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Comments by LarryLSmith

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Constitutional Characters. A systematic set of names for Major and Minor pieces.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Jan 6, 2004 12:42 AM UTC:
Berse appears to be a form of bersim, which is a flower.

Larry Smith wrote on Tue, Jan 6, 2004 03:05 AM UTC:
Berse could possibly have its initial roots in bersit, meaning to burst. 
This would explain the term bersim for a flower.

Tetrahedral Chess. Three dimensional variant with board in form of tetrahedron. (7x(), Cells: 84) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jan 9, 2004 03:25 AM UTC:Excellent ★★★★★
A very nice game.  Interesting playing field, pieces and rules.

As to the idea of using other shapes to denote cells in non-cubic fields
within a 2D medium, a simpler form might be to have points with colorized
radiating lines noting the various directions.  Like Chinese Chess, pieces
would move from point to point.

Although this might also be confusing as lines would criss-cross one
another without actually intersecting.  But this is where colorization
would come in handy.

But I don't think it is necessary to change the graphics for this
particular game as it is quite understandable in its current form.

Time Travel Chess. Pieces can travel into the Future. Kings can also return to the Past! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Jan 15, 2004 04:07 AM UTC:Good ★★★★
The following is a form of time travel chess worked out by Jens Meder and
myself.  It involves the use of Checkers as markers.

All pieces can be warped either from the future or into the future.

A piece is time-warped from the future by 'cloning' a piece located upon
the field.  A duplicate piece preforms a legal move from the location of
the 'original' piece.  The 'original' piece is denoted with a number
of red checkers, up to six.  The player is allowed to move either
'duplicate' and 'original' on subsequent turns.  At the end of each
turn, the player removes one of the checkers from the 'original' piece. 
The 'original' piece is removed from the game with the last of the
checkers.  (If there is no extra piece available for the 'duplicate', a
player can merely mark one of the checkers with a sticker noting the value
of the 'original' piece and use the current piece for the
'duplicate'.)

A player time-warps a piece into the future by placing a number of black
tokens, up to six, with it.  Such a piece is considered to have
'dis-appeared' and not allowed to be move from its cell until it
'reappears' in the future.  Other pieces are allowed to move through and
upon a cell occupied by such a piece.  At the end of each turn, the player
removes one of the checkers from this piece.  When all the checkers are
gone, it has 're-appeared'.  Any other piece, regardless of owner, which
is located on the cell of a 're-appearing' piece is considered captured
and removed from the game.  The  're-appearance' of a piece is automatic
and not considered a turn in itself.

Each player is only allowed one warp, either to the future or from the
future, to exist during a turn.  Since the checkers are not removed until
the end of the turn, a player must wait to the next before creating a new
warp.  A player is not allowed to add checkers to a warp.

The game is won by check-mating the opponent King or capture of an
'original' piece of a time-warp from the future.  The latter condition
of this rule is due to a paradox, since a captured 'original' piece
would then be unable to warp back in time.  And yes, the King can
time-warp into the future to avoid a current check.  And the King can
time-warp from the future, its 'duplicate' would be subject to the
check-mate portion of the rule while the 'original' is now subject to
the capture portion of the rule.

Larry Smith wrote on Sat, Jan 17, 2004 07:20 AM UTC:
Those particular time-warp rules were submitted as part of Temporal 4x4x4
Chess, a 3D Chess variant.  It was never published.

My apologies to Gary for taking liberties with the posting at his
particular time travel variant.  I meant no dis-respect, I was only being
zealous.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Jan 19, 2004 11:58 AM UTC:
Robert,

Roberto and I have been in e-mail discussion about the implementation of
this game.  He has volunteered for the graphics.

I have worked up a number of ideas on the handling of the code.  There
being several ways to approach each of the various conditions in this
game.  

We should establish a discussion group specific for individuals interested
in participating in this project.  It would need to be a location which
allows the posting of data files, so participants can easily exchange the
lengthy examples of coding which will become part of this implementation.

Hanga Roa. A chess variant inspired by the people of Easter Island. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Jan 20, 2004 01:16 AM UTC:Good ★★★★
I like it.  I like it.  I like it.

The opponent Mato to’a are unable to keep up with the stone-throwing
Ariki.  So the field can become littered with its deposits.

In addition to the goal of a cell, the win by immobilizing the opponent
Moais is a nice condition.

Nice work.  The rules are not complex but the game-play will definitely
challenge.

Game Courier Tournament #1. A multi-variant tournament played on Game Courier.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Jan 20, 2004 03:25 AM UTC:
A nice simple formula for time control of the tournament:

(maximum time length of tournament)/(maximum number of moves allowed in
the particular game)=(maximum alloted response time)

(number of moves allowed)=(total number of full turns allowed)*(number of
players in the particular game)

If a player fails to respond within the alloted time, they would
automatically forfeit the game regardless of their current position or
material gain.

You've got to be cruel.

Larry Smith wrote on Tue, Jan 20, 2004 05:10 AM UTC:
Okay, let's be nice.

You could allow players to accumulate time during the tournament.  Any
time that they do not use to make a move would be alloted for their
discretion in the subsequent moves.

So a player who made short early moves at the beginning of the game could
then use that excess time with later moves.

Hanga Roa. A chess variant inspired by the people of Easter Island. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Jan 21, 2004 12:31 AM UTC:
Since this is a game which involves the goal of a stalemate, the
possibility of a cluttered field is actually desired.  A player would be
wise not to impede their own progress with stone-throwing.

Capturing the opponent's Ariki will be an in-game strategy.  With three
of them, this will be a tough objective to capture them all.  But the
potential is there.  Impeding this piece's moves and stone throws would be a good tactic.

And once a player loses all their Ariki, they might not have the ability
to make their cell goal but they still might capture the opponent Moais. 
Or even to draw the game.

The Mato to’a can only be fully impeded by their own stones or enemy
pieces(not enemy stones).  They cannot be captured.  Send them into the fray.

Remember that the Moais can move swiftly across the field, it is merely
dependent on the connectivity of its stones.

The fact that a computer program has difficulty playing this game does not
negate its potential.  In fact, it increases it.  Once a game has been
fully quantified, although it may have a high degree of difficulty, it
becomes trivial.

For now, this game might best be played between two humans.  Once certain
patterns of play can be discovered, a good computer program might be
worked out.

Origami Chess Set A craft page
. Missing description[All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Jan 27, 2004 02:04 PM UTC:Excellent ★★★★★
Very clever.

