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Comments by GaryK.Gifford

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Hole Chess. Variant on a board of 44 squares with two holes that pieces can be dragged into. (7x10, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, May 8, 2004 12:39 AM UTC:
This is in response to Jeff's comment.  Thanks for commenting. I too like
the physical board inwhich pieces actually fall throught the hole in the
board.

As for the pawns behind the holes, yes they have a sad lot in life.  But
they still protect 2-squares and shield the guys behind them, at least
till they get dragged into a hole.

Jeff asked, 'Have you considered using Berolina Pawns?'  No.  I did not
know what Berolina Pawns were until after I submitted the game.  And even
when I read about Berolina pawns it did not occur to me that they might be
nice in Hole Chess.  I suppose you could challege someone to a game and
state that you want to use Berolina pawns.  The Game Courier won't mind. 
I would not mind watching such a game.

💡📝Gary Gifford wrote on Sat, May 8, 2004 10:26 PM UTC:
In answer to Carlos Carlos's question: 'If the white bishop is on d4, and a black piece is on f4, does the e4 hole count as a square? if not, then the bishop could suck that black piece in. i am guessing that the bishop cannot suck orthogonally like this, but can you confirm?' Answer: The Bishop [Promoted Shogi Bishop] can only suck items diagonally. A piece on the other side of the Hole (Horizontal or vertical from a promoted Shogi-Bishop) is effectively one square out of range. One analogy would be that of removing a step from a stairway. If I can take one walking step at a time I will still fall through the Hole. The 'non-step' is not a 'step' but it still occupies the space of 'one step'. Does that help? Pawns diagonally behind the hole also cannot suck items through a hole for the same reason. I.e., their influence of attack is over the Hole itself.

💡📝Gary Gifford wrote on Sun, May 9, 2004 08:36 PM UTC:
I have given Jeff Rients' 'use of Berolina Pawns in Hole Chess' idea some additional thought. Since those pawns could move in front of a Hole they could block [at least temporarily] one of the most dynamic themes of the game, i.e., the use of a direct central vertical force to suck pieces through a hole. For that reason I believe that the western pawns, as presently defined in the game, are prefferable.

Doppleganger Chess. Pieces and their doppelgangers are connected for capture and promotion! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Wed, May 19, 2004 04:23 PM UTC:
Mr. Moussambani, Great question. The answer is like that of the pawn
situation: Thus,for illustration...
Four rooks are in play. A rook is captured by the opponent.  The
opponent now removes any one the three remaining enemy rooks.(capturer's
choice).

As Mr. Moussambani stated, 'It's much more simple, and a logical
extension of the pawn capture rule...'

Another question, that might arise is: could a King ever move into check
by capturing a Rook that was protected by another Rook?  Or, for example,
take a Knight that was protected by another Knight?  Yes.  Because the
King is instantly capturing 2 pieces, thereby 'getting out of check' by
actually moving into check for an instant.  Technically the King is moving
out of check.

Hole Chess. Variant on a board of 44 squares with two holes that pieces can be dragged into. (7x10, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Jul 17, 2004 01:39 PM UTC:
I thank Erez Schatz for his Hole Chess comment and his most welcomed statement about the central pawn. At this point in time I agree 100% that the pawn should be allowed to move. I came to this conclusion after having played a few games of Hole Chess with Carlos Carlos [who, for the record, is a very tough opponent]. I certainly wanted to move that pawn in our last game and it was very aggravating to have it stuck there. After the 44-Squares contest ends I will be amending the rules slightly. The Pawns behind the holes will be allowed one diagaonal move (of one square), with no need to capture. This will allow the players to create 'pawn majorities' on one side of the board and will increase the likelyhood of pawn promotions. If anyone wants to play Hole Chess now, or in the near future, I recommend that they play using the upcoming pawn rule change. Best regards to all, Gary G.

