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Jetan. Martian Chess, coming from the book The Chessmen of Mars. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Feb 27, 2005 02:53 AM UTC:
Fergus,

You might wish to check out the links to pages where I cover all the
 various rules of Jetan, including wagering and dueling.

ERB specifically noted that Jetan was to be played with wagers, similar
 to Poker.  I've found that this makes the game much more enjoyable,
 particularly when each captured piece is given a specific value.

The Game of Jetan. Extensive discussion of various versions of the rules of Jetan. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Sun, Feb 27, 2005 03:25 AM UTC:
I will admit that this page is very extensive in its exploration of the
potential interpretation of the rules of Jetan.  It is based upon several
decades of play and many arguments with opponents.

But all the various rules on this page are based upon the writings of
ERB.

Although Jean-Louis offers a single interpretation, it is no more
'authentic' than any other combination which might be derived.  It is
merely a personal preference, like the one which I give at the end of this
page.

📝Larry Smith wrote on Sun, Feb 27, 2005 06:17 AM UTC:
That inconsistency of the initial board set-up has long been noted at the
original webpage from which this page was generated.  The 'standard'
form is noted as Barsoomian and the other is noted as Manatorian.

http://users3.ev1.net/~llsmith/Jetan/setup.htm

Most use the Barsoomian form, but there is no restriction for the
preference of the Manatorian.

This page might need to be updated.

📝Larry Smith wrote on Sun, Feb 27, 2005 06:22 AM UTC:
For those who are interested, for in-depth discussions with other fans of
ERB's Jetan, you may wish to visited the Yahoo! Jetan Group.

http://groups.yahoo.com/group/jetan/

Be sure to catch up on the previous postings.

📝Larry Smith wrote on Sun, Feb 27, 2005 06:33 AM UTC:
If players use the Manatorian set-up, I suggest they try a game with Chained Chiefs. The restricted movement of this piece binds both of them within an identical pattern, and can result in a potential Chief-takes-Chief win.

📝Larry Smith wrote on Sun, Feb 27, 2005 07:44 PM UTC:
No one is obligated to use wagers in Jetan.  But ERB did specifiy that
 wagers were a large part of this game.

Of course, the dynamics which Mark points out works both ways.  And
 wagering does bring the Chief-draw into value, rather than it being an
 un-desired outcome.

There is also supposed to be ten games played between the opponents.  But
 this does not prevent players from attempting a simple game.

Posted at the Yahoo! Jetan Group are a series of games played between
 Kerry Handscomb and myself using the simple wager system which I propose
 in this paper.  They demonstrate that the game is quite playable in this
 form, and even enjoyable.  We utilized several different interpretation of
 the pieces, and had little trouble prosecuting a good game with each.

📝Larry Smith wrote on Sun, Feb 27, 2005 08:24 PM UTC:
For those who are truly interested, check out James Spratt's Jetan-Sarang.
 A really cool Jetan variant.  It offers a larger playing field and more
pieces.

He has even sculpted some pieces for it and the 'standard' Jetan set. 
If you want to buy a set, drop him an e-mail.

In fact, his game inspired me to create Warlord Jetan.

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Feb 27, 2005 08:37 PM UTC:
Why does each Pawn need to be defended at the initial set-up?

This seems to be an arbitrary rule.  There are many good Chess games where
each and every Pawn is not defended at the start.

In fact, these un-defended Pawns can create a nice area of early
contention in play.

Is there an actual 'flawed' setup, resulting in the loss of the game for
one or the other player?

Larry Smith wrote on Mon, Feb 28, 2005 05:42 PM UTC:
Gothic Chess, being a derivative of Capablanca Chess, has no exclusive claim upon Capablanca Chess. Neither does it have a claim upon Fischer's Random Chess. Thus how does combining these two independent forms, which it has absolutely no claim upon, be actionable on the part of Gothic Chess?

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 Sun, Mar 6, 2005 11:32 PM UTC:
The application of en passant in Alice Chess is really not that confusing.

The opposing Pawn must have immediately performed a two-step move to the
capturing Pawn's field, resulting in a position orthogonal adjacent.  The
cell which the capturing Pawn is moving to must be vacant, in both fields. 
This denotes that the single step was a viable option for opposing Pawn.  

If that cell on the capturing Pawn's field is occupied by either friend
or foe, en passant is not viable since the single step of the opposing
Pawn was not possible and thus capture of that Pawn on that cell was not
an option.  If it is occupied by an another enemy, a simple capture of
this enemy piece is still possible but this would not result in the
capture of the opposing two-stepping Pawn.

Gess. A Chess variant played on a Go board where pieces are collections of go stones. (18x18, Cells: 324) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Mar 9, 2005 10:11 AM UTC:
I wrote a Zillions implementation for this game a few years ago. It's located at the Zillions-of-Games website.

[Subject Thread] [Add Response]
Larry Smith wrote on Thu, Mar 10, 2005 01:17 AM UTC:
Definitely excellent news!  I've been suffering jelly-babies withdrawal
for so long. ;-)

A Doctor Who Chess game. Hmmmmmmm.  The Doctor versus the Master with
time-jumps.  I've got a Temporal 4x4x4 Chess game which might be
converted for this form of play.  With the shape of the playing field, it
might be called Tardis Chess.

Larry Smith wrote on Thu, Mar 10, 2005 10:02 PM UTC:
I had thought that the Daleks would move either as Bishops or Unicorns in
the 3D playing field.  This is because they most maintain contact with a
specific portion of the field for power.

They would capture a piece by merely taking any adjacent cell without
moving, like the Shogi Lion.  Their movement would be without capture.

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, Mar 13, 2005 05:52 AM UTC:
Or the sensitivity scale could be based on the minimal number of moves(not
 turns) needed to threaten an opposing piece.

For example:  FIDE might be considered equal to 2.  White moves then Black
 can threaten.  1. e4 Nf6(or d5)

This will be a fairly easy value to quantify for each game and it involves
 a prove-able dynamic.  Thus limiting the potential for un-intended error
 based upon bias.

Or the value might be the minimal number of moves to threaten an opposing
 goal piece.  This could be difficult to quantify since it might assume
 poor performance by one player and superior performance of another.  And
 would this value be applied regardless of the potential of capture of the
 threatening piece?

The idea could be to calculate the minimal number of move before one
 player is forced to perform a move in defense.

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, Mar 13, 2005 09:23 AM UTC:
Still thinking about the basic dynamics of a new Doctor Who Chess game, and
considering a game between un-equal armies.  For the sake of development,
I'm starting with a plain 2D game.  But the field will probably be much
larger than 8x8.

Possibly the Doctor's force could have special powers associated with
co-operative conditions.  For example: being able to capture any enemy
piece 'sandwiched' between two friendly pieces.

And the Master's special powers could have a self-destructive quality. 
For example:  A piece self-destructs taking out all pieces located
adjacent.  Or a piece, like the Shogi Fire Demon, is able to burn all
adjacent pieces both friend and foe.

Also most of the pieces of the Doctor's forces might have the ability to
simply slide without capturing.  This is to simulate the running around
that often occurs in the stories.

I figure that the Dalek should be the Pawn of the Master's forces.  But
it should step diagonal without capture, and attack any one adjacent cell
without moving as a turn.

What would make a good Pawn for the Doctor?  Possibly K9, but does anyone
have a better idea?  And what would its powers be?