I wonder if Joseph will be developing designs for other chess variant
pieces.  Please let the answer be 'Yes'.

King. Royal piece moving one in arbitrary direction.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jan 30, 2004 02:54 PM UTC:
In XiangQi, it is suppose to be illegal to expose your King to capture. 
But these students might merely be playing these games through to capture
in order to learn its nuances.  That way they can learn to visualize all
these potential lines of attack on the King and realize a 'checkmate'
position.

Then again, it might be a local form of play. ;-)

Forward Chess ZIP file. Download these files to play Forward Chess with Zillions of Games![All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Feb 4, 2004 11:48 PM UTC:
Instead of the win-conditon being the presence of the King within a
particular zone, make the win-conditon also the absence of the King on the
rest of the field.

This is your current condition:

  (win-condition (White Black) (absolute-config King (promotion-zone)))

Make it:

(win-condition (White Black) 
(and
(absolute-config King (promotion-zone))
(absolute-config (not King) (not-promotion-zone))
)
)

You will have to define the not-promotion-zone, which will be all the
cells that are not part of the normal promotion-zone.

The Zillions engine will now have the 'urge' to move that King into the
promotion-zone.

Chess Rules for Kids. An illustrated guide to the rules of chess for children.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Feb 13, 2004 02:32 AM UTC:
Replacement pieces for Pawn promotion are obtained from those which were
captured.  Rooks are often turned up-side down to represent extra Queens. 
If none are available, use a Checker under the promoted Pawn to represent
the new Queen.

Pawn promotion may also include other pieces besides the Queen.

Gridlock. Large, wargame inspired variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Feb 25, 2004 01:09 PM UTC:
I'm sure that the game might be interesting.  But I gave up reading after
the first page.

There is probably a more concise way to impart the directions for this
game.  The instructions, although colorful, were a little convoluted.  The
graphics, although attractive, contain excessive amount of material which
did not add to the move description but actually confused.

I will download each of these pages and peruse them at my convenience. 
But I anticipate a rather long slog through these instructions.

Rules of Chess FAQ. Frequently asked chess questions.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, Mar 13, 2004 06:06 AM UTC:
The King moves two cells as a first move only if it performs a 'castling'
move.  Other than that particular condition, it always moves one cell.

Larry Smith wrote on Sun, Mar 14, 2004 04:54 AM UTC:
Isn't this particular discussion line about the FIDE, or 'Mad Queen', variant? That was the foundation of my answer to the previous question.

Hero and Superhero Chess. The King's Pawn is replaced by a Hero (moves like any other piece on your side on the board) or a Superhero (improved Hero). (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Mar 16, 2004 10:50 PM UTC:
So, don't move your Hero on the first move. ;-)

The position assures that the Hero will not come into play without at
least a few development moves.  Of course, a player could trade Heroes.
And leave their King file open.

It is a nice game, including the variants.

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, Mar 21, 2004 11:04 PM UTC:
Another consideration would be the advantage in the exchange.  No matter
the number of the various pieces, a game might have a significant
difference between the weakest and the strongest.  This allows for the
potential of advantage in the game, even if the exchanges are equal.

Of course this value would be quite difficult to quantify and would vary
from one game to the next, being dependent upon field and goal.

Larry Smith wrote on Mon, Mar 22, 2004 12:44 AM UTC:
The advantage of any exchange can be simply expressed by the strength(or
value) of the pieces being exchanged.  If a game was populated with pieces
of near equal value, the advantage of exchange might not be significant. 
But if the pieces were of various degrees of value, enough to clearly
differentiate them, exchanges would hold the potential of an advantage.

Yes, a player can make sacrifices to obtain positional or material
advantage.   This gambit would not be possible unless there was a prior
consideration of the value of such an exchange.  But whether or not the
exchange is a gambit need not be part of the determination of a game's
potential for advantage in exchanges.

Larry Smith wrote on Mon, Mar 22, 2004 02:47 AM UTC:
The clarity of the rules is extremely important.  For example, I think
I've figured out the game of Gridlock but I'm still not absolutely sure.
 So I'm reluctant to actually tackle the game.

Whether the game is simple or complex, if the rules are incomprehensible
the game will never be attempted.  The presentation of a game will
definitely effect its overall evaluation.

Larry Smith wrote on Mon, Mar 22, 2004 06:51 AM UTC:
The rules for the game of Nemoroth, though complex, was completely
understandable.  The various moves and powers were well defined.  The only
area of  non-clarity would the the potential inter-relationship between
all the effects when a specific move is preformed.  This makes strategic
planning very tough, if not impossible.  It can strain the limits of the
mind.  And the developer gave all players fair warning about its nature.

It can be used as an example of a well-defined complex game.  

[BTW, the Gridlock game I referred to in an earlier posting was Paul
Leno's Gridlock, or Gridlock's Ruins or New Wave Chess.  I've been able
to decipher about ninety percent of it, and it has caught my interest.  I
will post a few of questions about it on the appropriate pages.]

Gridlock. Large, wargame inspired variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Mar 22, 2004 09:23 PM UTC:
A hoax?  I'd like to hear Leno's comment on that.  If this is truly the
case, it is one of the most intricate.

And if something is not comprehended how can it ever be played?  How do
either of the players know if an action is legal.  They could resort to
flicking pieces across the table at each other.

[Subject Thread] [Add Response]
Larry Smith wrote on Mon, Mar 22, 2004 11:52 PM UTC:
I can completely understand the source of this topic.  I know that there
has been several requests that the Archer in Field Chess be re-named
because it doesn't have the 'shoot'.  I am one of the guilty.

The naming of playing pieces is the privilege of the developer.  Games
with themes have often given names to pieces which might otherwise have
previous designations.  And new pieces are sometimes given the title of
pieces which are barely similar.

The standardization of piece names is an ardent task.  There are a lot of
published games that would need reconciliation, some of which the authors
are no longer available for such.  In the compilation of a list of piece
descriptions, there might be several different forms.  This means that the
researcher will just have to accept the labor.

There will develop, over time, a common use of certain piece names.  And
these can be tagged as such in the name description.

And whether a particular description of a piece is mentioned will be
totally dependent on the criteria of the list.  What ever this evaluation,
it should be fairly applied.

Clockwork Orange Chess. Captured pieces are replaced with non-capturing counterparts. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Mar 25, 2004 11:07 AM UTC:Excellent ★★★★★
Well, according to the ZRF non-capturing Pawns promote to other
non-capturing pieces.  This appears very logical.

