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Dibs![Subject Thread] [Add Response]
M. Howe wrote on Mon, Jan 13, 2003 04:21 PM EST:
Thanks for the info.  I am indeed concerned about avoiding confusion, and I
guess I retract my dibs (which I hope people realize was half-joking
anyway).  I'll try to think of something unique.

Meanwhile, I have written a ZRF for Mike Nelson's 'Capablanca-64' and
included an alternate array I'm calling 'Carrera-64'.  They both appear to
be very good games and a great way to incorporate the B+N and R+N onto the
standard chessboard.

Peter Aronson wrote on Mon, Jan 13, 2003 04:54 PM EST:
Some similar ideas to Chess Plus: Chess++ (a joke on the computer language C++) or Chess+- (Chess more or less). <p> I don't think either of those are taken. On the other hand, there are a number of unpublished YA named games (no, not <u>Y</u>oung <u>A</u>dult, but <u>Y</u>et <u>A</u>nother, like in YACC for <u>Y</u>et <u>A</u>nother <u>C</u>ompiler <u>C</u>ompiler), such as YADCV (<u>Y</u>et <u>A</u>nother <u>D</u>ecimal <u>C</u>hess <u>V</u>ariant), or one by David Howe who's name escapes me.

M. Howe wrote on Mon, Jan 13, 2003 06:46 PM EST:
Hey!  I rather like the Chess++ idea.  And it even fits my game concept
thematically.  Dibs again!  ;)  So here's a coding question for Peter or
the other top ZRF experts.  I'd like to set up a game where pieces are 'in
the queue' off the board behind specific pieces that start in the array. 
For example, let's say that a 'general' starts in the queue behind the
'cardinal.'  When the cardinal moves away from its array square, the
general appears there.  This only happens once, though, and additional
moves by the cardinal do not create more generals.  This idea might allow
me to incorporate unorthodox pieces on the standard chessboard without
clogging up the array and therefore bogging down the opening.  And who
wants clogging and bogging, anyway?  But I need to playtest it.  Any hints
on the best way to code this in Zillions?  I could probably come up with
something, but I have the feeling it would take me ten times as long to
reason it out as it will take Peter et.al.  Thanks!

Peter Aronson wrote on Mon, Jan 13, 2003 07:10 PM EST:
Well, as usual with Zillions, there are a number of ways to do what you
want.  The approach I'd be inclined to try is use a first move attribute
for the piece, and on the first move use an add-copy instead of an add,
and then go back and do a change type on the starting square.

Membership[Subject Thread] [Add Response]
David Howe wrote on Tue, Jan 14, 2003 05:53 PM EST:
I have implemented a very crude membership system for chessvariants.com. You
can now become a member of this site. I have also changed the commenting
system to be able to utilize member information. Stay tuned as we continue
to develop this capability and add member functions to various areas of the
site. Feedback is welcome and keep in mind -- this is a work in
progress...

David Howe wrote on Tue, Jan 14, 2003 05:58 PM EST:
When creating a comment, if you are a member, you may specify your user id.
After previewing your comment you will enter your password. This will, in
effect, allow people to create *verified* comments (ie. the name
associated with the comment really is the person that the name indicates).
In the near future, I will be adding the capability of allowing people to
edit their own (verified) comments.

Dibs![Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Tue, Jan 14, 2003 10:24 PM EST:
Here's a way to do it with a bit less overhead. Have two Bishop pieces and
call one an unmoved_Bishop. When the unmoved Bishop moves, change it to an
ordinary Bishop, and create another piece on its old space.

Membership[Subject Thread] [Add Response]
John Lawson wrote on Tue, Jan 14, 2003 10:58 PM EST:
I'm just testing making posts as a member.

John Lawson wrote on Tue, Jan 14, 2003 11:01 PM EST:
Had I understood that the comment pages would now display my ID instead of
my name, I would have not used such an anti-mnemonic ID.

David Howe wrote on Tue, Jan 14, 2003 11:06 PM EST:
I can have it display your full name. But if you hover your mouse pointer
over the smiley face, it will give your name.

Ben Good wrote on Wed, Jan 15, 2003 12:30 AM EST:
testing one two.

Computer Cheats![Subject Thread] [Add Response]
Douglas wrote on Wed, Jan 15, 2003 08:59 AM EST:
How is it possible for someone to know if the person you are playing is
using a computer cheat program to win against you? I wouldn't think that
would be fair to someone who is trying very hard at the game with no
chance of winning.

Membership[Subject Thread] [Add Response]
David Howe wrote on Wed, Jan 15, 2003 12:06 PM EST:
Verified comments now display full name instead of user id. I have also
added editing capability so that verified comments can be edited even
after they are posted..

World Champ[Subject Thread] [Add Response]
Richard Hutnik wrote on Wed, Jan 15, 2003 06:50 PM EST:
I believe chess variants would be taken more seriously, and get better
support, if there was a world champion at them and a world championship to
determine who is the best Chess Variant player.  For this, all variants
agreed to by the regulating organization would be open game.  A problem
with fostering one or another chess variant in particular to serve as an
alternative standard FIDE is that it doesn't generate enough interest.

What are people's comments regarding this?  Do you feel having a world
champion chess variant player, and a rating system, would be of value?

Glenn Overby II wrote on Wed, Jan 15, 2003 07:54 PM EST:
I absolutely agree.  But I note several practical difficulties.

1) Which variants?  This also invites subquestions...how is a variant
recognized for official play, how is the list determined for a
championship series, how do we develop laws which cover the wide realm of
variants...
2) Should games such as shogi and xiangqi (or Western chess!), with their
own firmly established organizations, be considered as variants?
3) Should tournaments utilizing only one variant be counted, or only
events involving two or more?
4) How does one balance the variants in issuing ratings, given that player
proficiency is certain to vary across the spectrum of games?
5) Is there enough of an audience of variantists (who play more than one
or two games with some proficiency) to be credible or worthwhile?

Certainly as the contest guy here, I'm keenly interested in the idea you
raise.  But we'd have quite a road in front of us...

Glenn Overby

Coalition Chess[Subject Thread] [Add Response]
Ben Good wrote on Wed, Jan 15, 2003 11:12 PM EST:
anybody know where i can find the rules to coalition chess
(koalitionsschach)?  it doesn't appear on cv.com or in the evc.  i don't
know if it's a good game, but i'm curious because it was invented by
12-tone composer arnold schoenberg.