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, Mar 13, 2005 11:42 PM UTC:
I believe that some might be mistaking the simple quantification of a game
through prove-able values as a determination of either its play-ability or
enjoyment.  These values will only establish particular parameters which a
game might be categorized.

For example: some players will prefer a game which takes a large number of
moves to develop before any significant threat occurs, and others will
enjoy a game which starts with exchanges.

The preference showed these values should be left to the potential player
to determine.  And this argument can be the source of many challenged
games.

[Note: I use the term 'argument' in its positive form.]

[Subject Thread] [Add Response]
Larry Smith wrote on Sun, Mar 13, 2005 11:58 PM UTC:
I like the idea that pieces might change sides during the game.  This
effect could be associated with the temporal jumps.  Obviously, a change
in the space-time continuum might result in such shifts.

What would be the condition of such shifts?

I would restrict temporal jumps specificially to the Doctor and the Master
piece.  But they each might be able to take associate pieces with them. 
The temporal jump could be seen as a shock-wave which results in any
pieces which are threatened or defended by this piece(and its
companion[s]) shifting sides.  Gaining an opposing piece would definitely
be positive.  And possibly losing a friendly piece might be the price to
pay for such a move.

Temporal jumps would need be controlled.  There needs to be very
restrictive conditions for such.  Ones that allow the opposing player the
opportunity to deny a player this ability.  This might be associated with
the control of a key and/or a particular piece.  This actually might be a
Tardis piece which is non-moving, except when it space-time leaps.  The
control of this piece might be based upon possession of its key.

Larry Smith wrote on Mon, Mar 14, 2005 09:58 PM UTC:
Good point, Fergus.  So I would not allow all pieces to be shifted,
possibly only Pawns.  These would represent fluctuations in the space-time
matrix.

So, a temporal jump might result in a large number of enemy 'soldiers'
to face.  But such shifts ought to be limited, or at least conditional.

Good idea about U.N.I.T. Soldiers as Pawns.  How would they move?  They
should offer a nice complement to the Daleks.

I was also thinking that pieces should also be used as in Shogi.  If
captured they become the property of the capturer.  They would then turn
into their counterpart and may be dropped on a turn.   This would
guarantee sufficient material for any win condition.

I had a musing about this particular condition, if the Doctor and Master
pieces were allowed to be captured and turned this could result in either
two Doctors or two Masters on the field.  But this would necessitate that
neither be the actual goal of the game.

And might the Doctor and Master have multiple 'lives'?

I was also thinking about the Tardis piece.  It could be a neutral piece
which could be used by either player and controlled by an off-board
piece(the key).  The players would lose and gain possesion of this key
under specific conditions.

What would be the goal of the game?

Larry Smith wrote on Tue, Mar 15, 2005 05:49 AM UTC:
Fan-based projects are usually tolerated, as long as there is no attempt to
profit without permission or utilize protected items in an in-appropriate
manner.  Satirical approaches offer a wider venue.

But it does not hurt to ask permission.  The worst that can happen is they
can say 'No!'  I would be very surprise if the subsequent set of rules
was not accept-able.

In the meantime, it doesn't hurt to discuss and speculate.  Once the
project has been worked up, an outline can be sent to the proper persons
for any necessary approval.

***************************

The capture of the Doctor or Master could result in its owner needing to
buy it back with a particular token denoting a 'new life'.  The piece
must then be immediately place on the field on that turn, so that a player
must always maintain this particular piece on the field.

The 'new life' token can be earned during play.  It could start with one
player and shift between them as the goal pieces are ransomed.  So having
your Doctor/Master captured without a 'new life' token would mean the
loss of the game. This condition could be met as a simple checkmate, as a
player without a 'new life' token would not be able to leave their goal
piece under attack. 

I suggest that the Master player begin with this token, giving the Doctor
player the incentitive to make the first capture.

Larry Smith wrote on Wed, Mar 16, 2005 04:36 AM UTC:
Nice idea about the variety of possible Doctors.  What could also be
included in the buy-back using the 'new life' token is the application
of generation of new potential powers for the new Doctor.  And would this
apply to the Master?.

This can be a simple list of possible 'king' types.  If they are to be
selected randomly, the number of them ought to reflect a multiple of a
common die(6).  These different 'king' types can be of a wide variety,
from the simple stepping 'king' to the powerful leaping 'emperor'.

But might this regeneration reflect any of the common Chess moves.  For
example: Pawn, Knight, Bishop, Rook, Queen or King.  That makes six. ;-)

But rather than a random selection of the potential types, the player
might have a list of potentials to choose from.  And each could only be
chosen once.  Such can be up to the discretion of the player, or the
opponent.

With the 'new life' token and the changing nature of the goal piece,
this game would be very interesting play.

[Subject Thread] [Add Response]
Larry Smith wrote on Sat, Mar 19, 2005 11:45 PM UTC:
There are many tactics which can be utilized in most variants.  For
example: maintaining the exchange ratio, obtaining an advantage of value
in the exchange, controlling specific sections of the playing field, etc.

I believe that Chess Variant players should concentrate on enjoying the
games, rather than attempting to 'master' them all.  But after playing a
few dozen of them, hopefully a wide range of forms, the players may find
that they are capable of any.

Questions and answers: Shogi. Questions and answers about Shogi (Japanese Chess).[All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, Mar 26, 2005 10:10 AM UTC:
John, I believe that 'tsui shogi' is exactly the same as 'chu shogi'.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Mar 28, 2005 10:28 PM UTC:
If a Queen is captured during one cycle, is it allowed to re-appear during
another?  Or must it only be recovered through promotion?

I would think that its capture would remove its potential from the field,
and therefore it can only be recovered through promotion.  This would also
be applicable to the other potentials.

An observation: as long as a piece remains undefined, each quantum will
hold its potential.  So at the initial position, it is possible each
quantum expresses the power of an Amazon until it is actually moved.

Larry Smith wrote on Sun, Apr 3, 2005 10:27 AM UTC:
My vote is for option A of rule 7. This is the most logical and simplest
interpretation for the potential of this game.

It will also encourage a player to cycle through the various pieces, in
order to achieve a positional advantage.  An opponent might have to be
quite wary of any opposing quantum within 'Amazon' range of their King.

But there does raise the potential of interesting positions.  For example,
a player only has the potential of one Rook and one Bishop for the two
remaining pieces.  And in this position, they might offer a checkmate as
un-defined.  The opposing King on the far rank, and the two pieces located
one on the far rank and the other on the next(classic two Rook checkmate). 
The opponent is unable to avoid a capture, though only one piece might
become the Rook both have the same potential.

Larry Smith wrote on Sun, Apr 3, 2005 04:55 PM UTC:
Whether by capture or checkmate, the result will be the same. Checkmate only avoids the additional moves needed to effect the capture. Capturing only proves the condition of checkmate.

Larry Smith wrote on Mon, Apr 4, 2005 12:25 PM UTC:
I like the idea that ALL the quantum on the field must be defined before
the cycle starts again, and ALL fall back into the un-defined state when
the last one is actually moved(defined).

This allows a player to prevent an opponent from gaining advantage with
the end of a cycle by simply not moving one of their own pieces.

But I've also considered the potential that the quantum are neutral and
can be defined by either player under particular conditions.  Such as
proximity to other friendly pieces, preferably adjacent or possibly simply
defended by.  

Of course, once a player has defined all their possible pieces, the
remaining will then become the opponent's.  Yet not be readily
define-able because of the particular conditions.

Remember that the King will always be available to initiate a new cycle.

The mind wobbles.  Me like.

