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Question for HG Muller[Subject Thread] [Add Response]
wdtr2 wrote on Mon, Sep 25, 2023 09:03 PM EDT:

https://drive.google.com/file/d/1cSkfAJcEivziYg9H9zpJr-piTqZsFrnw/view?usp=drive_link

Hello, the link above is for my google drive. That folder should have 1 png picture. About two weeks ago I asked about Jocely and Chu shogi. In particular the 2d pieces, and How I would like to make my own piece set. You gave me part of the java script code and a png file. The picture is my progress so far. I'm taking the CV chu set and enlarging it and adding color. The pieces will be 100px by 100px. I've only made a few pieces so far. I wanted to see if you think this is ok or a hunk of junk! My goal is to eventually get this in jocely so that the 2d pieces are less confusing to me. :) If I get the OK from you I will keep going an merge all the pics into 1 ribbon pic, just like the one you have right now. I dont see any advantage in appending these new pics into the existing 2d pic ribbon that came from wiki. (you suggested that I do that). So should I keep going in my direction?


Old Castle Chess[Subject Thread] [Add Response]
H. G. Muller wrote on Sat, Sep 23, 2023 03:34 AM EDT in reply to hirosi Kano from Fri Sep 22 08:41 PM:

Why are the diagrams so insanely large? I would recommend to reduce them by at least 50%.


hirosi Kano wrote on Fri, Sep 22, 2023 08:41 PM EDT:

Old Castle Chess

Cavalry Shogi

I modified the games. Please check them.


Huge variants[Subject Thread] [Add Response]
Bob Greenwade wrote on Fri, Sep 22, 2023 01:17 PM EDT in reply to H. G. Muller from 12:30 PM:

I was thinking that something like t2mNN would make the countdown thing (on a single piece) much simpler, at least from the user's end. And it wouldn't detract from any other use of t (including the two that I already suggested in the comments for the Betza page as well as the one you just mentioned), since this would only activate when followed by a number.


Aurelian Florea wrote on Fri, Sep 22, 2023 12:48 PM EDT in reply to H. G. Muller from 12:30 PM:

Ok, but will these make a game more entertaining?


H. G. Muller wrote on Fri, Sep 22, 2023 12:30 PM EDT in reply to Bob Greenwade from 10:56 AM:

Well, individual pieces that can do something only N times is currently already possible: you define different piece types for each number of attempts they have left, and let those demote to the type that has one fewer attempt. The demotion can be specified by the morph parameter, and their permanent move can be exempted from it by marking it with an apostrophe in the XBetza description. Duplicating the piece type that way is not very elegant, though.

What is a problem is a 'global' budget, shared by all pieces (of the same, or a number of types). Then, if one piece uses the move, all other pieces that are capable of using it would have to be demoted. But implementing it that way would be quite inefficient.

I suppose a generic feature that is efficient could be this: a counter for each player is added to the game state, which by default starts at 0, but can be made to start at another value by a parameter counter=N. Moves in the XBetza description could be marked (e.g. with a t modifier); such a move would then only be allowed if the counter for that player is non-zero, and when such a move is performed it decrements the counter.


Aurelian Florea wrote on Fri, Sep 22, 2023 11:06 AM EDT in reply to Bob Greenwade from 10:56 AM:

Yes, your no pieces idea is nice!


Bob Greenwade wrote on Fri, Sep 22, 2023 10:56 AM EDT in reply to Aurelian Florea from 10:20 AM:

Sounds like some sort of limitation like "can only use  # times," or perhaps "only when there are no enemy pieces within # spaces," could be of help, from the perspective Aurelian proposes.

The former sounds to me like a possible use for t in XBetza; for example, t2mNN would allow two non-capturing Nightrider moves per game. I don't know how I'd code the latter, but I do know that I've come across several pieces with that type of limitation (and its inverse).


Aurelian Florea wrote on Fri, Sep 22, 2023 10:20 AM EDT in reply to H. G. Muller from Thu Sep 21 07:33 AM:

HG,

I'm not sure if the 0-1-infinity applies here. Having two aces in the pocket could be useful. The way I see it if you give full hippogonal directions to some of the pieces at least, the second move could be useful for a mid game relocation if the region where the first special move occurred got cleaned out. 3 will overdo it, most likely. But think about a phoenix with 2 just moving nightrider powers or a Kyrin with 2 just moving camel rider powers (in order to preserve the coloubounding). They could be useless after their first crash into the enemy forces. But if there is a second relocation move they can stay relevant. I think the downside of this is that such a piece may return homw making the game two defensive.

An even crazier suggestion would be to have an overall budget of relocation moves for all short leapers. Food for thought.


New Game - Elephant Shogi[Subject Thread] [Add Response]
wdtr2 wrote on Thu, Sep 21, 2023 10:16 PM EDT:

I have a new web page with the rules. It is waiting for one of the admins to look and approve it. Please review and approve when you have some time.

Thanks.

Jim aka wdtr2.


www.chessvariants.com/rules/elephant_shogi


Huge variants[Subject Thread] [Add Response]
Bob Greenwade wrote on Thu, Sep 21, 2023 10:26 AM EDT in reply to H. G. Muller from 03:47 AM:

For some large games, taking a while to position one's forces is a feature, not a bug. ;)

But those are just a few. For the rest, I don't think I'd turn them into slides and rides, but long moves; rather than giving a Knight fhmNN, perhaps ifhmN2 or ifhmNX.


H. G. Muller wrote on Thu, Sep 21, 2023 07:33 AM EDT in reply to Aurelian Florea from 06:04 AM:

Indeed, the most-forward 4 moves of the Nightrider, as non-capture. Allowing it a single time seems cleaner that twice (0 - 1 - infinity principle).

Perhaps it is indeed no problem, as you say. It certainly would simplify the rules, which is a good thing.


Aurelian Florea wrote on Thu, Sep 21, 2023 06:04 AM EDT in reply to H. G. Muller from 03:47 AM:

@HG.

What is fhmNN? If I had understood correctly is the four foreword most directions of the nightrider.

I don't see a problem with saving the move for endgame. This is another strategical choice which can make the game better. I 'm thinking that even allowing a 2 times move should be fine. But yes, not too much.


Daniel Zacharias wrote on Thu, Sep 21, 2023 04:19 AM EDT in reply to H. G. Muller from 03:47 AM:

Another way you could do it is with mandatory demotion upon capturing, or on entering some region of the board.


material Cost[Subject Thread] [Add Response]
hirosi Kano wrote on Thu, Sep 21, 2023 04:10 AM EDT in reply to Bob Greenwade from Wed Sep 20 07:31 PM:

@Bob Greenwade

It's a very interesting matter. I think capture-only Camel moves is lame.


Huge variants[Subject Thread] [Add Response]
H. G. Muller wrote on Thu, Sep 21, 2023 03:47 AM EDT in reply to H. G. Muller from Sun Jun 25 01:43 AM:

I am still contemplating this idea of using non-capture rider moves to accelerate bringing the short-range leapers to the battle. I would not like those to have that move available permanently, though; that really would make them into different pieces. Using them as an initial move only also is unsatisfactory; for pieces that start in the back you would then have to create an open path to for allowing them to use the move, which is a bit cumbersome. And for pieces that start immediately behind the Pawns the move comes too early; you want to move the pieces there out of the way quickly, to create create exit paths for pieces in the rear of the setup, but you won't want them to land close to the enemy camp as long as they cannot join other pieces engaged in an attack there.

Perhaps the concept of a 'one-time move' as an alternative for an initial move would be useful here. A piece would be allowed to make such a move only once, but not necessarily the first time that it moves. That would give you the opportunity to first develop the normal way, having the short-range leapers jump out over the Pawns, or first push some Pawns to have them land behind it, creating exits for the pieces on the rear ranks to move out. And once you have 'unpacked' your army, and are ready to launch your attack, you can then quickly transport the short-range leapers to it by the one-time ride.

