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@ Bob Greenwade[All Comments] [Add Comment or Rating]
Lev Grigoriev wrote on Thu, Apr 18 07:27 PM UTC in reply to Lev Grigoriev from Wed Apr 17 08:27 PM:

anybody reads this? can use it if u want… but I recommend to rename and put in another game


Bigorra. Game Courier Preset for Bigorra, a large CV, 80 pieces of 34 types on 16x16 sq. board. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Apr 18 06:26 PM UTC in reply to Jean-Louis Cazaux from 05:31 PM:

I discovered a bug in the GAME code I added in my attempt to fix the problem. (writing 'task' instead of '#task'). I think it should be solved now.


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Thu, Apr 18 05:34 PM UTC in reply to HaruN Y from 04:57 PM:

In that event, if I'm understanding this correctly, moving a Pawn to b7 should also block the Giraffe. In any event, changing the corner piece from Limping Queen shouldn't be the answer (I'd want to leave that move open as a possibility); you could just switch the Zerdinal and Aviaanca, for example, or have the Giraffe start in a different spot where it can't move to a place that threatens the King.


Bigorra. Game Courier Preset for Bigorra, a large CV, 80 pieces of 34 types on 16x16 sq. board. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝Jean-Louis Cazaux wrote on Thu, Apr 18 05:31 PM UTC in reply to H. G. Muller from 04:16 PM:

@ HG: thank you for your answer. Indeed, all my other games with King's jump were done without using the PTA, so I cannot make a direct comparison. I think you are right on this.

I have tested. Apparently I get the same. The square of King's jump is highlighted even though the K is in check. But if I do that move, I get a long message with the moves, the code and starting by:


GameEnd That moves through or out of check

Use your browser's BACK button to go back to the previous page, then reload if necessary.

For general reference, here is the complete list of moves:


If I go back with my browser, I get the message "Ce document a expiré" that you understand probably. But even though this is discouraging to continue, there is also a button "retry" and if I retry I finally get the game just before the King's jump. Indeed, it is then possible to continue to play.

So I think that as you mean, the problem is disturbing but rather cosmetic. If they know what is happening, the players can continue to play, which is the major point.

Thanks again.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Thu, Apr 18 05:26 PM UTC:

Extra information about Clue Chess that may or may not be relevant:

  • The board is 25x25, with special spaces for the Rooms and blacked-out spaces around the players' starting areas (except in front).
  • Similar to regular Clue(do), there can be anywhere from 2 to 8 players.
  • There will be only one of each weapon; they start neutral, in starting places on the board.
  • When a player captures a weapon piece, that player's King gains the abiltiies of that piece.
    • There will be no limit on how many weapons the King can carry (as of this moment, anyway).
    • I haven't fully decided yet what happens to the weapons when the King is captured. The King itself is returned to its starting square, and I'm inclined to do the same with the weapons, though I may decide on something else.
  • It may or may not be allowed to move the weapons as independent, "neutral" pieces. If it is, it'll be move-without-capture only.

Feedback on these rules wouldn't be entirely unwelcome, though for now I want to focus on selecting the eighth weapon.


Bob Greenwade wrote on Thu, Apr 18 05:18 PM UTC:

And now, a question that's been nagging on me for a while: Which should be the eighth (and final) weapon piece in my Clue Chess game?

So far I have seven weapons selected: the six from the classic game, and one that's appeared in the most variant versions:

(A secondary question: do these seven all seem reasonably close in power? I'll provide some extra information in a separate reply, in case it's needed.)

The candidates for the eight weapon are:

I'm still rather unsure about how well I've done the Dumbbell's move, so right now it's my least favorite. I am, in fact, leaning most toward the Axe at this point, though I'll gladly take other ideas.

While I mostly want to rely on game balance (keeping the eight weapon pieces close to equal in power level), other considerations can include appearances in variants, ease of understanding, overlaps with other weapon pieces, general aesthetics, or anything else you like.


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝HaruN Y wrote on Thu, Apr 18 04:57 PM UTC in reply to Bob Greenwade from 03:21 PM:

Yes. The only way to prevent Ga10 is to move the Limping Queen on a-file. I just prefer a setup where white can't force the corner pieces to move from the start since they can castle.