Larry Smith wrote on Mon, Apr 4, 2005 09:47 PM UTC:
An un-moved quantum would merely be a potential and not an actual.  It
would need to be moved to be realized.  In other words, it must be
'observed' to be that particular piece, not just surmised.

Question: If all quantum are neutral, would a player be allowed to capture
them?  I would opt for this, it just would not result in the reduction of
either players' potentials.  Just in the reduction of possible quantums
of expression of the players' potentials.

As the players might have more potentials than possible quantum, the
deduction of a single remaining one might not be precise.  Meaning that it
would need to be moved to be realized.  Whether this is because of a
particular value or possible owner.

Larry Smith wrote on Tue, Apr 5, 2005 06:08 PM UTC:
If a person 'knew' the coin, they might be able to surmise its potential
faces.  But if a coin is tossed by another person, there is also the
possibility of a two-headed or two-tailed coin. ;-)

Capturing a quantum does not reduce either players' potentials, just
reduce the possible number of expressions of these potentials on the
playing field.  By capturing a neutral quantum, a player not only reduces
their opponent's possibles but also their own.

Question:  If there are two quantum on the field and the player has two 
potential Rooks, would they both then be considered defined?  Thus ending 
the cycle rather pre-maturely.

I continue to advocate that all the quantum must be actually moved for a 
new cycle to begin.  Whether this cycle is predicated on one or both 
players.  If determined by one player, this should only apply to those 
quantum which are under their control.  This would allow the opposing 
player the opportunity to express all their potentials.  But does not 
guarantee such.

Of course, a new cycle can be initiated by the following:

1. One player has expressed all their potentials on the field.  Those 
particular quantum are re-cycled, or all the quantum are re-cycled.  (The
latter case would be very punitive for the player who has not had the 
opportunity to express all their potentials.  I would advocate the effect 
for the player's pieces, giving the opponent opportunity to gain 
advantage. This does not reduce the player's potential on the field, 
expect in the possible number of expressions.)

2. All the quantum have been defined and all quantum are recycled. (This 
might mean that the players have additional potentials in hand.  This 
could also be initiated by the capture of a remaining quantum when both 
players still have potential in hand.)

Larry Smith wrote on Wed, Apr 6, 2005 02:01 AM UTC:
I think that there might be a mis-understanding about the intention of my
remarks.  My advocation of certain forms of play are not demands for
compliance.

The whole concept of variants within the Chess game is that anything is
actually possible. Of course, the players would need to agree on the exact
form that they intend to use during a particular game.

Here is where mnemonic labels might aid in relating particular rules.  For
example:  If players want all the quantum to be re-cycled, regardless of
the determing condition, it might be called a Full Reset.  A single
player's piece being the only ones re-cycled might be called a Partial
Reset.  A Reset determined by deduction might be called, you guessed it,
Deductive.  And one by an actual move of the determing piece might be
called Actual.  And one which is determined by either player called a
Player.  And one determined by the entire field of quantum called a
Field.

So, now players could know what rules were being applied if one desired a
Full Field Actual Reset, a Partial Player Deductive Reset, etc. ;-)

Is a Partial Field Reset, whether Actual or Deductive, possible?

Larry Smith wrote on Wed, Apr 6, 2005 10:37 AM UTC:
One in-game difference between a Deductive Reset and an Actual Reset is
that the player may desire to utilize the determining piece for a possible
capture.  Also, the potential capture of this un-defined piece may have an
impact on the game, both positional and strategic.

What happens if the quantum has been reduced to a single piece and the
player has only a single potential?  With the Deductive Reset, the quantum
would never be expressed and remain in an un-defined state.  Of course, the
quantum can be considered to have the effect of the possible piece on the
field, it would only threaten its potential cells and never be actually
moved to them.

Larry Smith wrote on Wed, Apr 6, 2005 08:37 PM UTC:
So when the situation warrants, the quantum might remain a quantum although
it has moved as a specific piece.  This will be applicable if players have
a single quantum, either apiece or shared, regardless of the number of
potentials in hand.  The quantum would be moved as the desired piece and
yet never be replaced by such.

So if a player has a Knight, Bishop and Rook as their potentials and only
one quantum in which to express these, the quantum would continuously have
the power of an Amazon.  Interesting.

Larry Smith wrote on Thu, Apr 7, 2005 12:01 AM UTC:
'Quantum' is a term actually put forth by the author of this page. 
'Bario' is the name of the game.  The only other name given to the
pieces is 'un-defined pieces'.

As to whether the 'un-defined pieces' are owner-specified.  This appears
to be open to interpretation.  Granted that if the 'un-defined pieces'
are neutral there will need to be conditionals for the player to use when
taking possession.  But this is merely a matter of determination.

The author of this article has stated that they are not fully aware of all
the rules governing this game. Does anyone know of an alternative source
for this game?

Gary, are you laying claim to this game?  Are you advocating that all must
adhere to your speculations as to the possible nature in play within this
game?

Larry Smith wrote on Thu, Apr 7, 2005 12:44 AM UTC:
Then I am permitted to actually move the quantum to defined it?  Many
thanks.

I have put forth a possible conditional for the use of neutral quantum. 
This could be their proximity to friendly pieces, meaning adjacent.  If a
piece was adjacent both friend and foe, it might remain un-defined or its
possesion might be determined by the surrounding material(number and/or
value).

This would create an interesting dynamic in play as quantum may pass from
one player to the other.  And players would attempt to control possession
of the quantum, while expressing their potentials when possible.  And
capturing of a quantum would still be a viable option as removing a
possible position from an opponent may be more desire-able than allow the
piece to remain on the field.

Under this rule, the quantum in the initial set-up would be under the
control of the player on that side of the field because of the proximity
to the Pawns.  Without any opposing pieces adjacent, the player is free to
express their potentials fully.

And this form of play would make a Field Reset very interesting.  As now
the player might express their pieces on other positions, creating a
possibly devastating game.  Imagine that such a Reset might actually
result in a checkmate.  If the Reset is the result of the attacked
player's last quantum, they might not be happy with the Deductive form.
;-)

Larry Smith wrote on Thu, Apr 7, 2005 01:14 PM UTC:
The original graphics for this page showed all the quantum as similar. 
They have since been changed to differentiate them. 
Right...wrong...best...worst.... At this point it appears to be a matter
of preference.

The difference between a Field and Player Reset: In a Field Reset all the
quantum on the field must be defined.   In a Player Reset, once one player
has defined all their potential quantum(there may still be other un-defined
quantum on the field).

I actually opt for the Field Reset.  It seems to comply with the stated
rules.  The same with the Actual determination of the quantum.  Thus my
preferred condition would be Full Field Actual Reset.

I would also opt for the quantum as neutral.  This would greatly increase
the level of difficulty in the play.  All that needs to be determined is
some form of conditionals by which a player may take possession of a
particular quantum.  

I have been working on a very intricate formula, involving not only the
adjacent pieces to the quantum but also including the conditions of cells
beyond.  Granted that this form of play may not appeal to most, but I
always look for ways to increase the difficulty in quantify a game rather
than making it easier.

And the author of this page states that the inventor intended for this
game to be the most difficult on Earth. ;-)

Larry Smith wrote on Fri, Apr 8, 2005 12:52 AM UTC:
I think that I will concentrate on Bario for now.  Thanks for the attempt
at distraction.