A very interesting game.  Sort of Alice Chess meets Shogi with boxing
gloves in a knife fight. ;-)

[Subject Thread] [Add Response]
Larry Smith wrote on Sat, Mar 27, 2004 10:25 PM UTC:
Although Game Theory can be used to quantify real-world events into a Game
Design, a Game Design is not subject exclusively to Game Theory.

Particular aspects of games cannot be quantified as they exist purely on
the emotional level of the players.  For example, how do you evaluate the
potential for frustration or joy?  Each player will react subjectively,
some enjoy frustrating games.

But objective values can be assigned so that a potential developer can
make decisions while designing a game.  But this will not cause a
developer to create a good game.  Their own prejudices will often effect
their design.  Some might never develop a large game while others will not
develop small ones.  And some do not appreciate game with themes, while
others will not try the pure abstract.

Larry Smith wrote on Wed, Mar 31, 2004 04:02 AM UTC:
I think that some might be leaping to premature conclusions.

These formulae are only to assist in any evaluation, they cannot be the
final word.  Although game_x might score 7.5 and game_y is 8.5, this does
not say that one is better than the other.  Only that they score
differently in the formulation.

After the evaluation of many other games, these can be charted and
compared with known quantities.  For instance, where do some of the most
favorite games fall within this pattern?

When a large enough sampling has been accumulated, one can then state that
if a game falls within certain parameters it might either be bad or good. 
And still this will not be an absolute statement.

Larry Smith wrote on Sat, Apr 3, 2004 05:37 AM UTC:
Fergus,

In the new Bigamous Cavalier Chess, why did you decide to use a 9x10
playing field?  Why not the 9x9?

Also, why the Queen and not the Amazon?

You may have covered these topics before.  Just a few questions that might
help the interested see what goes into some of the decision process of
Game Design.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Apr 4, 2004 07:12 AM UTC:
I would be glad to assist in making a ZRF of this variant.  Whether or not
it is a 'Frankenstein's Monster' or an 'Ugly Duckling'(both of who
just wanted to be liked by others). :)

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, Apr 4, 2004 09:57 PM UTC:
Let me deviate a little and discuss the concept of balance in Game Design. 
Most would assume that a perfectly balanced game is the optimal, and this
is often demonstrated by comments about the placement of Bishops (long
diagonal movers) in games.

In a square playing field, there are two distinct diagonal patterns, and
FIDE has offered a Bishop for each of these.  But in Shogi initially the
Bishops occupy only one of these patterns.  Both games are considered
good.  Whether or not a game has Bishops occupying each diagonal patterns
is not the sole foundation for its evaluation.  In fact such imbalances
can be considered a potential factor in the overall strategic dynamic of
the game.  

Both diagonal patterns can be occupied, one diagonal pattern can be
occupied or opposing diagonal patterns can be occupied, the game will
still have the potential of being good.  In fact, there could be no
Bishops in a game, like XiangQi(excluding its Elephants).

'Now now, perfectly symmetrical violence never solved anything.'
----Professor Hubert Farnsworth, Futurama, The Farnsworth Parabox

Sankaku Shogi. Small Shogi variant played on a board of 44 triangles with no drops and a teleporting Emperor. (7x8, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Tue, Apr 6, 2004 01:37 AM UTC:
It is quite easy to construct a real-world board using cardboard, scissors,
straight-edge and a felt-tip pen.  The disc can be made from the same
material.

And the visualization of the Cavalry leap is simply an orthogonal
translation to the second cell(a cell which is oriented in a similar
manner).  For example:
  
 /\  /\
/__\/__\
     
If a friendly piece is at the first, another such translation can be made
in any direction.  It is not meant to be equivalent to the FIDE leap. 
Since this is a triangle field, that particular form of leap is not
possible.  Its similarity to the Ko Shogi Cavalry leap in its ability to
use a friendly piece to continue its particular leap.

[Subject Thread] [Add Response]
Larry Smith wrote on Tue, Apr 6, 2004 01:55 AM UTC:
Also, the Bishop in Shogi can promote to the Dragon Horse and gain the
ability to step one orthogonal.  Thus being able to shift diagonal
patterns.

And to continue the potential of inner game dynamics.  Most FIDE-style
games allow for Pawns to promote to Bishops.  Thus creating the potential
of Bishops on either diagonal pattern.

So, the initial set-up of the Bishop is not the sole determination of any
game.  And it actually can create definite strategic dynamics.  So a game
most be evaluated in its full potential and not just its initial set-up.

What if a game has a Bishop on a single pattern and there is never the
potential of a Bishop on the other?  Does this, in itself, negate the
value of the game?

Kozeriai. A 5x7 variant of Shogi. (5x7, Cells: 35) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Apr 6, 2004 04:38 AM UTC:Good ★★★★
Like Fischer's Random Chess.  The Pawn opening can be rather tight but the
nature of the Shogi Pawn makes it interesting..

When the players make their initial set-up, I assume that they are allowed
to create their own individual patterns according to the rules.

Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Apr 6, 2004 01:35 PM UTC:
In Alice Chess, pieces must translate from one board to the other with each move. No exceptions.

[Subject Thread] [Add Response]
Larry Smith wrote on Tue, Apr 6, 2004 02:33 PM UTC:
Like the Bishop, there are other pieces which occupy specific patterns on a
square playing field.  For example, the Alfil and the Dabbabah.  The first
leaps to the second diagonal and the other leaps to the second orthgonal.

It would take four distinct Dabbabah to occupy each of its patterns, and
eight Alfil of its.  But this is not entirely necessary.  A developer may
choose specific patterns for each of these pieces to influence and thus
encourage particular tactical behaviour during play.

Sacrificing or avoiding the risk of pieces on those patterns during play
can make interesting strategy.  Allowing each player to control particular
patterns will give them both similar advantage, just seperate.

A good example of pattern play is in XiangQi.  The Elephants in this game
are restricted to a limited portion of the field and yet they are
significant during the game.  Being able to properly use these Elephants
can often determine the outcome of the game.

In several Shogi variants, there are also strong pattern pieces.  For
example, the Capricorn which preforms a diagonal hook move.  Usually this
piece occupies a specific pattern at set-up, when captured it is
permanently removed and can only be recoverd by the promotion of another
specific piece on the field.

Larry Smith wrote on Thu, Apr 8, 2004 08:44 PM UTC:
It appears that we've had spill-over from another discussion.

But to continue with the use of pattern pieces in Game Design.

