Comments by MichaelNelson
This code works perfectly with correctly defined zones:
(define push-n (n (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-n) add (verify false)) cascade n))) (define push-e (e (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-e) add (verify false)) cascade e))) (define push-s (s (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-s) add (verify false)) cascade s))) (define push-w (w (while on-board? (if empty? add (verify false))(if (in-zone? board-edge-w) add (verify false)) cascade w)))
The (verify false)'s are essential to stop move generation when the final square is found, otherwise, Zillions crashes. I decided to use rook-wise pushes to complement the piece's bishop-like move.
I solved the Mason move by using single-step moves and add-partial.
The last piece I'm coding can push a line of pieces. This almost does what I want:
(define push ($1 (verify not-empty?) cascade (while (not-empty? $1) $1 cascade) $1 add))
But if the piece at the end of the line is at the edge of the board, I want to capture it (push it off the board). The above code disallows the move if the last piece is at the board's edge. I wonder if there is a solution using zones or dummy squares.
The piece is inspired by Nemeroth's Go Away (but it can only push one line at a time, and any effects of or on the pushed pieces are ignored).
Indeed, the whole game is inspired by Nemeroth, but on the whole, it's much simpler to code in Zillions. There is an unapproachable piece, a piece that turns the target square to stone (by a rifle-capture-like move), a piece that moves and captures as a king, a piece that lays down a line of stones, and so on. Stones do not move on their own but can be captured or pushed (a bit like ichor without the bookkeeping). Victory is by stalemate or opponent's repetition. There is no concept of compulsion or multiple-occupancy squares.
My game loses much of Nemeroth's peculiar flavor but is interesting in its own right. Pushing pieces of the board will make it complete. I will need to clean up the Zillions file and author a page.
The Zillions user forum seems dead. I registered, but can't start a new topic.
I have the following move macro:
(define Mason-step ((verify (empty? $1))(create Stone) $1 add))
How do I turn this into a slide? All my attempts are generating pares errors.
You need to define what it means for a piece to travel. I assume it means "move without having a neighbor", but this should be specified.
Made a slight edit: Pawns may promote to basic or compound pieces. This shortens Z vs. Z games from averaging 100+ moves to 50-70, due to typically more aggressive play. Now King+Pawn vs.King is a win if the enemy King can't stop the Pawn. One will always choose a Cardinal in this case. But in more complex positions, other choices may work better.
You're right of course, Bob. Should be interesting pieces, though. Perhaps a game where the winds are extinction royalty? I expect it will use a large board. I may try my hand at it myself in a a day or two.
The North Wind would be an aggressive attacker with a good deal of forward forking power but relatively poor in retreating, while the South Wind is a rather nice defender but hasn't got much attack potential. Bob, do you feel like designing Four Winds Chess?
I have a complete.zrf and should be able to submit as soon as I build the web pages. The game should be in the editor's hands tomorrow or the next day.
I have a name: Colorful Osmosis Chess. Colorful refers to the importance of color-bound and color-switching pieces while osmosis is a synonym of absorption. I decided to not use triple and quadruple compounds. On the right of the King, the positions of the Bishop and Camel are reversed, thus using rotational symmetry as in Shogi rather than mirror symmetry as in FIDE Chess. This provides one Bishop and one Camel on each color. The absence of castling and promotion at the Pawn line rather than the back rank is also very Shogi-like.
I like the Evangelist piece name and I will experiment with triple compounds. The Knight-Camel-Bishop-Harvester quadruple compound would be strange a more than a little frightening. It covers more squares than the Amazon (aka the Terror), but unlike the Amazon, can't mate unassisted.
My mistake. You are correct--it doesn't cover one of the wazir moves even at the edge of the board. But it does confine the King rather nicely as you bring in the King or another piece to cover that square.
I have invented a new variant and have a working .zrf. I don't have a satisfying name for it. (Rather reminiscent of my first variant Separate Realms.)
The essential idea is to use four basic pieces, two leapers, and two sliders. One of each type is color-bound, and the other is color-switching.
For the leapers, I have the Knight and Camel, and the Bishop is the obvious choice for the color-bound slider. For the color-switching slider, I'm using Jörg Knappen's Harvestman from Seenschach, which moves a wazir and then continues as a crooked bishop.
Also, simple pieces can combine with captured enemy pieces as in Assimilation Chess, but the compounds do not split, and there are no King compounds.
So Gnu, Cardinal, and Caliph can appear as well as three Harvestman combinations I've never seen before. I've named the Bishop compound the Metropolitan (a title used in Eastern Orthodoxy for a prelate ranking above an archbishop but below a patriarch). The Camel compound is the Imam, which has the property of mating a bare King on an empty board unassisted. I haven't done the endgame studies to see if mate can be forced. The Knight compound is named Battlemaster, after the Fighter subclass in D&D 5e.
The Harvestman is a good Rook substitute on the whole, though not as good at forcing mate. It does however move in a general rook-like direction with greater mobility. Intuition says this is a reasonable trade-off.
The game is played on a 9x9 board with normal Pawn movement including promotion at the enemy Pawn line rather than the back rank, allowing very FIDE-like Pawn play. Castling is forbidding, so the King is very exposed in the center of the back rank. This is rather reminiscent of Shogi.
A very playable game judged by Zillions vs. itself play. Now I need a name, and I can change some piece names if that fits the theme better.
I'm looking for a good name for a piece that moves one square as a Wazir and then continues as a Crooked Bishop. I am using this piece in a game where the four basic piece types are two leapers, one color-bound, and one color-switching; and two sliders, one color-bound, and one color-switching. Three of my basic pieces are Bishop, Knight, and Camel. I devised an approximately Rook-valued piece that is always color-switching. I would also be interested in possible alternative pieces that are color-switching and approximately Rook-valued.
BTW, mating positions do exist for Royal Lion and Amazon vs. Royal Lion, but I'm not sure mate can be forced.
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By intention, the Royal Lion is hard to checkmate. The games run quite long (100+ moves) but draws are not common per Zillions vs. itself at a strong setting. This won't be to everyone's taste. If further testing indicates the game is drawish, perhaps bare Lion should be a win, but so far it doesn't seem to be.
The page should be ready for publication now. I have a working .ZRF, but it needs a bit of polishing.
I notice the download link for the Decima .zrf is broken. I am downloading .zrf's for my games and some others, this is the only one missing.
A much better player than Zillions. I notice that version 2.2 is scriptable, and the scripting language looks easier than Zillions' Lisp-based scripting language (which is a monumental pain in the a** to debug--all those nested parens). Does ChessV have a scripting reference? I'd love to see it rather than ask a thousand questions in this thread.
Can the Royal Bishop move across attacked squares? A Chess King when castling cannot, neither can the Royal Queen in the excellent Cassia Britania. I'm assuming the same limitation applies to the Royal Bishop, but the piece description should explicitly say one way or the other. Example, can a Royal Bishop on e5 move to g7 which is not attacked even though f6 is?
Very nice touchup of the page. You might have mentioned that in problems, there is more than one way to use the cylinder concept. The one here described is chess on a horizontal cylinder, which is the only form that is playable as a game. Other forms have appeared in problems: the vertical cylinder with the first and last ranks connected and the anchor ring both basically both a vertical and horizontal cylinder simultaneously. In the latter case, a1 is connected to both a8 and h1 (and in some version h8 as well, if you really want to go crazy). With rooks and queens instantly attacking each other and the kings in mutual check, we'd need special rules to play this, but a KBB vs K ending on such a board can be analyzed, as well as more complex problems.
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Need to post a board diagram and do some endgame studies.