With your statement that a neutral game would result in a possible large
number of quantum located around the King.  It would be necessary that the
King is a weighted factor in the determination of which quantum will be
utilize by the player.  Thus the closer your King to a quantum, there is
an exponential factor that you will increase the opportunity to take
possession of such.

The proximity of Pawns could also play a part in determining the
possession of a quantum.  A simple rule might be to state that a quantum
located on a file behind a player's Pawn(regardless of distance) would
have an added factor.  This would increase the opportunity to gain
possession of quantum on the player's side of the field.

As pieces are delevoped, their proximity to quantum will also have an
effect.

Larry Smith wrote on Fri, Apr 8, 2005 03:36 AM UTC:
Here's a simplified formula for determining use of a neutral quantum.

Factors
(The following values are tentative.)

+1 for each friendly piece adjacent
-1 for each enemy piece adjacent
+1 for each friendly piece defending
-1 for each enemy piece attacking.
+1 if on file behind a friendly Pawn
-1 if on file behind an enemy Pawn
+10 if adjacent friendly King
-10 if adjacent enemy King
+5 if friendly King two cells away
-5 if enemy King two cells away.
+1 if friendly King three cells away
-1 if enemy King three cells away.

(The following factors are applicable if players are concerned about
the diagonal pattern of their Bishops and can be weighted accordingly
to deter Bishops occupying the same diagonal pattern.)

+n if piece is to be a Bishop and 
	there is no friendly Bishop on that particular diagonal pattern
-n if piece is to be a Bishop and 
	there is a friendly Bishop on that particular diagonal patteern

There are many other possible factors to consider when evaluating the
potential of a quantum.  All factors should be considered for each
quantum.


Conclusion:

If quantum . . .
	> 0 belongs to player
	< 0 belongs to opponent
	= 0 remains undefined

*********************************************

It may be suggested that whatever values are utilized that they should be
fairly uniform for easy recall, and that the result be a whole number
rather than a possible fraction.

Larry Smith wrote on Sat, Apr 9, 2005 12:29 PM UTC:
Another factor which might be used to determine a neutral quantum is the
number of potentials which each player has in hand.  This will allow one
with the larger amount more opportunity to express them.  It can also be a
decisive factor in the end-game when the players might be reduced to Kings
and a single quantum.

This will also have an effect during the mid-game, allowing players to
utilize pieces which might be rather remote from the fray.  Although the
number of quantum may be reduced by capture the number of potentials will
continue to have a factor on the field.

Thus,

+1 for each potential in hand by player
-1 for each potential in hand by opponent

This will also have an effect during the opening as the players will
express their potential in a rather even fashion, attempting to avoid the
loss of one of their quantum.  A player will be able to express several
potentials before the reduction will be a detriment to the initial set-up.

Larry Smith wrote on Sat, Apr 9, 2005 04:43 PM UTC:
It is necessary to utilize similar tokens to indicate these neutral quantum
in a real-world game of Bario.  May I suggest red Checkers, they are quite
apparent on the field.  The players then put their pieces on these tokens
as they move them at the turn.  So when a Reset occurs, the players can
quickly remove their pieces but leave the quantum on the field.

Most neutral quantum will be fairly easy to determine which player has
control. There will only be a few instances where 'long' calculation
will be required, and this will often only occur during some of the
mid-game and the end-game.  

Quantum which are equal to 0 would remain un-defined.  Players would have
to perform moves in order to gain control(remember that the proximity of
the King is one of these factors).

The difference in number of pieces that the players have in hand will be a
fairly easily calculated factor.  And any advantage in the exchange will
allow the player opportunity.

Gary's suggested form of play is quite interesting, rather than the
players having potential pieces in hand they could hold owner-specified
quantum(Checkers, red for White and black for Black).  Pawns and Kings are
owner-defined, the remaining pieces in their standard set-up are all of a
neutral color.  Thus players can take control of any of these neutral
pieces, regardless of rank, under specified conditions.  When a Reset
occurs, rather then the pieces, the quantums are returned to their
specific player.  This might be called Reverse Bario.

In Reverse Bario, when a Pawn promotes the player will gain an
owner-specified quantum with the neutral piece.

Larry Smith wrote on Sat, Apr 9, 2005 08:25 PM UTC:
Upon further reflection, it would not be necessary for the chess pieces to
be of neutral color in Reverse Bario.  There need be the rule that only 
the player may move their King, their Pawns and any other piece occupying 
one of their quantum(and, regardless of color, all pieces other than 
Kings and Pawns may be claimed with a quantum under specific conditions).  
It just may be difficult to visualize the state of the field without much 
practice.  But this should not be impossible.  And this would mean that 
players need not obtain any special equipment to play a real-world game.

Or they could simply paint the neutral set themselves with model paint.  I 
suggest bright green, this should make the color of the Checkers(quantum) 
stand out.  Plastic Chess and Checker Sets often can be found for only a 
dollar or two. So that would not be a huge investment in material.

Larry Smith wrote on Sat, Apr 9, 2005 11:54 PM UTC:
Yes, the dynamics of Reverse Bario could be quite cruel.  But it could be
said that a player who left a powerful piece in a position of
vulnerability before a Reset deserves to have it taken from them.

One problem with looking at a game merely from its potential and not from
its actual play is that often its negative aspects are over-rated.  A
designer must take into account not only the tactics of the players but
also the overall possible strategy.

With examples, we can point out potential pit-falls but this does not
necessitate that every player will succumb.  Just as the Fool's Mate is a
potential in FIDE Chess.

And the advantage after a Reset would not be the sole propriety of one
player.  Both players will have the potential for this advantage, given
the opportunity.

Question: Would a player holding the last quantum before a Reset play it? 
Or would they allow the last neutral piece to be captured?

This would be considered an area for strategy.  Keeping a quantum in hand
to be able to control the Reset, or holding a neutral piece in reserve. 
Imagine the small battles over the control of the Reset.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Apr 15, 2005 02:35 AM UTC:
Yes, Joe.  After a King has performed a castling move, it may make moves
and captures on subsequent turns.  

It may not make a capture during the castling move itself.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Apr 19, 2005 05:19 AM UTC:
In Reverse Bario, factors similar to the one used to deter Bishops from
occupying the same diagonal pattern could be used to deter a player from
obtaining more than the standard number of particular pieces.  For
example:

If piece to be claimed by the quantum is a Bishop,
     -n if the player has 2 or more Bishops on the field
     +n if the opponent has 2 or more Bishops on the field

If piece to be claimed by the quantum is a Rook,
     -n if the player has 2 or more Rooks on the field
     +n if the opponent has 2 or more Rooks on the field

...

If piece to be claimed by the quantum is a Queen,
     -n if the player has 1 or more Queens on the field
     +n if the opponent has 1 or more Queens on the field


As long as both players remain below the standard number of pieces, these
values would have no effect on the game.  But when one achieves the
conditions, whether through quantum or Pawn promotion, these values would
aid or deter each players' subsequent quantum claims.

I suggest that this value be 5, this should greatly assist the wanting
player while not overly penalizing the achieving player.  The positions
where a player would be able to obtain more than the standard number of a
particular piece should not be often but this potential will influence the
game.

But this value could be weighted differently for each piece type.  For
example, according to their exchange value, 3 for Bishops and Knights, 5
for Rooks and 9 for Queens.  Adding a level of difficulty for those who
enjoy such. [Hand in the air.]
 
This could also be applied to Bario with neutral quantum, making it
difficult to re-introduce a promoted piece after a Reset if there is more
than its standard number on the field.  Although a potentially rare
position.

