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Comments by PeterAronson
Thanks for the space, David (my mind, <em>tidy</em>? -- now there's
a strange concept!).
<p>[I'd have said you had a beautiful mind, but that phrase was already taken. --DH]
Once more, with feeling!
<p>
John Lawson wrote:
<blockquote>
'And on the other topic, once youopen the door to Gilbert and Sullivan
chess, logic dictates all sorts of generalizations (Aristophanes chess,
Tolstoi chess, Rowling chess, ad...ad...I dunno)'
</blockquote>
And all of them potentially good articles that would warm the cockles
an an editor's heart (assuming they have any -- and just what the heck
<em>are</em> cockles anyway?). When do you think you can start? <g>
<p>Editor's note: <a href="http://www.word-detective.com/012199.html#cockles">cockles</a> --DH.
This contest is now closed, although non-competing entries will still be
accepted. The judges are working on the judging, but still have a lot of
e-mail games to go, and so don't yet know when they will be done.
It seems to me that <b>Ruddigore Chess</b> actually seems playable! But I
would suggest that the first three turns be declared a Bank Holiday with
no capturing required.
I'll add <b>Ruddigore Chess</b> to my 'to do' list, but since that's already 1.83 miles long, don't expect it this quarter. But I will almost
certainly write a Zillions Rules File for it, and bully poor Tony Quintanilla into playing it with me by e-mail so I can see if it works or not before publishing. Someday.
<p>
(I realize I don't <em>need</em> Zillions to play the game by e-mail, but it makes it more convenient and enforces rules that might get missed. Also, I find programming a game a good way to examine a game's rules in details.)
Well, the game has been played a fair number of times against the computer
and at least once by e-mail vs a human opponent, and it seemed to play
fairly well (of course, there might be something wrong with it, after all
I <em>lost</em> :)).
<hr>
A play order of AABB instead of the more usual ABAB for a four-player
partnership game transforms it into a limited double-move variant, rather
like one whose name I can't recall, where you get to move a piece on the
left side of the board and one on the right side each turn. Limited
double-move variants tend to be fun and exciting, so I can see the appeal,
and spliting the double-move between partners has some piquant aspects,
particularly if communications are restricted and reading minds is not at
least one of the partner's strengths. I think I may add an AABB variant
as to the Chaturanga 4-84's ZRF (still double-dummy, alas).
<p>
As for bid multiplayer Chess with a dummy . . . Could be done. Should it? :)
<hr>
Thanks for the kind words, Tony.
A variant has been added where both moves of a side are made in sequence, instead of alternating; a sort of limited double-move version. Thanks to John Lawson for the idea!
It would seem kind of redundent to have you build a discussion group when
we already have one. However. There would be some advantages to a
home-built discussion board:
<ul>
<p>
<li>It could be integrated with the comment system. What
<strong>I</strong> would like to have is a single system
where both comments and general discussion are displayed
in order of posting. It seems awkward to me to have two
different systems with two different user interfaces for
one purpose: discussing Chess variants. And
I know for a fact there are for both people who use one but
not the other.</li>
<p>
<li>It would be faster (it would hard to be slower!).</li>
<p>
<li>It wouldn't have all of the stupid advertising the current
incarnation of the discussion group has.</li>
</ul>
<p>
But still, it would seem like a lot of work for something which
we already have, if not in ideal form.
You know, I can't see any reason (aside from restraint) why stepping
pieces couldn't take advantage of chatter even if they can't create it
(sort of like a low-power line mixed in with higher-power lines).
Then, if a stepper could move to
a square containing a rider's line, it could ride away on it!
In that case, castling and Pawn-double-step could definitely generate
chatter lines (and we'd have to distinguish between capturing and
non-capturing chatter lines). Of course, chasing down a King supported by a Bishop could
be rather difficult . . .
<p>
The above would probably result in a fairly crazy game, but it would also
come closer to working with different armies.
<p>
And for the list of possibly unplayable games, I'd like to add
<u><a href='../d.betza/chessvar/confu01.html'>Confusion 1b</a> Chatter
Chess</u>.
I think I was a little unclear about my idea. A stepping piece would move
on a chatter line if one of the squares that it could move to was on that
chatter line. Thus, a player with a King on <b>a3</b>, and a Bishop on
<b>a1</b>, with the Bishop having a clear move to <b>h8</b> could move the
King all the way to <b>h8</b>. Which is why it could be hard to run down
the King without disposing of the Bishop first.
<p>
But in any case, your suggestion to exclude the King and Pawns from this
behavior is probably wise, leaving it for various Faerie and CDA pieces in
their stepping moves.
This looks like fun! I particularly like that once you overprotect a Pawn
by two (easy enough -- just take an unattacked Pawn and give it two
supporters), suddenly it captures forward and to the side.
<p>
I find myself wondering if overprotection is calculated recursively. That
is, when determining overprotection, is overprotection taken into account?