Hexagonal Hole Chess. Hexagonal variant using new pieces, holes, and barriers. (Cells: 91) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, Aug 2, 2004 04:49 PM UTC:
A thanks to Michael Howe for taking the time to comment.  Mr. Howe
writes,'The hole and the engineer are very interesting, though I think
the engineer's ability to reposition a [Hole or Barrier] to any hex on
the board might be too much -- perhaps repositioning should be restricted
to the engineer's sphere of influence.'    Mr. Howe's idea is certainly
one to consider should the game prove to be too volatile. However, I am
hoping that the Engineer and Teleporter will have enough threats against
them [via holes] to offset their strengths.   Also, Teleporters will be
blocked by Barriers... so that will be part of the fun, cutting off these
beasts.   Mr. Howe also writes in regard to the Teleporter, '... I'm not
sure I like the idea of a piece that can reposition my pieces anywhere on
the board -- it cuts into the idea of positional play.'  My response is
that the Teleporters are just like the Engineers, except that they move
pieces instead of Holes and Barriers.  By being able to move pieces
Teleporters are a constant threat to  positional stability.  Thus one
could argue that there is a need to be very careful in regard to
positional factors, to be much more positionally alert than in, for
example, traditional chess.  In regard to Mr. Howe's comment that two
Teleporters could end up in a repetitious loop... for a draw...'  That
would not be likely because one Teleporter would simply move the target
piece to a Hex that the other Teleporter could not target.  Best regards
to all, Sincerely, Gary K. Gifford

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Thu, Feb 3, 2005 10:59 PM UTC:
If there is enough interest and if none of the Senior Members of ChessVariants are opposed to it I would like to host a Shanghai Palace Chess Tournament (using the original version of the game). Note that if you use the Zillions engine you can gain a good understanding of the game, However, if you expect the Zillions engine to help you win games you will be disappointed as this is one game that so far the human mind is [for the most part] much better at.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Mar 12, 2005 04:55 PM UTC:
I don't know much about ZRFs (other than I have been impressed by many) but in Odin's Rune Chess if the Valkyrie capture/relocation of its own Kings is seen as a 'negative' capture to be avoided, then wouldn't Valkyrie capture/relocates of other friendly pieces also pose a programming problem? Also, would Zillions willingly move one King into Check on purpose as part of a combination to win the game or even material? I would think that the Valkryie aspect could possibly be seen as a 'special castling' condition available for all friendly pieces. And since Kings must be captured, perhaps the entire 'Check' aspect can be witheld from the ZRF... after all, the checks are essentially meaningless and it is actually not wise to announce check. It is the capture of the second King that really counts. Again, I know nothing of Zillions ZRF coding, but peraps some of my comments will trigger some good code thought. If anyone wants ODIN gif images for gaming use let me know and I'll send them after adding transparent green to the existing gifs. Best regards. Sincerely, Gary K. Gifford

💡📝Gary Gifford wrote on Sat, Mar 12, 2005 11:43 PM UTC:
I am glad to hear that Michael Nelson's ZRF coding for Odin's Rune Chess
is going well. I am anxious to see the result.  Thank you Michael, for
undertaking the task. 

Michael wrote: is it legal to use the Valkyrie swap to make a null move?
That is if a Valkyrie on c6 swaps the other Valkyrie at c9 back to c6,
then you have made a move but the position on the board hasn't changed.

Michael is correct to not allow a 'null-swap.'  But also it is important
to note that the 'move/relocate' aspect does not mean the relocated piece
has to land on the start square of the Valkyrie [or King acting like a
Valkyrie]  it can be any square in that Valkrie piece's travel.  Someone
might then wonder, 'Couldn't the one Valkyrie relocate the other to a
square other than its start square?  Or the Valkyrie King relocate the
other King in the same manner?'   As for relocating the second Valkrie
[to other than the 1st Valkyries' start square] this would be the same as
if we simply moved the 1st Valkyrie to that relocate square, so it makes no
sense to do such a swap. Technically that move would be allowed; but there
is no point in it. 

