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Comments by JianyingJi

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The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Apr 9, 2002 05:41 PM UTC:Excellent ★★★★★
Absolutely great, in coherence of theme and originality!

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, Apr 18, 2002 12:12 AM UTC:
I got to say, the new format looks great. Also this website continuously amazes me in its depth and breath, and is an endless inspiration to me on my ideas concerning many topics. And has given me new perspective on many things.

CrownA game information page
. Players secretly decide whether their king or queen (who moves like the king) is royal.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, Apr 19, 2002 02:53 PM UTC:Excellent ★★★★★
Excellent piece of detective work and extrapolation!

Tauschach. Each player has one piece off the board, that can be switched every turn with one of his pieces but not the king. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Apr 20, 2002 04:28 PM UTC:Excellent ★★★★★
Excelent and under-appreciated gem! In a few game of this variant, 
I found how the simplest change alters the game dramatically. For
example this variant makes bishop no longer color bound, and 
nullifies the use of castling.

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, Apr 27, 2002 05:09 AM UTC:
I have thought about it for quite a while, that chess lacks a coherent
handicap system. (A good example of a coherent handicap system is that 
of go) How do we go about crating one for chess? Certainly chess for
different armies of ralph betza points the way forward. Black Ghost of
Ralph Betza is a step toward a handicap system. Using these as stepping
stones, let me propose the following:

Types of Handicap:

Range: Gradual limiting of the range of stronger player's pieces 

Functional: Limiting the leaping/capturing ability of the stronger player

Balancing: Adding power to the weak side, for example adding of a ghost
 like in ghost chess.

Of course how a comprehensive system might look like, I'm not sure yet,
 so any comments welcome.

Jianying Ji wrote on Sat, Apr 27, 2002 11:30 PM UTC:
let me put out a few points, though I don't yet have enough for a
comprehensive page yet, but when I do, I might pull it together
for one. So I volunteer provisionally, though I might need some
help going forward.

Chess-like game with handicap systems that could be a guide are:

knightmare chess
http://www.sjgames.com/knightmare/handicapping.html

Shogi
http://www.msoworld.com/mindzine/news/orient/shogi_handicap1.html

The first site mentions that for standard chess, traditional handicap is 
based on similar pricipal as shogi handicaps.

While the traditional system is a good start I would like to have a much
more fine grained approach. 

I'll leave it here so I can write a more detailed note soon also to give
the reader a chance to respond.

Warp Point Chess. Knights are replaced by Warp Points that other pieces can move between. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Apr 30, 2002 10:50 AM UTC:Excellent ★★★★★
Absolutely cool! Very well explained! Simpler in feel and direct in play 
#than some of the other similar ideaed games

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, May 3, 2002 12:36 AM UTC:
Continuing with this subject let me propose the following:

let their be 9 levels of mastery (similar to asian game ratings, but 
                                  in keeping with western chess theme,
                                  we need a different name than dan)

Between each level and the one below is divided 4 sublevels. 
(Again a name is sought)

The difference between sublevels is one point, as described by Ralph Betza

in  http://chessvariants.com/d.betza/pieceval/p3-01.html.  The move is 
good enough for difference of one sublevel.

The difference between levels is then naturally 4 points, or pawn and
move.

For other handicaps we need to temper with the army somewhat, but 
whatever we do must be ballanced, from openning to endgame.

Also as can be calculate, I envision the largest handicap to be 36 
points, roughly the value of an amazon. I think this is a reasonable
 upperbound but as I am not a good chess player, input would be really 
appreciated.

Zelig Chess. Game where the power of the pieces varies based on their position. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Fri, May 10, 2002 12:33 AM UTC:Good ★★★★
This game is highly remaniscent of Capriccio described by Mark Thompson
at
http://home.flash.net/~markthom/html/capriccio.html. though maybe arguably

better since the goal is better defined.

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, May 10, 2002 02:07 AM UTC:
I am creating a pawnless CV, which suddenly led to the question of:

What happens in FIDE chess if we remove the pawns and disallow castling.
Does white have overwhelming advantage or is there a good defense for 
black?