<p>
Consider the following:
<blockquote>
White Pawns at <b>a3</b>, <b>b4</b> and <b>c3</b>;
<p>
Black Pawns at <b>a6</b>, <b>b5</b> and <b>c6</b>.
</blockquote>
Assume white's move. Can the white Pawn on <b>b4</b> capture the black
Pawn on <b>b5</b>? If you apply white's Wazir capture first, then it
can (since it is overprotected by two, black not having a Wazir capture
as it is only overprotected by one), if you apply black's Wazir capture
first, it can not (since then the white Pawn will only be overprotected by
one). Curious, no?
Busy editorial beavers have made the requested edits to this page, all the
while whistling the 'Happy Editor' song.
<p>
Ok, I read the part about having to be attacked to be overprotected, but
somehow it didn't sink in. But there's still a lovely paradox here.
<p>
Consider:
<blockquote>
White has Pawns on <b>a3</b>, <b>b4</b> and <b>c3</b>, and a Rook on
<b>b1</b>.
<p>
Black has Pawns on <b>a6</b>, <b>b5</b> and <b>c6</b>, a Rook on <b>b8</b>,
and a Bishop on <b>d6</b>.
</blockquote>
The white Pawn on <b>b4</b> is attacked by one piece, and defended by
three, so it can move and capture as a Wazir. Which means it attacks the
black Pawn on <b>b5</b>. The black Pawn is then attacked by one, and
defended by three, so <em>it</em> can now move and capture like a Wazir.
But this reduces the white Pawn on <b>b4</b> from being overprotected by
two to being overprotected by one, which means it can no longer capture
the black Pawn at <b>b5</b>. But if it can not capture the black Pawn at
<b>b5</b>, the black Pawn isn't attacked, and so can't capture the white
Pawn which suddenly overprotected by two, which means it <em>can</em>
capture the black Pawn. But it can't . . .
This is something new in a way, or at least something not often done. It
is a game where the two sides, while having the same movement, have
different board topologies to deal with in the opening and midgame, and I
think it an interesting idea. Now, if there was just some way to determine
if it was balanced . . .
Shall we go with Tony Paletta's suggestion, and avoid all temporary powers
when calculating overprotection? It does make it simpler, and importantly
improves clarity.
Changes made as best I understood.
<p>
Alas, the Happy Editor song can never be written down or recorded, lest the
secret society of web editors silence y
The discussion of piece values and the purpose of the variant for
<a href='../diffsetup.dir/chigorin.html'>Chigorin Chess</a> reminded me
of a conceptually-related idea I had a while ago I called Rook-Level Chess.
<p>
<h4>Rook-Level Chess</h4>
<p>
The idea I wanted to explore in Rook-Level Chess is: how would the play of
Chess be affected if the Rook, the Knight and the Bishop all had
approximately the same value? It seemed to me that threats would be
harder at the very least. Anyway, drawing on Ralph Betza's work on the
value of Chess pieces I selected stronger Knights and Bishops that retained
some of the character of the existing pieces: for Knights I used NW (Knight
+ Wazir or Marquis), for Bishops I used BD (Bishop + Dabbabah or Bede).
These pieces retain the color behavior of the pieces they replace: the
Marquis is color-changing, and the Bede is colorbound.
<p>
I sent this to David Paulowich, and asked him how he thought this would
affect exchanges. He replied that we would still prefer a Rook to a
Marquis and a Marquis to a Bede, as you could mate with a Rook + King vs
King, but not with Marquis + King vs King or Bede + King vs King, and he
still though color-switching pieces more valuable than colorbound ones,
other things being equal.
<h4>Rook-Level Chess II</h4>
<p>
Given the above comment, I wondered if the powered up Knight and Bishop
could retain <i>different</i> characteristics of the base piece? So, for
Rook-Level Chess II I replaced the Knight with ND (Knight + Dabbabah or
Vicount) and the Bishop with BW (Bishop + Ferz or Dragon-Horse). In this
case I retained that the Knight was a strictly leaping piece not attacking
adjacent pieces, and I retained that the Bishop was a non-jumping piece.
Are these pieces of equal value? And could you mate with Vicount + King
vs King? (Dragon-Horse + King vs King is a win.)
<h4>Discussion</h4>
<p>
I've played around with Rook-Level Chess a bit with Zillions for what it
is worth, but I strongly suspect it loses somethings that Chess has. If
nothing else, weak pieces can be fun since they can harass stronger pieces.
<p>
Other versions are of course possible. Given that Ralph has settled down
to rating the Crooked Bishop (zFF) as equal to a Rook (there being a brief
point where he was rating it at 1.5 Rooks), a Crooked Bishop might replace
the Bishop nicely.
<p>
I should eventually add these as modest variants.
It would be nice if a place to click to create a new subject at the top
of the comments page. Right now, as far as I can tell, you have to page
down until you find an existing thread, and click there.