@ HaruN Y[All Comments] [Add Comment or Rating]
HaruN Y wrote on Thu, Apr 18 04:49 PM UTC:Good ★★★★

Ishskwaday by Stuart Spence, AKA Zulban

files=5 ranks=9 promoZone=1 promoChoice=B graphicsDir=/graphics.dir/alfaerieSVG/ squareSize=50 graphicsType=svg royal=K firstRank=1 coordColor=#fdcf58 rimColor=#800909 lightShade=#f27d0c darkShade=#f07f13 holeColor=#757676 hole::::a4,b4,a5,b5,a6,b6 pawn:P:ifmnDfmWfceF:pawn:c1,d1,e1,c2,d2,e2,c3,d3,e3,,c7,d7,e7,c8,d8,e8,c9,d9,e9 bishop:B:B:bishop: rook:R:R:rook:b1,a2,b2,a3,b3,,a7,b7,a8,b8,b9 morph=////....Z amazon:Z:QN:amazon: king:K:K:king:a1,,a9

ZeCaRi. Members-Only Game with ZebraCamelRiders. (15x15, Cells: 225) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Thu, Apr 18 04:31 PM UTC:

275. Yey. This is another piece that I built based on a letter of the Tifinagh, and it's one that I'm a little surprised I haven't alraedy posted.

Based on the Berber letter ⴻ, Yey moves one space sideways, or leaps two spaces vertically. If the latter move captures a piece, it may then move without capture from there to any adjacent space. (sW[vD?a(b)K])

I think that this would be an interesting piece to use as a special Pawn, promoted Pawn, or "superpawn."


Bigorra. Game Courier Preset for Bigorra, a large CV, 80 pieces of 34 types on 16x16 sq. board. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Apr 18 04:16 PM UTC in reply to Jean-Louis Cazaux from 02:46 PM:

Sorry, I was out of town for a few days, and had no time to figure out the answer on this one.

The presets you compare with were not automated through the PTA, so there is no reason why these should behave the same.

Are you sure the game ends when the King moves out of check? Normally an illegal move should not terminate the game; it should just be refused (in this case with the message you quote), and then through using the browser 'back' button you should be able to retry another move. This is also what happens if you insist moving a piece to a non-highlighted destination.

If this is the case the only thing that isn't working exactly as it should is the highlighting: the King jumps get highlighted even if they are forbidden because of check. But there is no way to exploit this; in the end legality is enforced by refusing the move.

The way the PTA-generated GAME code enforces 'not out of check' rules is by having the potentially forbidden moves generate e.p. rights on the square of origin. Using such a move then would allow the opponent to capture the moved piece (i.e. the King) en passant, making the move illegal.

Unfortunately the 'accelerated check test' used for determining the legality of the moves to highlight (in order to prevent this from becoming excruciatingly slow for large games) doesn't detect this: it generates all opponent moves from the current position to mark squares that are under attack on the board. And then only rejects King moves that go to such an attacked square. And in this case the problem is not that the destination is attacked, but that the origin is attacked.

I suppose I could solve this in the accelerated check test by suppressing the virginity of a King that is in check during the generation of the highlights.

[Edit] I now changed the move generator to suppress initial moves of a piece that should not move out of check, when it is in check during the accelerated check test. Please test if this solves the problem.


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
🕸💡📝Fergus Duniho wrote on Thu, Apr 18 04:08 PM UTC in reply to Daniel Zacharias from 01:18 AM:

Since the fairychess include file uses a shortcode to display pieces, I changed how the shortcode works instead of any code in the fairychess include file. I modified it to include WIDTH and HEIGHT values in the IMG tag when the image is an SVG image. These will be equal to $width and $height when these variables have values, as they usually do in Game Courier, and they will be 50 otherwise.


ZeCaRi. Members-Only Game with ZebraCamelRiders. (15x15, Cells: 225) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Thu, Apr 18 03:21 PM UTC in reply to HaruN Y from 05:36 AM:

It looks like replacing the corner piece with Limping Queen allows white to do 1.c6 then 2.Ga10. Looks like I have to change it again.

If this Limping Queen is the one that I posted in PotD a few days ago, I'm sorry I missed it.

(I also don't see how the nature of the corner piece affects the above opening.)


Bigorra. Game Courier Preset for Bigorra, a large CV, 80 pieces of 34 types on 16x16 sq. board. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Thu, Apr 18 03:14 PM UTC in reply to Jean-Louis Cazaux from 02:46 PM:

If I remember correctly, the PTA does that for all special King moves, such as castling.


About jokers in large Board Games[Subject Thread] [Add Response]
Daniel Zacharias wrote on Thu, Apr 18 02:54 PM UTC in reply to Aurelian Florea from 05:44 AM:

Is it a matter of skill or a matter or perceived randomness?