John Lawson wrote on Wed, Jan 15, 2003 11:50 PM EST:
Look at:

http://www.schoenberg.at/6_archiv/designs/designs_chess_e.htm

http://www.usc.edu/isd/archives/schoenberg/painting/gamehtms/noritter10.htm

Ben Good wrote on Thu, Jan 16, 2003 01:17 AM EST:
hey, thanks.  the rules are horribly written, i can't tell if this because
it's not a good translation, or cause schoenberg's original rules were
written badly also.  it's not clear to me if the plane can only capture at
the end of the second move, or if it can capture on the first and then
make a second knight move (chushogi lion-style), but it's more likely that
he meant the former, in which case his claim that the plane is the most
powerful piece is false, considering that the sub is equivalent to the
amazon.  anyway, i'll add it to my (long) cv to-do list to submit a page
to the editors for linking to these pages.

World Champ[Subject Thread] [Add Response]
Antoine Fourrière wrote on Thu, Jan 16, 2003 04:25 AM EST:
In each match, each player chooses his variant (which may be Orthochess),
and the two players send simultaneously their moves in four games (this
takes care of games which are a sure win for one side).
In a round-robin, win, draw and loss are valued the usual 1, 0.5 and 0,
and you can have the players share four points or have their scores
normalized to 1, 0.5 and 0.
In match play, first first win (in one variant) is awarded an extra 0.11,
and second first win (in the other variant) gets only 0.10, so this may
untie the match.

Pocket Chess[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Jan 16, 2003 01:15 PM EST:
I have the game concept worked out and I'm going over the list of pieces
and writing a ZRF. 

Pieces will have value classes from 1 for pawns, 2 for minor pieces, up to
8 for an Amazon-rider (!).  If you don't have a piece in your pocket you
may remove one of your pieces (not your king) from the board and put it
'in your pocket'.  This piece is is immediately demoted one value class
(but pawns are not demoted)--except when the piece is removed from the
eight rank: in that case the piece is immediately promoted one value class
(but a class 8 piece remains class 8).  You may choose any piece of the
appropriate value class when you put the piece in your pocket. 

If you have a piece in your pocket, you may drop it on the board.  A class
1 piece (pawn) may drop anywhere on the board, a class 2 piece may drop on
the first to seventh ranks, a class 3 piece on the first to sixth ranks,
and up to a class 8 piece can only drop on the fisrt rank.

Pocketing and dropping each count as moves.

Promotion is done only by pocketing on the enemy eighth rank, so it is
legal to pocket a pawn, drop it on the eight rank, repocket it and promote
to a minor piece. But this will take four moves to get the minor piece on
the board.  Pocketing and dropping closer to the eight rank for promotion
won't be used for non-pawns as you demote one class for the first
pocketing and the promotion takes you back to where you started-- though
this could be a viable way to reconfigure your army.

A pawn dropped on the first rank may not take a double step, a pawn
dropped on the second rank or moved up from the first rank may. Castling
may not be done with a dropped Rook.

Your may keep a piece in your pocket as long as you wish, but you choose
the new piece when the piece goes in to the pocket.

Strategy and tactics will focus on breaking through to the enemy back rank
to use it for promotions.

I would like to hear suggestions for the pieces in each value class.

Tentative Rules[Subject Thread] [Add Response]
Peter Aronson wrote on Sat, Jan 18, 2003 05:31 PM EST:
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 02:24 PM EST:
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)

ZRF question[Subject Thread] [Add Response]
Peter Aronson wrote on Sun, Jan 19, 2003 04:00 PM EST:
At Zillions 2.0 you can use the create command.

Antoine Fourrière wrote on Sun, Jan 19, 2003 04:38 PM EST:
Here is a piece of code which works for another pair of drops (plus a third
one on a phony square). The macro drops a pair of halfling long-leapers on
b1 and g1, or b8 and g8, by clicking on g1 or g8, after veryfing that
shooters, coordinators, advancers or withdrawers haven't been dropped by
either player(only one pair of halflings will be dropped -- the same type
for each player, but the first player chooses where -- and which kind --
to drop), and that the two squares to receive the halfling long leapers
are empty . (It also drops a third one on DroppedLongLeapers, to prevent
the drop of shooters, coordinators, advancers or withdrawers.)

(define drop-halfling-long-leapers-on-g (
	(verify (and (neutral? WhiteKingMoved) (neutral? BlackKingMoved)))
	(verify (empty? DroppedShooters))
	(verify (empty? DroppedCoordinators))
	(verify (empty? DroppedAdvancers))
	(verify (empty? DroppedWithdrawers))
	(if (am-white) b1 else b8)
	(verify empty?)
	(if (am-white) g1 else g8)
	(verify empty?)
	cascade
	(if (am-white) b1 else b8)
	cascade
	DroppedLongLeapers
	add
))

The procedure is called in the drops part of the piece. So something like

(if (am-white) 'this square' else 'that square'
(verify empty?)
cascade
(if am-white) 'that square' else 'this square'
(verify empty?)
change-owner
add


should work, at least if the rotational or reflectional squares are known
-and empty?

Tentative Rules[Subject Thread] [Add Response]
Joseph DiMuro wrote on Sun, Jan 19, 2003 11:27 PM EST:
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? :-)

ZRF question[Subject Thread] [Add Response]
Alfred Pfeiffer wrote on Mon, Jan 20, 2003 04:57 AM EST:
'I'd like to set up a game where white chooses a piece to use and drops
  it on his first rank.  This causes an identical blue piece to appear 
  blue's first rank on the rotationally (or perhaps reflectionally)
  on symmetrical square...'

I propose to define an additional direction (here called 'mirror') that
links the squares from the first row to its symmetrical field. Example:

  (board
    (Board-Definitions)
    (links mirror (a1 h8)(b1 g8)(c1 f8)(d1 e8)(e1 d8)(f1 c8)(g1 b8)(h1
a8))
  )

Then in the setup phase you should be able to determine 'easily' by use
of
this additional direction, where related pieces are to be placed.

For different variants of symmetry use different lists for 'mirror'.

Standardization[Subject Thread] [Add Response]
David Howe wrote on Mon, Jan 20, 2003 09:38 AM EST:
Proposal: Establish a Chess Variants Standards and Guidelines Committee

Purpose: To publish guidelines and standards relating to the development
and playing of chess variations. Guidelines would be used by the chess
variant community to help reduce confusion and inconsitency. Enforcement
of such guidelines would be voluntary.

