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Our Featured Variant: Try the Chinese game of Xiangqi, one of the most popular and enduring Chess variants in the world.
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Because of
the nature of 2 player, turn based games with each player possessing
perfect information, if one of the players manages to gain an advantage
in material over the other player, then life often becomes very difficult
for the player who is down on material. Chess players know that winning
an exchange or gaining an advantage of 1 - 2 pawns in material is frequently
enough for the player with material advantage to convert into a victory.
The advantage in material needed to win is often surprisingly small,
amounting to 1 - 5 percent of the entire strength of the army that is
given to players. I wanted Magi to be a game where players could conceivably
lose entire pieces (5 percent or more) of material and still have the potential
to win. I will show a sample game which I played against the Zillions
of Games program where I was actually 3 full pieces down at a single move
during a game and still managed to pull out a victory.
Perhaps most
importantly, I realized during play testing that a game of Magi
takes somewhere between 20 - 150 moves to come to a resolution.
In 2 player, turn based games like chess where both players have perfect
information, usually at some point in the game the balance of power
tips in favor of one of the two players. I realized that playing a lengthy
game where one of the players has gained an advantage can be rather depressing
for the losing player, unless of course the player with the advantage
fails to convert his / her advantage into victory. Therefore I was inspired
to devise another set of outcomes that differ from the normal outcomes
that occur in chess - i.e. win - loss, loss - win, draw (1-0, 0-1, 1/2
- 1/2). I believe that my new idea for outcomes (which involve playing
for more than one point) will help inspire players of lengthy 2 player
games in such a way that even players who are losing will continue to
play to the best of their ability. This is because they will see that
they will still have something to play for even if they are being badly
beaten by their opponents.
Rules:
Board
and Opening Setup: Magi is played on a 10x10 board. Each
player starts off with an army of 24 pieces, including a King,
12 Pawns, 2 Rooks, 2 Bishops, 2 Knights, 2 Dukes, an Cardinal,
a Queen, and a Wizard. The initial piece setup is shown in
the picture depicted below. WP = White Pawn, WN = White
Knight, WB = White Bishop, WC = White Cardinal, WQ = White Queen,
WK = White King, WW = White Wizard, and WD = White Duke. Likewise,
B(X) = the corresponding Black pieces. |::::| = a colored square
and if the square has :letters:, then it is a square occupied by a
piece. Of course, the table below denotes the ranks and columns at
the right hand side and at the bottom of the table respectively.
| BR |
:BN: |
BB |
:BC: |
BQ |
:BK: |
BW |
:BB: |
BN |
:BR: |
10 |
| :BP: | BP |
:BP: |
BP |
:BP: |
BP |
:BP: |
BP |
:BP: |
BP |
9 |
| BD |
:::: |
:BP: |
:::: |
BP |
:::: |
:BD: |
8 |
|||
| :::: |
:::: |
:::: |
:::: |
:::: |
7 |
|||||
| :::: |
:::: |
:::: |
:::: |
:::: |
6 |
|||||
| :::: |
:::: |
:::: |
:::: |
:::: |
5 |
|||||
| :::: |
:::: |
:::: |
:::: |
:::: |
4 |
|||||
| :WD: |
:::: |
WP |
:::: |
:WP: |
:::: |
WD |
3 |
|||
| WP |
:WP: |
WP |
:WP: |
WP |
:WP: |
WP |
:WP: |
WP |
:WP: |
2 |
| :WR: |
WN |
:WB: |
WC |
:WQ: |
WK |
:WW: |
WB |
:WN: |
WR |
1 |
| A |
B |
C |
D |
E |
F |
G |
H |
I |
J |
PIECE MOVEMENTS:
In this game, the King, Queen, Rooks, Knights, and Bishops all move (and capture) as they do in orthodox Chess. Note the change in the rules on castling below.