The one-time rides could be chosen in accordance with the normal move of the piece; i.e. WD would get an mR, FA an mB and N an mNN. There probably should be a visible clue for whether a piece has already used up its one-time move. (E.g. as in Capped Pawns.) I would still like to discourage players from saving this move for tactical benifit late in the game, rather than just transport to the action. Perhaps this can be sufficiently discouraged by only granting forward one-time moves. Then the move would get less useful when the piece already has advanced a lot.

Perhaps all short-range leapers should get a one-time fhmNN move? With four different forward directions the move can always get you very close to where you want to be. You could of course also adapt the rule that a piece loses the move as soon as it enters the enemy half of the board, as well as when it uses it.


material Cost[Subject Thread] [Add Response]
Bob Greenwade wrote on Wed, Sep 20, 2023 07:31 PM EDT in reply to hirosi Kano from 12:08 PM:

I like this! Are the capture-only Camel moves (row 7) supposed to be leaps, or lame?


hirosi Kano wrote on Wed, Sep 20, 2023 12:08 PM EDT:

Lunapawn

Alt text for a graphic image

Lunapawn is able to use a light magic. This is a low cost and 2 Materials. And stronger than a pawn.


Material Cost[Subject Thread] [Add Response]
hirosi Kano wrote on Wed, Sep 20, 2023 12:00 PM EDT in reply to Bob Greenwade from 10:10 AM:

Bob Greenwade wrote on 2023-09-20 UTC

Thanks, I have just noticed that you are right.


Bob Greenwade wrote on Wed, Sep 20, 2023 10:10 AM EDT in reply to hirosi Kano from 05:10 AM:

I just recently developed an Inquisitor piece, moving BDC.

(I just thought I'd mention it, in case it matters to you.)


hirosi Kano wrote on Wed, Sep 20, 2023 08:17 AM EDT:

Other Variation 2

Jinmaku

Alt text for a graphic image

Jinmon

Alt text for a graphic image

Material Cost

Alt text for a graphic image


hirosi Kano wrote on Wed, Sep 20, 2023 06:19 AM EDT:

Transformed Side Other Variation

Alt text for a graphic image

Captain

Alt text for a graphic image

This is a non-royal piece but moves as a King.

Cavalry transforms to Bishop(b1 and h9) or Captain(h1 and b9).


hirosi Kano wrote on Wed, Sep 20, 2023 05:10 AM EDT:

My Original New Shogi

Alt text for a graphic image

Transformed Side

Alt text for a graphic image

King

Alt text for a graphic image

Soldier

Alt text for a graphic image

Alt text for a graphic image

General

Alt text for a graphic image

Admiral

Alt text for a graphic image

Cavalry

Alt text for a graphic image

Knight

Alt text for a graphic image

Bishop

Alt text for a graphic image

Inquisitor

Alt text for a graphic image

Barrier

Alt text for a graphic image

Gate

Alt text for a graphic image

Rook

Alt text for a graphic image

Castle

Alt text for a graphic image

Material Cost

Alt text for a graphic image


Question for HG Muller[Subject Thread] [Add Response]
wdtr2 wrote on Tue, Sep 12, 2023 07:37 PM EDT in reply to H. G. Muller from 03:13 AM:

Awesome. Thank you so much for explaining this. :) Well I now have a new task to add to my "to do" list.


H. G. Muller wrote on Tue, Sep 12, 2023 03:13 AM EDT in reply to wdtr2 from Mon Sep 11 04:29 PM:

Well, what sucked was the fact that for shortage of piece images I had to assign some images with a strong association to a move to a completely different piece. Such as the Camel and Knight that you mention.

And indeed, Jocly slices the desired part out of a file that contains all pieces. The instructions for which area to take out of the file are in the game's *-view.js file. It appears that I indeed did not backport Chu Shogi to source code yet, but in the library file http://hgm.nubati.net/jocly/jocly-master/dist/browser/games/chessbase/chu-chess-view.js you can see how the association is made by searching for 'sprites' on that page. There you find something like (reformatted for the purpose of showing here):

View.Game.cbFairyPieceStyle=function(e){
return $.extend(!0, {
      1: {default:{"2d":{clipy:0}}},
    -1": {default:{"2d":{clipy:100}}},
  default: {
        "3d":{display:this.cbDisplayPieceFn(this.cbFairyPieceStyle3D)},
        "2d":{file:this.mViewOptions.fullPath+"/res/fairy/wikipedia-fairy-sprites.png",
              clipwidth:100,
              clipheight:100
             }
  },
"sh-pawn":{"2d":{clipx:0}},
"sh-shuttle":{"2d":{clipx:2700}},
"sh-copper":{"2d":{clipx:2400}},
"sh-silver":{"2d":{clipx:900}},

The clipwidth, clipheight, clipy and clipx parameters specified there determine which part of the image should be used. Apparently the square size is 100 x 100 pixel here.

Rather than replacing some of the pictograms in the file, I would recommend extending the file with some new pictograms on the right, and then modify the code in chu-chess-view.js to use those image for the corresponding pieces by changing their clipx.


wdtr2 wrote on Mon, Sep 11, 2023 04:29 PM EDT in reply to H. G. Muller from 02:19 AM:

Thank you. I'll try to pull the png. The 2d does not suck, it is pretty good. There are some pieces that I just want to adjust, like the existing camel, and knight. I see the camel and expect 1x3, and the knight 2x1 leap. There a no knights in chu, so the computer often makes a move that I don't expect because I am thinking knight. I really dislike kanji tiles because I can't easily identify one from the other, and if you flip it, whoa! :)

Question: the png file seems to contain everything. at CV the PHP code expects a seperate png/jpg file for each piece and there is some file that glues it all together. Do I need to make about 80 png files including flipped images, or is the code so advanced that somehow jocely can dice and slice the png file and make each piece off that one file?


H. G. Muller wrote on Mon, Sep 11, 2023 02:19 AM EDT in reply to wdtr2 from Sun Sep 10 11:08 PM:

Jocly on github won't include Chu Shogi; it is one of the games I added. I do have a Jocly repository on my own website hgm.nubati.net, which does contain some of the modifications I made. Not all, though, as I originally started by hacking the compiled code, and never finished backporting all that to source code. So I am not sure whether that source would do Chu Shogi.

In any case, Jocly does not contain a 2d piece set especially for Chu. What I remember is this: each game can specify an image file as 'resource', which then contains all the 2d piece images it uses, side by side on a transparent background. For each piece type the game definition contains the number of the piece in that file; apparently the Jocly generic code cuts the piece out of the image, and pasts it on the board it displays.

My Chu implementation uses the standard file with Jocly 2d pieces, ( http://hgm.nubati.net/jocly/jocly-master/dist/browser/games/chessbase/res/fairy/wikipedia-fairy-sprites.png in the Jocly library on my website) which I had extended with a few pieces for other games I implemented. The way to go seems to make an alternative to that file, perhaps by copying and modifying it, and then point the Chu game definition to that file instead of the standard one. If needed by directly editing the Jocly library.