Membership: Obvious choices would be: Hans Bodlaender, David Pritchard,
Ralph Betza (just to keep things interesting), John William Brown, Fergus
Duniho, Glenn Overby, Michael Howe, Peter Aronson. Membership would be
non-paying.

Hosting: The Chess Variant Pages would host the committee and act as a
public forum for committee deliberations and for posting of any committee
publications.

Positions: 

President: Responsible for choosing which issues get decided when
Secretary: Responsible for writing and posting committee publications
Treasurer: Unnecessary?

Pocket Chess[Subject Thread] [Add Response]
Michael Nelson wrote on Mon, Jan 20, 2003 12:18 PM EST:
The name of the game is now Pocket Mutation Chess.  I've dropped the whole
demotion idea.  Now any piece retains its value when pocketed and can
optionally mutate into another piece of the same value class.  Promotion
is open to all pieces except the highest value piece and the King. This is
done by pocketing the piece when it is on the enemy's back rank--the piece
mutates into a piece of the next higher value class.

You can keep a piece in your pocket as long as desired, but can only have
one piece in your pocket at a time.  

Stronger pieces are more restricted in where they can be dropped when
leaving the pocket.

You can pocket your King, even in check--but in this case, you must drop
it on the next turn if there is any empty, unattacked square on the
board.

This makes checkmate of a player with an empty pocket impossible, so bare
King also wins (immediately, no chance to draw by baring the enemy King). 
Stalemate is virtually impossible, but is a draw if it occurs.

I'm still testing this but it seems playable.  I have a ZRF which I can
email to anyone who would like to test the game before I submit it.

Standardization[Subject Thread] [Add Response]
Peter Aronson wrote on Mon, Jan 20, 2003 12:31 PM EST:
At the risk of sounding dense, David, just what would we be standardizing?

David Howe wrote on Mon, Jan 20, 2003 01:15 PM EST:
That would be up to the committee. :)

Seriously -- the committee might publish standards and guidelines
regarding the naming of certain common pieces or variants. Consider how we
currently reference 'Chess': FIDE Chess, International Chess, Western
Chess, Usual Chess... It would be nice to settle on an accepted standard.

Coming up with standards and guidelines wouldn't force anyone to use them,
but we as editors might make use of them when editing documents for
publication. I'm not trying to stifle creativity, but merely avoid some
confusion and inconsistencies.

All the discussion over Marshal(l) vs. Chancelor got me thinking about how
issues like that could be resolved. Hence my suggestion. I won't be
surprised if nothing comes of it however.

Pocket Chess[Subject Thread] [Add Response]
Joseph DiMuro wrote on Mon, Jan 20, 2003 06:14 PM EST:
Trying to handle the suspense...

Attempting to wait patiently for the game to be posted...

Trying... trying... failing... :-)

If you need someone to test the game, I'd like to volunteer! My email
address is jmd2001 att yahoo dott com. (Of course, I have an ulterior
motive in volunteering: not wanting to wait to find out the rules of the
game :-D)

Tentative Rules[Subject Thread] [Add Response]
Doug Chatham wrote on Mon, Jan 20, 2003 06:48 PM EST:
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.

Piece Value[Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Mon, Jan 20, 2003 08:24 PM EST:
The important thing about this hobbled Queen is that it is a major piece.
That makes it more valuable than minor pieces like the Bishop and Knight.
I do not believe that Zillions checks whether a piece is major or minor in
its piece value calculations. I believe it focuses on how many spaces a
piece can move to. Here's an experiement. Create a piece that can teleport
to any empty space, but which has no other power of moving. I bet Zillions
will think it is very valuable -- even though it can never check the King.

Ben Good wrote on Mon, Jan 20, 2003 08:40 PM EST:
this question can't be answered without knowing how big the board is. the bigger the board, the less of a big deal the hobbling is. the only hobbled piece i can think of that i've played with is the hobbled bishop in timur's. zillions rates it 2.3 pawns, and indeed i found it very difficult to use. the timur's giraffe, which has to go at least 3 squares, is practically useless til the endgame. <P> on the other hand, in rennchess the duke and the cavalier can be considered hobbled as well, since they can't move to adjacent squares, and altho this is a definitely a weakness, they are nonetheless strong pieces. <P> so i would guess zillions' value is too low, but it's hard to tell w/o knowing the context of the game.

Ben Good wrote on Mon, Jan 20, 2003 08:43 PM EST:
after i submitted my comment i read this again: <P> 'which will be a queen that must go at least 2 squares, and is blocked if the adjacent square is occupied.' <P> isn't this redundant, or am i missing something? <P> i don't know of any precedent for naming the hobbled queen. if i remember correctly, in meta-chess, williams-brown calls such pieces 'lame', and refers to the timur's bishop as the lame bishop.

Peter Aronson wrote on Mon, Jan 20, 2003 10:23 PM EST:
The British Chess Variants Society's <a href='http://www.bcvs.ukf.net/gvcm.htm#S'>All the King's Men</a> page has an entry for <b>Ski Pieces</b> which defined as: <blockquote> <b>SKI PIECE</b> Any line rider modified by omitting the first cell in its ride, i.e. it begins with a little ski-jump. Hence <b>ski-queen</b>, <b>ski-rook</b>, <b>ski-bishop</b> [G.P.Jelliss <i>The Problemist</i> 1973] also <b>ski-nightrider</b>. </blockquote> So pieces that must move at least two, but are <strong>not</strong> blocked by adjacent pieces seem to exist. (Actually, there is also the Boojum piece that moves like a Queen, leaping the first square in my game of <a href='../41.dir/snark-hunt.html'>Snark Hunt</a>.)

Peter Aronson wrote on Mon, Jan 20, 2003 10:33 PM EST:
At one point I attempted to implement Ralph Betza's game of <a href='../d.betza/chessvar/ghost.html'>The Black Ghost</a>. The piece that gives the game its name, the Black Ghost, teleports to any empty square, but can't capture. Ralph had valued it as less than a Pawn -- Zillions rated it as about 1.5 Queens.

Ben Good wrote on Mon, Jan 20, 2003 11:08 PM EST:
>>So pieces that must move at least two, but are not blocked by adjacent pieces seem to exist. <P> aha, this is why mhowe put both stipulations in his definition. so he wasn't redundant after all.