Pawns: In general, pawns act much as they do in orthodox Chess. Pawns may move only in a forward direction except when capturing. The pawns that are on the third and eighth ranks (located at squares D3, D8, G3, and G8 at the beginning of the game) can move 1 or 2 squares forward on their first move. All other pawns can move 1,2, or 3 squares forward on their first move. Afterwards, pawns are allowed to move only one square forward every time the pawn moves, unless the Pawn performs a capture move. If a player moves his / her pawn one or two squares on the first move, they still may move their pawn only square forward (unless performing a capturing move) from then on. Pawns are not allowed to jump or move over pieces that are in its path on its first move.
Pawns capture opposing pieces in a diagonal move as they normally do in orthodox Chess. Pawns can perform a standard orthodox Chess En Passant capture move of their opponents' pawns if their opponents move their pawns from their original positions to either the 4th or 5th ranks - if Black, or to the 6th or 7th ranks - if White on their first move of that pawn.
Additional clarifications of En Passant captures are needed in this game. If a player moves his or her Pawn two or three squares forward on that Pawn's initial move, and the opposing player is in possession of 2 Pawns that are "doubled up"on a file that is adjacent to the file of the recently moved Pawn, then the opposing player has the following options regarding how to react to the Pawn move:
If the player playing White moves a Pawn forward to the 5th rank (or 6th rank if playing Black), and the opposing player has Pawns on the 4th and 5th ranks (if White) or the 6th and 7th ranks (if Black) on an adjacent file, then the opposing player can capture the Pawn with either of his/ her Pawn's on the adjacent file in an En Passant manner.
Example #1: White has an unmoved Pawn on the C2 square and Black has doubled Pawns on B4 and B5 :
If White moves his / her Pawn to C4, then the B4 pawn can capture only by En Passant methods only. However, the pawn on B5 can capture as a Pawn normally would in Chess. If White moves the Pawn to C5, then either the B4 or B5 Pawn can capture the White C Pawn, but they can do so only by the En Passant method.
The same moving and capturing principles hold if players has "tripled up" pawns on adjacent files. If White has a Pawn on C2 and Black has Pawns on B4, B5, and B6, then if White moves his / her Pawn to C5, the Black Pawns on B4 and B5 can capture via En Passant, while the B6 Pawn can capture by normal means. If the tripled up pawns are on B3, B4, and B5, then only the B4 and B5 pawns can capture the opposing pawn.
In the case of the D and G pawns, opposing players can make En Passant captures of these pawns if they have pawns on either the 4th or 5th ranks (if Black) or 6th and 7th ranks (if White).
Example #2: White has pawns on the C6 and C7 squares and Black moves her D8 pawn forward one square to D7. White can capture the D pawn with the C7 pawn En passant or can capture normally with the C6 pawn. If Black moves her pawn to D6, either the C6 or C7 pawn can capture via En passant.
Promotion of Pawns: Pawns may promote to pieces when they reach the last rank on the opposing side of the board as in orthodox Chess. Pawns may be promoted to a Queen, a Duke, a Rook, a Bishop, a Knight, an Cardinal, or a Wizard.In practice, players will either promote to either Queens or Wizards.
Dukes: Dukes can move 1 - 3 squares in a horizontal or vertical direction, controlling anywhere from 6 - 12 squares. Dukes are line pieces and cannot jump over other pieces. Players can think of the Duke as being a weak Rook with a short reach.
The Cardinal:
Is also a line piece. His holiness can move either as a
King (one square horizontally, vertically, or diagonally), or
as a Bishop in orthodox Chess. The Cardinal can control 11 - 21
squares.
The Wizard:
The Wizard can move (1) one square horizontally or vertically, (2)
jump as a Knight in orthodox Chess - or (3) jump 2 squares
diagonally. Therefore the Wizard can control 5-16 squares.
A Wizard thus combines the moving powers of a Wazir, an Alfil,
and a orthodox Chess Knight.
Castling: The King can execute a castle move as in orthodox Chess, but when the his Majesty castles, he moves 3 squares in the direction in which he is castling instead of two squares. Therefore, if the White King castles "kingside", he moves to to the I - 1 square, while the kingside Rook at J -1 moves to the H - 1 square. If the King castles to the "queenside", he moves to the C - 1 square, while the queenside Rook at A - 1 moves to the D -1 square. For the Black King, castling "kingside" means moving to the I - 10 square, while the kingside Rook moves to H - 10. Similarly, castling "queenside" means moving to the C - 10 square, while the Rook moves to D - 10. All other rules regarding castling are the same as the are in orthodox Chess.