Here's an amusing possible solution to the problems with this variant:
combine it with <a href='../other.dir/alice.html'>Alice Chess</a>.
<p>
Here's how it might go. You add a second board, like in Alice Chess,
except the 2nd board has reversed checkering: a1 is white, not black.
When a piece's move would otherwise cause it to move to a square of a
different color, it instead lands on the equivalent square of the
other board. Thus Knights always switch boards when they move, and
Bishops never switch boards.
<p>
There are a number of ways to handle switching boards:
<p>
<ul>
<li>Alice Chess-style. The move on the board on which the piece
starts must be legal as in orthochess, and the square on the other
board must be empty.</li>
<p>
<li>The Plunge. A piece moving to another color may only to move to
a square that is empty on their current board, then they plunge through
the board to the equivalent square on the other board, capturing any
opposing pieces they land on, except for Pawns who may not plunge to
occupied squares.</li>
<p>
<li>The Switch-a-roo. A piece makes a normal orthochess move on the board
on which it starts, and then, if the destination square is of a different
color than the piece's starting square, it moves to an equivalent
position on the other board. If the space on the other board is occupied,
then the piece occupying that space is moved to the space just landed on on
the board that the moving piece started on. This version actually allows
Bishops on the 2nd board.</li>
<p>
<li>The Last Square. The piece's move is as normal, except that if the
piece would land on a color of square different from which it started, the
last square of its move is the equivalent space on the other board, and the
move does not pass through what would be the final square of its move in
orthochess. The last square on the board on which the board-changing piece
moved from may be occupied by a friendly or opposing piece -- it doesn't
matter as the moving piece does not pass through it.
</ul>
<p>
I don't know which would be best.
Of course, there is the issue that on a larger board, since leapers are
weakened, most of these pieces are probably not quite Rook-level anymore.
One piece I do want to try in a larger variant someday is the NH (Knight
+ (3,0) leaper), since the H portion of the move would allow it to move
around a 10x10 board slightly faster than a Knight moves around an 8x8 board.
There's an idea for the Bishop's move -- give it a colorbound Wazir's move,
so that it can only use it to change boards.
Just repeat that term: <i>A colorbound Wazir's move</i>. I love to be
able to say that and have it mean something
Hey, David. Somehow my last comment in the 'Rook-Level Chess' thread
turned into its own 'Rook-Level' thread (no 'Chess'). Any ideas?
<p><i>Hey Peter, I think it's fixed. There was an issue with spaces I think. Time will tell...</i>
Thanks for the end-game! I deliberately left the Queen out of the leveling
so as not to make thinks <strong>too</strong> uniform.
<p>
I wonder if the the <b>Rook-Level Chess I</b> army vs the <b>Rook-Level
Chess II</b> army would be a balanced form of Chess with Different Armies?
I would think so, but the <b>RLC II</b> army does have a significant 'can
mate' advantage. Does it matter?
Yellow is the color of mystery in Italy? I wonder if Robert Chambers knew
that. (Robert Chambers was an early writer of supernatural horror who's
work, particularly <u>The King in Yellow</u>, was cited as major influence
by Lovecraft and his circle.)
<p>
Repetition is now forbidden!
<p>
I have printed out your screed to study in the morning, when the sap rises
and the brain cells go off strike.
<p>
Forget the root beer or the Hennepin, what I want is a case of Diet Moxie.
It's the one form of soda that my kids will not filch.
<p>
(I have actually recently dived into the seas of i18n, actually -- talk
about your eldritch horrors! The subtle distinctions between UCS-2 and
UTF-16 will drive me mad, <strong>mad</strong> I say! <i>Mua, ha, ha,
ha . . .</i>)
Some initial thoughts upon reading <b>The Official Rules of Nemoroth</b>.
(Some of which should have been raised by the previous article.)
<p>
<ul>
<li>The Ghast. How is 'two squares' defined -- does a Ghast frighten a
piece a Knight's move away from it?</li>
<p>
<li>Compelled Moves. It is really unclear reading both documents just
<i>who</i> moves the fleeing pieces, the owner or the player who causes
them to flee.</li> I'm assuming the following sequence:
<ol>
<li>A's Ghast is move; A's turn is over.</li>
<li>B moves all compelled pieces, in the order they choose; B's turn is
over.</li>
<li>If B caused any compelled moves, then A must make them as necessary,
otherwise, A may move as they please.</li>
</ol>
If the above is the case, if B's resolution of compelled moves caused
further compelled moves for B (by screaming 'Go Away' at an opposing
Ghast), are they resolved in that turn? If there are multiple such moves
(as B 'ping-pongs' A's Ghast between two Go Aways), could a piece make
multiple compelled moves in a turn this way?
