 d5,E@b6
  3. e4,d4

I think the summoning mechanic is very unique and creative, but it might give White a won game, but maybe we can hobble it to keep it usable.


DrZ's Chess. Members-Only Chess with a 3rd row added behind and new pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]

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ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, May 20, 2022 01:51 PM UTC:

I am starting to suspect that this summoning business will sort of spoil the game. Because you get the Demons back whenever you lose them, at the cost of only a tempo. The most effective strategy thus seems to simply keep summonig them in a developed location, and immediately send them on a kamikaze mission against whatever opponent is in their path. Even a Pawn is usually worth more than a tempo. You would not even care whether the square you summon them on is in a location that the opponent attacks once, as when the Demon(ess) gets captured you recapture with the Mage or Sorceress, and would still have traded the indestructible Demon for some opponent material.


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Fri, May 20, 2022 08:13 AM UTC in reply to Daniel Zacharias from 07:51 AM:

The Pieces section is slightly awkward to read since the promoted forms sometimes show up before the unpromoted pieces and they aren't arranged in any obvious pattern.

OK, I cured this by sorting the piece descriptions from weak to strong, and by putting the promoted versions near the end. For each unpromoted piece it now also mentions what it promotes to.


Daniel Zacharias wrote on Fri, May 20, 2022 07:51 AM UTC in reply to H. G. Muller from 06:23 AM:

The rules are clear to me. The Pieces section is slightly awkward to read since the promoted forms sometimes show up before the unpromoted pieces and they aren't arranged in any obvious pattern.


DrZ's Chess. Members-Only Chess with a 3rd row added behind and new pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]

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Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Fri, May 20, 2022 06:23 AM UTC in reply to Fergus Duniho from Thu May 19 11:01 PM:

It's not clear what the rules of promotion are in this game.

Since about three quarters of the article's text is devoted to explaining just that, this is a bit disappointing. The Rules section is almost entirely devoted to explaining when you must promote, and explains contageon; and both the Pieces and the Notes section both mention what promotes to what. So what exactly is not clear about them? Is it that it should be stated explicitly that there never is any choice what to promote to?


Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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DrZ's Chess. Members-Only Chess with a 3rd row added behind and new pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]

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Parahouse. Members-Only Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Ironhouse. Members-Only Full tamerlane chess + Makruk + Shogi Pawns and Cannons. (11x10, Cells: 110) [All Comments] [Add Comment or Rating]

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Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Thu, May 19, 2022 11:01 PM UTC in reply to H. G. Muller from Wed May 4 08:38 PM:

It's not clear what the rules of promotion are in this game.


Horizons. Game with 5 new pieces on 12x12 board. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Thu, May 19, 2022 10:55 PM UTC:

I corrected some of the formatting of this page. However, the graphics need to be fixed. The setup diagram appears to be incomplete, and it looks like you tried to paste graphic images onto the page. This will not work. What you need to do is upload each of your images and add proper links to them. There is a link for this in the Edit menu when you are logged in.


Glinski's Hexagonal Chess. Chess on a board made out of hexagons. (Recognized!)[All Comments] [Add Comment or Rating]
🕸📝Fergus Duniho wrote on Thu, May 19, 2022 09:46 PM UTC in reply to Daniel Zacharias from Sat May 14 08:16 PM:

That should be fixed now. There was a typo that may have been due to copying and pasting code without making all the appropriate changes.


ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, May 19, 2022 09:32 PM UTC:

The Diagram below implements summoning for entering user moves. (The AI doesn't understand it yet.) It appears I had already built in some provisions to promote a piece on a locust square through the user-supplied WeirdPromotion routine: if the '256' bit of the promotion piece that is returned by the function was set, it doesn't promote the piece on the destination, but the piece on the locust square. I still had to fix some bugs in relation to handling of the pieces in hand, though. (Swapping with a piece increased the number of pieces in hand, and promoting at the locust square did not decrease it.) So refresh your browser cache!

satellite=summon squareSize=50 graphicsDir=/graphics.dir/alfaeriePNG/ graphicsType=png symmetry=mirror holdingsType=1 promoChoice=B*R*Q* pawn::::a2-h2 knight:N:::b1,g1 bishop::::c1,f1 rook::::a1,h1 lady::RabuKudR:guard:d1 queen:::::1,1 king::::e1

In this Diagram there is one unorthodox piece, the Lady. It moves and captures like a Rook, but it can also swap with friendly pieces that are a Rook move away. In addition it can summon a Queen on an adjacent square, if you have one in hand. (And initially you do have one!) To do that just move the piece to such a square, and then back. A second click on an adjacent square would move the the piece there, rather than summoning.


Greg Strong wrote on Thu, May 19, 2022 09:27 PM UTC in reply to Fergus Duniho from 06:42 PM:

I will also note that some people would have religious objections to pieces with demonic names. When Hans was running this site, he would not allow some Shogi variants that included demon pieces. While I don't share his religious beliefs, and I assume Japanese demons are not quite the same thing as Christian demons, I see more of a problem with a game that allows for summoning demons in the more usual western sense. I will also point out that the pieces called Demon and Demoness are more commonly known as Dragon King and Dragon Horse, these being the names they have in Shogi.