The only problem with such pieces is the possible end-game scenarios. 
This can be solved by the developer with the  creation of particular rules
to handle this.

What if both players reach the point that they only have these pattern
pieces and no possible way of threatening either goal piece?  Most would
call this a draw, XiangQi does.  

But another idea would be to include these pieces in a condition for a
win.  Example:  If the game is reduced to such pattern pieces and goal
pieces, the player with the majority of pieces could win.  Thus creating
the secondary goal of capturing the opponent's pattern pieces.

Sankaku Shogi. Small Shogi variant played on a board of 44 triangles with no drops and a teleporting Emperor. (7x8, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Fri, Apr 16, 2004 02:17 PM UTC:
The Chariot may 'run down' one Soldier, allowing it to capture up to two
pieces.  Sorry for any confusion.

The Chariot's ability to 'run down' an opposing Soldier is similar to
the XiangQi Cannon shot using a screen.  Except that this particular
screen is captured, and it is not necessary that another piece be 
captured following this.

Shanghai Palace Chess ZIP file. Download these files to play this blend of Chinese, Japanese and Western Chess with Zillions of Games.[All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Sat, Apr 17, 2004 08:23 PM UTC:
Zillions is a great game engine.  It suffers from the fact that it is
basically a general program, and therefor often fails to correctly
evaluate specific conditions.

This can be solved by creating DLLs for specific games.  But such can
entail time, testing, a compiler and a decent coder.

Yet, even with the strongest program, certain games will often fail to be
quantified.  This should actually be consider a positive, demonstrating
that human thought processes are not merely mechanical and linear.

The primary aim of the basic implementation might be to enforce the rules
of the particular game.  The Zillions Computer opponent could merely be
considered a good teaching aid.  It is through human competition that
games can be truly experienced.  That is the reason for Net Play.

Catapults of Troy. Large variant with a river, catapults, archers, and trojan horses! (8x11, Cells: 88) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Apr 28, 2004 02:54 AM UTC:
A Catapult carrying a Pawn on the far rank?  Let me quote the rules:

'...upon reaching the last rank, a Pawn is immediately promoted to an
Archer....'

Unless the remaining rules state otherwise, all specific rules are usually
considered absolute.  Privileges are given, not assumed.

Goal Box Chess. Game on 42 squares with no King and the goal of placing pieces into 2 special squares. (5x8, Cells: 42) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Apr 29, 2004 02:16 AM UTC:
The rules state:

'If all of one player's pieces are eliminated before both goal boxes are
occupied by one player, then the player with pieces left is the winner.
Exception: if that player has only one piece left, then the game is
declared a draw.'

And the potential of two Bishops on the same diagonal pattern is extremely
remote.  Why promote to a Bishop when you can get that great Queen?

[Subject Thread] [Add Response]
Larry Smith wrote on Fri, Apr 30, 2004 08:37 PM UTC:
To resurrect a discussion line and continue the topic of pattern pieces:

In those games which have promote-able 'Pawns' restricted to pieces
which have been previously captured, pattern pieces can offer a further
restriction.

If the game contains pieces bound to specific patterns, such promotions
could be limited when promoting to these.  In other words, if a player has
lost a Bishop and brought a Pawn into the promotion zone, the promotion to
this captured Bishop could be predicated on whether there presently exists
another Bishop within that specific diagonal pattern.

And with those pattern pieces which do not occupy every one of their
specific patterns, a Pawn might be denied promotion to that particular
piece unless it was in the necessary pattern.

These rules would be at the discretion of the developer, and could impact
the over-all strategy of the game.

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, May 2, 2004 01:06 PM UTC:
Info on this game is rather thin.  It is a commercial product and the
developers appear to be keeping a tight rein on its full rules.

It would seem logical that most of the pieces would move according to
common form.  This is apparent with the presence of three Bishops on this
hexagonal field.  There might be some variations with the Pawn and
Knight.

The website states that the Spy is a combination of the Rook and Queen. If
this is true, the Queen might have a different form.  Possibly combining
the Bishop and Knight?  This would make the Spy similar to the Amazon.

But what if this is a mis-print?  What if the Spy is meant to combine the
Queen and Knight?  This would make the Queen standard and the Spy similar
to the Amazon.

Or maybe, the Queen moves like an Amazon and the Spy like a simple Queen.
Makes more sense, structurally.

This is all speculation, possibly designed to encourage a few individuals
to purchase the product to discover the truth.

Well, this 'Newchess' is not exactly entirely new.  It is different and
could be very interesting.  Those who enjoy Hexagonal Chess might find it so.

Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, May 4, 2004 06:50 AM UTC:
There is a Shogi form called Curiosity-Alice-Shogi.  I don't know who was
the developer.

It appears to play the same as Alice Chess.  Drops are allowed to re-enter
on either board.

The FIDE Laws Of Chess. The official rules of Chess from the World Chess Federation.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, May 9, 2004 12:20 PM UTC:
In FIDE, only Knights are allowed to leap other pieces.

Of course this does not include the castling move, which involves either
the Rook 'leaping' the King or the King 'leaping' the Rook. ;-)

Fischer Random Chess. Play from a random setup. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, May 14, 2004 09:16 PM UTC:Excellent ★★★★★

[Subject Thread] [Add Response]
Larry Smith wrote on Fri, May 14, 2004 09:25 PM UTC:
Could it be that FIDE needs to hold a convention to decide the fate of the
'Mad Queen'?  It definitely appears that this particular game has
reached its peak.

What other variant might be worthy of world recognition?  It would
definitely have to be much more challenging.  Able to resist
quantification for at least a century.

Fischer Random Chess. Play from a random setup. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, May 15, 2004 01:54 AM UTC:
Sorry, I've been playing a lot of Shogi lately and I got switch around on the starting cells of the notation. ;-)

Gridlock. Large, wargame inspired variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, May 26, 2004 03:21 AM UTC:
Leno,

Please feel free to send me anything about this game.  I am truly
interested.

But I must re-iterate that these pages do not do the game justice.

Mitregi. Larger Shogi variant with more powerful diagonal pieces. (10x9, Cells: 90) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, May 28, 2004 08:23 PM UTC:
Nice.  But I think Glenn Overby's PromoChess is better.

Larry Smith wrote on Sat, May 29, 2004 04:09 AM UTC:
Mike,

I did say that Mitregi was a nice game.

The comparison to PromoChess is appropriate.  It's more like comparing
red apples to green apples.  Both are attempts to 'westernize' Shogi. 
All Shogi do not have drops.  