<p>
For that matter, if you are compelled into a square which you must move off
of, is that resolved the same turn or the following turn?</li>
<p>
<li>Petrified Leaf Piles. I think I would have assumed a petrified Leaf
Pile could still engulf if pushed, but the rules state otherwise. I guess
that the assumption is that it isn't mobile enough to engulf anything
anymore.</li>
<p>
<li>The Interaction Matrix. If you actually created a matrix of all the
possible interactions, it might be nice to include it in document as a
table.</li>
<p>
<li>A simplified version of this game could have it when any piece is
pushed into an occupied square, all pieces in the square are crushed and
eliminated, and when a piece is pushed onto an ichorous square, it and the
ichor are also eliminated. This might be useful for starting players.</li>
</ul>
How do you plan to combine the documents? Take the first part of the
original followed by the new? Or perhaps a detailed merging? Or perhaps
just bring the first into compliance with the second, and then have the
second as a link from the first?
<hr>
I am just as glad to have missed the early days of i18n (I was aware of all
the weirdness, but was involved more things like the stability of floating
point numbers through multiple operations in those days).
A couple of tangental issues:
<hr>
Is <b>The Game of Nemoroth</b> a Chess Variant? It would rather depend on
who you asked. On one hand the game is clearly derived from Chess, but on
the other, some believe that a Royal Piece is the sine qa non of a Chess
Variant. Thus, one person classified V.R. Parton's game
<a href='../parton/100Squares.txt'>Damate</a> as not a Chess variant, even
though is played with Chess pieces (albeit using capture by overtaking),
while classifying my game
<a href='http://www.zillions-of-games.com/games/towers.html'>Towers</a> as
a Chess Variant, which I did not. Myself, I like a loose definition of
Chess Variant.
<hr>
Why is it that when I encounter an Ultima variant, it inevitably seems
more complex than Ultima, not less? (This includes David Howe's and my
as-yet-unpublished game of <b>Rococo</b> (I haven't forgotten about it
David!)). I guess there something about the game that says: 'this could
be even more complex, try it!'
How did I come to that conclusion? It wasn't a sin of commission, but
perhaps a sin of omission, or perhaps just my mistake. You wrote:
<blockquote>
There are cases in which pieces are compelled to move. When you are under compulsion, you may make any move which removes the compulsion, but if you cannot satisfy the compulsion of at least one piece, you lose. (Think of it as checkmate.)
</blockquote>
Somehow it didn't occur to me that unlike the Go Away, the Ghast's compulsion (and other compulsions) just affected what moves were required
and legal. An alternate wording might be something like:
<blockquote>
There are cases in which pieces are compelled to move. If you have any
compelled pieces, you must move one of them as your move, although you
may choose among your compelled pieces with legal moves. If you have
compelled pieces, and none of your compelled pieces have legal moves, you
are stalemated and thus lose.
</blockquote>
Strangely enough, compelled moves are a bit like capturing moves in
checkers, being higher priority than other moves.
I use a very simple rule for detrmining what's an
Ultima variant or not: if
the author calls it an Ultima variant, it is; if not, it isn't. So The Game of Nemoroth and my game
Interweave are not Ultima
variants since they don't call themselves that (although Interweave
describes itself has being sort of Ultima-like).
Examining this site and The Encyclopedia of Chess Variants, I find the following Ultima Variants:
- Bogart's Chess, which replaces a Chameleon and a Long Leaper with an Absorber (which picks up the capture method of each piece it captures) and a Golem, which only moves two but has to be captured twice (this was the inspiration for Golem Chess).
- Renaissance, which is played on a 9x9 board, and adds a Pusher, a Puller, a Resurrector, and a Bomb, and has a limited form of drops of captured pieces (using the Resurrector).
- Stupid, where each piece can move like an Ultima piece and an Orthochess piece.
- Ulti-Matem, except the Pawns have the moves of the Orthochess pieces they would be standing in front of, except for the King's Pawn which is a Double Knight Pawn which makes two Knight's moves in a row in any pattern.
- Ultimate Ultima which you described in this comment system here.
- Unorthodox Ultima, in which a Long Leaper and a Chameleon are replaced by a Neutalizer (which removes the ability to capture of adjacent pieces) and a Repeller which forces an opposing piece moved next to move as far away as possible.
ZRF updated to fix multiple captures by Remover, revision displayed in
history is now 1.4 for latest version.
I would have to agree that the Cavalier (Gryphon + Aanca) is a kind of
extreme piece, but if you look at Ralph Betza's note on the value of such
<a href='../piececlopedia.dir/bent-riders.html'>Bent Riders</a>, you will
see that he rates such a piece as being worth slightly less than an
Amazon (Queen + Knight) on an 8x8 board [Although honestly requires me to
add that Ralph himself is not entirely convinced of his piece evaluation
system, although in my experiance it is at least approximately right most
of the time]. On a 10x10 board the Cavalier gains some additional value,
while the Amazon would probably break even (Queen components gain in value,
Knight components lose in value) -- so call the Cavalier a rough equivalent
of an Amazon.