I admit that the current assignment of 2d symbols to the Chu-Shogi pieces sucks. I really only payed attention to creating the 3d kanji tiles. To qualify for incorporating Chu Shogi in the official library I suppose it should use kanji tiles in the 2d representation as well. But I dislike kanji representations, like all westerners other than the miniscule community of non-Japanese Shogi players, so it seemed a good idea to use the 2d representation as an alternative. Personally I would prefer the mnemonic representation for that, but a poll under Chess players revealed they would prefer a pictogram representation, where the symbols are a reminder for the name rather than the move of the piece.


wdtr2 wrote on Sun, Sep 10, 2023 11:08 PM EDT:

First of all Jocely is awesome. I am playing chu shogi on Jocely, and using the 2d symbols on the board when I play. I'd like to design my own 2d piece set. If I download jocely at git hub, does it contain the existing symbols for 2d chu shogi jocely game? If yes, it will make my life easier, I can just edit each piece one at a time. If I design a new chu shogi piece set, would you be willing to add it to CV?


Game not showing legal moves when near a board border.[Subject Thread] [Add Response]
wdtr2 wrote on Mon, Sep 4, 2023 03:28 PM EDT:

oops, never mind. I found the fix. I copied some of code from shogi to fix it. I replaced the legal moves aka -Range with a lambda function, and all is working now. :)


wdtr2 wrote on Sun, Sep 3, 2023 07:36 AM EDT in reply to wdtr2 from 07:16 AM:

I found the other comment. Fergus replied on 2023-07-10 related to a bug with Alice chess. Do I need to add the lambda in Copper_General or the "-range" function?


https://www.chessvariants.com/graphics.dir/horizons[Subject Thread] [Add Response]
H. G. Muller wrote on Fri, Sep 1, 2023 04:44 PM EDT in reply to Diceroller is Fire from 04:25 PM:

Not unless you are an editor. But if you upload them to some directory that you can access, and report that here, I might be able to move them there. Please make them all the same format (250 x 250 pixels).


Diceroller is Fire wrote on Fri, Sep 1, 2023 04:25 PM EDT:

Can I get access to these graphics for editing and adding chessmen?


@ Carlos Cetina[Subject Thread] [Add Response]
Kevin Pacey wrote on Mon, Aug 21, 2023 05:08 PM EDT:

Thank you all the same Carlos. Good to hear from you.

Kevin


Carlos Cetina wrote on Mon, Aug 21, 2023 12:46 PM EDT:

Hi Kevin

Sorry, I haven't checked my email for a while. At the moment I can't commit to starting new games and I really appreciate your interest in playing with me.


Kevin Pacey wrote on Mon, Aug 21, 2023 10:00 AM EDT:

Hi Carlos

Please check your incoming email.

I've sent you 3 emails including on 12 July, 2023 and I'm wondering if you are receiving emails properly.

Regards, Kevin Pacey


Advice[Subject Thread] [Add Response]
Daniel Hancock wrote on Sun, Aug 20, 2023 07:20 AM EDT in reply to H. G. Muller from Thu Aug 3 05:52 PM:

Sorry for no replying sooner, basically a brief description of what may be the problem rules (btw this the entire rules)

It's a 16x16 board with two types of terrain (water and land) and each player has 3 sets of 16 pieces (the 16 standard pieces) 1 set is land-based (only moves on land and only pieces on land can block them) 1 set is water-based (similar to land but on the water terrain) and hybrid (can go over both within certain rules

Pieces move the same as regular chess, but with the rules altered according to the terrain.

To describe the terrain, (using the a to p along he bottom, from left to right for the files and 1 to 16 along the side, from bottom to top)

ranks 1, 4, 7. 10, 13, 16 are water channels (meaning all squares are water files a, d, g, j, m and p are water channels

the other ranks and files consist of water, land, land, water, land, land etc (ending with water) so there are 25 islands (5x5 array) with 4 squares per island (2x2)

Also intersections (where to channels overlap) have a different colour scheme other water squares

To move a piece 1 space orthogonally it either moves 1 square (if the next square is the same terrain) 2 squares (for land pieces jumping over a channel) or 3 squares (for water pieces jumping over land)

To move a piece diagonally you move 1 "space" orthogally in one direction (horizontally or vertically) and 1 "space" the other way (acting like a leaper)

for water there are 8 directions, to combat this I invented right-screw, left-screw (this also applies to the knight since it would have 16 moves)

basically 1 player moves "Right then Up", "Up then left", "Down then Right" and "Left then Down" (this is right-screw) swap these over for left-screw (the other player)

So on the land square h11 the 4 orthogonal moves that 1 "space" are to f11, i11, h12 and h9.

On the water square m10 (intersection) the 4 orthogonal moves that 1 "space" are m11, m9, l10 and n10

On the water square g5 (non-intersection) the 4 orthogonal moves that are 1 "space" are d5, j5, g4 and g6

On the land square h11 the diagonal moves that 1 "space" are f12, i12, f19, i9

On the water square m10 (intersection) the 4 diangonal moves, right-screw, 1 "space" are n13, p9, l7 and j11. Left-screw are l13, j9, n7 and p11

on the water square g5 (non-intersection) the 2 diagonal moves, only right screw are d4 and h4 and only left screw are f4 and j4, the squares for both right and left screw are d6 and j6

So a piece moving 1 space (a king, a pawn excluding it's double step move) it moves as above.

For multiple steps (slider pieces)

Orthogonal moves aren't changed, it just doesn't land on the opposite terrain.

for diagonal it chooses one its 4 direction types (the left-screw or right-screw directions if it's for water)

e.g if it starts right then up, it continues right then up even of the "leaper direction" changes to the terrain (as in the number of square it moves right changes and/or the number of up moves changes)

with a knight it moves up 2 spaces (this always be 3 on land since at least 1 square will be water and 2 or 6 squares on water) then 1 space in a purpendicular direction (1 or 2 on land and 1 or 3 on water)

For hybrid pieces their moves are mostly unaffected, there's just certain squares they can't land on (but can be blocked by pieces on them) for a hybrid piece on land, it can't stay on the same island and for on water, it can only move to a water square on the same channel (since knights and bishops don't move orthogonally they have to move to land)

Hopefully this explains it.

AlsoI mentioned 3 sets of pieces, which implies 3 kings, each player makes 3 move per turn (1 with each type in any order)

basically if at least one king is in check (all kings are royal) if the player can't create a situation where no king is in check after 3 moves (of different types) it's checkmate (during the first 2 moves the player can leave or move a king into check) I have looked into how to recognise when a checkmate has occurred

For stalemate it's basically one of 3 situations if you have king(s) in check at the start of a turn but not after the second move and you have no legal third move, you have no king in check at the beginning but do have after the second turn and can't remove the check at the third move or you not in check at the start or scecond move and can't make a third (if you were in check both times it would be checkmate) then it's stalemate (you can of course try and retract the moves and try again, but if there's no way to make 3 moves with different types of pieces it's stalemate


Distance fight GC[Subject Thread] [Add Response]
Diceroller is Fire wrote on Fri, Aug 18, 2023 11:40 AM EDT:

I have tried to do a Game Courier for my fast idea (shooting chess with non-obligatory captures and short-moving pieces), but it seems like GC doesn’t want me to take with Knights, Kings and Pawns. What is wrong? ~,~


Possible bug with Chess with Different Armies[Subject Thread] [Add Response]
wdtr2 wrote on Thu, Aug 17, 2023 07:58 PM EDT:

Chess with Different Armies Settings=Colorbound-Knights

Look the black knight on c8. move it to b6.

When that knight = piece id is (cn) , is in column a or b it does not show the side and rear king moves as legal moves.

IMO the game is an excellent variant.