Glenn Overby II wrote on Tue, Jan 21, 2003 09:53 AM EST:
Zillions also overvalues dramatically the Teleporter in my ABChess.  That's
a divergent piece which can move anywhere (outside Xiangqi-like
fortresses) to a space of the opposite color, but captures only as a Wazir
(including into or within a fortress).  ZoG makes it worth about 1.5
Queens on an 11x11 board.  I figure it for perhaps half that, and that may
still be high.

bhpawn promotion[Subject Thread] [Add Response]
bridget wrote on Tue, Jan 21, 2003 03:56 PM EST:
when you get a pawn to the 8th square and it is promoted to a queen (for
example), and then that pawn/queen is later captured by your opponent (who
then gives the piece to her teammate), does that piece remain a queen? or
does it revert to its original pawn status?

Anonymous wrote on Tue, Jan 21, 2003 04:56 PM EST:
the queen reverts back to a pawn. I'm assuming you're playing bughouse,
which seems to be the case.

Recognized1[Subject Thread] [Add Response]
David Howe wrote on Thu, Jan 23, 2003 11:43 AM EST:
We will be starting a <a href='http://www.chessvariants.com/index/displaypolls.php'>poll</a> to determine the next recognized variant. To vote in the poll, you must be a member of chessvariants.com. Please follow the link below to review which variants have been nominated. If you wish to nominate a variant for a future poll, please send the name of the variant and your reasons for nominating it to the editors. <p><a href='http://www.chessvariants.com/index/displaypollstatus.php?pollid=2'>Poll for Next Recognized Variant</a>

Glenn Overby II wrote on Fri, Jan 24, 2003 02:56 PM EST:
I haven't settled on nominating another game yet, but Hostage Chess is
quite possible.  It's an outstanding modification of the idea of drops to
fit a standard chess set.  David Pritchard called it the variant of the
decade for the 1990s; he may well be right.

Funny Notation[Subject Thread] [Add Response]
Glenn Overby II wrote on Fri, Jan 24, 2003 08:01 PM EST:
<p>I have reread Ralph's summary of funny notation. It is on a page that isn't tied into the comment system, so I'm starting a thread here. <p>Question: What needs to be added to this page to reflect later developments? I'm prepared to edit a Funny Notation 2003 (I think we should call it Betza notation!) page, but I want to make sure it's up to date...especially if we begin to actively promote its use. <p>The page is <a href='http://chessvariants.com/d.betza/chessvar/pieces/notation.html'>here</a>.

John Lawson wrote on Fri, Jan 24, 2003 08:10 PM EST:
There are more current developments, like 'zB' for Crooked Bishop.  I try
to find them and add them here.

Glenn Overby II wrote on Fri, Jan 24, 2003 09:09 PM EST:
Thanks, John.  I have z in my list of modifiers.

While compiling my notes, I was thinking about compound notation for such
pieces as bent riders and Xiangqi horses.  I have an idea involving () and
&, but wonder if other solutions exist.

Defining y as a modifier for 'away from the square of origin' (a common
enough limitation in these moves), we might have:

(W&yF) for the Xiangqi horse

F(F&yR) for the Gryphon.

I also considered extended notation for leaps greater than (3,3).  Since
there is an indefinite number of such leaps, the possibility of something
like [14] comes to mind in lieu of another hard-to-remember letter for a
(1,4) leaper.

[17][55] for the Root-Fifty Leaper.

I don't know what other extensions may be in existence or proposed.

Glenn Overby II wrote on Fri, Jan 24, 2003 10:58 PM EST:
I think that's pushing it.  :)  Defining moves alone (with a provision for
divergent pieces) is hard enough.

Note that Betza Notation doesn't begin to define castling, promotion, or
en passant...just to name 'powers' of the orthodox pieces.  And to attempt
to do so would make it less useful, not more.

My $.02, of course.

🕸Fergus Duniho wrote on Sat, Jan 25, 2003 12:13 AM EST:
I was looking over the funny notation page a while ago, and it seems to
lack punctuation and operators. I imagine a better system could be made if
it made use of punctuation and operators. Here are some initial
suggestions. I'm sure it could be developed better than this.

? move continues if piece is not over occupied space
& move continues regardless of what's on current space
+ piece completes left move and continues with right move
| means makes one move or other
* means indefinite repetition of last move -- unless otherwise specified,
* means ?*
! means move end with capture
. means move must end on empty space
[] means move cannot be made unless whole move is made
() used as punctuation marks

[W&F] = Knight
W|F = Man
[W?F] = Mao
W* = Rook
F* = Bishop
W*|F* = Queen
(W!|F!)|(D|A) = Murray Lion
((D|A)|(W|F))|((W|F)+(W|F)) = Chu Shogi Lion

John Lawson wrote on Sat, Jan 25, 2003 12:13 AM EST:
Pages I have found with extensions to Funny [Betza] Notation:

http://www.chessvariants.com/piececlopedia.dir/rhino.html
http://www.chessvariants.com/dpieces.dir/diffknights.html

I'm sure there are others.

John Lawson wrote on Sat, Jan 25, 2003 06:45 AM EST:
IMHO, the purpose of Funny [Betza] Notation is to make move descriptions
easier to understand.  When you add operators, the move descriptions start
to look like symbolic logic expressions, and thereby become more opaque to
the reader.  When that occurs, the variant author will also describe the
move in words, and the main reason for using the notation has been
obviated.

We could also consider extending Funny [Betza] Notation to cover movement
on triangular, hexagonal, and higher dimensional boards.  We could also
extend it to include the nature of the board and the opening array.  Then
a variant could be described by a list of statements in Funny [Betza]
Notation (or FBN), sort of a Backus-Naur Form for CV's

David Howe wrote on Sat, Jan 25, 2003 10:53 AM EST:
All this discussion is great, but in the end, someone is going to have to make a decision. For a decision to be made that will be generally accepted by the CV community will require the decision be made by at least some of the current leading figures in the CV field (eg. David Pritchard, Ralph Betza, John William Brown, etc...). This is why I suggested a standards group be formed. The standards produced would be used mainly for describing, studying and analyzing the chess variant field, and not for trying to force their use by chess variant designers. <p>By the way, John William Brown has attempted some of this type of work in his book Meta-Chess.