<p>
Now, would two Amazons be too strong for a 10x10 board? It comes down to
a matter of taste I suppose, but I have to suspect that as Tony Paletta
noted in a comment on <a href='../large.dir/full-double-chess.html'>Full
Double Chess</a>, their presence would tend to
reduce the minor pieces to cannon fodder (although there is fun to be had
with weak pieces).
<p>
In any case, I rather like your idea of substituting Cooked Bishops -- the
world needs more games with Crooked Bishops (and where, you may ask are
<em>your</em> games with Crooked Bishops, Mr. Aronson? Err, well, the
<a href='../dpieces.dir/fighting-fizzies.html'>Fighting Fizzies</a> have
a WzFF as a Queen, and otherwise, they're all in the future . . .)
<hr>
I'm commenting on your comment here, rather than by e-mail as you suggested
as that way other people can join in the discussion and have fun.
I realize 'Croocked Bishop' is a typo, but I suddenly find myself wondering
how a drunken Bishop would move . . .
That wasn't the sort of fun I meant, John!
<br>
<br>
Cooked Bishop, eh? There are a lot of meanings of 'cooked', you know.
It can mean to falsify something, or to improvise something, or something
that has been preprocessed, or has a forced solution. Surely one of these
ideas are good for a variant . . .
The rating I really want to give this page is 'interesting'; not
<b>Excellent</b>, <b>Good</b> or <b>Poor</b>, but interesting.
<p>
While the game L. U. Kisljuk describes is perfectly playable, I have real
doubts it ever existed. Much more likely London confused a description
of Shogi with Korea, and gave it a name often used for Korea at that time.
Or possibly he was just passing on someone else's mistake.
I've never heard any evidence that the Koreans played Shogi in the past,
and this is the first 'historical' game I've ever heard of that combined
drops and cannons. Remember Occam's Razor.
You <strong><em>don't</em></strong> want to pronounce Nemoroth correctly.
You really don't. But if you must, <i>do not pronounce that dread name in
a room with any corners!</i> But I'm probably worrying about nothing.
<br>
<br>
<br>
Heh.
Good memory, John! 'The Hounds of Tindalos' (which was by Frank Belknap
Long, one of the Lovecraft circle) was exactly what I was referencing.
<p>
I've been listening to Ruddigore in my car of late (my interest in it being
stirred up again by recent conversations here), and I now somehow
associate The Game of Nemoroth with
<a href='http://math.boisestate.edu/gas/ruddigore/html/night_wind_howls.html'>'When
the Night Wind Howls'</a>.
Gnohmon, 'When the Night Winds Howl' wasn't a rational selection to match
Nemoroth, but rather an association made somewhere in the depths of my
subconscious. And the instrumental component would work well enough.
I spent some (to much!) time last night fooling around with Ruddigore Chess. I started by hacking and slashing up Fergus's Duniho's Chessgi ZRF, and seeing what happened. (Zillions is hardly the only tool suitable for this sort of thing, of course, but it is the one that usually comes to hand for me. Occasionally I worry about the effect this has on my game designing, since if the only tool you have is a hammer, everthing starts
to look like a nail. However, the essay <u>Zillions of Games: threat or
menace</u>, will have to wait for another day.)
<p>
As a frame, the battle represents a Loser-take-all battle between Sir
Ruthven Murgatroyd (white) and Sir Despard Murgatroyd (black) as to who
will be stuck being the cursed Bad Baronet of Ruddigore.
<p>
The initial rules were:
<ol>
<p>
<li><b>Ruddigore</b> Chess is a
<a href='../other.dir/chesgi.html'>Chessgi</a> variant, and all rules of
that game apply except when contradicted below.</li>
<p>
<li>Each turn that a player does not perform a wicked deed by capturing a
piece (their's or their opponent's), they must sacrifice a piece to
the curse. Pieces in hand may be sacrificed. Sacrificed pieces are out of
the game.</li>
<p>
<li>You may capture your own pieces ('If a man can't capture his own,
pieces, <strong>whose</strong> pieces <em>can</em> he capture?'). Pieces
of your own you capture go into your hand.</li>
<p>
<li>The first three turns are a Bank Holiday, and there are no captures or
sacrifices then.</li>
<p>
<li>If you run out of other pieces to sacrifice, and you must sacrifice,
you must sacrifice your King and lose.</li>
</ol>
<p>
The problem with this game, as a few minutes of thought would have told me,
is that it is far, far easier to capture your own pieces than the
opponent's. What you get is mostly self captures with occasional threats
in order to force a piece loss on the opponent, with the goal of having
them run out of pieces to sacrifice first. Not very Chess-like.