Endgame. Players start out with 16 pawns and gain pieces via promotion. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Apr 20, 2005 05:51 AM UTC:
What if a player captures all opposing Pawns, before there is a promotion
to King?

I would opt for a win condition here to encourage aggressive play.

Crown Prince Chess. One Knight on each side is replaced by a Crown Prince. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Apr 22, 2005 11:30 PM UTC:
Or...the Knight which will represent the Crown Prince could be placed atop
a red Checker.  

Thus making it quite distinctive during play.

[Subject Thread] [Add Response]
Larry Smith wrote on Tue, Apr 26, 2005 06:49 AM UTC:
I like Greg's idea also.  

What could be created is a submission page which is basically a
fill-in-the-blank form.  The framework of such a page would be the source
of much debate, and should be handle on a separate comment thread.

Larry Smith wrote on Wed, Apr 27, 2005 06:48 AM UTC:
Many submissions need only be presented in TXT format.  With the proper
spacing and font sizes, they can be placed in a standard HTML page with
the PRE command.

I would not recommend freely allowing the upload of graphics, since this
can seriously eat up webspace(and there are individuals who will abuse
this privilege).  Instead, the potential graphics could be demonstrated
with ASCII diagrams.  And suggestions for the potential graphics, or the
web adress of such(usually the authors own homepage, or some other off
site), could be included for the editor.  Or the graphics might be sent
upon request by the editor in a ZIP file, and in a specific format(such
as GIF).  The submission should have the file names of the graphics for
easy reference.

Larry Smith wrote on Thu, Apr 28, 2005 02:59 AM UTC:
The limit might be the actual memory size of the graphics submitted.  This
would only apply to any new graphics.  So the more existing(on-site and
off-site) graphics which are referenced, the more individual and specific
graphics may be submitted.  This would allow the author to decide the
number and size of the individual files.

And this maximum memory size could be applicable to the entire webpage
submission.  Exactly what is the largest variant webpage on this site? 
Including any that is multi-page.

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, May 7, 2005 10:04 PM UTC:Excellent ★★★★★
I'm impressed! Definitely a mind-flip. And with ten players. Really cool. I'm looking forward to the first game. Let me know when.

Larry Smith wrote on Sun, May 8, 2005 06:11 AM UTC:
Dale,

May I suggest the following designation for a few of the un-named pieces.

Hippogriff = 1,1,2 leaper
Wyvern = 1,2,2 leaper

These are the classic names for these two 3D Chess pieces.  The first
given by Kogbetliantz, although he eventually extended the leap of this
piece in order to remove its being bound to a single diagonal pattern. 
The second was given by V. R. Parton.

Larry Smith wrote on Mon, May 9, 2005 02:42 AM UTC:
I have a small observation.  Shouldn't the diagonal(E) translation at the
central rosette involve all the cells of similar color which touch
edgewise on the level?  This would correspond to the triagonal(C)
translations to the next level.  Which are indentical in a cubic field.

The only restriction that I would give to diagonal(E) movement is that a
piece must translate through opposing edges of the cell when crossing it.

Larry Smith wrote on Tue, May 10, 2005 09:45 AM UTC:
Another observation:

The orthogonal(F) translation around the central rosette involves passing
through adjoining faces of the cells.  Might slides only involve passing
through the opposing faces of the cells?

The orthogonal piece could still step around the center.  It just might
not be permitted to make such a continuous slide.  

Just as Fa1 is orthogonally(F) linked to Hh1, might not Fd1 be
orthogonally to He1?

Larry Smith wrote on Fri, May 20, 2005 01:39 PM UTC:
[Voluntarily deleted.]

[Subject Thread] [Add Response]
Larry Smith wrote on Thu, May 26, 2005 11:35 AM UTC:
See the following posting which handles this potential:

<A
HREF=`http://games.groups.yahoo.com/group/chessvariants/message/1683`>http://games.groups.yahoo.com/group/chessvariants/message/1683</A>

[Subject Thread] [Add Response]
Larry Smith wrote on Fri, May 27, 2005 06:42 AM UTC:
Rather than competing against each other, the players are mutually
participating in problem-solving.  And each might either help or hinder
the solution.

This should be a friendly conversational game, with strong players
challenging each other to create and duplicate extremely complex positions
with the minimum number of moves.

This also should be a nice exercise game to aid players in their ability
to extrapolate positions in other games.

Larry Smith wrote on Fri, May 27, 2005 02:41 PM UTC:
Un-capturing Pawns would create an interesting dynamic.  For instance,
forcing the opponent to make a reversed two-step move by performing a
reversed en passant.

Might not a player move a power piece to the far rank and demote it to a
Pawn?

And by putting their King in check, they could force the opponent to
remove the threat.  Obviously, there must be the possibility of removing
such a threat.

I'm beginning to really like this variant.

Larry Smith wrote on Fri, May 27, 2005 08:32 PM UTC:
How's this for a rule:

No Pawn may be un-captured on its player's first rank.

Does anyone have others?

Larry Smith wrote on Sat, May 28, 2005 04:57 AM UTC:
In actuality, placing a King in a check position which the opponent cannot
 remove in the next move would be a loss for the player moving the King. 
 Consider that in a normal flow of events, the checking player would not
 previously have the opposing King under threat or it would have already
 been a won game.

So in this game, checkmate would still be a loss.  There just would be
 little restriction to placing a King in a checked position.

The King would become a piece which the opponent needs to avoid, the
 player could use the King to influence the opponent's moves.  Removing
 the check of an opposing King would be mandatory.  But the player must
 consider that the opponent must have the ability to remove this check.

So placing a King in threat against a Pawn on its initial position would
 be illegal since that piece would not have the option to remove the
 threat.   Placing the other pieces into initial positions which limit
 their mobility would take up most of the tactics in this game.  For
 example: the Rooks in their initial position would not be forced to move
 if their Pawns are also in position.

Rather than controlling the center of the field, players might attempt to
 control the outer cells.

Les Règles des Échecs. Missing description[All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, May 30, 2005 03:33 PM UTC:
'Blitz' est allemande pour la foudre. N'avez-vous pas su de Blitzkrieg, la guerre de la foudre?

Larry Smith wrote on Mon, May 30, 2005 07:57 PM UTC:
'Éclaire' n'a pas la même signification que la foudre, qui est la
signification exacte du 'blitz'.

Est-ce que c'est simplement une expression Français-Canadienne?

Larry Smith wrote on Mon, May 30, 2005 09:55 PM UTC:
Although the term 'blitz' has developed into a particular form of
attack(a shortening of the term 'blitzkrieg'), the original German is
'lightning'.  Which answered the question for Vanessa, a self-described
translator, about its possible meaning in French.  Who was most probably
interested in the etymology of the word.

'Attaque éclaire' translates to 'light attack'.  The meaning of
'light' being not about weight but about vision.  'Éclaire' could 
probably be better translated as 'lit'.

'Tournoi de blitz' = Lightning Tournament.  ;-)

Larry Smith wrote on Tue, May 31, 2005 02:16 AM UTC:
Ainsi, 'blitz' pourrait être considérée l'expression universelle?

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Jun 3, 2005 05:35 AM UTC:
You must resolve the check on your King. If this can involve checking the opponent, good for you. But your King cannot be in check at the end of your move. If you are unable to remove the check on your King, you are mated and have lost the game.

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 Wed, Jun 15, 2005 04:37 AM UTC:Excellent ★★★★★
Looking back over the previous postings, I realized that I had not given
this game an evaluation.