At the outset of this form of the game, players are playing for a checkmate outcome. A player who is threatened with checkmate may offer to resign the game. Only one resignation offer may be offered per game! Once one player makes an offer to resign to the other player, no more resignation offers may be made by either player for the rest of the game and play resumes with any outcomes still possible. More rules regarding Resignations and resignation payoff matrix are both covered in rules described in section D below.
B) "STALEMATES: A stalemate results in a 7 point payoff to the player who stalemates the other player, while the stalemated player receives 5 points. Playtesting indicates that stalemate outcomes occur in less than 1 percent of games in Magi.
C) DRAWS: Any form of draw (outside
of a draw that arises from stalemate) result in a 6-6 point payoff
for each player. All methods of drawing games and rules regarding
draws that exist in orthodox Chess are still in effect in Magi.
Playtesting indicates that draws are also rare in Magi, occuring
in less than 5 percent of games.This achieves one of my desires for
a chess variant in that draws are relatively rare.
Draws may be made at any time during the game. Only one draw may be offered per game! Once one player makes a draw offer to the other player, no more draw offers may be made by either player for the rest of the game. Draws by other methods can still arise. If the player who has been offered the draw refuses the offer, then the rules that govern resignations (see below) come into effect. Players may offer to resign after a draw offer has been made by one player to the other, but refused. Players may also offer to draw after a resignation offer has been offered, but subseqently refused provided that a draw offer has not been previously made. Offering a draw after refusing resignation would appeal to players who are playing under the optional 150 move rule (see below), as accepting a draw would save a 6-6 outcome rather than resulting in a 0-0 outcome. To stave off a 0-0 outcome, a formal offer of a draw must be made and accepted. Conceivably, if players are playing in a tournament situation and both players hate each other, then one of the players could spite the other player by intentionally accepting a 0-0 outcome! This idea is meant to give weak players a powerful weapon to use against very strong players, if they manage to play all the way to 150 moves.
D) RESIGNATIONS: As described in section A above, only one resignation offer may be made per game. If the resignation offer is accepted, the game outcome is described by the payoff matrix described below. Likewise, if the resignation offer is declined, play resumes until an outcome is reached described by the payoff matrix below.
E) OPTIONAL RULE REGARDING GAMES THAT
LAST MORE THAN 150 MOVES: Such games result in a 0 - 0 outcome. Players
may disregard this rule at their discretion.
VICTORY / LOSS PAYOFF PAYOFF MATRIX:
As noted above, players are automatically
playing for a checkmate payoff until either a resignation offer
is made, a draw offer is made, or if a draw or a stalemate outcome
arises. In the payoff matrix band described below, a resignation before
move 45 results in a 12 - 0 payoff. This is to reflect the brilliant
(or horrible!) play that is needed to achieve such a result. Players
who play so badly that they get checkmated so early in a game such as
Magi deserve to be fully punished!
A resignation offer by one player to the
other which is not accepted causes game play to continue. If the player in
the superior position achieves a checkmate within the current game band of
moves, then the result is a 12 - 0 payoff to the victor no matter which
band of moves the players happen to be in. For example, if a game
has reached move 53 and player B makes a resignation offer to player A
but player A refuses the offer, then if player A then proceeds to checkmate
player B (say) at move 58, then player A gets a 12 point payoff victory,
while player B gets zero. The idea is that players who are in the weaker
position will always have at least a glimmer of hope for something better
(as long as they aren't checkmated very early in the game), but they have
to make the best of their poor situation in order to be rewarded. Players
who are in the weaker position still have to watch out, as players
who are in the stronger position can still achieve an 12 - 0 absolute
victory if they analyze the situation correctly and play their cards
right.