Glenn Overby II wrote on Sat, Jan 25, 2003 12:18 PM EST:
I have written a summary of the notation as it stands, including the
extension introduced for the Rhino.  It is a bit more organized than
Ralph's earlier notes, but probably could use some enhancement.  It will
be up soon.

I didn't intend to start an animated debate, and I apologize for doing
so.

Recognized1[Subject Thread] [Add Response]
Ben Good wrote on Sat, Jan 25, 2003 02:59 PM EST:
i voted.  i still think, however, that the poll results should only be
visible *after* you've voted, and not before (currently you can see them
before, but not after).  it would also be nice if at the end there was a
link back to the 'what's new' or 'main index' pages, the way there is
after you post a comment.

Funny Notation[Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Sat, Jan 25, 2003 10:43 PM EST:
As someone who has taught symbolic logic, I find it far less opaque than
Betza's funny notation. Operators and puncuation make things clearer. I
spent this afternoon devising a new notation. I'll post the examples of
the notatation here, and I'll post a tutorial on it later. See if you can
figure things out without the legend at the end.

Wazir: O
Ferz: D
Alfil: DF
Dabbaba: OF
Knight: OFT
Camel: OFFT or OTFF
Zebra: OFTFF or OFFTF
Giraffe: OFFFT or OTFFF
Chinese Knight: OeFT
Rook: O*
Bishop: D*
Queen: O*|D*
Nightrider: (OFT)*
Alfilrider: (DD)*
Dabbabarider: (OO)*
Marshall: O*|OFT
Paladin: D*|OFT
Grasshopper: (O|D)*pF
Korean Cannon: O*pF*
Chinese Cannon: O*e|O*pF*o
Vao: D*e|D*pF*o
Leo: ((O|D)*e)|((O|D)*pF*o)
Chinese Elephant: DeF
Nightriderhopper: (OFT)*p?
Long Leaper: ((O|D)!)*e
Withdrawer: ((O|D)!)BF*e

In case it helps, here is a brief legend of symbols used in these
examples.

| = disjunction operator, separating options
O = disjunction of all orthogonal directions
D = disjunction of all diagonal directions
F = relative forward direction
T = (L|R)
L = relative left direction
R = relative right direction
B = relative backward direction
? = optional, conditional repetition of last move
* = infinite ?s
e = continue move only if space is empty
o = continue move only if opponent on space
p = continue move only if piece on space
! = capture piece here
() = punctuation

Peter Aronson wrote on Sat, Jan 25, 2003 11:18 PM EST:
Very interesting, Fegus! I'm wondering about repeated sequences, like the sliding Rhino: (OFT)* isn't right as it doesn't jump, and (OeFT)* isn't right as the orthogonal step <strong>can</strong> end in an enemy occupied square, and more importantly, the move can stop at that point anyway. The Crooked Bishop presents the same issue.

gnohmon wrote on Sun, Jan 26, 2003 03:11 AM EST:
'I didn't intend to start an animated debate, and I apologize for doing
so.'

Bushwa! You should be proud of starting such an animated debate.

Don't you understand the dynamics of group creativity? If you can start an
animated debate, you will cause many new ideas to be generated and then a
consensus to be reached which will be the next stage of the advance of
human knowledge. Starting an animated debate is perhaps the third highest
thing one can accomplish in human experience.

gnohmon wrote on Sun, Jan 26, 2003 03:15 AM EST:
'When that occurs, the variant author will also describe the
move in words, and the main reason for using the notation has been


Bingo! You win a prize. This is a fundamental flaw in the very idea of a
notation, and yet I have found it better to have some notation than to
have none. A paradox.

Michael Nelson wrote on Sun, Jan 26, 2003 12:38 PM EST:
With due respect to the person who apologized for starting this animated
debate, he didn't start it, I did with my comment on the
Chancellor/Marshall/Empress thread on 3/24 in which I recomended using
Betza notation on the games pages in parens after the piece name.  

Out of curiousity, Ralph, what are the two things higher than starting an
animated debate?  :)

Perhaps a special punctuation character could be added to the notation
meaning 'this notation does't fully describe the piece, you must read the
description.'  The purpose of this is to use notation to describe the
piece as well as possible even when it can't do so completely.

So for example, I might have this piece on my game page:

Bogeyman (RN#)

where # means 'not completely described'.  Then you can tell at a glance
that the piece is similar to a Chancellor, even if not identical.

John Lawson wrote on Sun, Jan 26, 2003 01:18 PM EST:
Maybe what we need is 'Betza Notation' and 'Betza Notation Lite' :-)

And just to make it more complicated, why not have arbitrary state
indicators?  They would have no definite value, but be assigned by the
variant inventor.

So, for instance, in Optima, Michael could say up front that certain
symbols designate the manner a piece captures, or such states as 'armored'
or 'loyal'.  

A 'method of capture' indicator could actually be a worthwhile extension
for descibing Ultima-like variants.

Anonymous wrote on Sun, Jan 26, 2003 04:45 PM EST:
I put in some symbols to be used as methods of capture in the betza
notation comments.

🕸Fergus Duniho wrote on Sun, Jan 26, 2003 05:03 PM EST:
Let's see what I can do about the Rhino.

Single-step Rhino: O?T
Sliding Rhino: (O?T)*
Mirror Rhino: D?T
Sliding Mirror Rhino: (D?T)*
Double Rhino: ((O|D)?T)*
Monster: ((O|D)?T)*|(O|D)*

The ? works differently than F. While F unconditionally and non-optionally
moves in the last direction moved, ? adds an optional continuation of the
whole move that repeats the last move made, and, by default, it adds it
only when the current space is empty.

For example, O??? describes the movement of a Short Rook, one which can
move no further than four spaces. It is the equivalent of
(O|OeF|OeFeF|OeFeFeF). In contrast, OFFF describes a piece that leaps four
spaces in any orthogonal direction.

Let me add some comments on the system I have designed. I call it Piece
Code, and its purpose is twofold. One is to provide a clear and concise
way to express how a piece moves to a human reader. The other is to serve
as a macro programming language for describing piece moves in short
strings, which may eventually be incorporated into the PBM to check the
legality of moves. Unlike Betza's funny notation, it does not share the purpose of serving as notation for identifying pieces.