Michael stated 'In most CV's the answer is 'No', so I have coded
accordingly: a Valkyrie cannot swap positions with the other Valkyrie and
a King using a Valkyrie move connot swap positions with the other King.'

Yes, that is the correct assumption.  But for other pieces note that it
need not be a position exchange.  The relocate square can be any through
wich the Valkyrie traveled, plus its start square. 

Another issue may need pointed out.  If one side cannot move, it is not a
stalemate.  The non-moving side simply losses. - gkg

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Mar 27, 2005 02:28 PM UTC:Excellent ★★★★★
I give Bario an Excellent in regard to game concept and ease of play. There is, however, the question of capturing an unkown piece. If we look at the rules literally the captured piece would never be defined because the player would never move it. Eventually we would know what it is due to the process of elimination as other pieces show their identity. But another way of playing is to consider a captured piece as a piece that is 'moved' off of the board and must therefore be defined at the time of capture.' It is an important difference as the remaining Barios in play will have their identities revealed faster if captured pieces must be defined.

Gary Gifford wrote on Sun, Mar 27, 2005 02:40 PM UTC:
I have already rated the game so am not repeating a rating here.  In regard
to the issue of two 'same-color square' Bishops I believe that should be
allowed.  The Bario intro states, '... one should be able to play this
game on a normal chessboard with the traditional set of chess pieces.' 
This still seems to allow for same-color Bishops and I think it makes the
game more interesting to allow this.  In regard to rules I would like to
see:
a) captured pieces are not defined until known by deduction
b) Bishops of the same color squares are permitted

Gary Gifford wrote on Sun, Mar 27, 2005 07:50 PM UTC:
Here is an awkward Bario likelyhood: Suppose we have a White Queen and a
White Bishop a Knight-move away from the Black King.  Now suppose Black
makes the last (or second-last) Bario move so that all pieces are known. 
Cycle #2 begins and all Barios return to undefined disk status.  It is
White's move.  Could White now use his 'former Queen Bario' or 'former
Bishop Bario' as a Knight and take the Black King?  If not, could they
become Knights and move away from the Black King?  Or, would Black's last
Bario revelation be illegal because it is like moving into Check (but only
if White creates a Knight)?
Also, assume a Queen is off the board prior to Cycle #2.  When cycle #2
hits does a 'on-the-board' Bario get to be moved as a Queen?  It seems
this would be the case... but the rules do not address this issue.  I
think we somehow need to come up with an addendum that addresses the
several unknown issues so that cv players will be playing by the same
rules.  This will certainly be needed for a zrf version and for potential
tournament play.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, Mar 28, 2005 09:45 PM UTC:
This is in regard to the question about a King next to a King moving (when the King desired to move is adjacent only to only a friendly King). A King will not take advice from another King, so a King only next to a King will not move. I have written an addendum which addresses this and a few other issues. Hopefully it will be posted in the near future. The basics are that: (a) Valkyries will not move Valkyries (this is like a non-move), (b) Kings (when acting like a Valkyrie) will not move the other King (this would be like a non-move) and (c) Kings will not take advice from other Kings. I think the addendum covers a few other issues. Also note that Mike Nelson made a nice zrf of Odin's Rune Chess. I don't think it is posted yet, but when it is it will give you an excellent idea of how to play and will give you some nice tactical skills. It took me several games before I could defeat it on the low levels.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 1, 2005 05:19 AM UTC:
CarlosCarlos and I are currently playing Bario. I changed my Bario disks to Crescents because Carlos correctly pointed out that when a new cycle begins White and Black need to have their Barios recognized. We are playing such that captured pieces do not get to return as Barios. From an e-mail discussion with one of the editors I believe that the rules will be enhanced in the not to distant future and that the pre-set will start with different Barios for white and black and that there will be a captured piece holding zone (similar to in Chessgi). Carlos and I are using the castling rules from Fischer Random Chess and we are also permitting each side to use two same color Bishops, if desired. In regard to beginning a new Bario cycle, when one player's Barios have been identified and the other player is down to 2 Barios (which are deduced to be different by looking at the captured pieces) then as soon as either one of those pieces moves, both are known and the new Bario cycle therefore begins. Thus, a player needs to keep his King away from possible 'new' Bario lines of attack, e.g., if Black King on g8, White Queen on f6, and Bario cycle begins with white to move, White could make the f6 Bario a Knight and take the Black King (this would be illegal, so Black's previous move would be illegal as it would be like moving into check). I intend to make diagram examples to explain some of the interesting Bario situations.