I am a Christian but I see no real problem with these names.  I do think Dragon King and Dragon Horse are better names, both because they are established and because they are less likely to offend, but if the author wants to stay with Demon and Demoness, I don't personally think that is a sufficient issue to veto publication.  It is, after all, a game.  (And one of my own inventions would be problematic!  I now notice that page doesn't have the introduction where I described the origin of the name and the theme of the game -- an M. C. Escher drawing called Circle Limit IV -- I was working on that game and apparently never finished the rewrite...)


🕸Fergus Duniho wrote on Thu, May 19, 2022 06:42 PM UTC:

While H. G. Muller and Jean-Louis Cazaux have qualified their criticisms by saying they are not editors, they are among the regular contributors who are most qualified to be editors, and their criticisms are valid. This page needs to be fixed up a lot, and I will wait for appropriate changes to be made before publishing it.

I will also note that some people would have religious objections to pieces with demonic names. When Hans was running this site, he would not allow some Shogi variants that included demon pieces. While I don't share his religious beliefs, and I assume Japanese demons are not quite the same thing as Christian demons, I see more of a problem with a game that allows for summoning demons in the more usual western sense. I will also point out that the pieces called Demon and Demoness are more commonly known as Dragon King and Dragon Horse, these being the names they have in Shogi.


H. G. Muller wrote on Thu, May 19, 2022 09:12 AM UTC:

Zillions of Games is a commercial program, and not everyone has it. It is a pity the AI of the Interactive Diagram doesn't do drop moves yet. In general variants with drop moves (such as Shogi) are very hard for a computer, because of the huge branching factor. In this case drops (for summoning Demons) are limited to just a few squares adjacent to the Mages, while most of the time there wouldn't be anything to drop because the Demons are already in play. Implementing the Demon summoning as a regular drop, which would try any square, and rely on a user-supplied BadZone routine to reject any drop that doesn't land adjacent to a Mage would still be a very inefficient implementation, though.

I guess it would be possible to abuse the XBetza 'unload' modifier u for summoning. Currently this is defined as putting the piece that was captured by the move at the origin square of the leg that it labels. But a back-and-forth move where the second leg unloads (e.g. abuK) would never capture anything, as it would end where the piece itself was (and the first leg per default has m mode). But if the Diagram's AI would simply ignore the u in such a case, effectively making it a turn pass, a user-supplied routine WeirdPromotion could be used to specify a new piece for the unload square rather than the overall destination of the move. Promotion choices are automatically taken from the 'hand' already (to implement promotion-to-captured-only). This would then selectively generate drops on squares adjacent to the pieces capable of summoning (which have the abuK move component specified on them).


Samuel Trenholme wrote on Thu, May 19, 2022 04:17 AM UTC:Good ★★★★

I think one thing the author may do until when and if this variant gets formally published here is to make a Zillions of Games implementation of it, then send an email to Ed van Zon to get the implementation published. There can be a long delay before a submission and its publication here, but Edā€™s pretty good about publishing a submission within a week of its submission.

The hard part is taking all these rules and converting them in to Zillionsā€™ quirky language. I enjoy doing it myself; it converts rules in to unambiguous machine-readable rules, and it allows people to play the variant themselves.

I would also change the name of the summoned pieces in to something like, oh, Dragon Horse and Dragon King, the Anglicized form of these piecesā€™ names in Shogi. I like the summoning tactic, but itā€™s an open question whether having it makes the White advantage overwhelming. People seem to enjoy Crazyhouse a lot over at Lichess, so I think this summoning mechanic can be very usable.

(I should also point out that Betza called what is the Jester here the ā€œWaffleā€)


Jean-Louis Cazaux wrote on Wed, May 18, 2022 06:50 PM UTC:

I'm not an editor either but I fully agree with H.G.'s comments. I think they are good advices if the author is open to modify, and thus improve, his page. I also thank him for referring to my own work.

Concerning the very annoying issue of names, I also agree with H.G. @ Aurelian, with a smile I would say that nobody has never seen a fight between a gryphon and a dragon to be sure which one is the strongest. After all, who knows, the gryphon is maybe x5 times bigger in scale than a dragon. We are biased by Hollywood movies.

Seriously, H.G. is right. There is too much confusion already. I admit that I am guilty to have contributed to the confusion too much. But we shall do all what is possible to convince new creators to change their mind. Of course the creator has the freedom to do what he wants. But even for him, if he wants some success to his invention, he will increase his chance by trying to respect legacy and heritage of those who invented CVs before him. One valid exception I see is if you need some specific names to fit with the theme or the consistency of your game. But if you have no precise reasons or constraints what is the interest to call Dragon a Gryphon and Gryphon a Manticore? You are just confusing your potential followers.