I would ask that same question about nightriders, but they seem popular anyway. If I'm understanding you, the problem with Jokers is that they're too easy to exchange favorably because they're much stronger at the start than the end. I would expect that to be less of a problem with a very large game, since both players would have more opportunities to use their jokers.

If you're using it in a different armies game, the most important thing would be to have a joker in every army. Do you have an interactive diagram to show an example of a game where this piece might not work?


Bigorra. Game Courier Preset for Bigorra, a large CV, 80 pieces of 34 types on 16x16 sq. board. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝Jean-Louis Cazaux wrote on Thu, Apr 18 02:46 PM UTC:

I repost this message which was probably missed:

@ HG Muller: I have a problem that I can't solve. In many of my variants I have a rule of King's leap to a 2nd square replacing castling. As for regular castling, the King may not leap when it is under check. It works fine for Metamachy, Zanzibar, Maasai, Terachess II, etc. But in Bigorra, the GC would let a CHECKED King leap to a 2nd-square! Actually, it marks the destination square as a possible move, but if the player does it (so, violating the real rule), the game ends with an error message saying the King has moved out of chess.

Why the Bigorra GC is behaving like that whereas Metamachy or Terachess II for example don't have this behaviour, I don't know. I would like to fix that bug in Bigorra GC but I don't know what to do.

I ask you because that GC had been made with the PTA from the ID. Could you please have a look on that GC?

https://www.chessvariants.com/play/pbm/play.php?game=Bigorra&settings=Default-PTA

Thank you very much


Sloppy Slippers. (Updated!) An army consisting of slip-pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
🔔Notification on Thu, Apr 18 11:58 AM UTC:

The author, HaruN Y, has updated this page.


CC Top. Members-Only Column Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
🔔Notification on Thu, Apr 18 05:59 AM UTC:

The author, HaruN Y, has updated this page.


About jokers in large Board Games[Subject Thread] [Add Response]
Aurelian Florea wrote on Thu, Apr 18 05:44 AM UTC in reply to Daniel Zacharias from Wed Apr 17 06:25 PM:

I have read Eric Silverman's thoughts on powerful pieces now. Trouble with the joker is that it's value is very volatile. In the beginning it is very powerful though. One could argue that maneuvering him it is a matter of skill. This, actually is my conundrum: Is it a matter of skill or a matter or perceived randomness?

By larger boards I mean strictly larger than 8x8. Even in 10x10(where I have 13 piece types) handling the enemy joker is quite tricky. 12x12 could work, too. But larger boards would make games impossible to play if the joker is present. Just imagine Tenjiku shogi with one or God forbid more jokers.

As I have said in my previous comment I have a large palette of piece types represented. This makes things even more complicated.

It could also be that I worry too much, but who knows.


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝HaruN Y wrote on Thu, Apr 18 05:36 AM UTC:

It looks like replacing the corner piece with Limping Queen allows white to do 1.c6 then 2.Ga10. Looks like I have to change it again.


Cavalry Chess. A once popular variant from the 1920's where every piece has additional jumping moves. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Thu, Apr 18 01:20 AM UTC:

There's already an Interactive Diagram on the page but

files=8 ranks=8 promoZone=1 promoChoice=ACZG graphicsDir=/graphics.dir/utrechtPNG/ squareSize=50 graphicsType=png symmetry=mirror royal=K firstRank=1 borders=0 rimColor=#383838 lightShade=#d3d4d9 darkShade=#acadb0 coordColor=#dadee5 whitePrefix=W blackPrefix=B shuffle=KACZG cavalry pawn:P:fhNifmnDfmWfceF:Horseman:a2,b2,c2,d2,e2,f2,g2,h2,,a7,b7,c7,d7,e7,f7,g7,h7 archbishop:A:BN:KnightBishop:c1,f1,,c8,f8 chancellor:C:RN:Chancellor:a1,h1,,a8,h8 amazon:Z:QN:Amazon:d1,,d8 buffalo:G:NCZ:Minotaur:b1,g1,,b8,g8 lame pharaoh:K:K2NisO2:MidBrother:e1,,e8

This one is also with shuffle.


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Thu, Apr 18 01:18 AM UTC:

When fairychess is allowed to fill in the rules section for a game that uses svg piece images, some of the pieces end up being much larger than the others. This seems to be because the image is sized according to the piece name, even if the name is very long. Having the css explicitly set the image size could solve this.