Material Cost[Subject Thread] [Add Response]
Diceroller is Fire wrote on Mon, Aug 14, 2023 08:44 AM EDT:

Returning to our discussion;))))))) I’ve understood that:

  • Archbishop costs 8 because it also covers neighboring squares (earlier I thought of it as of BFX discarding the nearness of covered squares); in my opinion it's because B part is long ranging (discarding N's moving's shortness) and N part is color-switching (discarding B's colorboundness) and jumping; so it is maneuverable. So Bishop's part there is 4, however Knight's one is also 4!
  • Imbalance of A+p > Q probably exists because Pawn is cooperative and "every pawn is potential Queen"(c)
  • Ultrabishop (BW) and Hyperrook (RF) are 7 and 8 relatively, because they BTW include the Doubler (K) moves (I thought of them like about BH or RA/RG discarding the nearness of covered squares).
  • Nightrider and Rook really have similar mobility on 8x8, but Nightrider is more maneuverable and Rook is more reliable.
  • Both Zip and Magician from Horizons have the cost of 9 on large (but not big) and free boards, but on 8x8 they really are 7 (M) and 8 (Z) because of their maneuverability and defense from the King (compare with Queen).
  • Bishop pair costs between 6,5 and 7 (when board is more free, Bishops' pair is more valuable).
  • Silver isn't as stabile in cost as I've thought before (in Orda Chess, it's Yurt which is decided to cost 2, but I disagree – maybe from 2,6 to 3,2). 

What do you think about?


Advice[Subject Thread] [Add Response]
H. G. Muller wrote on Thu, Aug 3, 2023 05:52 PM EDT in reply to Daniel Hancock from 03:13 PM:

It all depends on how exotic the rules for your variant are. If these are not too unusual, you could create an Interactive Diagram for it.

Without having any clue about what your variant is like, it will be hard to give sensible advice. Is it 2- or 3-dimensional? Are the cells square, hexagonal or irregular? What is the shape of the board, and how many cells does it have? Do pieces move regularly from one cell to the other, replacing what was in the latter, in a way that only depends on their type, or do they exert all kind of side effects on each other? Is there a single royal piece that you have to checkmate to win? Etc....


Daniel Hancock wrote on Thu, Aug 3, 2023 03:13 PM EDT:

Sorry if this is posted in the wrong place, I didn't know where else to post about this. I've recently finished (or at least almost) a chess variant that I've created, (I have had other ideas in the past and some I might figure out in the future) my problem is how to test it? I don't know enough about there various programs (like Zillions of games), I don't know their capabilities, limitations etc (I've only foumd brief info on that) so I'm not sure if my game could be made with any, also I do have a little coding knowledge, but not sure of it's enough. The main issue is whether or not it's worth investing in one or more programs if they're going to be useless for me and I don't think it's a good idea to submit without testing it first. So I feel like I've hit a brick wall.


Material Cost[Subject Thread] [Add Response]
hirosi Kano wrote on Thu, Aug 3, 2023 01:16 PM EDT:

Material cost is the cost of pieces, or used in a specific situation by summoning unit for some card games. If one of material costs is higher than another piece, this one is more powerful, but heavier than another. Another way of saying, one which has a low material cost, it is more light and movable, and easy to exchange for higher costs. For example, material costs(Material Cost) of knight is 6. ,the pawn have 1 material.

How is calculating material costs mathematically.

Let’s suppose a checked board in your hands. Adjust it to 7×7 squares.

(a1,a3,a5,a7,b2,b4,b6,c1,c3,c5,c7,d2,d4,d6,e1,e3,e5,e7,f2,f4,f6,g1,g3,g5,g7)=|A|

(a2,a4,a6,b1,b3,b5,b7,c2,c4,c6,d1,d3,d5,d7,e2,e4,e6,f1,f3,f5,f7,g2,g4,g6)=|B|

+—+—+—+
|c1|b1|a1|
+—+—+—+
|c2|b2|a2|
+—+—+—+
|c3|b3|a3|
+—+—+—+

|A| and |B| are an assembly element.

Put a piece you want calculate on the d4 central. You can analyze movements of the piece to a part. And you can apply this movements into each squares, (ranks and files). These motion elements are parted into Leap, Ride, Hurdle, Capture only and Move only.

In particularly, the special ability which have various pieces, for example warp, is regarded as special ability elements, these are stood for a letter .

The following list are symbols of the elements.

Ⓛ: Leap Ⓡ: Ride ☐: Hurdle ×: Capture only △: Move only A: Capture without move B: Muti-capture without move C: Copy I: Imitate P: Push R: Reverse S: Sky T: Turn around X: Stop Y: Warp

All elements are able to calculate, a pawn with one step orthogonal capture and one step diagonal move, in this situation pawn cannot move double step at the initial movement, which have △ in d3 and × in c3, e3. So, the following expression is made up.

Pawn=(△)•(d3)+(×)•(c3)+(×)•(e3)

A king moves one step orthogonally and diagonally, it means Ⓛ in c3, c4, c5, d3, d5, e3, e4, e5.

King=(Ⓛ)•(c3)+(Ⓛ)•(c4)+(Ⓛ)•(c5)+(Ⓛ)•(d3)+(Ⓛ)•(d5)+(Ⓛ)•(e3)+(Ⓛ)•(e4)+(Ⓛ)•(e5)

Next, I want show a list of the operation process numbers.

(|A|)=1/2 (|B|)=1 (Ⓛ)=1 (Ⓡ)=1/2 (☐)=1/2 (×)=1/2 (△)=1/2 (A)=1/2 (B)=1 (C)=1 (I)=1/2 (P)=1/2 (R)=1 (S)=1/2 (T)=1 (X)=1 (Y)=1

Next, I want explain for calculation of material cost about Rider.

In general, rider is known as a series of same direction leaps as far as the board will allow, each of which must be to an empty spaces.

Well, which the initial step of rider is the some of Leap or Ride, et cetera. It is possible that both Leap and Ride. In case of general rider; bishop and rook, the initial step is Leap. In case of circular rider; rose, the initial step is Ride.

As well, rider that move by crawling under ground; bishop, rook or queen, and another type of rider that move by interval jumping; nightrider, exist. The first type of rider is calculated by 11×11 squares checked board, and second type of rider is by 13×13.

(A1,a3,a5,a7,a9,a11,b2,b4,b6,b8,b10,c1,c3,c5,c7,c9,c11,d2,d4,d6,d8,d10,e1,e3,e5,e7,e9,e11,f2,f4,f6,f8,f10,g1,g3,g5,g7,g9,g11,h2,h4,h6,h8,h10,i1,i3,i5,i7,i9,i11,j2,j4,j6,j8,j10,k1,k3,k5,k7,k9,k11)=|A|

(a2,a4,a6,a8,a10,b1,b3,b5,b7,b9,b11,c2,c4,c6,c8,c10,d1,d3,d5,d7,d9,d11,e2,e4,e6,e8,e10,f1,f3,f5,f7,f9,f11,g2,g4,g6,g8,g10,h1,h3,h5,h7,h9,h11,i2,i4,i6,i8,i10,j1,j3,j5,j7,j9,j11,k2,k4,k6,k8,k10)=|B|

The central is f6.

I want to explain the calculation for rook.

Ⓛ in e6, f5, f7, g6. Ⓡ in a6, b6, c6, d6, f1, f2, f3, f4, f8, f9, f10, f11, h6, i6, j6, k6

Rook=(Ⓛ)•{(e6)+(f5)+(f7)+(g6)}+(Ⓡ)•{(a6)+(b6)+(c6)+(d6)+(f1)+(f2)+(f3)+(f4)+(f8)+(f9)+(f10)+(f11)+(h6)+(i6)+(j6)+(k6)}

Super Symmetry Correction; SSC, for the type of Knights and Nightrider. Knight and nightrider have 9 symmetries and this is maximum numbers.So, you can correct these material costs.