Let me first say that I have a special bias toward the 10x10 field, and
always look for a good game to play on it.  Examples too numerous to list
here.

If all that has been used to judge this game is its Zillions
implementation, a player will not correctly experience this game. 
Zillions has a tendency to over-value a few of the pieces, and its
strategic 'thought' process is quite lacking.  Until someone develops a
decent DLL engine, this game is best played between living opponents.  And
please understand that this is not a negative evaluation of Zillions, a
great game engine that is designed for general game play.

I've had the joy of playing this game against a young relative recently. 
Granted we were not that expert in play and at first got movements of a
couple of pieces confused but we very much enjoyed several games.  It had
a slight XiangQi feel to it, with the whole playing field acting as
the 'palace'.  

[I have several plastic chess sets with pieces trimmed with gold paint to
denote special powers.  We use modified Bishops for Unicorns, modified
Rooks for Lions and modified Knights for Dragons.]

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 Sat, Jun 18, 2005 03:18 AM UTC:
The short answer, Mike, is NO! You cannot make a move which leaves your King in check.

[Subject Thread] [Add Response]
Larry Smith wrote on Tue, Jun 21, 2005 01:42 AM UTC:
This would be a great question to ask the FIDE:  Why is checkmate the only
win condition in Chess and all else are draws?

I'm sure that there was a great debate about this during the adoption of
the Mad Queen variant as their advocated game.  So there ought be a large
amount of data to back up these decisions.

(Or the decision could have been a form of simplication, one win condition
only and all else resulting in un-decided games.)

Larry Smith wrote on Wed, Jun 22, 2005 12:53 AM UTC:
Doug,

Technically, you might be right.  But are those conditions applicable to
each and every game?

Resignation could be considered merely a recognition by that player of the
potential of eventual checkmate.

Blizzard ChessA story, poem or other fictional work
. What would Chess be like if it had been developed by the computer industry?[All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Jun 29, 2005 03:10 PM UTC:Good ★★★★
Disturbingly funny. Its upgrade reasoning has an air of familiarity. ;-)

Larry Smith wrote on Wed, Jun 29, 2005 10:43 PM UTC:
If anyone is interested, I've worked up a Zillions implementation of this game. After about the tenth turn, the field will look like it got hit by a blizzard.

Larry Smith wrote on Thu, Jun 30, 2005 02:40 AM UTC:
Good point about the discovered check with that particular rule.

I used a little programming trick to get this to work.  I'll send you the
implementation so that you can admire it.  But basically, I used the
Zillions engine itself to perform most of the function.

As to the shape of the Knight leap, I opted for the simple 'L' pattern. 
This means that Pawns orthogonally adjacent to the Knight's position are
captured using this rule.  This would continue to allow Pawns to threaten
the Knight un-opposed.  But if there is a big demand to include any
adjacent Pawn, I can implement this in a variant.

This implementation is still in need of some serious play-testing.

Larry Smith wrote on Thu, Jun 30, 2005 03:50 AM UTC:
Peter,

I tried to send you a copy of the implementation.  The e-mails are
returned as undeliverable.  Is your address listed on this site active?

Angels and Devils. Chess game where white has two Angels and black has two Devils. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, Jul 2, 2005 03:22 PM UTC:
May I suggest that these two seperate Chess programs be compared based upon
search depth and not time.

Reasoning:  

One program may have an efficient depth search, allowing it to look deeper
faster.  So based upon time, it would always look further ahead in play. 
Giving it a slight strategic advantage.  

The other program with a less efficient depth search, and allowed to
obtain the same depth of the first program, may (or may not) 'discover'
alternate moves which the first program rejected for efficiency.

Now, I am not saying that Zillions will perform better than ChessV if it
was giving this consideration.  Only that it would be a fair evaluation of
the strength of these programs, rather than their speed.

[Subject Thread] [Add Response]
Larry Smith wrote on Mon, Jul 4, 2005 12:04 AM UTC:
The three-time repetition rule usually involves position rather specific
piece movement.  So if the same position, with the same number and type of
pieces, is repeated three times it is considered a draw.

Players need not consider positions before a capture or promotion,
regardless of the particular rules of a variant(such as drops, spawning,
etc.)

And this raises a question: In games with drops, does the pieces in hand
count with the position on the field?

Blizzard Chess. Chess, as if it had been developed by the software industry.[All Comments] [Add Comment or Rating]
📝Larry Smith wrote on Wed, Jul 6, 2005 08:09 AM UTC:
Previous versions of this game conflict with all currently known operating systems. Thus they were not offered for fear of the horrendous damage they might cause and the potential of liability. ;-) <p>I will submit your request to the roomful of monkeys.

Cross3D Chess. 3D Chess game where pieces are arranged in a cross shape. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Jul 17, 2005 02:27 AM UTC:
The hurdle of developing a 3D Chess game is the minimum number of pieces
necessary to mate an opposing King.

Have you determined this condition?  Does your initial setup offer a
sufficient force?

Whereas two 2D Rooks can push a 2D King into a mate, it takes more than
four 3D Rooks to push a 3D King.  The addition of the triagonal slide to
the 3D Rook's normally orthogonal movement may improve this(BTW, this
piece is known as a Narwhal), but by what factor?

Even with the presence of a 3D Queen, how many other pieces would be
needed to force a mate?

I think you may find that your game will be quite draw-ish.  You may need
to adjust it to reduce this potential.  Might I be so bold as to ask if
you've consider the use of the Shogi capture-and-drop rules(and
maintaining the FIDE Pawn promotions).  This would definitely liven this
game and assure a player of sufficient pieces.

If you haven't done so, may I suggest that you join the following Yahoo!
Group:

http://games.groups.yahoo.com/group/3-d-chess/

A lot of these topics have been covered in previous postings at this site.
 You may find the information very helpful.

Phi Chess with Different Armies. Missing description (13x8, Cells: 104) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Jul 18, 2005 11:23 AM UTC:Excellent ★★★★★
Since each player is allowed to choose their army, under pre-determined
restrictions, they would be entering these games with what they thought
would be their best chance at these games.  The recommended restrictions
are quite restrictive, others may opt for a little more lee-way.

Generating those armies would be a great source of conversation between
the players.  How many simple sliders, how many leapers, how may
leaper-sliders, how many compound sliders or leapers, etc.  Given that
there are 12 potential pieces(not including Pawns), players might opt for
pairs and have six different types.  But what would restrict them from
having twelve different pieces?  Nothing, if they both agreed.

Another way to restrict the pieces would be to make a limited list of
particular forms of movement, such as orthogonal slide, camel leap,
diagonal step, etc.  Then build the desired pieces from this list, under a
pre-determined limitation for the various combinations.  There could also
be the restriction of a single move-type allowed for a single piece-type. 
In other words, once a move-type was selected for one piece it could not be
assigned to another.

Even after the generation of pieces, there is the initial set-up patterns.
 What restrictions might be applied, and would there really be a
necessity?

And what about the additional application of other rules, such as drops,
spawning, shooting, etc.  Their impact on these games staggers the mind.

The potential for these games is astronomical.  And I doubt very seriously
that anyone would ever be able to properly quantify them all in their
lifetime.

Cross3D Chess. 3D Chess game where pieces are arranged in a cross shape. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Jul 25, 2005 08:22 AM UTC:
The difficulty of checkmating a 3D Chess King has been one of the banes of
3D Chess design.  I've actually come to the conclusion that simple linear
pieces are un-satisfactory to this task, and now opt for the use of planar
pieces.  But these pieces are quite difficult for most to visualize and
may take a few years for acceptance.