White_Elephant
Elephant
White_Elephant

@ Bob Greenwade[All Comments] [Add Comment or Rating]
HaruN Y wrote on Thu, Apr 18 12:47 AM UTC in reply to Bob Greenwade from Wed Apr 17 03:57 PM:

I'd call them Berlin Peon/Anti-Peon & Berlin Storz Pawn/Anti-Storz Pawn. Right Anti-Pawn & Left Anti-Pawn would be rmFrcW & lmFlcW.


Lev Grigoriev wrote on Wed, Apr 17 08:27 PM UTC:

I recently have broken my table and then sorted things from it. There were many CV drafts and thoughts, and among them I found pieces based on different time controls of standard chess, but pieces weren’t usual at all. One of them is Bullet, but I can call it Storm Trooper. It moves straight up to 4 forward, 1 backward (both are with or without taking), and also 1 sideways without taking, but there it can push one piece (if square isn’t free) in this direction: same logic as my Shieldholder from NDPRC and Horizons.


About jokers in large Board Games[Subject Thread] [Add Response]
Daniel Zacharias wrote on Wed, Apr 17 06:25 PM UTC in reply to Aurelian Florea from Tue Apr 16 01:01 PM:

Have you read Eric Silverman's thoughts on poweful pieces? He suggests that it's good to have a few super pieces that dominate the game.

When you say "larger boards" it's not clear if you're talking about the later mentioned 10x10 CWDA or something else. 10x10 doesn't seem large, and you did use the Joker on 10x10 and 12x12 already. If you are talking about something truly larger than 12x12, the obvious way is to have the Joker start at the back and make sure the average piece strength isn't too high.

If you're worried about the Joker dominating the game by being too powerful, don't forget that if it's really that strong the players would be reluctant to trade it away. In that way, strong pieces can be self-balancing.

I could imagine it possibly being a problem if the Joker loses strength quickly so that there's a large advantage in deploying one's Joker first, which would naturally favor the first to move. If that is a problem, a way to counter it would be to carefully choose the moves of the other pieces. Perhaps have more sliding or other blockable moves instead of leaping moves, to allow for pawns to reveal attacks on the Joker by weaker pieces that could be exchanged for it. Another way is to make sure that pieces have simple moves so that a player would be likely to have good options that limit the Joker.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Wed, Apr 17 06:04 PM UTC in reply to Daniel Zacharias from 05:44 PM:

Given that the practice of "Left" and "Right" has a history in Shogi -- where simply "Left" and "Right" are used in all English translations of which I'm aware* -- I think I'll leave that much as it is.

On the same principle, since those names refer to position, I do think it'd be better to switch the two as far as their moves.

*Allowing that I've been at this for a relatively short time.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
🕸📝Fergus Duniho wrote on Wed, Apr 17 06:03 PM UTC:

I have now updated Mobile Detect to 4.8.06. Since it works differently than the old version, mobile detection was a bit wonky until I got it working correctly.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Wed, Apr 17 05:44 PM UTC:

Given that I usually call for "left" and "right" to be for placement, it may be better to reverse these moves. Opinions on that question are welcome.

My opinion is, don't leave it ambiguous! Even if you use it consistently it will be confusing. If the name refers to the location make it something like "Left Side Berolina Pawn" and if it refers to direction make it "Leftwards Berolina Pawn".


Bob Greenwade wrote on Wed, Apr 17 03:57 PM UTC:

273. Left Berolina Pawn, and 274. Right Berolina Pawn. I had a kind of weird day yesterday; among other things, I hadn't selected a Piece of the Day for today, and as I was hunting around the best I could find was a two-piece pair. Since it was late in the day, I decided to just wait for morning and do them together.

While I was compiling the Icon Clearinghouse, I came across images for these two pieces, but without any clue as to how they were supposed to move. So, I made my guess: I simply turned the standard Berolina's movement 45 degrees.

That gives the Left Berolina Pawn a non-capturing move of 1 space orthogonally forward or to the right, with an optional 2-space move as an opening, and a capturing move of one space diagonally forward and to the right. (mfrWcfrFimfrnD)

And of course the Right Berolina Pawn does the same thing to the left. (mflWcflFimflnD)

As usual with such pieces, "left" and "right" refer to where the pieces should be placed in the lineup, not the direction in which they move.*

The models are just modified Berolina Pawns, with the head not represented by the name (right on the Left Berolina, and vice versa) replaced by a triangular block pointing forward.