Gary Gifford wrote on Sat, Apr 2, 2005 05:52 PM UTC:
Tony Quintanilla suggested that I add the following from my e-mail to him
earlier this week.  It consists of rule enhancements that Carlos Carlos
and I came up with during our game which is in progress as I wite this. 

Aa acknowledegment here to CarlosCarlos for his suggestions regarding
enhancing Bario rules. 

(1) The Barios for White and Black need to be different.  I suggest White
and Blue Cresents as they are part of the piece set in use and the board
looks quite nice when they are implemented. The reason they can't be the
same (like identical color disks) is that when cycle #2 starts all
non-pawn and non-King pieces revert back to Barios.  And when a future
cycle happens Barios will nolonger be neatly placed in a player's back
row.  A white Bario on d5 could be next to a Black Bario on e5... gray
disks just won't work. So we need to see who has the 'White' Barios and
who has the 'Black Barios' when the cycles begin.

(2) There needs to be a holding zone (for captured pieces and Barios). 
This allows captured Barios to sit and await their identity to be revieled
and prevents them from re-entering the game in future Bario cycles.
CAPTURED PIECES DO NOT RETURN (EXCEPT THROUGH PAWN PROMOTION, SEE RULE 8).
 Thus, for example, if Black captured White's Queen we would see that
Queen in the holding area and when cycle 2 or 3 started an
'on-the-board' Bario could not become a White Queen. (Note: see rule 8
regarding pawn promotion). 

The Chessgi Pre-set board will work for the purpose have having capture
zones.  

(3) A captured Bario need not be identified at the time of capture.  But
can be later identified while in the holding zone.  Thus, assuming white
has only 2 Barios left and that all pieces in the capture zone are known,
and assuming that white's Barios must be a Bishop and a Knight by process
of elimination (but we don't know which will be which).  Assume that Black
now captures one of these Barios.  It goes into the zone as an
'unidentified' Bario.  The remaining White 'on-board' Bario still has
the potential to be a Knight or a Bishop.  As soon as it moves its
identity is revealed, as is the identity of the captured Bario in the
zone.

(4) Castling is as in Fischer Random Chess.

(5) You may elect to have both starting Bishops on same color squares.

(6) If one Bishop is captured, then during a new Bario Cycle start the
remaining 'on-board Bishop is allowed to become a Bishop on a different
color square.  For example.  If white had a Bishop on g1 and a rook on h1,
after these became Barios he could move the h1 Bario to g2 and identify it
as a Bishop.  In the previous cycle he had a dark squared Bishop, in this
cycle he has a light-squared Bishop.

(7) Regarding 'Bario checks while on the move' at the beginning of a
cycle:  Three logical options quickly come to mind.  I prefer option A
first, then B, I don't care for C.

Introduction to the situation: When a new cycle begins the player on the
move may have a Bario which could now be identified such that it can
capture the opponent's King.  For example, Black King at g8, White Queen
at f6; pieces revert to Barios, White plays f6-g8 (he made his f6 Bario a
Knight).  Thus, in traditional chess we would have an illegal position at
the beginning of the Bario Cycle, i.e., Black in check with White to move.
 Three reasonable options are:

[OPTION A] The player in check is checkmated because he can't move out of
check, block it, or capture the checking piece as it is not his move.  In
essence, the player on the move could capture the King.  {I like this
best}  

[OPTION B] the player on the move identifies the Bario and announces
'Check' but does not move (the Bario check counts as the move in this
case); the player in check is now allowed to move out of Check or capture
or block the offending Bario. (Seems like a good alternative to rule A)

[OPTION C] The position is declared illegal (as if the one player moved
into check) and the player in check must make another move.  But what if
that was the only move that he could make? Stalemate? Option C seems to be
the most problematic of the 3. It could require a positional take-back.  (I
Don't care for rule C).