NOTE:
A resignation offer that is not accepted sets the terms of payoff
such that if a checkmate is not achieved within the current
band of moves, the payoff then becomes whatever the payoff happens
to be when the checkmate is actually achieved. See rules
on draws and resignations above. For example, if a player offers a
resignation on move 68 (which would result in a 10 - 2 outcome in
the payoff matrix below), and a checkmate is not achieved by the start
of move 76, the payoff outcome immediately becomes 9 - 3. This lowered
payoff is the case even if the player who is in a superior position
manages to achieve a checkmate outcome against the other player in subsequent
play. Moreover, if a player still has not achieved a checkmate within
the next band of payoffs in the payoff matrix (by the start of move 91
for example), then payoff then becomes a 8 - 4 payoff, and so on. The
idea here is that the player who was in the superior position when the
resignation offer was made should have taken the resignation offer because
they are proceeding to throw away their advantage with continued play.
In other words, the player who was in the superior position should have
quit while they were ahead.
The
rules regarding payoff matrices are not set in stone. Players
may experiment with other payoff matrices, but keeping the spirit of
these ideas. For example, payoffs may be set with different move bands
(say moves 41-60, 61-80,etc) or setting the payoff for the first set of
bands at 10 - 2. Players could play for other stakes, such as 16 points.
This can be done at players' discretion.
The general idea with payoff matrices
and multipoint game payoffs is that victories are rarely clean
and complete. Sometimes wars are long and drawn out, with either
side beating each other to a pulp. Sometimes wars result in so
- called "hollow victories".
What this payoff matrix introduces is the
idea that players who are losing will still have incentives to play to
the best of their ability. These ideas make players think very hard about
the terms regarding the game's outcome. Players who are in an inferior
position have to try to determine when to sue for surrender, or whether they
can continue to hold on and hope for better fortunes.. Players in superior
positions have to determine whether they can in fact achieve that truly sweeping
victory, or whether they should perhaps settle for what they already have.
They also help to keep lengthy games interesting.
SAMPLE PAYOFF MATRIX:
| Number
of Moves Played: |
Player Offers Resignation
/ Resignation Accepted |
Player
Offers Resignation / Offer Declined / Subsequent checkmate
occurs within current # range of moves |
Player Offers
Resignation / Offer Declined / Subsequent checkmate does
not occur within current # range of moves |
| 1 - 45 |
12 - 0 (Resignation counts as Checkmate) |
12 - 0 (Counts as Checkmate) |
11 - 1 ( payoffs go to next payoff band. See NOTE
above) |
| 46 - 60 |
11 - 1 |
12 - 0 |
10 - 2 ( See NOTE above) |
| 61 - 75 |
10 - 2 |
12 - 0 |
9 - 3 ( See NOTE above) |
| 76- 90 |
9 - 3 |
12 - 0 |
8 - 4 ( See NOTE above) |
| 90- 119 |
8 - 4 |
12 - 0 |
7 - 5 ( See NOTE above) |
| 120-150 |
7 - 5 |
12 - 0 |
0 - 0 |
| 151+ (optional) |
0-0 (optional) |
0-0 (optional) |
0-0 (optional) |
| Move |
White |
Black |
Comments |
| 1 |
Knight b1-c3 |
Pawn d8-d6 |
ZOG often comes out with knights
|
| 2 |
Knight i1-h3 |
Pawn c9-c6 |
|
| 3 |
Knight h3 - g5 |
Pawn d9-d7 |
|
| 4 |
Duke j3 - j4 |
Knight i10-h8 |
|
| 5 |
Pawn j2-j3 |
Pawn f9-f6 |
|
| 6 |
Knight g5-h3 |
Pawn e9-e6 |
|
| 7 |
Duke a3-a4 |
Bishop c10-f7 |
|
| 8 |
Duke j4-g4 |
Pawn g8-g7 |
|
| 9 |
Duke a4-b4 |
Pawn b9-b8 |
ZOG thinks I may attack Duke? |
| 10 |
Pawn a2-a5 |
Pawn g9-g8 |
|
| 11 |
Wizard g1-f3 |
Bishop h10-e7 |
ZOG likes this position for Wizards |
| 12 |
Duke b4-c4 |
Wizard g10-e8 |
|
| 13 |
Pawn e2-e4 |
Knight b10-c8 |
|
| 14 |
Queen e1-e3 |
Cardinal d10-e9 |
|
| 15 |
Pawn b2-b4 |
Knight h8-g6 |
|
| 16 |
Wizard f3-h5 |
Knight g6-h5 |
I have a massive buildup here.