*I'd originally done that the other way around, leading to the discussion in the next couple of replies.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Lev Grigoriev wrote on Wed, Apr 17 03:53 PM UTC in reply to Fergus Duniho from 03:45 PM:

That's now corrected.

I see

And maybe you’ll make text in brown dark mode if not whiter but bit brighter?


🕸📝Fergus Duniho wrote on Wed, Apr 17 03:45 PM UTC in reply to Lev Grigoriev from 03:23 PM:

Yes, the saving worked, but when writing the form on mobile, it was using the wrong condition to add " SELECTED" to the darker option. That's now corrected.


Lev Grigoriev wrote on Wed, Apr 17 03:23 PM UTC in reply to Fergus Duniho from Tue Apr 16 07:25 PM:

Ah, forgot to say. Color scheme changes’ saving doesn’t work!

No, it works, but sets darker mode when turning to dark and vice-versa.


CC Top. Members-Only Column Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Wed, Apr 17 07:38 AM UTC in reply to A. M. DeWitt from Tue Apr 16 02:29 PM:

Most of the Movement/Promotion adjustments have been made. The only point I'm having trouble with is finding a way to extend the number of places for hands. I'd probably have to override the drop model, but I'm not sure I could do it quickly on my own. Anyway, for the time being, it's a good way to get familiar with the rules.


Alfaerie SVG Piece Graphics. The Alfaerie set of piece graphics in scalable SVG format.[All Comments] [Add Comment or Rating]
Jean-Louis Cazaux wrote on Wed, Apr 17 05:19 AM UTC in reply to Daniel Zacharias from Tue Apr 16 07:27 PM:

@Daniel: thanks. They are well done and they fit with the set. I hope editors will add them.


Diagonal Quadrant Chess. Pieces start in two of the four by four quadrants of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Wed, Apr 17 02:50 AM UTC:Good ★★★★
files=8 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/abstract/ squareSize=50 graphicsType=gif symmetry=rotate royal=K firstRank=1 borders=0 rimColor=#063682 darkShade=#0e336e lightShade=#ec4e19 coordColor=#fb721a shuffle=KQRBN whitePrefix=W blackPrefix=B Storz pawn:P:frmFfrcW:Pawn:d1,d2,c3,d3,a4,b4,c4,d4,,e5,f5,g5,h5,e6,f6,e7,e8 morph=*/.......*/"/"/"/"/"/" knight:N:N:Knight:c2,b3,,g6,f7 bishop:B:B:Bishop:b1,a2,,h7,g8 rook:R:R:Rook:c1,a3,,h6,f8 queen:Q:Q:Queen:b2,,g7 king:K:KijO2:King:a1,,h8

But with shuffle.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
🕸📝Fergus Duniho wrote on Tue, Apr 16 08:04 PM UTC:

I have updated PHP to 8.1.28, and I will be going over the error logs for things I have to change to keep up with this new version. If anything stops working, let me know.


Alfaerie SVG Piece Graphics. The Alfaerie set of piece graphics in scalable SVG format.[All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Tue, Apr 16 07:27 PM UTC in reply to Jean-Louis Cazaux from 05:23 PM:

try now


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
🕸📝Fergus Duniho wrote on Tue, Apr 16 07:25 PM UTC in reply to Diceroller is Fire from 07:11 PM:

For me, light brown text in brown Dark mode is significantly less readable.

That's going to vary with the device and the person. That's why there is now a third color scheme.


CC Top. Members-Only Column Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Diceroller is Fire wrote on Tue, Apr 16 07:11 PM UTC in reply to Fergus Duniho from 12:35 PM:

For me, light brown text in brown Dark mode is significantly less readable. And comments’ text is still white and readable.


About jokers in large Board Games[Subject Thread] [Add Response]
Aurelian Florea wrote on Tue, Apr 16 05:43 PM UTC:

Forget about running the games on ChessV even without the Joker. ChessV does not do riders bent after the second step either. It seems y it is not supported.


Alfaerie SVG Piece Graphics. The Alfaerie set of piece graphics in scalable SVG format.[All Comments] [Add Comment or Rating]
Jean-Louis Cazaux wrote on Tue, Apr 16 05:23 PM UTC in reply to Daniel Zacharias from 04:16 PM:

@Daniel: your page is only visible by editors


Daniel Zacharias wrote on Tue, Apr 16 04:16 PM UTC:

Here are some pieces I've made.


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝HaruN Y wrote on Tue, Apr 16 03:49 PM UTC in reply to Christine Bagley-Jones from 02:04 PM:

I mean trivial in checkmating.