And the planar piece actually fulfills the necessary extrapolation into
3D.  In 2D, the linear piece being 1D in its actual move(whether or not
this involves a change of one or two axes) is quite sufficient to control
various aspects of the playing field.  In goes to follow that in 3D, the
planar piece being 2D in its actual move should accomplish the same
effect.

This would also mean that fewer pieces are necessary during the opening
set-up in 3D.  This may also make the 8x8x8 playing field seem a little
barren.

Then we eventually come to the problem of the Pawn in 3D.  This piece no
longer has the entire function that it served in 2D.  It is quite
difficult to build and maintain effective Pawn structures in 3D.  They
mainly end as simple speed bumps in the 3D game.  So the 3D power of the
Pawn needs much more research to create an effective piece.  What would be
the best extrapolation of the Pawn into the 3D playing field?

Gridlock. Large, wargame inspired variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Jul 31, 2005 02:06 PM UTC:
I know that I've often laughed at my own frustration trying to decipher
the rules of this game. :-)

It does make for an interesting read.

FlyingDaggers ZIP file. Large variant with long leaping pieces.[All Comments] [Add Comment or Rating]
Larry Smith wrote on Thu, Aug 4, 2005 01:53 AM UTC:
Downloaded this implementation and gave it a go.  Very interesting play.

I do have a couple of observations, and these maybe totally personal.

First, there appears to be far too many Generals in the initial set-up.

I know that there is an attempt to provide a good strong starting
defensive position.  But with so many Generals, the game appears to 
devolve often into a General and Pawn War.

As an experiment, I eliminated all the Generals on the second rank and 
ran the game.  It was quite lively with early threats to each of the 
Shahs. And the flying pieces seemed to participate longer in the game.

Granted there could be a few more Generals, but I think that the current
number might be rather excessive.  How about six?  This would correspond
to the number of pieces on the first rank.  These could be situated on b2,
c3, e2, f2, h3 and i2.

Second, the arrangement of the opposing pieces mirroring the first player
does not seem appropriate to a game with an oriental theme.  I would
arrange the opposing first rank pieces right-to-left similar to the first
player rather than mirroring.

Kozune. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sat, Aug 6, 2005 10:21 PM UTC:
Very interesting.

I would be happy to assist in making a ZRF of this game.

Larry Smith wrote on Sun, Aug 7, 2005 04:00 AM UTC:
With the Sho able to spawn Pawns, and Pawns able to promote to any other
piece, there really does not appear that drops are needed.

Unless the author has an idea for the graphics of these pieces, I would be
happy to give it a go.  Maybe something symbolic and oriental, without
using Kanji.  How about Katakana?

[Subject Thread] [Add Response]
Larry Smith wrote on Tue, Aug 9, 2005 01:25 PM UTC:
This all depends upon the pattern of these random tiles.  But if they are
composed of similar cells, you might have a large background of these
cells which are covered by blackout pieces.  The selection of the random
tiles would actually result in the capture of these blackout pieces.  This
way there will only be a single piece located in this area when you place
the playing pieces on the now exposed field.

Another way is to have the edges of the cells of these random tiles 
rendered seperately, leaving the center of the cell blank.  A square cell 
would need to have each of its four sides rendered. For cells of other 
shapes(triangles or hexagons) the angled sides would need to be render in 
sections.  For example, if the sides were two pixels wide they might need 
to be rendered in 4x4 pixel sections.  This would mean a lot of positions 
declared on the board in the implementation, but those positions which are 
used by the playing pieces need be the only ones which have links.

Kozune. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Aug 10, 2005 02:40 AM UTC:
A small inner-game dynamic question:  Can a Sho actually spawn other pieces
on its seventh, eighth and ninth ranks?

It would be similar to a Pawn moving onto these ranks and then promoting. 
Granted that the file restriction ought to be enforced.

(zzo38)A.Black, did you know that hiragana is often used to denote a 
feminine form?  This is not to say that it would not be proper to use but 
it might convey that meaning.  Katakana(sword strokes) are slightly more 
aggressive.

Cross3D Chess. 3D Chess game where pieces are arranged in a cross shape. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Sun, Aug 21, 2005 04:15 PM UTC:
Stephane, you may be confusing planar pieces with the dynamics of my Planar
4x4x4 Chess.  Check out Gavin Smith's game for the dynamics of planar
pieces:

http://www.chessvariants.org/3d.dir/prince.html

I have recently began advocating that the moves of diagonal and triagonal
planar pieces should not contain voids within their planes.  This would
reduce their power but could make visualization of their moves a bit
easier and maybe more logical.  This is based upon the reasoning that a
linear piece might normally not be allowed to leap across voids in a
field.

Forgive my rants about 3D Chess, it is one of the passions of my life.  I
hold out the hope that one day a 3D game will be developed which will
receive enough acceptance as to actually supplant the Mad Queen's
variant.

Larry Smith wrote on Sun, Aug 21, 2005 09:03 PM UTC:
The drawish-ness of 3D Chess is not predicated upon the turn order but upon
the material necessary to form a mating position.  With linear pieces it
can take a larger number of pieces compared to 2D to accomplish this task.
 And with the potentially large number of moves to complete the average
game, any first-move advantage is almost imperceptible.

Some 3D Chess developers have introduced an extremely powerful piece which
could make a checkmate by it lonesome.  But this does not guarantee a mate
since this piece might not survive to the end-game or, if created through
promotion, might never appear.

Planar pieces solve this problem by reducing the overall number of pieces
on the field.

But this does not mean that linear pieces should not be utilized in 3D. 
But like the Ferz and Wazir in 2D, they may find themselves reduced in
value and application as minor pieces in 3D.

Kozune. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Aug 22, 2005 01:54 AM UTC:
I've completed a ZRF for Kozune, now testing it for errors. Hopefully, I'll post it before the end of the week.

Cross3D Chess. 3D Chess game where pieces are arranged in a cross shape. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Aug 22, 2005 02:12 AM UTC:
Chris Witham's '3D Chess, a different way of looking at it' is not the
first paper about planar pieces.  I suggest checking out 'Exploring the
Realm of Three-Dimensional Chess' by Dave Erick Watson, published in 1997
by The Oak Hill Free Press.

Watson discusses several ways to interpret planar pieces, including giving
particular patterns names(such as lace, gossamer, stairway, checkered,
etc.)  And he doesn't state that he was the originator of such potential
pieces.  Leaving open the possibility that someone else might have.

And he writes, 'If the chessboard is going to be kicked up a dimension,
then we had better kick the piece moves up a dimension too!'

Larry Smith wrote on Mon, Aug 22, 2005 03:30 PM UTC:
Restricting the movement of the King has been tried in several games. And
this does increase the potential for mate, or at the least stalemate. But
this form of restriction has not been totally accepted by the entire 3D
Chess community, which often feels that such is anathema to the purpose of
of a 3D game.  In other words, why expand the potential of the playing
field then begin truncating the movement of the pieces?

The primary complaint of introducing more the powerful planar pieces to
the game is that they are much more difficult to visualize not only during
their single turn movement but to extrapolate their position several moves
into the game.  Some have even suggested that the human mind is just not
capable to properly calculate such vast potentials.