<p>
The made the follow changes then, attempting to get more pieces engaged:
<ul>
<p>
<li>Only the King, renamed the Baronet and given the ability to capture
(but not move without capturing) like a Knight in addition to moving
like a King [WFcN], can
capture friendly pieces (if you want something done right . . .).</li>
<p>
<li>The Knights are replaced by Gentlemen, which are limited Nightriders
(NN2).</li>
<p>
<li>Pawns are now Quickpawns which can always move two forward, and I've
eliminated en passant to encourage them.</li>
</ul>
<p>
This made a small difference, but not enough. So I eliminated the Bank Holiday, and made sacrifices required only on even turns (Sir Despard did
all of his wicked deeds in the morning, and did good in the afternoon).
This helped a lot, now you can capture your own piece on an even turn,
and deploy it on an odd one. Now, though, I'm wondering if the Gentlemen
are too powerful, since when dropped they can fork like anything. Maybe
Halfling Nightriders?
<p>
I also find I'm tempted to rename everything: Pawns into Farmers, Bishops
into Vicars, Rooks into Squires, and Queens to Stewards. But on the
other hand, if the move hasn't changed, it is confusing to change the name
of the piece.
<p>
Anyway, this is still very much an on-going project, and I'd appreciate any
advice anyone has.
<a href='http://diamond.boisestate.edu/gas/ruddigore/discussion/short.html'>This</a>
is a wonderful, if silly short summary of the plot of Ruddigore.
I kind of like the current version, and will play with it further. That is: - Sacrifice every other turn - Knights replaced by Halfling Nightriders - Only Baronets (Royal WFcN) can capture own pieces - Pawns are quick Pawns and no en passant I'll try to find some of my usual suspects to playtest with via e-mail, and see how it works.
Well, I do worry about limiting my designs to what works well for Zillions.
Of the 17 or so games I've published since I've learned Zillions
programming, only one -- Transactional Chess -- has not been implemented
with Zillions. This leads me to wonder what games am I 'self-censoring'
in favor the ones that are easily implementable with Zillions. The games
I designed before were often difficult to completely implement for
Zillions; some would merely say that Zillions was simplify causing me to
simply the games, which is all to the good. But there can be simple ideas
that are not simple to implement with Zillions. Chatter Chess would be
a great deal of work to implement in Zillions, for example.
I hadn't worked with halfing Nightriders before -- it's a very nice piece.
All halflings have shorter range the closer they get to the center, but
the hhNN is more extreme somehow, moving like regular Knights when in the
central 4x4 area. I'll have to use them somewhere else someday.
That's a though, David. It does, of course, require you to keep track
of two classes of captured pieces. A few other ideas in that
direction:
<ul>
<p>
<li>Self-captured pieces go into your <em>opponent's</em> hand, not your
own;</li>
<p>
<li>Self-captured pieces turn into 'Prisoners', which can not be dropped,
only sacrificed to pay for the curse (this is a more extreme version of
Ralph's suggestion that self-captured pieces be demoted).</li>
<p>
</ul>
At the moment I'm inclined to allow full self-capturing -- it's, ah,
interesting.
A very clean design with lots of tactical interest.
It's nice to see a game of different armies on a large canvas. It's hard
to tell if it is balanced or not, but I wonder if balance is as important
at this scale: both sides possibly having more material than they can
effectively use. Or is 11x11 with 22 pieces a side too small for that
sort of effect?
I would recommend safety goggles and a digital camera (to record board
positions) as useful equipment for this game.
I could see times when you might send a piece up or down the elevator just
to clear an attack lane.
Well, given that in Tai Shogi pieces promote when they capture (I think), he might have been discussing something other than material.
The editor handling the contest, Fergus Duniho, hasn't been available to work on it of late. But there's plenty of time, and it will be caught up eventually.
I don't think simply removing the Pawns from the FIDE array would make a good game. Consider Derek Nalls various all-rider Chess variants -- they use rather different arrays indeed.
<p>
Maybe something like:<b><pre>+---+---+---+---+---+---+---+---+
| r |:q:| k |:r:| |:::| |:::|
+---+---+---+---+---+---+---+---+
|:b:| n |:n:| b |:::| |:::| |
+---+---+---+---+---+---+---+---+
| |:::| |:::| |:::| |:::|
+---+---+---+---+---+---+---+---+
|:::| |:::| |:::| |:::| |
+---+---+---+---+---+---+---+---+
| |:::| |:::| |:::| |:::|
+---+---+---+---+---+---+---+---+
|:::| |:::| |:::| |:::| |
+---+---+---+---+---+---+---+---+
| B |:N:| N |:B:| |:::| |:::|
+---+---+---+---+---+---+---+---+
|:R:| Q |:K:| R |:::| |:::| |
+---+---+---+---+---+---+---+---+</pre></b>
Of course, different pieces might work even better, such as halfling pieces or powerful but short ranged pieces, such as Half-Ducks for Rooks and FAD's for Bishops and a FAWDH for a Queen. Experimentation is certainly the key here.
There's a mistake here -- Ralph didn't want the previous page
<strong>replaced</strong> by the rules page, he wanted it to reference it
or be merged with it! I have a copy of the old page at work and will fix
it on Monday, unless one of the other editors has a pre-modification copy.