Tiraspol chess. Variant in which pieces capture as the piece whose starting file they're in.[All Comments] [Add Comment or Rating]
HaruN Y wrote on Tue, Apr 16 03:39 PM UTC:
files=8 ranks=8 promoZone= promoChoice= graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png symmetry=none royal=K lightShade=#d684a8 darkShade=#851472 firstRank=1 coordColor=#f9d7e6 rimColor=#4a1e69 borders=0 pawn:↑:ifmnDfmWfceF:pawn:a2,b2,c2,d2,e2,f2,g2,h2 morph=RNBQQBNR knight/querquisite sniper:N:mNsoabyacWsmpafoabmpafampafsWsmpafmpafoabmpafmpafyavscWrmpafmpafmpafoabmpafmpafmpafa(b)cKlmpafmpafmpafoabmpafmpafmpafya(b)cK:knight:b1,g1 bishop/querquisite sniper:B:mBsoabyacWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavsWrmpafmpafmpafoabmpafmpafmpafa(b)cKlmpafmpafmpafoabmpafmpafmpafya(b)cKrmpafmpafmpafoabmpafmpafmpafavsWlmpafmpafmpafoabmpafmpafmpafyavsW:bishop:c1,f1 rook/querquisite sniper:R:mRsoabyaWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavscWrmpafmpafmpafoabmpafmpafmpafa(b)cKlmpafmpafmpafoabmpafmpafmpafya(b)cKrmpafmpafmpafoabmpafmpafmpafa(b)Wlmpafmpafmpafoabmpafmpafmpafya(b)W:rook:a1,h1 queen/querquisite sniper:Q:mQsoabyaWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavsWrmpafmpafmpafoabmpafmpafmpafa(b)Klmpafmpafmpafoabmpafmpafmpafya(b)K:queen:d1 bishop/querquisite sniper:ẞ:mBsoabyacWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavsWrmpafmpafmpafoabmpafmpafmpafya(b)cKlmpafmpafmpafoabmpafmpafmpafa(b)cKrmpafmpafmpafoabmpafmpafmpafyavsWlmpafmpafmpafoabmpafmpafmpafavsW:bishopinv:,,c8,f8 Royal king/querquisite sniper:K:mKsoabyacWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavscWrmpafmpafmpafoabmpafmpafmpafya(b)cKsmpafmpafmpafoabmpafmpafmpafa(b)KisO2soabaWsmpafmpafoabmpafmpafavsW:kinginv:,,e8 knight/querquisite sniper:Ñ:mNsoabyacWsmpafoabmpafampafsWsmpafmpafoabmpafmpafyavscWrmpafmpafmpafoabmpafmpafmpafya(b)cKlmpafmpafmpafoabmpafmpafmpafa(b)cK:knightinv:,,b8,g8 pawn:↓:ifmnDfmWfceF:pawninv:,,a7,b7,c7,d7,e7,f7,g7,h7 morph=®Ñẞ¶¶ẞÑ® queen/querquisite sniper:¶:mQsoabyaWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavsWrmpafmpafmpafoabmpafmpafmpafya(b)Klmpafmpafmpafoabmpafmpafmpafa(b)K:queeninv:,,d8 rook/querquisite sniper:®:mRsoabyaWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavscWrmpafmpafmpafoabmpafmpafmpafya(b)cKlmpafmpafmpafoabmpafmpafmpafa(b)cKrmpafmpafmpafoabmpafmpafmpafya(b)Wlmpafmpafmpafoabmpafmpafmpafa(b)W:rookinv:,,a8,h8 Royal king/querquisite sniper:K:mKsoabyacWsmpafoabmpafampafscWsmpafmpafoabmpafmpafyavscWsmpafmpafmpafoabmpafmpafmpafa(b)Klmpafmpafmpafoabmpafmpafmpafya(b)cKisO2soabaWsmpafmpafoabmpafmpafavsW:king:e1

Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Tue, Apr 16 02:29 PM UTC:

@François Houdebert,

I saw your Jocly implementation for Chu Seireigi. It works much better than it used to.