(8) Pawn promotion:  The Bario page states the use of only 1 chess set and
furthermore states you can only have one Queen, 2 rooks, etc.  But what
about pawn promotion?  I suggest that a pawn can promote to any friendly
captured piece (as in Freeling's Grand Chess.) Promotion could even be to
a Bario (in its unidentified state) if you had a Bario(unidentified) in the
Zone. 

**** A note in closing ****

I think these rule enhancements will enable players to enjoy Bario with
minimal confusion.  Until a time when rule 7 is standard (as to A, B, or
C), players should agree on one of the options at the start of the game. 
I strongly prefer option A.

Best regards to all.  Gary K. Gifford

Gary Gifford wrote on Mon, Apr 4, 2005 05:03 PM UTC:
This is in regard to 2 other comments. (1) 2005-04-03 Mark Thompson had the
impression that '... when a player defines his last piece, all of THAT
PLAYER's pieces go back to being undefined' but also pointed out that
the rules don't actually state to limit it to the player's own pieces. 
CarlosCarlos and I had discussed this matter and came to agreement [at
least for for our game] that when the last Bario was known all pieces
would then revert to Bario.  This prevents a Bario reset from taking place
on every turn when a player is down to just two Barios (or 1 undefined on
board and 1 undefined in the holding zone).  In our way of playing when a
player is down to his last Bario it will be known and will therefore
remain seen as its last designated piece asignment... even if the other
player must reset his or her Barios.
(2) 2005-04-04 Larry Smith stated, 'I like the idea that ALL the quantum
on the field must be defined before the cycle starts again, and ALL fall
back into the un-defined state when the last one is actually
moved(defined).'   The rule Carlos Carlos and I are using does not
require that last Bario to move, only that it 'be defined.'  Thus, in
our game I currently have 2 Barios undefined.  If I move 1 the other is
known and CarlosCarlos can then define one of his remaining 2 Barios and
the new cycle will start (with all Barios being reset.  I do not want that
to happen so I am refraining from moving either Bario as moving 1 will
define both.  Larry Smith's rule idea would allow me to move one and
still avoid a new cycle, even though the remaining Bario would now be
known ( 'defined by deduction' in this case).

Gary Gifford wrote on Tue, Apr 5, 2005 05:07 PM UTC:
I slightly disagree with Larry Smith's comment which is: Quote: 'An
un-moved quantum would merely be a potential and not an actual.  It
would need to be moved to be realized.  In other words, it must be
'observed' to be that particular piece, not just surmised.'-End Quote.
I look at it this way, for example: If a remaining Bario can only be a
Rook.  Then it is a Rook.  When it moves, it will move as a Rook.  But,
for the sake of Bario one could make the rule read that 'The last Bario
must be moved and transformed into the intended piece, even if that piece
is already known.'  That would be a clear rule.  But they way the rules
are currently written, pieces need only to have their identity correctly
'defined.'  Thus, by simple logic we can correctly define a Bario when 2
exist, and 1 moves.  Is it any different than dropping a coin on a table
and being asked to define the 'face-up' and the 'face-down'?  If I see
Heads face up, I can define Tails as face down (also, I can point out this
is no trick coin.  In Bario we are using a standard chess set, so we know
the possibilities).  With the coin toss, as with 2 remaining Barios, there
is no need for me to see the final hidden item.  Labeling that hidden item
as as a 'quantum with potential' does not alter the simple reality of
the situation.