|
| 17 |
Wizard h5-j7 |
The White Wizard moves into position
to strike. |
|
| 18 |
Wizard i7-i6 |
Knight e5xc4 |
First piece to be taken in the
game. |
| 19 |
Queen e3xj8 |
Pawn i9xj8 |
A Queen sacrifice. |
| 20 |
Wizard i6-h8 |
Checkmate! My own Wizard, Cardinal
and Queen inadvertently contribute to my King's demise! |
| Move |
White |
Black |
Comments |
| 1 |
Knight b1-c3 |
Pawn d8-d6 |
|
| 2 |
Pawn e2-e4 |
Pawn d9-d7 |
|
| 3 |
Duke j3-j4 |
Pawn e9-e6 |
|
| 4 |
Knight i1-h3 |
Pawn c9-c6 |
|
| 5 |
Pawn d3-d5 |
Pawn b9-b7 |
|
| 6 |
Pawn d5xe6 |
Pawn d7xe6 |
First blood drawn |
| 7 |
Pawn d2-d5 |
Bishop c10-f7 |
|
| 8 |
Bishop c1xj8 |
Knight i10xj8 |
Tradeoff: Bishop for Duke |
| 9 |
Pawn d5xc6 |
Pawn b7xc6 |
|
| 10 |
Queen e1-e3 |
Cardinal d10-e9 |
|
| 11 |
Cardinal d1-e2 |
Pawn i9-i8 |
|
| 12 |
Queen e3-d4 |
Duke a8-d8 |
The Queen is in position to execute the
Queen raid. |
| 13 |
Queen d4 x j10 |
Bishop h10-i9 |
I completely missed this. My pawn front
was weak and the White Queen had generated a double threat. |
| 14 |
Queen j10xj9 |
Knight b10-d9 |
Queen has now taken a Rook and a Pawn.
However, help is on the way from the other side of the board! |
| 15 |
Duke a3-a6 |
Knight d9-b8 |
Note that the Black Wizard has the power
to singlehandledly hold the kingside defenses together, but at the cost
of being immobilized. The Queen raid position is locked. |
| 16 |
Duke a6-b6 |
Queen e10-c8 |
|
| 17 |
Duke b6-b4 |
Knight b8-d7 |
|
| 18 |
Wizard g1-e3 |
Knight d7-e5 |
|
| 19 |
0-0-0 |
Knight e5-g6 |
|
| 20 |
Duke j4-j6 |
Knight g6-h8 |
White has suddenly seen that my goal is
to win the Queen! White moves his kingside Duke to exact retribution. |
| 21 |
Duke j6xj8 |
Knight h8xj9 |
I have captured the White Queen. This Knight
has made 7 of my last 8 moves. |
| 22 |
Duke j8xj9 |
Pawn a9-a6 |
The dust has settled on the White Queen
raid. |
| 23 |
Duke b4-b6 |
Pawn a6-a5 |
|
| 24 |
Knight h3-g5 |
Bishop f7-g6 |
|
| 25 |
Pawn h2-h5 |
Bishop g6-e8 |
|
| 26 |
Pawn f2-f4 |
Pawn c6-c5 |
|
| 27 |
Duke b6xd6 |
Duke d8xd6 |
|
| 28 |
Rook d1xd6 |
Pawn a5-a4 |
|
| 29 |
Knight g5-e6 |
Cardinal e9-a5 |
|
| 30 |
Pawn a2-a3 |
Bishop i9xc3 |
I was very fortunate that ZOG played this
move. I felt sure White was going to swipe my last advanced queenside pawn
at C5 |
| 31 |
Pawn b2xc3 |
Cardinal a5xc3 |
My Bishop sacrifice has been executed.