Both have the application of westernized Pawns, two Bishops and two Rooks.
PromoChess contains the Camel, Mitregi suggests the Camel in a variant.

Regardless of the drops in Mitregi, the promotion possibilities are far
more interesting in PromoChess.

And there have been actual games played with PromoChess.  I am un-aware of
any game having actually been played with Mitregi. It appears to be simply
an academic study at this point.  But it is definitely nice.

Maybe Glenn might consider the application of drops in a future variant? 
Hint, hint.

Larry Smith wrote on Sun, May 30, 2004 08:40 AM UTC:
Charles,

You might simply write the title of the game as 'MitreGi'.  This would
emphasize these sets of syllables and distinguish them one from the
other.

And so, 'HumpMitreGi' or 'Hump-MitreGi' might be considered for the
variant.

Taikyoku Shogi. Taikyoku Shogi. Extremely large shogi variant. (36x36, Cells: 1296) [All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Mon, May 31, 2004 10:40 PM UTC:
A small omission in the description of the Running Horse, it should read:

'Running Horse		steps 1 backward orthogonal, leaps to the second backward
diagonal, slides forward orthogonal or forward diagonal'

My apologies but with a document of this size there are bound to be a few
errata.  Hopefully, they are few.

Extreme 3D Chess Game. 8x8x8 3D Chess with linear, planar and cubic moves; and power absorption. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Wed, Jun 2, 2004 09:51 AM UTC:
The following is a copy of a recent discussion with Tony about this game:

-------------------------------------------

I've been working on a concept of replacing the shapes and symbols with
simple colors.
 
Black and White would denote ownership, and by themselves represent
Pawns.
 
Red = Rook
Blue = Bishop
Yellow = Unicorn
 
Purple = Knight (Rook+Bishop step or Red+Blue)
Orange = Hippogriff (Rook+Unicor step or Red+Yellow) 
Green = Wyvern (Bishop+Unicorn step or Blue+Yellow)
 
The King and Heir Apparent would be noted by large dots on the faces of
the Black or White piece.  Gold for King and Silver for Heir Apparrent
 
This way all the pieces would be simply round discs which would stack in a
small area.  The top disc would be the Black or White disc. And at a
glance a player would be able to determine the power of a piece.
 
Of course, this would not be viable for someone who might be color-blind. 
So shapes and symbols might be considered the universal.

Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jun 4, 2004 01:53 AM UTC:
Moving Rook b1-b4 will block the attack from that Bishop.

Why not try King e1-d2?  The standard rules state that a King cannot be 
left in check, the move is legal for the King.  The only standard rule 
which states that a King cannot moved through an attacked position is 
while castling.

In standard Chess a King may not move to an attacked cell, but d2 is 
not attacked by the Bishop since it will be empty.  The King will not 
be present to be captured by the Bishop on the next move.

Larry Smith wrote on Fri, Jun 4, 2004 03:04 AM UTC:
And I know that the rules in 'Curiouser and Curiouser' state:

'For example, the King may never move to a checked square on his board,
even though the transfer to the other board immediately afterwards might
actually move the King to a safe square...'

I've always used these stated rules but never really understood the logic
of them.  But hey, it is V.R. Parton's Alice Chess and he had the right
to establish its conditions.  But I've always wondered why.

Larry Smith wrote on Fri, Jun 4, 2004 07:38 PM UTC:
I agree that Parton's restriction does make the checkmate much more
easier.  But without it, there really is not a reduction in the potential
of checkmate.

Dropping this restriction actually brings the Kings themselves into the
end-game formulae.  With the ability to pin the opposing King with a King
on the other field.  There is also an increase possibility of stalemate,
if the player is not aware of this particular position against a lone
opposing King.

Now, I'm not advocating elimination of this restriction.  But variant
play might include the lifting of this restriction.

Taikyoku Shogi. Taikyoku Shogi. Extremely large shogi variant. (36x36, Cells: 1296) [All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Wed, Jun 9, 2004 12:56 PM UTC:
Some sources note that the ranging move in Taikyoku can involve the capture
of each and every piece, both friend and foe, which the ranging piece
leaps.

And believe it or not, there are a few individuals in Japan actually
attempting to play this game.

Navia Dratp. An upcoming commercial chess variant with collectible, tradable pieces. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jul 2, 2004 07:52 PM UTC:
When I was younger I fell for the 'collectible' game series.  I was into
Doomtrooper and Imajica cards.  I spent a lot of my hard-earned cash
attempting to 'collect' these entire series, buying boxes and boxes of
cards.

But these companies enjoyed torturing me, keeping my goal just beyond my
reach.  Doomtrooper increased its volume with the seemingly un-ending
introduction of expansion sets.  Imajica went out of print long before I
could even hope to obtain my goal.

I have shoe boxes filled with these cards, carefully filed and catalogued.
 Not being used or enjoyed, just taking up space in my closet.  And filled
primarily with un-godly numbers of the dreaded common cards.

Now I'm not saying that this game will have the same result.  I will just
be leery of investment into something that I cannot obtain in its entire.

Will the company offer the entire series as a set? or will they dole out
these 'pieces', forcing us to buy endless numbers of the same pieces in
order to obtain that one good piece.  If the latter, I have absolutely no
intention of even considering purchasing a single part of the game.

Chaotic (Polymorphous) Chess. Play Chess with dice and flip the dice each turn to mutate the pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, Jul 3, 2004 11:16 PM UTC:
A very interesting concept.  I would assume that it is not allowed to move
the King-oriented die until there is at least another.

I'm actually making a set for this game.  I have a bunch of blank
half-inch cubes which I use for such purposes.  But instead of marking
them with pips, I'm considering standard chess fonts.  I might draw them
with a felt-tip or print out a sheet of these symbols and cut-and-paste
them on the faces.

Larry Smith wrote on Sun, Jul 4, 2004 12:22 AM UTC:
Just a few suggestions:

The rotation of the die could be based upon the direction which the piece
moved.  Orthogonals would give the piece a single option.  Diagonals would
give the piece two options.  A Knight-oriented die would always have two
options.

The optimal orientation of these faces, clock-wise or counter-clockwise,
might prove interesting.  How would each die be initially oriented on the
field?

The presence of multiple Kings might be handled in several ways.  I would
opt for check-mating the last King, and the capture of all others.  This
would allow the option of creating a King in response to a check.  Greatly
increasing the potential depth of the game.