<p>
Sorry Ralph!
OK, I've gotten ahold of the original page, and will attempt to merge them this weekend. John Lawson has also promised me the e-mail notation when he has time from making his house unnaturally clean.
OK, the pages have been combined and uploaded. Please send all complaints to [email protected].
Err, I don't think Project Gutenburg is using FFEN -- just plain text.
Seems to me that Basingstoke indicates a temporary mitigation of the situation, not a permanent cessation; thus Basingstoke seems to me to be inappropriate for an offer of a draw. However, 'Beware! Beware! Beware!' is a perfectly good way to declare check.
I do seem in general to have been influenced by Parton. I share his
interest in non-replacement capture; although in my case I came to Chess
Variant design from a general interest in games, and have looked at many
games over the years with many forms of capture.
<p>
But many of my games seem to owe somthing to Parton: Snark Hunt, Jumping
Chess and Interweave in particular.
<p>
But there could be worse models.
Oh, I took Partonesque as a compliment! It's just my regretable tendency towards weak statements that made it sound otherwise. I'm a big fan of V.R. Parton's work.
Another fix, I'm afraid, this time for a capture by a Pawn landing on the
7th rank, and not promoting. Previously, if you did not promote, you did
not actually capture, which was wrong. ZRF is now at Rev. 1.5.
I am convinced! The last paragraph of the <b>Notes and Comments</b>
section now contains the suggested terminology.
Well, to damn it with faint (or dubious) praise, it seems reasonable to me,
at least at first blush.
<p>
With forced captures and an attainment goal, the play will not be
particularly Chess-like, I suspect. Not that that's a problem.
<p>
It has some simularities to
<a href= '../diffobjective.dir/giveaway.html'>Losing Chess</a>, but only
in the middle. I do wonder if the board will just become hopelessly
clogged, particularly the middle board. The problem is, pieces
can only be forced to move by offering them captures, and captures can
only be offered <strong>on</strong> the squares you want to be able to
move pieces <em>off</em> of.
<p>
Perhaps some form of capture other than elevation is required for the
outer boards, such as <a href='../difftaking.dir/circe.html'>Circean</a>
capture where captured pieces are returned to their starting square.
<h4>CV Descriptions as Literature</h4>
Ralph Betza recently complimented on how my page on <A
HREF='../other.dir/ruddigore-chess.html'>Ruddigore Chess</A> was
written. This led me to think about Ralph's excellent pages for <A
HREF='../other.dir/nemoroth.html'>The Game of Nemoroth</A>, and
wonder: can an Chess variant's description also be a work of
literature?
<P>
(Let me note that in my view, literature comes in a quite a large range
of quality, and piece of writing does not have to be to the standards
of F. Scott Fitzgerald or James Joyce to qualify. The fast and loose
definition I'm going to use here is that literature is writing of at
least reasonable quality, intended to be pleasurable or moving to
read. (The intelligentsia may now commence my immolation.))
<P>
A possibly analogous situation.
One of my two degrees is in geography, and of course I was educated in
its history. Until the late 19th Century, Geography (with the
exception of Cartography and related disciplines) was primarily a
descriptive science, and could be and was looked at as a variety of
literature -- the literature of place. A piece of geographic writing
was judged almost as much by the quality of its writing as the
correctness and completeness of its facts.
<p>
Chess variants as described in these pages are a combination of rules
and description, of algorithm and literature. While I would hardly
suggest that the quality of the writing is anywhere near as important
as the quality of the rules, yet sometimes the writing is very good.
If you search through these pages, you will admittedly, find many
bare-bones or clumsy descriptions of Chess variants. Often it is not
the fault of the author, who may be laboring with a foreign language,
or simply not have time or writing experience for the type of
description they would like to produce. And opinions vary; as editor,
I have corresponded with authors who prefered a very minimalist
presentation of their designs. But still, if you wander through these
pages, you will find stories and jokes and puns, references to arts
and popular culture, small essays on the processes of designing and
playing games, and snatches of biography and history. Sort of a
literary smorgasbord.
<p>
Does all of this additional material add or detract from the rules
that are the <I>raison d'etre</I> of the pages in the first place?
Do readers like their Chess variants straight, or with a splash of story?
This is looking interesting. Have you tried it yet? If you don't have an opponent it would be easy enough to program for Zillions, given that Halflings have been figured out for ZRF.
<p>
In his page on <a href='../dpieces.dir/amontillado.html'>Amontillado
Chess</a>, Ralph Betza speculates that a Halfling Nightrider is worth
in the neighborhood of 1/2 a Queen, or approximately the value of a Halfling Queen. I don't see this as a problem with your game, mind you, but if it is correct players will have to be careful to keep in mind the new balance of power amongst the pieces.
<p>
I do wonder about the piece density -- 16 pieces on 64-squares do seem to rattle around a bit. I suppose you could double the back rows except for the Kings, although I'm not sure that would improve matters.