(SSC)=-2

Pawn=1 King=6 Queen=16 Bishop=6 Knight=6 Rook=10


Commercial Chess Variants[Subject Thread] [Add Response]
Kevin Pacey wrote on Tue, Aug 1, 2023 07:18 PM EDT:

I started trying to grow my LinkedIn network recently, and I've added a couple of men each promoting a CV: one is SimChess and the other is CHESSPLUS (both 10x10, as I recall). These CVs can also be found by a simple web search, e.g. with Google. Neither CV is listed on CVP site, but I don't know if the company that makes either has ever been approached.

I seem to recall one of the co-inventors of S-Chess, or Sharper Chess (known widely as Seirawan Chess) had been approached at one time and wasn't interested in heavily promoting it here, but at least it's been allowed to be shown and played on CVP site (if that was ever an issue).


Congrats[Subject Thread] [Add Response]
Aurelian Florea wrote on Thu, Jul 20, 2023 09:25 AM EDT in reply to Diceroller is Fire from 08:23 AM:

Oh, ok!


Diceroller is Fire wrote on Thu, Jul 20, 2023 08:23 AM EDT in reply to Aurelian Florea from 07:49 AM:

I mean International Day of Chess (variants)


Aurelian Florea wrote on Thu, Jul 20, 2023 07:49 AM EDT in reply to Diceroller is Fire from 07:20 AM:

Congratulations Neill Armstrong!


Diceroller is Fire wrote on Thu, Jul 20, 2023 07:20 AM EDT:

Congrats! It’s 20th of July! Thank you all for extending the culture of the humanity!


Metamachy set[Subject Thread] [Add Response]
Aurelian Florea wrote on Thu, Jul 20, 2023 06:01 AM EDT in reply to Bob Greenwade from Wed Jul 19 06:16 PM:

The next step would be to make an electronic board :) (mostly joking)


Bob Greenwade wrote on Wed, Jul 19, 2023 06:16 PM EDT in reply to Jean-Louis Cazaux from 05:40 PM:

This is mind-blowing, Jean-Louis. Well done.


Jean-Louis Cazaux wrote on Wed, Jul 19, 2023 05:40 PM EDT:

Hi. Just announcing that I have designed a Metamachy set, available for anyone having access to a 3D printer. Some photographs done with cheap PLA. The squares on the board are 50x50mm2.

Physical set

Physical set

Physical set

Physical set

Physical set

They can be found on https://www.thingiverse.com/kazo65/designs


Diamond Morph Board Mutator[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Jul 10, 2023 12:23 PM EDT:
Diamond Morph Board Mutator

Take a 10x10 chessboard, and allow movement both on the 100 squares/cells of the board and on the corners of the squares, that is, on all the intersections of vertical and horizontal lines making up the 11x11 grid that defines the 10x10 board. This gives 221 board positions, and the unit cell is a centered square lattice. The board can be considered to be 2 interlocking 2D square patterns with the corners of the squares of 1 pattern marking the center of the squares of the other pattern. https://www.researchgate.net/figure/The-centered-square-lattice-structure-Between-each-full-circles-the-bond-represents-a_fig3_49907947 This board has some unusual properties. 

If you try to maintain the standard moves of the chesspieces on this board, the first thing you notice is that it's the rooks that are bound to roughly half the board. A rook that starts the game in a cell can only move from cell to cell, and never on the lattice, and the rook that starts on a lattice intersection can never move into a cell, because only diagonal moves allow you to go between cells and lattice intersections. And that means the bishops are not bound to only part of the playing surface. It's a rook - bishop reversal of roles. 

The wazir’s orthogonal moves on this board are simple and obvious: you step from 1 cell to an adjacent cell through the common side of the 2 cells, or you step from 1 intersection to an orthogonally adjacent intersection, moving along the grid line. But the diagonal moves are not quite so simple. One diagonal step takes you from cell to intersection or intersection to cell. It takes a diagonal move of 2 steps to bring a piece from cell to cell or intersection to intersection. So how does a ferz move? Does it always step 1 and so change between cells and intersections with each move? Or does it always step 2, thus re-binding itself to either cells or intersections? I will argue that the player should have the choice for a ferz of taking 1 or 2 steps for each move, and the same for any piece that has a diagonal move, like the knight.  It’s certainly not necessary, but I feel that if you use this board you should consider using the expanded diagonal move: 2 diagonal steps to bring the piece back to the same subset of locations, cells or intersections, *and* the 1 step which changes the subset of locations the piece ends on. The board is more than double the size of a “standard” 10x10 board (221 playable locations vs. 100) so allow the extra moves a ferz would get with 1 and 2 step options. 

This applies to the knight, which can be considered to move either 1 step orthogonally and then 1 or 2 steps diagonally, doubling its movement power, or diagonally then orthogonally, although you might make it a slider then, rather than a leaper. I lean against allowing the knight to move 1 step diagonally, 1 step orthogonally, and then a second step diagonally, as this can be considered violating the spirit of the knight’s move. (Or not!)

One feature of this board is that it takes exactly the same number of steps to go from 1 location to another either orthogonally or diagonally or any combination of the two. On a standard 2D checkered board, that is very much not true. What it all means is that I’m playing with the underlying geometry of the board. The board locations are all “actually” diamonds, and the “rooks” actually go through the corners of those diamonds, thus becoming ‘bishops.’ And on that underlying diamond board, the “bishops” go through the sides of the diamonds, thus becoming ‘rooks’ despite the way it looks like they move on the game board. To visualize the ‘actual’ board, take a unit cell, mark the midpoints of each side, then draw straight lines from the top and bottom points to the 2 side points. Do that for every cell, and you get a diamond pattern. Each unit cell of the game board contains 2 diamonds, a complete 1 in the center of the cell, and the other is quartered and stuck in the corners. 

If I knew how to actually make this board in Game Courier I would, but – for those who have seen any of the Jumanji movies, my weakness is modern tech :\ - I do have an experimental game for the board I’ve described. There are 21 pawns and 21 pieces per side in the game. They are set up in 4 rows (“ranks”) along opposite edges of the board, which I do not think should be checkered in the standard way, but rather the way Fergus made the newish Shatranj board, a basic marbled white board with 2x2 squares of light green laid over the center 4 squares of the board, with the pattern shifted 4 squares orthogonally and repeated, in every direction. For a 10x10 board, this would give 9 2x2 green squares, 4 in the corners and the remaining 5 in a “+” shape spaced evenly between the corners. Anyway, here’s the setup, legend at bottom:

  P	P     P	    P	  P	P     P	    P	  P     P
P    P	   P	 P     P     P	   P	 P     P     P     P	      
  R	H     N     B	  G	G     B     N	  H	R 
R    H	  HP	 S   DWAF    K	 DWAF    S     HP    H	   R

P = pawn	G = guard(mann)
R = rook	HP = high priestess
H = hero	S = shaman
N = knight	DWAF = pasha
B = bishop

Talkchess.com[Subject Thread] [Add Response]
Aurelian Florea wrote on Sat, Jul 1, 2023 11:07 PM EDT in reply to H. G. Muller from 01:34 PM:

Ok. Thanks!


H. G. Muller wrote on Sat, Jul 1, 2023 01:34 PM EDT in reply to Aurelian Florea from 12:33 PM:

There is little I can do about that. Sometimes it helps to try a few times.


Aurelian Florea wrote on Sat, Jul 1, 2023 12:33 PM EDT in reply to H. G. Muller from Fri Jun 30 02:21 AM:

But, HG it says my connection is not secure!


Aurelian Florea wrote on Fri, Jun 30, 2023 02:56 AM EDT in reply to H. G. Muller from 02:21 AM:

Oh, yes!


H. G. Muller wrote on Fri, Jun 30, 2023 02:21 AM EDT:

It appears your login name is catugocatugocatugo.


Aurelian Florea wrote on Fri, Jun 30, 2023 01:53 AM EDT:

HG,

Maybe you can help me!