About the potential of Pawn promotion:  A piece which moves to the last 
rank and becomes a Pawn, whether or not by choice, would then be given 
the option to freely promote to any face.

Castling might prove un-necessary or impossible, unless this was allowed 
without any rotation of the two effected dice.  I would opt for this.

Larry Smith wrote on Sun, Jul 11, 2004 01:24 AM UTC:
Parlez-vous français, Laurent?

I think that there may be some confusion in translation.  

I have a good idea of what you mean by 'displacement', but I am not
absolutely sure.  I note that you are determining a difference in the
subsequent face-value according to distance.

But the possible faces will be determined by the dice type.  Did you know
that there are left-hand and right-hand dice?  This is based upon the
order of the faces in relation to two opposing faces.  

This is further explained at the following site: 

http://homepage.ntlworld.com/dice-play/DiceStandard.htm

So, players might have different types of dice on the playing field. 
Unless the specific type was determined beforehand.

And just an aside, I would not consider any reasonable game arbitrary. 
Regardless of the amount of chaos present. ;-)

This includes Fischer's Random Chess.

Larry Smith wrote on Mon, Jul 12, 2004 11:42 PM UTC:
Actually, having either right-hand and left-hand dice on the field would
nicely add to the complexity of the game.  Whether one player has
right-hand and the other left-hand.  Or either player has a mixture of
both(I like this one).

Since the entire(or at least 5/6) die is visible, the players ought to be
able to determine their potential.  

The dice that I'm making will be equally divided between right- and
left-hand.  How they are distributed in the initial set-up will be the
option of the player.  I'm planning to torture one of my nephews with
this game at the next family get-together. ;-)

I'm still using standard chess fonts for the faces.  This does not
preclude Michael Howe's suggestion(a really good one) of applying other
piece types to the faces.  For example, the Bishop symbol could also stand
for a Cardinal or the Rook symbol for a Marshall.

But I would like to make a Zillions implementation of this game.  So
establishing a few basic guidelines will help in this endeavor.  I've
already got the basic graphics for the game.  They are 3D so that the user
can see the sides of the dice.  These cubes will only have pips.

Twenty-First Century Chess. An updating of Chess for the video game generation, on a 10x8 board with Barons and Jesters. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Aug 6, 2004 07:02 AM UTC:
To prevent confusion among similarly named games, you might preface it with
the developer's surname.  For example, when referring to this game it
could be called 'Munzlinger's Twenty-First Century Chess'.

There are several other games which suffer from this particular
condition.

Horse Chess-Nut. Horse statue with two chess problems painted on it.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Aug 15, 2004 07:42 PM UTC:
Since there were no answers supplied with these two particular chess
problems and the page is over three-years-old, I thought I might offer my
two cents.

Left Side: 1. Qc5+ PxQ, 2. P(b)xP+ Kd5, 3. Rd7++

Right Side: 1. Qe8+ NxQ, 2. Pd8=N+ Kf6, 3. Ne4++

New 3D Leapers. Leapers restricted to the diagonal and triagonal patterns of the 3D field.[All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Thu, Sep 2, 2004 12:24 PM UTC:
Charles,

Your application of angles is in relation to the orthogonal pattern.  If
you wish to be bound by such restrictions, feel free.

In this simple treatise, the diagonal and triagonal patterns are being
considered as seperate entities.  And all their planar and cubic
potentials are thus expressed in such regard.

Allow me to state that these suggestions are not to be taken as absolute,
either in their regulation or nomenclatures.  They are primarily attempts
to aid developers in thinking outside the box.

The logic of the 90 degree restriction collapses when applied to the cubic 
move within the diagonal pattern and with the simple planar move within 
the triagonal pattern.

📝Larry Smith wrote on Fri, Sep 3, 2004 09:49 AM UTC:
Here's an example of a d-Ferz, or a 1x2x2 planar piece in a diagonal
pattern:

[ ][ ][ ][ ][ ]
[ ][X][ ][X][ ]
[ ][ ][X][ ][ ]  level 3
[ ][X][ ][X][ ]
[ ][ ][ ][ ][ ]

[ ][X][ ][X][ ]
[X][ ][X][ ][X]
[ ][X][ ][X][ ]  level 2
[X][ ][X][ ][X]
[ ][X][ ][X][ ]

[ ][ ][X][ ][ ]
[ ][X][ ][X][ ]
[X][ ][O][ ][X]  level 1
[ ][X][ ][X][ ]
[ ][ ][X][ ][ ]

In relation to the orthogonal pattern, there are several apparent
'leaps'.  A developer might disallow those planar moves which result in
adjacent diagonal cells and create an interesting new leaper for the 3D
playing field.  A composite of an o-Dabbabah and an o-Hippogriff.

Or accept all its potential planar moves and thus have the o-Ferz moves
also present.  Most interesting.

Witch's Chess A game information page
. Two or three player hexagonal variant.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Sep 12, 2004 07:21 AM UTC:
Whether or not a game contains pattern-bound pieces for each of its
patterns, being the diagonal in this case, does not negate the value of
the game.

In this case, the game begins with only two 'diagonal'-bound pieces for
each player on a field with a possibility of three.  In both the
two-player and three-player games, each side has these pieces on similar
patterns.

If a game was composed of pattern pieces and each player had sole command
of particular patterns, it might be argued that there was an increase in
the potential of 'draw'.  But this also does not negate the value of the
game.  It would definitely impact the play of the game. 

In fact, a player can take advantage of a pattern in the game if there are
fewer piece which operate in it.  In this game, it could be seen that the
pattern-bound pieces initially 'push' the goal piece into the remaining
pattern.

The un-qualified requirement for all pattern-bound pieces to be
represented for each and every pattern is subjective.  Even in this game,
there is the potential of obtaining a pattern-bound piece for the
un-occupied pattern with promotion.  Granted that this is very un-likely
since a player would most likely opt for a more powerful piece, preferably
one that is not restricted to a pattern of the field.

Taikyoku Shogi. Taikyoku Shogi. Extremely large shogi variant. (36x36, Cells: 1296) [All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Wed, Sep 15, 2004 11:43 AM UTC:
The basic difference between the Capricorn and the Long-Nosed Goblin is the
potential promotion.

The Capricorn promotes to the Hook Mover, an orthogonal hook-move piece
and more powerful piece as it is no longer bound to a diagonal pattern.

The Long-Nosed Goblin does not promote.