Michael Nelson wrote on Sun, Jan 26, 2003 05:56 PM EST:
Fergus,

I like your system, but I have an idea that I think might be an
improvement.  Though you allow for O or D, you only allow 4 relative
directions (F, B, L, and R). Would it be better to have 8 relative
directions? Then a Knight would be (O#) where # is whatever symbol means
turn 45 degrees either way, rather than the current (OFT). Though it
doesn't matter much for the Knight, I think it would make the Mao
clearer.

This would also be adaptable to hex board by defining 6 relative
directions.

John Lawson wrote on Sun, Jan 26, 2003 06:09 PM EST:
How would you code a piece from Henk van Haeringen's Exchess called the
Herald?  It is normally a straight-forward FA in Funny Notation, but on
its owner's first rank it becomes FAsW.  Another challenging example would
be the Ultima ruleset where the range of a piece varies with the rank it
stands on.

John Lawson wrote on Sun, Jan 26, 2003 06:12 PM EST:
On a hex board, I would consider using clock hours for the six 'orthogonal'
and six 'diagonal' directions.

🕸Fergus Duniho wrote on Sun, Jan 26, 2003 07:15 PM EST:
When I first described Piece Code here, I gave a brief legend only for the
symbols actually used in the examples, but several of these symbols were
macros for code you didn't see. Absolute directions have been defined as
hexadecimal digits between 1 and C, as per the clockface model. But this
does not work so well for a square board. So I think I will use a numeric
keypad model for square boards.

There is a relative direction for every absolute direction. It is
presently identified by prepending an absolute direction with the /
operator. F, L, R, and B are aliases for four of these. I plan to add P
and S for port and starboard directions. On a square board, these would
default to the two forward diagonal directions. Y could be used for (P|S),
and a Mao's movement could be represented as OeY. A Knight might be
described as moving OY. A Holywar Squire would be OeY|DeY or (O|D)eY.

I'm also planning on adding symbols for rotation without moving. I may use
lowercase d and w for deasil and widdershins, which mean clockwise and
counterclockwise but start with different letters. Each of these would
rotate a piece's orientation to the next axis. This would be 45 degree
turn on a square board, a 30 degree turn on a hex board. The letter u
could be used for a U-turn, i.e. rotating 180 degrees. Rotation would
change a piece's relative directions without moving it. This would give
another way to do a Mao move: Oe(w|d)F. Using lowercase y to represent
(w|d), a Mao's move could be expressed as OeyF, moving one space
orthogonally, then if the space is empty, rotating one turn deasil or
widdershins to one of the forward diagonal directions, then moving
forward.

🕸Fergus Duniho wrote on Sun, Jan 26, 2003 07:31 PM EST:
Regarding the Herald's move, I have not yet added anything for taking into
account the position of a piece. Given that I want Piece Code to define
pieces in a board-independent way, and to be understandable both by humans
and by software, there may not be a feasible way for it to handle how the
Herald moves. I plan to eventually add strings of Piece Code to PBM piece
sets, and these are intended to be used with any board someone gives FEN
code for. If I tried to define a piece in terms of a particular board, it
may break down on another board. Instead of trying to make it do
everything, I'll accept some limitations in Piece Code and use it mainly
for generating warning messages that a given move may be illegal. I may
take the earlier suggestion of using some symbol that indicates that the
code only partially describes how a piece moves.

Alternate Pawns[Subject Thread] [Add Response]
Anonymous wrote on Sun, Jan 26, 2003 08:55 PM EST:
Steward, which is an omni-directional pawn,
Berolina Steward, which is an omni-directional berolina pawn,
Chinese pawns which move and capure one square forward and can move and
capture one square sideways on the opponent's side of the board,
Knightpawns, which move like a pawn or a forwarhalf mao(or without the
pawn part), and
diagonal pawns, which move and capture one square diagonally forward.

Anonymous wrote on Sun, Jan 26, 2003 09:02 PM EST:
And some more:
Fighter Pawns, which can capture forward in addition to normal pawn
moves,
Quickpawns, which can always use the double step move,
Zip Pawns, which can always move any number of squares forward,
Pawn Plus, which can move sideways but not capture,
Berolina Pawn Plus, which can capture sideways and
Chinese Pawn Plus, which can move and capture one square forward and one
square sideways always.

all these are merely suggestions.

Michael Nelson wrote on Sun, Jan 26, 2003 09:30 PM EST:
Michael,

I look forward to seeing your finished product.  I would also add Tony
Quintanilla'a Fresh Pawn--which can only take a double step once, but can
do so on any rank.

While I admire your abiltity to program all possible en passant
situations, I can't help wondering if the game would be more playabe
without e.p.

Peter Aronson wrote on Sun, Jan 26, 2003 10:23 PM EST:
There are also various types of Knight Pawns, from Fegus Duniho's Cavaliers (Mao's used as Pawns) from Cavalier Chess, to the Cavalry Chess Pawn which can move a FIDE Pawn or forward like a Knight, and the weaker version found in Chess with Cyclical Armies that moves forward as a Mao instead of as a Knight. <p> There are Pawn powers found in some games, like Pawns that can leap over pieces in front of them. There are the Pincer Pawns of Ultima and the Cannon Pawns of Rococo, and various games use Checker/Draught pieces as Pawns.

Maorider[Subject Thread] [Add Response]
Michael Nelson wrote on Tue, Jan 28, 2003 11:45 AM EST:
In Ralph Betza's article on the <a href='http://www.chessvariants.com/piececlopedia.dir/ideal-and-practical-values-3.html'>Rider Problem</a>, he indicates that the multiplier for a rider is roughly inversely propoertional to the geometric length of the base move. So the Rook is worth 3 times the Wazir (move lenght=1.000), the Bishop is worth 2 times the Ferz (move length=1.414), and so on. He gives 1.5 for the Nightrider, making it exactly equal to the Rook (where the Rook is 4.5 pawns rather than 5, see Ralph's articles on piece values). Since the geometric move length of the Mao's move and the Knight's move are the same, the same muliplier applies. So if the Mao is worth 2/3 of a Knight, the Maorider is equal to the Knight.

Peter Aronson wrote on Tue, Jan 28, 2003 12:08 PM EST:
Mike, the value depends at least in part on how big the board is. On an 8x8 board a Maorider is worth comparatively less than on a 10x10 board. If you use Betza's modification of empty board mobility (found <a href='../d.betza/pieceval/betterway.html'>here</a>) for an 8x8 board, you can calculate a value of a Maorider. If I read it correctly, it would be 0.68275 the value of a Nightrider. Now a Nightrider is generally accepted to be worth a Rook and Betza follows Spielmann in assigning the Rook a value of 4.5 Pawns, yielding about 3.07 Pawns for a Maorider, or right in the Bishop/Knight ballpark. <p> Of course, Ralph has expressed doubts about these values from time to time. However, given that the Maorider is awkward in the opening, and limited in the endgame (I don't <em>think</em> K + NN vs K is a win, never mind K + nNnN vs K), the value seems OK to me.