Featuring new variant(s)[Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Wed, Jun 28, 2023 08:35 PM EDT in reply to Diceroller is Fire from Tue Jun 27 10:13 AM:

How about enabling Atomic chess as recognised game (and probably featured or of the month)?

Let's provide better support for it here, first. Then we can think about featuring it.


Talkchess.com[Subject Thread] [Add Response]
Aurelian Florea wrote on Wed, Jun 28, 2023 03:45 AM EDT:

I can't log on talkchess.com. It says that I don't have permission. My user name is catugo. Can anyone help?


Featuring new variant(s)[Subject Thread] [Add Response]
Diceroller is Fire wrote on Tue, Jun 27, 2023 10:13 AM EDT:

How about enabling Atomic chess as recognised game (and probably featured or of the month)? It's played by many people on Lichess, and it's probably the most favourite by community which plays variants for making unofficial team arenas. BTW I have high Atomic rating there.


Huge variants[Subject Thread] [Add Response]
H. G. Muller wrote on Sun, Jun 25, 2023 01:43 AM EDT in reply to Daniel Zacharias from Sat Jun 24 07:47 PM:

@Daniel: It seems to me that moving pieces like groups would give the game a very unchesslike feel. I suppose there could be other forms of 'air lifting', though, dependent on the presence of a transport piece, rather than its motion. E.g. highly mobile 'Aircraft Carrier' pieces could activate pure leapers other than King that stand next to it to emerge from an Aircraft Carrier elsewhere with a non-capturing move. Or perhaps be dropped on any empty square adjacent to the other Aircraft carrier. Or all leapers could be allowed to make a K step onto a friendly Carrier, to step off another Carrier in the same direction.

@Joe: 'piggybacking' a piece move on a pawn move would only lead to more participation of pieces when there are pieces that would otherwise not be worth moving. (Asuming the pawn moves were necessary anyway.) This seems to be a consequence of poor design in the first place. And a simpler rule would be to make all such 'non-worthwile moves' non-turn-ending.

The pawn double push seems to be a precedent for accelerating play with slow pieces. So I guess it would be natural to also grant multiple non-capture moves (in the same direction?) to other leapers, as long as they stay on their own half. And allow their e.p. capture on the squares they passed through.


Daniel Zacharias wrote on Sat, Jun 24, 2023 07:47 PM EDT in reply to H. G. Muller from Fri Jun 23 02:04 PM:

I was running out of ideas for how to speed up such large games. And for the variants I had in mind (14x14 and 16x16) the ideas I already discussed seemed sufficient for making those playable. A fundamental issue is that it takes at least as many moves as you have pieces to move all your pieces.

I've always liked the concept of the transport pieces in Jetan Jeddara as a way to speed up large games.


Joe Joyce wrote on Sat, Jun 24, 2023 03:56 PM EDT in reply to H. G. Muller from 03:12 AM:

My argument isn't about shortening the total number of individual unit moves, but rather about giving all the pieces more opportunities for movement and involvement in the game. Just for starters, every opening pawn move is matched with a piece move. Right there, you get all the turns that are just opening pawn moves to move a piece, also. That gives you a few extra moves right in the beginning of the game. I believe that will force both players to use more of their pieces in a game. And that is doubly true if you allow any 2 pieces to move per player-turn. I do agree that each turn will be longer, and the game overall might go on longer, but that was not part of my considerations. And for what it's worth, it's a lot better than the only other option for "forcing" more use of all the pieces that comes to mind now, which is to just remove the pawns and play without them, which is in some ways very instructive, but does not give you anything close to a game of skill.


H. G. Muller wrote on Sat, Jun 24, 2023 11:03 AM EDT:

I was thinking about pieces that could only be used once to inflict great damage. E.g. like a Fire Demon, but which also disappears itself on capture. In Tenjiku Shogi a Fire Demon is 'priceless', since it can continue to inflict damage for the entire duration of the game, and this will add up to more that it could ever destroy in a single trade. But with a kamikaze piece the damage stays limited, albeit large. If there is no defence against it, you must simply accept that a certain fraction of your army will be destroyed by  this without having been used. But it could be a different fraction, depending on the defensive strategy you employ. After the kamikaze pieces are gone it becomes a normal chess game. And if you wait too long using the kamikaze pieces chances are that you cannot do as much damage with them anymore, because population density went down.

Perhaps a Grasshopper that explodes on capture, destroying itself and all adjacent enemy pieces would be an idea. It has great forking power, so that the only defense against its attack is deciding which pieces you sacrifice to it.


Aurelian Florea wrote on Sat, Jun 24, 2023 09:32 AM EDT in reply to H. G. Muller from 03:12 AM:

@HG,

The non-capturring moves are non necessarily about shortening the games. Giving the fact that it complicates calculations, the game could be very well actually longer on the clock.

But, maybe having this rule reduces the locality of the turn. Things could happen easier in multiple parts of the board so many more pieces contribute to the decision making.

Your choice of aggressive capturing pieces (probably lion and fire demon) it shortens the games but I don't think it makes it more interesting. It could very well make it barren of strategic concepts!


H. G. Muller wrote on Sat, Jun 24, 2023 03:12 AM EDT in reply to Joe Joyce from 02:37 AM:

One should not confuse moves with turns. Allowing multiple moves per turn doesn't shorten the game in terms of moves. You just re-order the moves.


Aurelian Florea wrote on Sat, Jun 24, 2023 03:12 AM EDT in reply to Joe Joyce from 02:37 AM:

@HG,

I agree with you that very long leapers are bad design because of being very hard to defend against. On the other hand if you give 16-24(I'm more for 16 and maybe accept 20) path mover (lame leaper) moves they become useful. The reason for that is that moves from the opponent in the mid game need to be calibrated so that it won't unblock such pieces. These path movers (lame leapers) in the mid game threaten terrible forks but are quite useless in the endgame providing an interesting strategic choice for the players. I like the strategic choices that are offered by unblocking paths (this is why I use all sort of bent riders). In exchange I don't like having many leapers. A disadvantage though as Jean-Louis always says is that these moves are difficult to see by humans.


Joe Joyce wrote on Sat, Jun 24, 2023 02:37 AM EDT in reply to H. G. Muller from Fri Jun 23 02:04 PM:

Hi, HG.

I've been following this thread off and on, as I have a fondness for what others see as huge variants. I would argue that when you come to something like this: "A fundamental issue is that it takes at least as many moves as you have pieces to move all your pieces" you are seeing a restriction that may not need to be there.

Chessplayers as a group seem to be inherently conservative, and highly resistant to significant changes to any version of chess, and even minor changes. So something as radical as suggesting a multi-move approach to speeding the game up, which it will, leaps past heresy directly into the depths of anathema. So be it. Use 2 moves per player-turn to speed up the game. If that is too radical, allow an optional pawn move each turn. Move a piece and a pawn each turn, with no requirement to make the pawn move.


H. G. Muller wrote on Fri, Jun 23, 2023 02:04 PM EDT:

I was running out of ideas for how to speed up such large games. And for the variants I had in mind (14x14 and 16x16) the ideas I already discussed seemed sufficient for making those playable. A fundamental issue is that it takes at least as many moves as you have pieces to move all your pieces. And it sems silly to have pieces you would never get to moving. I suppose that this would not be so bad if there was such a large variety in strategies that you would use different subsets of the pieces in different games, so that in the long run all pieces get used equall often.

I guess another way would be to incorporate aggressive multicapture, which initially would quickly destroy the majority of the pieces before they moved. So that depending on how the opponent would use them you would be left with different subsets of the initial pieces, small enough to use them all without making the game unduly long. E.g. a piece that would capture as in Atomic Chess, destroying itself in the process. Players would be under pressure to use these pieces quickly, while the population density is still large and the strongest pieces have not yet been traded, to cause the most destruction.

