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'DEF,LargeCV': All pieces move in capture like their 'opposite', loosely taken to mean that B-R, K-Q, and Knight-Guard are opposites. So, for ex. Bishop captures like a Rook (but otherwise moves its own Bishop way); King captures like a Queen; and so on. Knight goes diagonal-straight to capture, else the reverse; the new piece 'Guard' goes straight-diagonal to capture, else the reverse. Pawn already has 'split' capability between capture and non-capture. The central idea is fine, but 14 ways of moving (Michael Nelson's move-type density?), more or less, despite duplications among pieces, are confusing to play. Promotion of pieces(yes, pieces) is not clear: I think it means a piece at last rank reverts to FIDE normality. That is not logical here for King which would lose power. The particular set of rules has a few problems.

Perhaps the best way to deal with the mobility of the King is to bring in the rule from Superking that the King cannot move through check.

I'm very pleased to have invented the game that was the inspiration for Divergent Chess, which looks like a good game. My only concern is the problems that might arise because of the difficult of mating a king that can capture like a queen, and especially the difficulty of mating a promoted king that has full queen powers. If these king rules turn out to work well in the context of the other piece powers, then Divergent Chess might turn out to be a better game than Asymmetric Chess was (now renamed Biform Chess).
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