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Comments by LarryLSmith
Berse could possibly have its initial roots in bersit, meaning to burst. This would explain the term bersim for a flower.
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.
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.
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.
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.
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.
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.
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.
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.
Very clever. I wonder if Joseph will be developing designs for other chess variant pieces. Please let the answer be 'Yes'.
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. ;-)
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.
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.
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.
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.
Isn't this particular discussion line about the FIDE, or 'Mad Queen', variant? That was the foundation of my answer to the previous question.
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.
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.
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.
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.
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.]
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.
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.
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. ;-)
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.
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.
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.
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). :)
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
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.
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?
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.
In Alice Chess, pieces must translate from one board to the other with each move. No exceptions.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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. ;-)
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.
Sorry, I've been playing a lot of Shogi lately and I got switch around on the starting cells of the notation. ;-)
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.
Nice. But I think Glenn Overby's PromoChess is better.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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++
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.
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.
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.
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.
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?
Me still no understand the two-tone sets of pieces. It make game very pretty. But is there a specific reason for this differentiation?
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.
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.
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.
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. ;-)
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?
What a thoroughly enjoyable idea! Once again, Ralph has proven his position among the CV giants.
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.
I had previously given SR Chess this rating during an open forum discussion. Additionally, I am extending it to this page.
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.
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?
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.]
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.
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.
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.
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.
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.
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.
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.
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.
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'.
Caissa is pronounced KAH-EE-SAH.
BTW, I like the name of Caissa Britannia. Very apropos.
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. ;-)
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Have you tried to specify a FONT SIZE within the table?
Well, Tim, you get to watch your Queen die again. ;-)
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.
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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