On a second note, Larry asks, 'If all quantum are neutral, would a player
be allowed to capture them?'  He then states, 'I would opt for this.'  I
agree with Larry 100% here. But in using his arguement from above, should
one really be allowed to capture a mere 'quantum potential?'

Gary Gifford wrote on Tue, Apr 5, 2005 09:21 PM UTC:
I can see arguements for both concepts; i.e., Mr. Smith's idea that the Barios actually need to be moved to be considered as 'defined' and the other idea (which CarlosCarlos and I are using) that indicates a piece only need to be known. So far I see no problems with the rules that CarlosCarlos and I have employed. As far as getting down to 2 Rooks, 2 Bishops, or 2 Knights, players would simply avoid that for as long as possible to keep the identities secret. In the Penswift vs. CarlosCarlos game we both now have 2 different Barios as our last Barios. [Of course, if we had a Bario of ours captured we could each get down to 1 undefined Bario... but when it moves the one in the capture Zone would be revealed to prevent it from entering the game]. Perhaps there should be 2 variations of Bario? (1) Bario,Logical Deduction Variant and (2) Bario, Quantom Variant {of course, the names could be changed). The course of time would tell us whether one was desireable over the other, or inform us perhaps, that each was equally enjoyable. Regardless of which variant (or both) surface, one thing is certainly true. The rules themselves are of a Bario language. Full of potential, but remaining undefined, or atleast defined with definitions not agreed upon by all. So, what will the final established rules be? Mr. Smith, I salute your logic. I think we are seeing the same things in Bario, just disagreeing on how our observations should be used to develop a set of standard rules.

Gary Gifford wrote on Wed, Apr 6, 2005 02:32 AM UTC:
CarlosCarlos and I seem to be playing Bario Chess under what Larry Smith would call the 'Full Field Deductive Reset' variation. While all the options he mentions are possible, I prefer to see the rules standardized. If not, then it seems that there needs to be at least 4 sets of Bario rules. However, that would not be difficult because diffences are minor... even though their impact on the game is major.

Gary Gifford wrote on Wed, Apr 6, 2005 04:34 PM UTC:
Larry Smith asked 'What happens if the quantum has been reduced to a
single piece and the player has only a single potential?' Answer: In the
Deductive variation we know what the final piece is (or more correctly,
what it would be if it were to move) unless an undefined Bario is in the
capture Zone. In the first case, for full-reset, if the opponent still has
Barios in play then the first player could even reveal his last Bario.  It
would be irrelevant and play would continue until reset time... which
would be determined by the opponent in this case.  In case 2, the Bario is
still unknown (as we don't know what the capture zone Bario is, or the one
on the board).  In the 'Deductive, Full-Reset' game that is now in
progress, the single Bario scenario is a non-issue in either case.  If the
identity is known, and it is the last Bario to be known, then the new cycle
starts.  

Note: In deductive variants of Bario, when a player only has one known
Bario (or 2 of the same, like two rooks in Bario guise)when a new cycle
starts he should just use the actual pieces and not the Bario piece image.

Gary Gifford wrote on Wed, Apr 6, 2005 10:36 PM UTC:
Woah! Hold the horses. Mr. Smith wrote, in part '.. the quantum might remain a quantum although it has moved as a specific piece. This will be applicable if players have a single quantum, either apiece or shared, regardless of the number of potentials in hand. The quantum would be moved as the desired piece and yet never be replaced by such.' This is way off of how CarlosCarlos and I are playing. As the new preset shows, each side has their own Barios. They are not shared. And when they move they are instantly identified and replaced with the appropriate piece. In fact, a second Bario might then be realized (in the Deductive variants) and replaced by the applicable piece. For example, In the CarlosCarlos game I had 2 Barios (undefined) on the board. These are seen as 'White Crescents.' I moved one from g1 to g2. It became a Rook. The only thing my remaining Bario (on A1) could be was a Knight. So I replaced the Crescent with a Knight. I now have no Crescents (unidentified Barios) and CarlosCarlos has 2. If he moves either one, both will be known and upon completion of his move all our Barios will reveret to the 'Unknown state.' But my Barios are seen as mine and CarlosCarlos's Barios are seen as his. You can play over our game up to now and see what is going on. The rules we developed are quite easy to understand. Also, I see no need to call Barios 'quantoms.'