There are plenty of sources that can be consulted. The Wikipedia page on Fairy Chess Pieces. The Piececlopedia here. Or this page from 2001, https://www.chessvariants.com/piececlopedia.dir/whos-who-on-8x8.html where Derzhanski was calling F-then-R a Gryphon and W-then-B a Dragon!!!

The Jester (WA) is the Phoenix (from chu shogi).

The Warrior Prince (KAND) is the Lion (Metamachy) or Lioness (A.King).

The Princess is the Amazon. Princess is often a BN.

The Minotaur is the Centaur (is it really needed to change a Greek's monster by another one?)

The Pegasus is the Buffalo. Pegasus is often used for something else.

And Griffon, Dragon, have been commented enough.

Kindly, I believe that the author will be well inspired to follow the advices of the veterans who are dwelling here.


Aurelian Florea wrote on Wed, May 18, 2022 09:16 AM UTC in reply to H. G. Muller from 08:58 AM:

I, too think Dragon and Gryphon are better names than Gryphon and Manticore. That is because of strength of pieces first (it is logical for the dragon to be stronger than the gryphon). Also the dragon it is a well established fantasy creature, where the manticore is a creature used in fantasy works to a lesser extent. That is for a fantasy setting at least. The usage of eagle and rhino is fine, too though! Those being the names Jean-Louis uses! But your argument is historical, and for that it carries some weight. I'm not sure what to say about that. In my Grand Apothecary Chess variants I have changed the names presented here for the bent riders to fit Fergus's proposal, which is more widely accepted. And by the way there is also a natural selection process at hand here. Maybe people would like more the dragon/gryphon style names. We cannot know for sure.


H. G. Muller wrote on Wed, May 18, 2022 08:58 AM UTC in reply to Cyrus Arturas from 12:48 AM:

I am not an editor here, so my words carry no official weight. But I think the article is annoyingly verbose and digressing. E.g. the introduction section contains no information related to the variant at hand other than the e-mail address of the author (which people can already get from the author's profile) and two external links. The remaining 85% discusses the history of Chess, what other chess variants the author likes etc. I don't think an article about a specific chess variant is the proper place for that.

Dwelling on the obvious, such as "The unique units seen in chess variants are called fairy pieces" is just diluting the information one would be interested in. OTOH, in the Setup section it would be more useful to write the coordinates of the starting squares of the pieces, rather than their number. Most readers will likely be able to count, but it would be nice if they could unambigously associate the names with the images at that point. Although I admit that (perhaps with the exception of Prince / Princess) most images speak for themselves. But if the image is supposed to be selfexplanatory, why waste words on the fact that the pieces of a player occupy 3 ranks?

There doesn't seem any need to explain what e.p. capture is, and why it was introduced during the evolution of chess to its current orthodox form. Scrolling through pages and pages of diagrams containing only information everyone knows is pretty annoying. Most articles on CVP would simply state "King, Queen, Rook, Bishop and Pawn move as in orthodox Chess, including the initial 2-step move for the Pawn and e.p. capture". The same applies to castling, where if you want to be truly elaborate you could still mention that the King moves 2 squares towards the Rook, if you think "moves the same as in orthodox Chess" was too difficult to understand. This would get rid of 17(!) diagrams, and gets the reader to the interesting stuff immediately.

There isn't any need to explain what checkmate or stalemate means. Spending a diagram (3 times!)  for illustrating what you mean by "adjacent square" also seems overdoing it.

Typographically, the article now uses headers for the descriptions of the individual pieces of the same 'level' as those used site-wide for the article's main sections (Introduction, Setup, Pieces, ...). While they are all supposed to be sub-sections of the Pieces section. There is an extra redundant header "Unit Moves and Captures", which repeats what "Pieces" is already supposed to convey. Rules and Notes sections seem to be missing entirely; one would have expected description of the check / checkmate / stalemate (if it would have to be given at all) to appear in the Rules section, not in the description of the King's moves. Other draw conditions than stalemate (repetition, 50-move) are now not mentioned at all. It would probably suffice just to mention that all these rules are the same as in orthodox Chess.

As to the variant itself: it always saddens me when people use a well-established piece name (such as Griffon) for another piece. As if there isn't already enough confusion.

When a Sorceress, Mage or Archmage swap a Pawn to last rank, does that Pawn promote? Does the swapped Pawn count as having moved? Would a Pawn swapped back to 3rd rank regain its two-step move? BTW, it also seems a bit superfluous to have practically the same diagram for illustrating the swapping in 3 places. It would be better to discuss the swapping once (e.g. in the rules section), and then just refer to that from the descriptions of the pieces that can do this. It is not clear to me why the description of the swap has two side-by-side diagrams. On supposes that the second diagram shows the position after the swap, but then it is illogical that it still has an arrow in it. I would think that a single diagram with a two-way arrow would suffice. In general people can be expected to know what 'swap' means, so devoting a diagram is already quite generous.


💡📝Cyrus Arturas wrote on Wed, May 18, 2022 12:48 AM UTC:

My submission for the rules of ArchMage Chess are ready for review and publication. Please let me know if there are any changes to the page you would like me to make.


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