The promotion potential is what often differentiates pieces of similar
initial types of moves.  This allows for particular tactics during play,
obviously making the promote-able piece more desired than the
non-promote-able.

And this applies to pieces with similar initial moves which promote to
different potential promotions.

dUchess. Chess on two levels. (2x(8x8), Cells: 128) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Oct 10, 2004 08:13 AM UTC:
The interaction between the two sets of chess pieces need a little
clarification.  

Are the light-white pieces allowed to capture both light-black and
dark-black pieces?  Are dark-white pieces allowed to capture both
light-black pieces and dark-black pieces?

If so, what is the purpose for the two-tone sets?

Larry Smith wrote on Tue, Oct 12, 2004 08:45 AM UTC:
Me still no understand the two-tone sets of pieces.

It make game very pretty.  

But is there a specific reason for this differentiation?

Hyperchess. A chess variant on a board representing 4-D space that closely parallels traditional Chess. (4x(), Cells: 256) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Nov 23, 2004 09:28 AM UTC:Excellent ★★★★★
A very nice expansion to V.R.Parton's Sphinx Chess. (Forgive my classical reference.)

The 'king hold' rule definitely improves the play.  The inability to
often pin the opposing king was the major flaw with Sphinx Chess.  This
rule is a very logical and effective cure.

Allowing the Bishop to change diagonal patterns is nice, but might this
particular move be a non-capturing one?  No pressure to change it, just
some fuel for discussion.

I look forward to future developments by this author.

Trans-Dimensional Chess. Large 3-D game with a field of twenty 3x3x3 cubes arranged in three levels. (3x(), Cells: 540) [All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Tue, Nov 23, 2004 11:55 AM UTC:
It has been pointed out to me that the Unicorn in this game is not bound to
any particular pattern within the playing field.  This freedom can be a
definite necessity in this game.

Still, within a single Cube, it can take four seperate Unicorns to cover
each of its patterns.  So a player should take this into consideration
when attempting to affect mating positions using these pieces.

Rutherford's 1-dimensional Shogi. Modern one-dimensional chess variant, based upon Shogi. (1x17, Cells: 17) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Nov 24, 2004 03:08 AM UTC:Excellent ★★★★★
Whenever someone asks me about 1D games, this is definitely one that I
recommend.  I think that most can find it an interesting game, not just
Shogi variant players.

I enjoyed coding this one for Zillions.

[Subject Thread] [Add Response]
Larry Smith wrote on Fri, Dec 3, 2004 12:05 AM UTC:Excellent ★★★★★
Very very funny series of articles.  I found its length to be humorous in
itself.  Its convolutions made me laugh.

What would be even more fun would be to add to these with even more
intricately related subjects and materials, such as puzzle positions.  New
stuff can be discovered any time since the game has basically been kept a
secret.  Of course, it should all be presented to the original author for
approval.

Thus elevating this idea of Stanley Random Chess, making it a form of
initiation for the new Chess Variant player. ;-)

3D ShogiA Zillions-of-Games file
. Three dimensional version of Japanese Chess.[All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Wed, Dec 8, 2004 01:13 PM UTC:
Charles,

You have made your dislike for this variant quite apparent in your
previous postings.  To continue making disparaging postings is not very
nice.

Your primary complaint has been the dynamics of the Silver and Gold
Generals.  This aspect was explained to you but you do not wish to
accept.

May I suggest that if you want to continue advocating a different form of
3D Shogi that you do so on another page.

One question: Have you actually attempted to play this game, or has your
observations been based solely on a biased approach?

Many Rules in One Game. List chess and variants.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Dec 10, 2004 06:42 AM UTC:Excellent ★★★★★
What a thoroughly enjoyable idea!

Once again, Ralph has proven his position among the CV giants.

Stanley Random Chess A game information page
. Missing description[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Dec 12, 2004 09:08 PM UTC:
It must be kept in mind that attempting to verify the historical background
of SR Chess will prove very difficult for the amateur.  Considering the
extent of the Great SR Chess Purge of the mid-19th century, we are
fortunate that the game has survived.

But for those who are truly interested in the complete origin and rules of
SR Chess, simply logon the ISRCA database.  You will need a T-1000 modem
connection, several tetra-bytes of hard-drive space and the standard
full-length Hellsing data-gloves with Universal Sign Language compatible
software.  Visitors to the database need only use the anonymous password
'giveusakiss' then press the baffing key on your standard Benson
flexi-board.

Contrary to internet rumors, the ISRCA search engine does not conflict
with any existing operating system software.

Larry Smith wrote on Thu, Dec 16, 2004 04:57 AM UTC:Excellent ★★★★★
I had previously given SR Chess this rating during an open forum discussion. Additionally, I am extending it to this page.

Bellows Chess. The board expands and contracts from turn to turn. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Jan 6, 2005 10:52 PM UTC:Good ★★★★
Does a piece located on the 8x8 or 10x10 field check a King located on the
edge of the 12x12 field when not in the 12x12 turn?

And, if a King is located on the edge of the 12x12 field and it is checked
by another piece located on the edge of the 12x12 field is it considered
mated?

I'm sure that the answer to these questions is 'No', but just need
clarification.  The game does offer some interesting positions.

Larry Smith wrote on Fri, Jan 7, 2005 06:36 PM UTC:
Just an idea:

I understand the mandatory rule of Pawn promotion in this game, but I was
thinking that this restriction might be too strict.

Since Pawns are still able to perform moves from the 8x8 and 10x10, might
the promotion be mandatory only when they reach the far rank of the 12x12.
 They would still have the option of promoting on the far ranks of the 8x8
and 10x10.  Thus if a Pawn performs a capture into the 10x10 and 12x12
area of the field, it would be forced to reach the far rank of that
particular field to obtain the privilege.

Or like Shogi, the promotion zone could be considered to be three ranks
deep.

But given the option, might a player automatically promote their eligible
Pawn?  Are there any potential positions where leaving a Pawn un-promoted
is an advantage?

Larry Smith wrote on Fri, Jan 7, 2005 06:44 PM UTC:
Or, to be really mean, promotion might be only allowed on the far rank of
the currently active field.

Then might a player promote a Pawn which is located on that far rank
without moving it?

[Forgive my babbling.]

Larry Smith wrote on Sat, Jan 8, 2005 03:44 PM UTC:
Here's another idea:

Instead of returning from the 12x12 turn directly to the 8x8 turn, the
sequence might be 8x8 to 10x10 to 12x12 to 10x10 to 8x8, etc.  A sorta
in-and-out effect.

