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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number of unpublished YA named games (no, not 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.
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!
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.
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...
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.
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.
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.
I can have it display your full name. But if you hover your mouse pointer over the smiley face, it will give your name.
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.
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..
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?
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
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.
Look at: http://www.schoenberg.at/6_archiv/designs/designs_chess_e.htm http://www.usc.edu/isd/archives/schoenberg/painting/gamehtms/noritter10.htm
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.
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.
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.
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.
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)
At Zillions 2.0 you can use the create command.
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?
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? :-)
'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'.
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?
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.
At the risk of sounding dense, David, just what would we be standardizing?
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.
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)
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.
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.
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.
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.
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>.)
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.
>>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.
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.
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?
the queen reverts back to a pawn. I'm assuming you're playing bughouse, which seems to be the case.
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>
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.
<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>.
There are more current developments, like 'zB' for Crooked Bishop. I try to find them and add them here.
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.
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.
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
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.
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
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.
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.
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.
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
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.
'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.
'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.
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.
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.
I put in some symbols to be used as methods of capture in the betza notation comments.
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.
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.
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.
On a hex board, I would consider using clock hours for the six 'orthogonal' and six 'diagonal' directions.
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.
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.
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.
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, 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.
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.
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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.
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.
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.
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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.
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
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.
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.
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.)
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.
'(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.
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.
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. ;-)
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!'
In my game Holywar, the Mao+Moa was called a Squire, because it was like a Knight but weaker.
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 ?
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.
The voting has been very close all along. How will you deal with a three-way tie, if it occurs?
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.
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?
See some of the links at http://www.duniho.com/fergus/enneagram/ for more information on the enneagram.
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.
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 :)
Fergus, Just the kind of detail I was hoping for--your response was very clear and quite well-reasoned. Thank you.
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? ;)
'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.
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.
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.
Aries? I take it your birthday is close?
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.
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.
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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