I went through and tested everything, and here is a comprehensive list of all known errors that I found:

-------------------------------
Piece Movement/Promotion Errors
-------------------------------

Ram's-Head Soldier and Prancing Stag are not forced to promote when reaching the last rank (these pieces must promote on last rank)

Strong Bear (Starting and Promoted) still has its old move (should move one square diagonally or sideways)

Whale is missing its forward orthogonal step

Flying Swallow is not forced to promote when reaching the last two ranks (this piece must promote on last two ranks)

White Golden Bird is missing its sideways orthogonal leaps, Black Golden Bird is missing its (1,-2) leap from White's perspective

Kirin promotes to Lion (should promote to Bishop) and White Kirin moves has extra (2,2) leap in all directions (should move as in Chu Shogi)

Phoenix promotes to Queen (should promote to Rook)

-------------------------------
Board Setup Errors
-------------------------------

There currently aren't enough spaces in the hand to accommodate all the droppable piece types (there are 19 in total). You will need a second column of hand spaces on each side to account for this.

Black Running Leopard and Black Running Wolf are swapped from where they should be in the initial setup.


💡📝A. M. DeWitt wrote on Tue, Apr 16 02:19 PM UTC in reply to François Houdebert from 09:28 AM:

As far as I can tell, the only typo I made was not changing Great Stag to Treacherous Fox in the move description.


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Christine Bagley-Jones wrote on Tue, Apr 16 02:04 PM UTC:

Why is the 'Heavenly Tetrarch' trivial?!


Locusts. Simple chess variant with only two set of pieces on each army. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Christine Bagley-Jones wrote on Tue, Apr 16 01:59 PM UTC:

Oh, I had downloaded the zrf and looked at it on zillions, if it isn't clear in description, it should be made clear lol.

Good work pointing that out.


About jokers in large Board Games[Subject Thread] [Add Response]
Aurelian Florea wrote on Tue, Apr 16 01:01 PM UTC:

This Thread is about games that contain the joker(imitator, jester, fool) piece. The joker piece is here a piece that does not have a move of it's own but borrows the last move of the opponent. It has no other abilities (unlike the one in omega chess), not even double pawn move, en passant or promotion, ability to castle etc. .

The main problem I am facing is that with increased number of piece types (which comes naturally on larger boards) it becomes increasingly powerful. I fear it becomes game breaking. I'm stuck in designing my new games as this piece is also difficult to program (more on this later). Each of the games I am designing has a heavy cavalry piece pair and a light cavalry piece (leapers- their exact abilities are not important now), a bishop pair, a rook pair, a war wagon (as I have renamed the well known falcon), a bent rider, a leaper+slider compound, a queen and of course the royal king. What I have observed by playing against the interactive diagram is that after some pawns and minors are exchanged the joker finds rather easily a central or near central position where it seems almighty. True that the opponent has a joker, too, but it is quite often when one joker paralyzes more pieces than the other. So to me it seems that the joker inserts in the game more a random thing than a good strategy reward. I have to mention that in orthodox chess I have a 1500 rating after the recent increase. Probably stronger players will feel differently. I though of having instead of one all imitating joker to have one that has it's power updated when the enemy moves a light piece and one that has it's power updated when the opponent moves a heavy piece. But this makes a game that already has a steep learning curve into something with an even greater learning curve. I'm writing this in hope for new opinions about including joker in increasingly large games.

On the programming side of things, games that have jokers are more difficult to program. And not because it's move power is difficult to program. I was able to go myself as far, but not further. It is a piece extremely difficult to evaluate. It has been proposed here to aproximate the piece value with the average strength of the enemy pieces. But this does not do it justice. The number of enemy piece types should play a role especially in games where there are many types of piece types like in those I'm designing as mentioned above (riders, leapers, pathers, leapers+riders, bent riders etc.). Moreover chessV does not accept a joker imitating a war wagon (falcon). Some I'm stock only with the interactive diagram which is a poorer AI. I know HG works on something cooler in C++ if I'm not mistaking but this could take many months maybe years.

More I'm thinking of a 10x10 CWDA with jokers. But imitating an opponent's move does not seem like CWDA to me. So I'd go for a transferrer that trasfers the move of a fibnif to a waffle for example. All of these are reasons for why I'm contemplating to take out the joker and replace it with a more normal piece.

But I have reserves to doing that also. First as I have said above I am a merely 1500 chess player. What if introducing the joker is brilliant but I just can't see it. What I find random it is actually strategic for a better player. A NNUE program for example. Also the joker is fun and it offers many tactical possibilities.