This would make the 8x8 and 12x12 phase every fourth turn, and the 10x10
every other turn.  Pieces located on the edge of the 12x12 field would be
immobile for an extra turn.

[Subject Thread] [Add Response]
Larry Smith wrote on Wed, Jan 12, 2005 01:42 AM UTC:
I agree that this game is excellent.  I did a review of it in Abstract
Games Magazine #16.  

When I first came across the game, I assumed that it was similar to
ShouDouQi(the Jungle Game).  But it plays quite different.

Like ShouDouQi, Arimaa deserves a page at ChessVariants.

Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Jan 13, 2005 06:06 PM UTC:
During a recent game at SchemingMind, the subject of the weakness of the
Alice Knight brought forward an interesting possible variation to the
rules.

Allow the Knight to capture on both fields.  In additions to the standard
capture move, it would be allowed to capture the destination cell of the
opposing field.  It would still only perform a single capture during a
move, and still be bound to one-half of each field.  And it would still be
restricted from moving to a friend-occupied cell.

This increase in power would greatly improve its influence in the game.

Unless this variant rule has been previously proposed, I suggest that it
be called Alice Knights.

Rules of Chess: The 50 moves rule. Answer to a frequently asked question on the rules of chess.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Jan 23, 2005 09:37 PM UTC:
David,

Since a King cannot move to an attacked cell, it could never attack an
opponent King.  But it can participate in the mate by restricting the
movement of the opponent King.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Jan 26, 2005 07:22 PM UTC:
Alex,

En passant is a form of capturing performed by the Pawn upon another Pawn.
 The conditions for this capture are quite specific.  The capturing Pawn
must be located on the fifth rank from the player and in the adjacent file
of the target Pawn.  The target Pawn must have just performed an initial
two-step move which has placed it orthogonally adjacent the capturing
Pawn.  The capturing Pawn then moves to the vacant cell directly behind
the target Pawn and the target Pawn is removed from the field.

The reasoning for this particular form of capture is to allow the Pawn the
option to capture an opposing Pawn which has performed a two-step move,
passing through the cell which would have offered that captured.  The
capturing Pawn is able to obtain that particular position on the field.

Remember that en passant(in passing) can only be performed against an
opposing Pawn which has immediately made a two-step move.  If the player
does not exercise this option on the immediate replying move, they cannot
do so on subsequent turns.

The opportunity to exercise this option may be very infrequent, but can be
quite interesting.

Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jan 28, 2005 12:17 AM UTC:
This game definitely challenges the player's ability to extrapolate
positions.  Keeping track of the oscillation of every moved piece and
maintaining some form of strategy, the player is fortunate to be able to
plan more than several moves.

This is also the joy of the game.  A player who desires an easily
comprehensive form might well be warned about the dangers surrounding this
game.  But they should not fear to attempt it.

My favorite variant is the Mirrored Alice set-up, whereby opposing pieces
begin on seperate fields.  This offers a large variety of opening moves.

Influenced 8-Leveled 3D Alice Chess. A combination of Influence and Alice Chess on a 3D board. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jan 28, 2005 11:26 AM UTC:Excellent ★★★★★
I really need to actually play this game to properly evaluate it. I fear that the test game may encompass the remaining few years of my life and I might not be able to report my findings. ;-) But let me add that I believe that this is a very intriguing 3D Chess game. Though the game is large, it should not exceed the length of a game of the 8x8x8 size. And the potentials within this game definitely stretch one's mental capacity. With the Influence rules controlling the movement of the pieces and the Alice rules controlling the dynamics, the game-play should be both lively and frustrating. All in all, a game to try at least once.

Elevator. Three-dimensional chess variant with moving elevators and walking, vaulting and flying pieces. (4x(8x8), Cells: 192) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Feb 3, 2005 04:16 AM UTC:
Keep in mind that vacant Elevators cannot be moved.  So as the game reaches
its finale, the option to manipulate the playing field will be reduced.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Feb 3, 2005 12:03 PM UTC:
Would all the posters to this variant who promised to evaluate it after
trying the ZRF, please do so.

In my opinion, the current level of rating is quite unfair since it is
based on a single posting.

Being an individual involved with the project, rather remotely, I am not
at liberty to make an un-biased judgment.  But if I were, I would rate
this game as 'Excellent'.

Caïssa Britannia. British themed variant with Lions, Unicorns, Dragons, Anglican Bishops, and a royal Queen. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Feb 13, 2005 04:33 AM UTC:
Caissa is pronounced KAH-EE-SAH. BTW, I like the name of Caissa Britannia. Very apropos.

3D ShogiA Zillions-of-Games file
. Three dimensional version of Japanese Chess.[All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Mon, Feb 14, 2005 08:17 AM UTC:
(Comment voluntarily deleted.)

3D Xiang QiA Zillions-of-Games file
. Three dimensional version of Chinese Chess.[All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Mon, Feb 14, 2005 08:18 AM UTC:
(Comment voluntarily deleted.)

[Subject Thread] [Add Response]
Larry Smith wrote on Mon, Feb 14, 2005 04:02 PM UTC:
Joe,

And here you go posting on Saint Valentine's Day! :-)

Embrace the geek-ness. And remember that dimensions are just a matter of 
 perspective. ;-)

Symmetrical Chess Collection Essay. Members-Only Missing description[All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Calculation of Piece ValuesBROKEN LINK! Adobe Acrobat file. Link to an essay on attack values, material values, relative piece values.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Feb 22, 2005 05:05 PM UTC:
[Comment voluntarily deleted.]

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Feb 23, 2005 12:40 AM UTC:
Have you tried to specify a FONT SIZE within the table?

The FIDE Laws Of Chess. The official rules of Chess from the World Chess Federation.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Feb 24, 2005 09:57 PM UTC:
Well, Tim, you get to watch your Queen die again. ;-)

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, Feb 26, 2005 05:00 PM UTC:
Just a small aesthetic observation about the graphic for the Archangel. 
Swords being short-range weapons, angels are also known to carry spears
which have longer range.

To carry over the motif from the Centaur, it could be a horseshoe with two
crossed spears.

Or the angelic theme might be further emphasized with a pair of wings and
two crossed spears.

Larry Smith wrote on Sun, Feb 27, 2005 01:09 AM UTC:
Reinhard, I've worked up an example with two crossed spears and a pair of
wings flanking a halo.  You should be able to view it below:

http://users3.ev1.net/~llsmith/home/angel_w.gif

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