Jianying Ji wrote on Fri, May 10, 2002 09:23 AM UTC:
Actually my game will be different from just removing pawns from standard
FIDE setup. The reason for my question is more along the lines of giving
a pawnless FIDE, what are the shortcommings of such a game, and why 
wouldn't it be a good game. Or in other words what is the mininum that
can be done to make it a good game.

Jianying Ji wrote on Fri, May 10, 2002 04:14 PM UTC:
Thinking about it, let me restate my question in the form of 2
challenges:

Construct the shortest possible fool's mate for the following variant:

FIDE chess without pawns nor castling.

Then construct the shortest possible computer's mate (named after early
chess computer programs),  by which I mean that it will respond to
any possible mate within 3 moves. Or another way to say it is
construct the shortest game that leads to a win in 4 moves.

Jianying Ji wrote on Sat, May 11, 2002 02:36 AM UTC:
> I love these questions, and always try to include them in my own new
> games.

Glad that you like these kind of questions. I thought it might be fun
too.

> 1 Rh7 Na6 2 Qh5++; 

Short and sweet. Quite amazing really.

'Note 1 Be2 Bd7 2 Kf1 Ra7 3 Qe2 Ra8 4 Bh5++ is shortest doublecheck
mate.'

the 3rd move doesn'T make sense.

After the second move we have

. n . q k b n r
r . . b . . . . 
. . . . . . . .
. . . . . . . . 
. . . . . . . .
. . . . . . . .
. . . . B . . .
R N B Q . K N R

Qe2 is an impossible move, however I think you intended Qe1

which works.

It is interesting that both of these are helpmates, I wonder if a
computer
mate as I defined can be found easily, or does it really need a computer
to answer that questions.

history of chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, May 11, 2002 05:28 PM UTC:
Continuing what Ralph said about the need for more prominent heading for
chess history. One possible idea is a specific page on the history of 
chess that shows a genealogy of chess. A genealogy because it shows both
history and the relationship between the different historical variants.
Such an undertaking would be no small one by any means but would provide
a good context for the layman and scholar alike in the foundations of 
this pusuit of variants.

Primitive Chess. Short-range major pieces and no pawns, but a piece like an apprentice for each major piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, May 11, 2002 09:58 PM UTC:Good ★★★★
Since the major pieces in the back row are weak, it might make sense for
the following variant:

No apprentices, Just the backrow pieces. and have the pieces promote to
full strength when they reach the backrow. With the same object of
checkmating the king.

history of chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, May 12, 2002 05:27 AM UTC:
The diagrams will have to be described using FFEN, which the FFEN to HTML
converter will take care of the rest. And probably lots of proofreading.
But it is possible.

Jianying Ji wrote on Sun, May 12, 2002 06:06 AM UTC:
What I mean is that FFEN is a way to convert the diagrams to plain text. 
and for the people who want to read it they would understand it. Moreover
this way a special reader can translat it to diagrams.

Spacious Torus Chess. Chess on a toroidal board, using Ralph Betza's spacious pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Jianying Ji wrote on Sun, May 12, 2002 11:46 AM UTC:
the previous message was posted by me.

Imitating Chess. Pieces move as the last moved piece.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, May 13, 2002 03:49 AM UTC:Good ★★★★
Every move imitates the ability of the piece moved before, except the
first move for nothing is before it. What if time is circular, in that
spirit I propose the following variant:

As a first move, any piece can be moved with any power, however this
implies the last move must be made with a piece with such power, and
any move during the game that would make such a ending impossible is 
declared illeagal.