My hopes now rest on my Cardinal. |
| 32 |
Duke j9xh9 |
Rook a10-b10 |
White decides to eat material here instead
of develop. |
| 33 |
Wizard e3-d1 |
Cardinal c3-a1 |
Cardinals wield great power when they are
in corners of the board. |
| 34 |
King c1-d2 |
Pawn c5-c4 |
The situation is much to uncomfortable
for the White King. |
| 35 |
Wizard d1-e3 |
Pawn c4-c3 |
|
| 36 |
King d2-e1 |
Cardinal a1-b2 |
|
| 37 |
Cardinal e2-a6 |
Queen c8-a10 |
I felt certain White was going to threaten
my Queen with a Rook move to D8. |
| 38 |
Knight e6-g7 |
Cardinal b2xa3 |
|
| 39 |
Knight g7xe8 |
Wizard g10xe8 |
I knew White would use the Knight to take
my Bishop. |
| 40 |
Duke h9-h10 |
King f10-e9 |
Black was in check. |
| 41 |
Cardinal a6-d9 |
King e9-f8 |
My Monarch is in check again. |
| 42 |
Cardinal d9xe8 |
King f8xe8 |
Only my nearby pawns are left for immediate
defense of my Monarch. I was extremely fortunate that the White Rook was
occupying the one square that could have been used for immediate check by
the White Wizard. That could have been the start of an attack would probably
have been fatal. |
| 43 |
Wizard e3-c4 |
Cardinal a3-b2 |
|
| 44 |
Duke h10-h9 |
Pawn a4-a3 |
|
| 45 |
Rook d6-e6 |
King e8-d9 |
Check by the White Rook. At all costs,
I have to stay at least 1 move away from the White Wizard. |
| 46 |
Duke h9xg9 |
Rook b10-f10 |
Just about forced. The White Duke would
have taken my last pawn with check. My defenses have nearly been destroyed.
|
| 47 |
Rook e6-d6 |
King d9-e9 |
Check again. I need to get out of the open
and behind my last two central pawns. |
| 48 |
Rook d6-a6 |
Queen a10xa6 |
Sacrifice of the Queen. I think that White's
attack has run out of gas and that the Cardinal can promote the pawns. |
| 49 |
Wizard c4xa6 |
Pawn a3-a2 |
|
| 50 |
Wizard a6-c8 |
King e9-f8 |
Check by White. White cannot stop the promotion
of my pawn. |
| 51 |
Duke g9xg8 |
King f8xg8 |
The Black King slays the White Duke!
|
| 52 |
Wizard c8-e7 |
King g8-h9 |
Check. |
| 53 |
Wizard e7-f7 |
King h9-i9 |
Check again. |
| 54 |
Wizard f7-g7 |
King i9-j9 |
Check once more. This time however, a lowly
Pawn stands in the way of the White Wizard! The Black Rook still defends
the other Pawn and holds the last defense together. |
| 55 |
King e1-e2 |
Pawn a2-a1 |
Promotion of the A Pawn to Queen. White
is now in trouble. |
| 56 |
Wizard g7-h9 |
Cardinal b2xc2 |
|
| 57 |
Pawn g3-g4 |
Queen a1-d1 |
Check. The White King is under attack!
|
| 58 |
King e2-f2 |
Queen d1-d4 |
Check again. |
| 59 |
King f2-g3 |
Cardinal c2xe4 |
|
| 60 |
Wizard h9xf10 |
Cardinal e4xf4 |
The White Wizard tries to undermine the
last defenses guarding the Black King. Black responds with check. |
| 61 |
King g3-h4 |
Cardinal f4xg4 |
Check again. The final king hunt as started.
|
| 62 |
King h4-i4 |
Cardinal g4-h4 |
Check. |
| 63 |
King i4-j5 |
Queen d4-g7 |
|
| 64 |
Wizard f10-h8 |
Queen g7-h8 |
The White Wizard has finally managed to
gain a check against the Black King, but it is too late. The Black Queen
has guarded the threatening square since move 58. |
| 65 |
Pawn i2-i5 |
Queen h8xh5 |
|
| 66 |
Pawn j2-j4 |
Queen h5-j7 |
Checkmate. |
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For author and/or inventor information on this item see: this item's information page.
Created on: May 01, 2005. Last modified on: May 01, 2005.
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Last modified: Monday, December 22, 2008