Peter Aronson wrote on Tue, Jan 28, 2003 12:18 PM EST:
Cross-post with Mike Nelson! It's interesting that referencing different parts of Ralph's work we got basically the same answer. It implies that he's consistent at the very least

Robert Shimmin wrote on Tue, Jan 28, 2003 04:01 PM EST:
K + NN vs K cannot possibly be a win, because there are no positions in
which a king and nightrider can checkmate a bare king.  To be able to
checkmate the bare king (with the assistance of the friendly king) it is
at least necessary that a piece attack two orthogonally adjacent squares.

Michael Nelson wrote on Tue, Jan 28, 2003 04:01 PM EST:
Point well taken, Peter.  I had assumed an 8x8 board.  On a larger board I
would expect the Maorider to be stronger than the Knight, but still equal
to the Bishop, which is also stronger than the Knight on a larger board. 

As an aside, I think the Moarider (based on the Moa, which moves one
diagonally, then one orthogonally) is worth very slightly more than the
Maorider because it is easier to develop.

Peter Aronson wrote on Tue, Jan 28, 2003 04:28 PM EST:
The British Chess Variant Society's <a href='http://www.bcvs.ukf.net/gvcm.htm'>A Guide to Variant Chess: All the King's Men</a> calls a Mao + Moa a Moo. This would result in, I guess, a Moo-rider. (Somehow I have an image of a large flightless bird wearing an ugly jacket and holding a little red book.)

Michael Nelson wrote on Tue, Jan 28, 2003 04:49 PM EST:
Using Betza's 'magic number', the probabity of at least one of two adjacent
squares being open is quite close to 90%, so the moorider/outrigger should
be worth 90% of the Nightrider--perhaps a weak Rook rather than a strong Bishop.

Anonymous wrote on Tue, Jan 28, 2003 09:32 PM EST:
'(Somehow I have an image of a large flightless bird wearing an ugly jacket
and holding a little red book.)'

Yeah, or in the case of a maomoarider, a guy in an ugly jacket holding a
little red book riding a saddled-up flightless bird.  Anyway, after some
experiments I have found that the maorider is too blockable to be terribly
interesting, but that the maomoarider is too unblockable for my taste.  So
I'm currently experimenting with a set of augmented mao/moa riders:
horseman = maorider plus ferz; equestrian = moarider plus wazir; caballero
= maorider plus wazir; postilion = moarider plus ferz.  Of course, others
are possible, but so far I've not tried combining mao-moa riders with
dabbaba or alfil.  These should be in between bishop and rook in strength
and the added one-step moves should give them enough added mobility to
bring their rider powers into play more effectively.  We'll see.

John Lawson wrote on Tue, Jan 28, 2003 10:36 PM EST:
Regarding the Moo-rider, I am not clear on one thing: is it optionally
either a Mao-rider or Moa-rider on any given turn, or do you get to choose
either the moa-path or mao-path between each touch-down point on a single
move?

I get the image of a cow on a motorcycle.

John Lawson wrote on Tue, Jan 28, 2003 11:22 PM EST:
You could call it 'Maa-rider'!  So, if your game includes moariders,
maoriders, mooriders, and maariders, you'd better not make any typos in
the rules, and you would have to provide handicaps for dyslexic players.
;-)

John Lawson wrote on Tue, Jan 28, 2003 11:24 PM EST:
Hey, you could set the rules to music!

'You say moarider and I say maorider.
You say moorider and I say maarider.
Moarider, maorider, moorider, maarider,
Let's call the whole thing off!'

🕸Fergus Duniho wrote on Thu, Jan 30, 2003 03:57 PM EST:
In my game Holywar, the Mao+Moa was called a Squire, because it was like a
Knight but weaker.

Yonmoque[Subject Thread] [Add Response]
Pavel wrote on Fri, Feb 7, 2003 11:44 AM EST:
I bought this game in Japan, looks like simplified shogi (5x5 board), but
there is only manual in Japanese. I couldn't find anything relevant in
English in the internet as well. Is there anyone who knows this game and
can help with the rules ?

Ben Good wrote on Fri, Feb 7, 2003 02:32 PM EST:
the most logical guess is that the game you have is Minishogi,
chessvariants.com has a page on it.  in fact, if you can get access to a
digital camera and take pictures of your set, the editors would probably
be interested in them for a photo page.

Recognized1[Subject Thread] [Add Response]
John Lawson wrote on Sat, Feb 15, 2003 11:11 PM EST:
The voting has been very close all along.  How will you deal with a
three-way tie, if it occurs?

Enneagram 1 3 5[Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Sun, Feb 16, 2003 06:09 PM EST:
The three personality types in the Enneagram's competency triad are
distinguished by how they relate to rules, and this bears on how members
of these three types approach Chess variants. The three types in this
triad are One, Three, and Five. Type One likes to obey rules. Type Three
likes to master rules. And type Five likes to play with rules.

While Ones like to obey rules, they sometimes feel dissatisfied with the
rules, seeking to reform them or supplant them. Enneagram author Don Riso
calls type One the Reformer. When a One is interested in creating Chess
variants, it is usually out of a feeling of dissatisfiaction with Chess
and other variants. A One typically seeks to create the perfect variant,
and he may devote his efforts to perfecting one variant rather than to
creating several variants.

Unlike Ones, Threes aren't driven to create the perfect game. A Three
is more likely to be driven to be good at a game. I expect that several of
the most accomplished players are Threes. Threes generally don't have
any inner drive to create new variants, but if a Three perceives a market
for a new variant, he may create one, then invest his time and money into
promoting it and marketing it. Threes are driven mainly by a desire for
success, and for some Threes promoting a new Chess variant may be a means
to success.