For now the best course of action seems to me to make simulations with ChessV without a joker, say jokerless varaints of the variant. That to find out the real piece values when the joker is not involved. An then when HG's more sofisticated program becomes available, try to look at games with joker (never jokers, as many jokers also make each joker more powerful) and see if having a joker makes the games more strategic and tactical, or it makes the game feel more random.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
🕸📝Fergus Duniho wrote on Tue, Apr 16 12:35 PM UTC in reply to Lev Grigoriev from 11:10 AM:

I did not use the darker text color in globalindex.css, which the homepage uses, because it is mainly intended for making it easier to read long passages of text, which the homepage and other index pages do not have. It should affect text in lists if they are not links, but all the examples you gave of lists were filled with links. If you prefer a more high contrast display with white text on a dark background, you can use the Darker color scheme.


Lev Grigoriev wrote on Tue, Apr 16 11:10 AM UTC in reply to Fergus Duniho from Sun Apr 14 08:17 PM:

And now in brown Dark mode text is light-brown instead of white!!!

However, main page and lists are not disturbed. It means that then entire site will work normally.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Tue, Apr 16 09:28 AM UTC:

the description of Treacherous Fox needs an update


Alfaerie SVG Piece Graphics. The Alfaerie set of piece graphics in scalable SVG format.[All Comments] [Add Comment or Rating]
François Houdebert wrote on Tue, Apr 16 06:57 AM UTC in reply to Fergus Duniho from Mon Apr 15 11:36 AM:

I modified it :

could these be of interest too?

vice general

go between


Modern Chess. Variant on a 9 by 9 board with piece that combines bishop and knight moves. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Jean-Louis Cazaux wrote on Tue, Apr 16 05:14 AM UTC in reply to Stanley Young Gemmell from 04:50 AM:

@SYG: "is it possible to perform a Bishop switch maneuver TWICE? ". The answer is in the short text: "The player would have four ways to do the adjustment, but he is only allowed to do it one time throughout the game".


Stanley Young Gemmell wrote on Tue, Apr 16 04:50 AM UTC in reply to Max Koval from Thu Mar 9 2023 08:43 PM:

Brilliant analysis and subsequent position, Max Koval. However, could it not also be consonant with contemporary emphasis upon cults and conspiracies, the the bishop adjustment rule, which would render control along "theistic" or spiritual lines, to all of the white squares upon the board might not also represent the current world emphasis upon a Spirituality 2.0 or next-generation spirituality which would actually require an expenditure of energy to re-emphasize the importance of the spiritual or numinous in a secular world? And that this expenditure of energy would be masterfully represented by a player sacrificing momentum (in the form of one 'castling' like maneuver to switch one of the black bishops to white? Additionally, it has been many years since I have read the original thesis, and I was quite young, at the time, but... is it possible to perform a Bishop switch maneuver TWICE? And thus have a player be able to have TWO bishops operating along white squares? This is an intriguing perspective and again, thank you for the BRILLIANT and mind-expanding ideations!


Locusts. Simple chess variant with only two set of pieces on each army. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Bn Em wrote on Mon, Apr 15 10:34 PM UTC in reply to Florin Lupusoru from 05:30 PM:

It could have been made clearer, but it's not so difficult to find: locusts spawn in the square vacated by a moving king, or result from the demotion of a capturing Leo


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝HaruN Y wrote on Mon, Apr 15 10:14 PM UTC in reply to H. G. Muller from Sat Apr 13 06:03 AM:

Should I replace Heavenly Tetrarch with piece that won't be as trivial?


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Somebody wrote on Mon, Apr 15 07:17 PM UTC in reply to Bob Greenwade from on 06:52 PM:
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@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Mon, Apr 15 06:52 PM UTC in reply to Florin Lupusoru from 05:09 PM:

Actually, according to the article on the Dalai Lama:

The name "Dalai Lama" is a combination of the Mongolic word dalai meaning "ocean" or "great" (coming from Mongolian title Dalaiyin qan or Dalaiin khan, translated as Gyatso or rgya-mtsho in Tibetan) and the Tibetan word བླ་མ་ (bla-ma) meaning "master, guru".

The Buddhist Lama and the Assyrian Lama just happen to be two words from different languages that happen to sound the same, no more related to each other than either is to the animal classification of llama.


Locusts. Simple chess variant with only two set of pieces on each army. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Florin Lupusoru wrote on Mon, Apr 15 05:30 PM UTC in reply to Christine Bagley-Jones from Fri Apr 12 10:24 AM:

Nice to see a game with the Locust in it and it's a great idea too, well done.

It's not clear from the rules how the Locusts enter the game. 


Randomized Chess. Members-Only Chess but your army is randomized. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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