I don't like leapers with very long leap. There is basically no defense against those; they can attack you with forks from within a safe location that you cannot reach. If you make them lame leapers, they get too easily blocked.


Aurelian Florea wrote on Fri, Jun 23, 2023 11:54 AM EDT in reply to H. G. Muller from Wed May 24 07:40 AM:

HG, You have sort of abandoned this thread for a while, and to me it is a very interesting discussion. The min 3 steps idea seems very good to me. I was contemplating something these days in relation to centennial chess. In that game you can move twice before the first capture. Maybe for such a large variant you could think about introducing the double non-capturring moves at any time. The games tend to become rather localized otherwise. Or in contrast to that you could use more leapers with long leaps like say a (4,1) leaper. Or you may replace the wizard (as you already have a camel) with (1,1)&(4,1). This will give more of an over the whole board sensation. On the other hand too many forks from such leapers could lead to a sentiment of randomness. And also easily jumping the pawn chains is rarely a good idea. What I'm proposing the is to have long path movers (like the falcon from falcon chess) with more (say 16 or 20) destinations!


Ohhhhh...[Subject Thread] [Add Response]
Jean-Louis Cazaux wrote on Thu, Jun 22, 2023 01:13 AM EDT in reply to Diceroller is Fire from Wed Jun 21 09:49 AM:

Which page? I don't see what you mean. In any case there are more than one editor and it is really sad to see all these questions/submissions unanswered.


Diceroller is Fire wrote on Wed, Jun 21, 2023 09:49 AM EDT:

I probably understand why this site sleeps...

...simply check out Webmaster's page...

{if he will see this comment, I will delete it}


Weird Rook strength pieces[Subject Thread] [Add Response]
Aurelian Florea wrote on Sun, Jun 18, 2023 12:04 PM EDT in reply to Diceroller is Fire from 09:58 AM:

@Lev, Thanks!


Aurelian Florea wrote on Sun, Jun 18, 2023 12:02 PM EDT in reply to H. G. Muller from 07:25 AM:

@HG, I'm using the Tamerlane giraffe but with the caveat that it can stop at camel square, and a manticore that must do 2 steps at least (may stop at knight suquares). That in different games. What you say, I have not considered. I did consider something even weirder though, because the two above mentioned pieces are hard to develop in the opening I have considered pieces that have the first step pass through pieces another of a few others blockable and then ordinary. Also, now you got me thinking about sky rooks combined with Tamerlane picket like pieces.


Diceroller is Fire wrote on Sun, Jun 18, 2023 09:58 AM EDT in reply to Aurelian Florea from Fri Jun 16 02:11 PM:

Please expand a bit on mezors! I don't understand what you mean!

 It's a category of chessmen who have mating position but cannot reach it.

Not on this category, but I also will note that Commoner also has a power near the Rook.


H. G. Muller wrote on Sun, Jun 18, 2023 07:25 AM EDT in reply to Aurelian Florea from Sat Jun 17 02:30 PM:

Have you thought about lame versions of the Slip Queen or Skip Queen, or mixtures of the two (e.g. the compound of a Slip Rook and a Skip Bishop)? These have similar mobility to a Rook on any size board.


Aurelian Florea wrote on Sat, Jun 17, 2023 02:30 PM EDT in reply to H. G. Muller from 02:19 PM:

@HG,

Things I love!


H. G. Muller wrote on Sat, Jun 17, 2023 02:19 PM EDT in reply to Aurelian Florea from 01:47 PM:

The idea of the Silly Sliders was born out of my search for a piece that would be almost a Bishop, but not color bound. I wanted that because I wanted to investigate whether the Bishop pair bonus had anything to do with color binding, or whether it is just a consequence of the move sets of two Bishops on opposit shades have so many orthogonal contacts. (But I still haven't gotten to doing that...) First I considered replacing just one of the F moves by a W move, to have minimal difference. But because it then attacks orthogonally adjacent squares it has mating potential, which could make a difference. One way to avoid that was replace all F moves by W. And then I liked the resulting piece.

But for the actual test it would probably be better to take a divergent piece that replaces only one of the (backwards) mF moves of the Bishop by an mW. That also avoids the problem of mating potential.

The Daring Dragons were made for show-casing a piece with an unusual area binding (odd/even files instead of square color), also in relation to pair bonuses this might involve. I started to like the vRsN (the move pattern of which reminded me of a Dragonfly) because it turned out to have good mating potential despite the fact that the usual method for checkmating with orthogonal sliders (forcing the bare King to take opposition along the ray that traps it, and then make one slider step to check and force the King back) cannot be used there. But there is a very peculiar method for forcing the bare King to take opposition when your King is on the orthogonal, so that you can force it back by checking through a double step.


Aurelian Florea wrote on Sat, Jun 17, 2023 01:47 PM EDT in reply to H. G. Muller from 01:06 PM:

In the case of afyafWZ even if 4 of the moves are not blocked as they were in the second rook squares, the Z squares are longer and more often off board. I think you are correct though in assessing the this piece is a bit stronger than a rook.

BTW: I like the silly sliders and the daring dragons quite much!


H. G. Muller wrote on Sat, Jun 17, 2023 01:06 PM EDT in reply to Aurelian Florea from 11:59 AM:

Well, taking away the first few steps of a slider (but keep the remaining moves blockable on those squares), and replacing those by leaper moves away from the path is a good way to make new pieces without altering the value too much. I did the same in the Silly Sliders army for CwDA, replacing the W steps of the Rook by F, and the F steps of Bishop by W, and the K steps of the Queen by N. If you also replace the second move of each slide by a direct leap, the value would probably increase (by about a Pawn), as those moves were blockable, and the leaps no longer are.

Pieces without any stepping moves are rather cumbersome to manoeuvre, though.

BTW, better to write afyafW than yafafW: the latter already changes to Rook after the first step, so it does W+R+R. This is still a minimum of 3 steps, but for larger distance the R+R part can be realized through many diffeent intermediate squares. (It really describes a 'degenerate' hook mover, with two sliding legs.) This would slow down the Interactive Diagram's AI, which is not clever enough to recognize the moves as the same, and would try to search all of them. With W+W+R there is always only a single realization.


Aurelian Florea wrote on Sat, Jun 17, 2023 11:59 AM EDT in reply to H. G. Muller from 10:37 AM:

I had never thought about bend hook movers. Thanks for pointing these pieces out. Anyway, the thing that I was asking myself is how weird would be the pieces I was talking about for a more regular chess player. Probably pretty much, given the fact that I have met players who see the Capablanca pieces too complex. I don't understand why, but anyway!


H. G. Muller wrote on Sat, Jun 17, 2023 10:37 AM EDT in reply to Aurelian Florea from 01:57 AM:

If you want edge-seeking pieces, you could use hook movers that can only turn a corner after some (large) number of steps. E.g. B-then-R that can make a 45-degree turn only after making 6 or more diagonal steps. In the center of a 12x12 board this is just a normal Bishop. But in the corner of an empty board it would cover 1/4 of the board.


Aurelian Florea wrote on Sat, Jun 17, 2023 01:57 AM EDT in reply to Bn Em from Fri Jun 16 04:41 PM:

On a 12x12 board camel and zebra are as short as the knight is on a 8x8 (the same ratio between the longest move and the board length). I'm sure that there exists a large enough board where Giraffe=Rook. The pieces I mention are maybe more like a giraffe that can move to dababah and threeleaper spaces.