I have a better opinion of the human mind. Given the proper training and
familiarity with any subject, it is more than up to the task. Of course,
this may mean that the individuals who play 3D Chess in the future may not
be able to do anything else. Not much different than some of the current
FIDE Grandmasters. ;-)

[Subject Thread] [Add Response]
Larry Smith wrote on Tue, Aug 23, 2005 01:05 AM UTC:
Good idea about starting a thread about 3D Chess.  I apologize to Stephane
for clutteringup his page with all the extraneous material and debate.

One of the mis-conceptions about planar pieces is that because of their
wide range of motion that this somehow diminishes their tactical value.
Basically turning a sniper position into a machine gun nest.

They definitely make defending the King on an open field(or at least
lightly-crowded field) almost impossible.  But during the opening portion
of the game, they are quite restricted in movement by the presence of
other pieces. They get in each others' way.

If they are only a small percentage of the ranked pieces on the field,
the player would be reluctant to risk them without cause. The linear 
pieces would then be relegated to the front lines, taking the threats of
theopposing planar pieces and blocking their potential moves.

There is also the potential that planar pieces could be short-range. For
example, their planes could be limited to 4x4.  This would still give
them quite an influence on the field.  On one of the central cells of the
8x8x8 field, they could still command the entire volume.

This might actually make for an interesting variant. Hmmmmmmmmm.

Another restriction might be that planar pieces make only capture moves. 
They could then threaten portions of the field and an opponent might
actually draw a planar piece into a negative position.

Needless to say, the potentials of the planar piece is far from totally
defined.

Kozune. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Aug 24, 2005 02:27 AM UTC:
The question that would then arise about dropped pieces is 'what about
promoted Pawns?'  Would the player be allowed these new pieces if
captured?  Or would the promoted pieces by reduced to Pawns and
discarded(since the Sho can spawn them anytime).

If the promoted pieces were allowed to be played by the captor, this could
make for a potentially crowded field(though unlikely no more so than the
standard game).  If not, the promoted piece could be sacrificed, knowing
that the captor would not be able to take advantage of the capture.

I would opt for not allowing the player to drop promoted pieces.

*********************

Another idea: Restricting promotion to capture pieces. A player would only
be allowed to promote to a piece which had been previously captured by the
opponent. This would mean that unless the proper piece was available, the
player would not promote when entering the seventh and eighth rank. But on
the ninth rank, the Pawn could freely promote to the Kozune since it is not
part of the initial setup.

Hamiltonian Chess. Win by forming a Hamiltonian path between your pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Aug 29, 2005 06:24 AM UTC:Good ★★★★
As an abstract game fan, I definitely like this game. One that is quite
difficult to quantify.  The players placing opponent pieces is a nice
twist.

Although it might be stated that the connectivity of the pieces is based
upon their movement.  This is obvious by the example, but the plain text
might give the impression of simple adjacency.

Kozune. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Mon, Aug 29, 2005 12:18 PM UTC:
For those who are interested, I've posted an implementation for this game at the Zillions website. Just click here for the zip file.

ZRF question[Subject Thread] [Add Response]
Larry Smith wrote on Fri, Sep 9, 2005 11:54 AM UTC:
I would really need to see the code of this implementation to give a good
evaluation.  I would only be guessing at this point.

Castling in Chess 960. New castling rules for Fischer Random Chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Tue, Sep 20, 2005 10:20 AM UTC:Good ★★★★
Quite logical. This rule should be applicable to any FRC game.

Stanley Random Chess A game information page
. Missing description[All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Oct 19, 2005 08:34 PM UTC:
It is obvious that the Anti-Stanleys have reconstituted their effort to
eradicate SRC.  The previous attempt resulted in decades of repression,
lost documents and rather boring knock-offs of SRC, like the Mad Queen
variant which many still believe is the original game of Chess.

Anti-Stanleyism is an ugly thing.  Usually the genetic result of the
absence of the buffo-osso.  There are maintenance techniques which can
counter-act this deficiency.  Visit the ASA(Anti-Stanley Anonymous)
website for a list of phrenologists which will be glad to assist in
alleviating this crippling condition.  The local support groups are quite
nice, too.

Unfortunately, the effect of the Anti-Stanley movement cannot be totally
wiped out.  There usually survives a Master and an Apprentice.

Larry Smith wrote on Thu, Oct 20, 2005 12:58 AM UTC:
I personally believe that pushing sleeping trolls over, or 'trolling', is
a cruel and rather childish act.  And besides it has nothing to do with SRC
since the use or participation of trolls is strictly forbidden by the 1987
Articles of the Tongalese SRC Convention.

It's not that trolls have low IQs which cause the problems, it just that
when they become fixated.  This can result in them endlessly staring at
such things as moving fan blades, constantly digging in their noses, or
humming the same tune over and over and over....

But SRC still commemorates their past participation by tournament
audiences spontaneously breaking into rousing rounds of 'Pop Goes the
Weasel'.  The humming of such by a player can result in severe
penalization.

Thud. Link to variant invented by Trevor Truran in association with Terry Pratchett. (15x15, Cells: 164) [All Comments] [Add Comment or Rating]
Larry Smith wrote on Fri, Oct 21, 2005 01:27 PM UTC:
The rules use a different term explaining the capture movement of these
pieces, but is the actual translation the same?  Obviously, the final
effect of the movement is different.

For example, the term 'hurl' is used to describe the Dwarf capture move.
 Does this mean that a Dwarf can pass over, or leap, other pieces to strike
their target?  Or is the translation exactly like the 'shove' of the
Trolls, a movement through vacant cells until it strikes its target?

[Subject Thread] [Add Response]
Larry Smith wrote on Wed, Oct 26, 2005 03:33 PM UTC:
Just started studying this game.  So I'll not make any evaluation at this
point.

It does look interesting.  Even the Missiles.

If Andy doesn't mind, I'll work a Zillions implementation to play the
game.  I'll include all the end-game conditions.

Larry Smith wrote on Wed, Oct 26, 2005 08:20 PM UTC:
Just worked up a Zillions implementation and let the engine run through a
game with Maximum Strength, mid-range Variety and 3 minute Time.

The game ended with Blue winning in less than 40 turns.

Some observations:  The Gauntlet gives the dynamic of the 'castle' of
XiangQi.  The Missiles were not brought into play until well within the
mid-game, and it appears that the first to use them will lose them. 
Neither side brought their Colonels into play during the entire game but
this might be just a simple idiosyncrasy of the Zillions engine.

I'll be running at least a dozen more games at various settings before I
make my final conclusions.

Stanley Random Chess A game information page
. Missing description[All Comments] [Add Comment or Rating]
Larry Smith wrote on Wed, Oct 26, 2005 10:57 PM UTC:
Fortunately, Topov provided himself with a large contingency of clones. Each being thoroughly trained and legally able to repesent the original.

[Subject Thread] [Add Response]
Larry Smith wrote on Thu, Oct 27, 2005 12:18 PM UTC:
Gone through a few more games.  Haven't reached 50 turns yet.  So it seems
that the 50 turn rule is not a problem.  It would probably handle position
repetition situations.

Those Colonels have still not jumped.  I checked to be sure that they
work.  For some reason, Zillions is just not considering them part of the
equation.  Possibly because it takes several moves before they come into
contact with enemy which are greater in value than they.  I might run a
game with a 8 move search depth and infinite time.  This may just take a
lot of computing.

The military terms for the pieces is fine.  Very Shogi-y.  I see no reason
to make any adjustments.  Though some Chess variant purists balk at
thematic games.  But that's their problem.

And those Missiles are great.  Their threat can be felt at every move.

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