Gary Gifford wrote on Thu, Apr 7, 2005 12:19 AM UTC:
Of course I am not laying claim to Bario... though if I am seen as a
'Quantom' one might see that as a possibility.  As to wanting people to
play by the rules I am using... nonsense.  Reading my previous comments
will show that this is not the case.  In fact, the other day I commented,
and I quote, 'Perhaps there should be 2 variations of Bario? (1)
Bario,Logical Deduction Variant and (2) Bario, Quantom Variant {of course,
the names could be changed). The course of time would tell us whether one
was desireable over the other, or inform us perhaps, that each was equally
enjoyable. Regardless of which variant (or both) surface, one thing is
certainly true. The rules themselves are of a Bario language. Full of
potential, but remaining undefined, or atleast defined with definitions
not agreed upon by all.'

I also commented, 'So, what will the final established rules be? Mr.
Smith, I salute your logic. I think we are seeing the same things in
Bario, just disagreeing on how our observations should be used to develop
a set of standard rules.'

To me, none of this sounds like I am trying to claim Bario.  Or to force
others to play by rules CarlosCarlos and I are using.  Apparently my
salute to logic was pre-mature.

Gary Gifford wrote on Thu, Apr 7, 2005 11:48 PM UTC:
In the penswift/CarlosCarlos game a 'full-field reset' has taken place. 
We are using Player-defined Barios.  If we were using nuetral Barios, such
that they were up for grabs by the player on the move, then I would have
had to avoid the reset as my King would be under heavy Bario attack.  This
is not a criticism of the nuetral Bario concept... it is only a note that
may help Mr. Smith in figuring out his rules for nuetral Bario use.  At
this point in time I remain in favour of Barios that belong to the
players.

However, in regard to Mr. Smith's desire to create a very complicated
game, I would suggest the idea of getting together with David Short, the
creater of Existentialist Chess and creating a Bario version of that game
(if David Short was open to the idea.)  If Mr. Smith (like the creator of
Bario) is hoping for the creation of a complex game, then I think that a
Bario Existentialist Chess (or a Existentialist Bario Chess) would be hard
to top for complexity.  But, again, if that were to be attempted I think
that David Short should be contacted.  I believe that Existentialist Bario
Chess would be a most complex game, much more so than we are likely to get
from Bario which begins with a standard chess set, and is really a variant
of Fischer Random Chess with hidden pieces and resettable pieces.  Of
course, those factors do make for a tremendous difference in the 2 games.

Existentialist Chess. 10x10 board with many different pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Apr 7, 2005 11:58 PM UTC:
This comment pertains to both Existentialist Chess and to Bario. Bario was supposedly an attempt to be a very complicated chess game. But in my opinion it does not come close to the complexity of Existentialist Chess. So, while a complex version of Bario is being worked on (involving 'nuetral quantoms') I was thinking, what about an Exitentialist Bario (or Quantom) Chess? That game, I think, would perhaps be the most complicated game ever. If David Short is interested I suggest he read over the recent Bario comments to get an idea of the 'Bario/Quantom' Factor. Perhaps he and Mr. Smith could share notes and creat a truly wild game? Just an idea. Best regards to all.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 8, 2005 02:02 AM UTC:
Sorry that my last Bario comment was incorrectly interpreted as a distraction by at least one individual. It was not intended as such, but perhaps some people are easily distracted. Should David Short be interested in that 'Existentialist Bario Chess' project I am sure he can accomplish it fine on his own. And I would be glad to assist him, but only if requested to do so. In regard to other Bario projects, best regards to all involved with them. Meanwhile, the variation CarlosCarlos and I are playing is working fine and seems quite intersting, while not being difficult to understand.

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