Southern Shogi. Shogi variant where pieces move like friendly pieces `south' of them. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, May 16, 2002 11:02 PM UTC:
This variant also appears as Annan Shogi

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, May 19, 2002 05:16 PM UTC:
I have been studying the advices in this thread and examining some of 
my ideas along this line. The following is what I have developed so far:

Pawnless Chess

-by Jianying Ji			

Introduction:

This variant is inspired  these primary sources: 
1: Kevin Maroney's Ur Chess
2: Ralph Betza's Halfling Chess

One of the main motivations of this variant is similar to that of Ur Chess
in that I was looking for a 'simplified' variant of chess. As I read Ur
chess I saw that many of the fiddly rules he was trying to change concerned
pawns, so it seemed natural to me to dispense with pawns alltogether. But
that led to an immediate problem, which is with the major pieces of FIDE
facing each other the opening usually end up with a lot of exchanges and
not many pieces on the board after the exchanges end.  To combat this, the
pieces needs to be weakened and captured pieces recycled. So I used
halfling chess to weaken the pieces, and added the capture return rule to
recycle the pieces. I changed the knight to halfling Knightrider to
strengthen the army a bit so that it won't be too slow. The details
follows:

Board and Setup:

Use standard chess board and setup with the pawns removed

r n b q k b n r
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
R N B Q K B N R

Rules:

1. All pieces move as they do in halfling chess, except the knight, 
which becomes a halfling knightrider.

Motivation: To weaken the pieces so the opening will be more strategic,
rather than tactical. As Peter Aaronson suggested and Ralph Betza showed.

2. A captured piece is returned to the owner, who is to put it back on 
its starting rank. It is the owner's choice, which open square to put 
the returned piece on.  If the starting rank is fully occupied then 
the captured piece is discarded.

Motivation: Since the ratio of pieces to squares is so low, to start 
with, this rule will keep more pieces in play longer, for a more 
tactical and longer endgame.

3. No repetition of a previous board position

Motivation: Super-Ko rule is adopted to reduce draws.

Object:

Checkmate or stalemate the opponent

Motivation: Stalemating the opponent is included as a winning condition 
to reduce draws.

Notation:

R        a1        x           a5  	         [a8]
piece	source   capture    destination    drop location

piece: name of the piece
source: starting square
capture: x if capture occured, - if non-capturing move.
destination: ending square
drop location: the location to which the captured piece is dropped

Can be abbreviated if no ambiguity arises.

Remember, if capture occurs, drop location must be specified.


Comments:

Shortest fool's mate is 2.5 moves, which is comparable to FIDE, 
with the added benefit of being more 'foolish'.

Tempo is most important in this game. Losing tempo can be fatal. 
It is even more important than safety of specific pieces. Since 
pieces are recycled.

I have done some playtesting but I would welcome more. And any
more suggestions!

Jianying Ji wrote on Sat, May 25, 2002 12:44 PM UTC:
I hve played the game a few times. mate does take time but not 
impossible, in fact draws should be extremely rare, since captures are 
nearly impossible and positions can't be repeated, so a mating position 
will have to come up, and failing that a stalemate position which is 
also a loss or win depending on the player. Though I am looking for more 
playtesting. email: [email protected]

Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, May 26, 2002 12:22 AM UTC:
A possible pair of leapers:

Long leaper: same as in this variant except when capturing must jump over
             at least two empty squares before the captured piece.

Short leaper: moves as an Orthodox Queen and captures by overtaking. 
              the piece captured must be within two squares of the
              short leaper. It may land any vacant square somewhere 
              beyond it. It may jumpover friendly pieces, but not 
              capture them. It captures any enemy piece(s) lept over.
              The adjacent square that it lept over must be occupied.
              It may not make more than one short leap in a turn. It 
              may end its move on an edge square only when that is the 
              only way to make a particular capture.

Emulation Chess. Pieces have no move of their own, but move instead like adjacent pieces of either side. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sat, Jun 15, 2002 06:55 PM UTC:Good ★★★★
Nice concept and very cleanly explained, however the example might be
flawed, since e1-d2 should be illeagal for it moves white king into
check, because the black king has the backing of a queen so it can
move as a queen and take take the white king in the next move. a
black bishop instead of queen would work.

InterGrid Chess. Pieces on corners and on centers of squares of 8 by 8 board. (8x8, Cells: 145) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Sun, Jun 16, 2002 06:24 PM UTC:Excellent ★★★★★
Sometimes a random search can come up with amazing things, I was
searching for some material for an variant of mine when I came across
this item. It is very well illustrated and strait forward and provides
a good blueprint for how intergrid peice should work. very nice work
indeed.

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