Fives like to play and tinker with rules. When a Five is interested in
Chess variants, he generally likes to play with Chess like it's a box
of Legos or Tinker Toys, mixing and matching various rules, pieces, and
boards to try out various possibilities. While Fives may employ standards
in creating their games, they generally regard the perfect variant as a
myth. For them, creating variants is more like playing with a kaleidescope
than it is about seeking perfection. Although Fives may like to see their
games manufactured, they generally lack a marketing orientation, and they
are usually too busy working on their next variant to spend much time
promoting their last one. Fives tend to create several more variants than
other types do.

There are six other Enneagram types, but the other six are probably less
interested in creating Chess variants. This doesn't rule out the
possibility that some variants have been created by other types, but it
may be rare.

Michael Nelson wrote on Sun, Feb 16, 2003 09:44 PM EST:
Intersting application of Enneagram theory.  How would you classify Ralph
Betza, a master Chess player and probably the most most prolific living CV
designer? Or Tony Quintanilla, who is a quite strong CV player and a
skillful, creative CV designer?

Ben Good wrote on Mon, Feb 17, 2003 02:28 PM EST:
what is enneagram theory?  where'd this come from?

Doug Chatham wrote on Mon, Feb 17, 2003 02:41 PM EST:
See some of the links at http://www.duniho.com/fergus/enneagram/ for more
information on the enneagram.

🕸Fergus Duniho wrote on Mon, Feb 17, 2003 10:13 PM EST:
Regarding what Ralph and Tony might be, I would look more at why they
create variants than at how well they play Chess. Although Threes are more
competitive than Fives, I think Fives have more natural aptitude at
Chess-like games. I think Chess appeals mainly to people in the
intellectual triad (567) and to people in the competency triad (135). Type
Five is the only type in both triads, which probably gives Fives more of
an interest and more of a natural aptitude at such games. Also, when I
spoke of best players, I meant people like Bobby Fischer, who played Chess
very competitively. I'm sure many Fives play Chess very well, and I
know that Fives can be competitive, since I am a Five and frequently enjoy
competition. Regarding competition, I think one difference between Threes
and Fives is that Threes put more of a premium on winning, while Fives
enjoy the challenge of competition without worrying as much about winning
or losing. 

Concerning why Threes and Fives create Chess variants, I have more
thoughts on the matter. Besides creating variants for viable markets,
Threes may create variants for the sake of competition. I suspect that the
competitions at this site prompt some Threes to create Chess variants.
While Fives, such as myself, also enjoy competing in these contests, I
think one sign of being a Five is that someone frequently creates variants
without entering them into contests.

Getting back to Ralph and Tony, I'm fairly certain that Ralph is a
Five. Tony might also be a Five, but I have less evidence to go on. Ralph
clearly loves to play with rules. He has created several variants without
any hope of marketing them or entering them in competitions. He seems to
create Chess variants for the fun of it rather than for any extrinsic
purpose. Also, his funny notation is the sort of thing that I expect only
a Five would create.

LCC wrote on Tue, Feb 18, 2003 09:55 AM EST:
This is interesting. It explains my artistic, intuitive and usually wrong
approach to chess variants, eventually spurning functionality and
playability. I am, of course, a four :)

Michael Nelson wrote on Tue, Feb 18, 2003 10:14 AM EST:
Fergus,

Just the kind of detail I was hoping for--your response was very clear and
quite well-reasoned.  Thank you.

Moisés Solé wrote on Tue, Feb 18, 2003 02:26 PM EST:
I scored 15 as a Five, and then a three-way tie with Two, Seven and Eight
with 9 each, and Three and Six with 8 each. Aren't I complicated? ;)

gnohmon wrote on Thu, Feb 20, 2003 03:41 AM EST:
'The three personality types in the Enneagram's competency triad'

This is an interesting concept. However, I'm having trouble
finding in this thread the url where this enneagram thingy is.

I suspect there's more to it than 1 3 5.

I sometimes think that surely by now all the good chess variant ideas have
been mined and then I amaze myself by discovering another half-dozen or so
that are really basic fundamental building blocks. Maybe I just take a 3
attitude towards being a 5.

As a chessplayer, remember I'm just an fm, not an im nor a gm. Although
sometimes when I'm logged on to fics I'm the top human player, in
reality, I'm just a fish.

I gave up trying to be Bobby after I played him. So, I just try to be me.

🕸Fergus Duniho wrote on Fri, Feb 21, 2003 06:46 PM EST:
As good a place to start as any is my own page on the Enneagram at

http://www.duniho.com/fergus/enneagram

It includes links to several of the main Enneagram websites.

gnohmon wrote on Fri, Feb 21, 2003 10:20 PM EST:
I am reading this in another window as I write this. By the way, when on
the job at work professionlly I was clearly INTJ. Here are my guesses:

1. Siegbert Tarrasch, a seeker after Truth. Read his annotation to a2-a4
in game 14 of his match vs Schlechter.

2. John W. Collins. 

3. Bill Lombardy?

4. A. E. Santasiere

7. Emanuel Lasker??

8. Bobby??????

However, we Aries don't believe in astrology.

LCC wrote on Sat, Feb 22, 2003 02:04 PM EST:
Aries? I take it your birthday is close?

Recognized1[Subject Thread] [Add Response]
David Howe wrote on Mon, Feb 24, 2003 12:09 PM EST:
In the case of a tie, the entry that received the most votes from the
editors will be selected. If there is a still a tie, then the entry that
received the most votes from the chief editors will be selected. If there
is still a tie, then both/all of the tied entries will be selected.

David Howe wrote on Mon, Feb 24, 2003 07:23 PM EST:
The poll is now closed. Since there was a 3-way tie between Tamerlane
Chess, Crazyhouse, and Marseillais Chess, the voting of the site editors
must be counted and is as follows: 

  Tamerlane Chess: 3 editor votes
       Crazyhouse: 2 editor votes
Marseillais Chess: 3 editor votes

Since this results in a tie between Tamerlane Chess and Marseillais
Chess, the voting of the site's chief editors must be counted and is as
follows:

  Tamerlane Chess: 1 chief editor votes
Marseillais Chess: 2 chief editor votes

Marseillais Chess is the next recognized variant. The next poll will be
between Tamerlane Chess, Crazyhouse and Hostage Chess.

symmetry[Subject Thread] [Add Response]
Jianying Ji wrote on Thu, Feb 27, 2003 02:44 PM EST:
I wonder what is effect of symmetry of starting setup on strategy.
Comparing Shantranj and Chuturanga, it occured to me that one has
radial symmetry, while the other billateral symmetry. Which one has
better balance?

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