Bn Em wrote on Fri, Jun 16, 2023 04:41 PM EDT in reply to Aurelian Florea from 02:13 PM:

It's arguably a little bit of a stretch to call Camel/Zebra leaps genuinely short; normally that refers to anything within two king‐moves away (The Short‐range project differs a bit on this, but partly because a lot of those games (especially Joe Joyce's) tend towards even larger boards). So your proposed pieces have the same kind of personality (broadly speaking) as Tamerlane's Giraffe (which in turn leads to the question of that piece's value — might it be comparable to a rook?)


Aurelian Florea wrote on Fri, Jun 16, 2023 02:13 PM EDT in reply to Bn Em from Wed Jun 14 06:48 PM:

@Bn Em

The lack of personality comes from replacing some short moves with other short moves. Most people won't like that I'm afraid!


Aurelian Florea wrote on Fri, Jun 16, 2023 02:11 PM EDT in reply to Diceroller is Fire from Thu Jun 15 04:33 AM:

@Lev,

Please expand a bit on mezors! I don't understand what you mean!


Aurelian Florea wrote on Fri, Jun 16, 2023 02:09 PM EDT in reply to Jean-Louis Cazaux from Wed Jun 14 05:12 PM:

@Jean-Louis, Well, the pieces you mention are not rook strength though! There is also tripunch chess where bishop+manticore and rook+gryphon are featured.


Diceroller is Fire wrote on Thu, Jun 15, 2023 04:33 AM EDT:

I also have some Rook-strength pieces: Longdebeest (Ö in my notation, CFX) and Dove (Ď in my notation, fFvDbsNbAvHfG). Both are majors; both are also weird (especially Dove).

{Also I think about new piece category, Mezor, which are minor in most variants, but become major in drop variants (such as my Warrior, Copper, Silver, Wildebeest, several Argentinian hoppers, etc.)}


Jean-Louis Cazaux wrote on Thu, Jun 15, 2023 01:21 AM EDT in reply to Bn Em from Wed Jun 14 06:48 PM:

@Bn Em: yes I knew about Qilin vs Kirin, Kylin, but it's just a working name for me at this stage. I wanted to stick with something more or less dragon-like. Thanks for pointing me to 4 Linepiece Fusion.


Bn Em wrote on Wed, Jun 14, 2023 06:48 PM EDT:

@Aurelian

The pieces you're proposing, with, as you say, less emphasis on centralisation in exchange for greater power at range, remind me a little of a more organic way to achieve what Big Outer Chess was going for. I wouldn't worry a priori about a ‘lack of personality’ from being part‐leaper and part‐rider; even things like the Archbishop have plenty of character, and there's certainly a distinctiveness to such a dispersed pattern of movement

As for partial bent riders, if not the chiral ones what about Ships/Snaketongues or their sideways or (as yet unattested afaik) crabwise counterparts?

The compound cannon would indeed probably deserve careful handling

@Jean‐Louis

Your Godzilla is not particularly less new than your Simurgh/Qilin: Gilman gives the latter two as respectively Metropolitan and Ancress — and even uses them in Four‐Linepiece Fusion — though ofc it makes sense that you minght prefer to stick with the monster theme for the names.

That said, whilst duplication of ‘Simurgh’ is fine (Gilman uses it for the viceroy‐then‐bishop viceroy‐then‐rook which only exists in 3D (or hex)), it seems odd to me that you'd choose to duplicate Qilin, which is just the Chinese version of Japanese Kirin, i.e. the familiar FD


Jean-Louis Cazaux wrote on Wed, Jun 14, 2023 05:12 PM EDT in reply to Aurelian Florea from 03:43 AM:

@Aurelian. On my side, for a giant chess (on 16x16) I am exploring, for few weeks now, two compound bent-riders that I called Simurgh: Gryphon + Bishop and Qilin: Manticore + Rook. In the same game I have also the Godzilla, not new, which is Gryphon+Manticore.

They are very strong pieces. They need a crowdy large board.


Aurelian Florea wrote on Wed, Jun 14, 2023 03:43 AM EDT in reply to Daniel Zacharias from Tue Jun 13 08:45 PM:

The mRpR sounds interesting too. That is a compound of the Xiangqi and Janggi cannons. I have not considered it. Now that I'm thinking it is always around rook level but more useful in the opening that the endgame. I think it could cause trouble in the opening though. I definitely don't like asymmetric bent riders. For 12x12 R3fB3 is probably below rook. Isn't this piece too blend though? But I was asking more about the pieces I was proposing.


Daniel Zacharias wrote on Tue, Jun 13, 2023 08:45 PM EDT in reply to Aurelian Florea from 10:52 AM:

What about FyaflF or mRpR? I imagine those might be close to a rook. Or maybe something like R3fB3. Maybe it depends on what other pieces you have


Aurelian Florea wrote on Tue, Jun 13, 2023 10:52 AM EDT:

Hello guys, I was thinking about obtaining other pieces of rook strength. I thought about the yafafWZ (a piece that moves at least three rook steps and may also move like a zebra) and the yafafFHC ((a piece that moves at least three bishop steps and may also move like a camel or a threeleaper). These are pieces with a steppe learning curve but I had noticed they have something to offer. Most pieces are better when centralized but these even if they lose some leaper jumps when close to they edge the gain long rays. Also, it could be argued that they don't have personality as they are leaper on one hand and a hard to use rider on the other. I am thinking about this pieces for a 12x12 game. Any thoughts?


Stone Garden Variation GC[Subject Thread] [Add Response]
Daniel Zacharias wrote on Mon, Jun 12, 2023 09:35 PM EDT in reply to Diceroller is Fire from 03:57 PM:

Your problem is this line:

add h all b7 b8 c7 c8 f7 f8 h7 h8;

You want this piece on g7 and g8 instead of h7 and h8. If you change that it should work.


Diceroller is Fire wrote on Mon, Jun 12, 2023 03:57 PM EDT:

I've created this by simple editing and copypasting but error occured https://www.chessvariants.com/play/pbm/play.php?game=Stone+Garden+Full+Contact&settings=stonegardenvarfc&submit=Edit


Old Castle Chess[Subject Thread] [Add Response]
hirosi Kano wrote on Wed, May 31, 2023 11:10 PM EDT:
files=8 ranks=8 promoZone=1 promoChoice=PNBRQD graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png symmetry=none shatranj pawn:P:fmWfcF:pawn:b2,d2,f2,h2,,b7,d7,f7,h7 asian pawn:P:fW:chinesepawn:a2,c2,e2,g2,,a7,c7,e7,g7 knight:N:N:knight:b1,g1,,b8,g8 bishop:B:B:bishop:c1,f1,,c8,f8 rook:R:R:rook:h1,,h8 queen:Q:Q:queen:d1,,d8 dragon king:D:RF:promotedrook:a1,,a8 king:K:KisO2:king:e1,,e8

IDs[Subject Thread] [Add Response]
Diceroller is Fire wrote on Tue, May 30, 2023 05:56 AM EDT in reply to Fergus Duniho from Fri May 26 12:37 PM:

OK


🕸Fergus Duniho wrote on Fri, May 26, 2023 12:37 PM EDT in reply to Diceroller is Fire from Tue May 23 08:31 AM:

Do you want to change your ID of Cryinto or your name of Rechefiltr is Fire? The former will involve replacing it in multiple tables of the database, and we have no script for that. The latter should be something you can edit yourself.


Huge variants[Subject Thread] [Add Response]
H. G. Muller wrote on Wed, May 24, 2023 07:40 AM EDT:

I guess it is simpler to just require a minimum distance for the air-lift moves by rule, than to effectively cause this by having the closest moves overlap with already existing moves. So to the Knight we could add a diagonal airlift, with the restriction that it should land at least 3 steps away. The Elephant and War Machine/Champion can be imagined to have that same restriction, as they could land 1 or 2 steps away on the air-lift path through their usual moves.


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