<p>
I'm not sure if it necessary, but if the game tends to end in draws even with the stalemate rule, you could also add victory by Bare King.
Well of course elegance is in the eye of the beholder, but that's hardly a satisfying answer, is it?
<p>
Why only one doubled piece? Well, the descent of Rococo is from Orthochess via Ultima, and in Orthochess of course there are three pairs of pieces, while in Ultima there are two pairs, and Rococo has one pair. It seems as piece types are added, doubled pieces are removed.
<p>
But that's history, not an answer. One way to look at it as is that pieces in Rococo are either <strong>paired</strong> or <strong>doubled</strong>. Here are the pairs:
<p>
<ul>
<li>King and Chameleon. This is the weakest pairing, but does correspond roughly to Orthochess's King and Queen: the piece the must be captured and the piece that captures in the most ways.</li>
<p>
<li>Advancer and Withdrawer. The two mirrored capture methods, also the two capture methods borrowed from Fanorona.</li>
<p>
<li>Immobilizer and Swapper. The piece that stops opposing pieces from moving, and the piece that can move opposing pieces.</li>
<p>
</ul>
This leaves the Long Leaper doubled up, as it doesn't seem to have a logical complementry partner. Can you think of one?
<blockquote>
'The only other rule I can think of is that if it's your move and the
other player is already in check, you cannot capture the King but you
can play any other legal move you choose'
</blockquote>
This also deals with the discovered check problem in multiplayer variants:
that is, when player A moves a piece that was blocking player B's piece,
so now player B's piece attacks player C's King, and the turn sequence is
A-B-C so player C never gets a chance to move out of check before being
captured.
Now updated to Rev 1.5 to fix a bug in the Anti-King's King's leap where the leap could be made after making normal moves.
Actually, this ought to be Excellent to the Nth Power! I am glad to see this game on a prominent page of its own, for while it's been on this site for years, you had to know where to find it, and as a Chess variant designer this (and the associated work that Ralph did to support it) has been one of the games that has influenced me the most. Bravo!
Thanks for the kind words, Tomas. And yes, if you manage to obtain double-check, your opponent must relieve both of them or it is mate.
No warrentee is provided on the following idle speculation. Any damages
resulting from incorrect application of others work is not the problem
of the author.
<p>
Since I wrote this, Ralph has revised his estimate of the value of the
Crooked Bishop back down to about a Rook (see:
<a href='../piececlopedia.dir/crooked-bishop-revisited.html'>The Crooked
Bishop Revisted</a>). (Peter Hatch's revision, if I understand it
correctly, if correct, would only
make 0.04 of a Rook's difference, or about 1/5 a Pawn.) That means my
estimated value for the
Eaglescout is off. Using Ralph's colorbound correction number of 1.15,
the value of the Eaglescout can be calculated as:
<blockquote>
<pre>1.15 * 4.5 + 1.5 = 6.67 Pawns</pre>
or
<pre>1.15 * 5.0 + 1.5 = 7.25 Pawns</pre>
</blockquote>
depending on what value you use for a Rook. This is roughly equivalent to
the value of a Cardinal:
<blockquote>
<pre>1.15 * 3 + 3 = 6.45 Pawns</pre>
</blockquote>
(There appears to be missing 2nd correct factor for the Knight's
contribution, since the Knight is no longer color switching -- surely that
ought to be worth something?). Anyway, that makes the Eaglescout worth a
bit more than a Cardinal, but not that much, but still noticable weaker
than a Queen. However, given the Army seems strong enough or too strong,
there's nothing wrong with that.
<p>
This downgrading of the value of the Eaglescout makes me wonder again:
is the strength of the army due to the combination of the pieces, or is
perhaps the value of the Left- and Right-Rhinos and maybe Crabinals higher
than estimated?
The comment about the Knight's contribution was regarding the Cardinal (not Crabinal) whose value I was comparing the Eaglescout against. It seemed to me that a color-switching piece paired with a non-colorswitching piece might also have some sort of correction factor, smaller than the 1.15 for colorbound pieces, but greater than 1.0.
It's an interesting point that I hadn't noticed before, but indeed all of your classic armies for CWDA have at least some pieces that suffer somewhat in the endgame. I can see now where an army without any pieces with endgame weakness would be unbalanced. So much to take into account!
This looks amusing. It does seem that the scoring system encourages the other players to turn on the first player significantly damaged like starving wolves, lest they be left without any pieces of the eliminated player when it comes time to score. Not a game to play with someone who takes attacks personally! An omnidirectional Pawn is actually mWcF -- mFcW is an omnidirectional Berolina Pawn. This page might benefit from an ASCII diagram to backup the Javascript -- I first looked at it with Javascript turned off and was puzzled.
Links added -- sorry about missing them the first time! And I see John actually beat me to the punch.
<h4 align=center>What's the Value of a White Elephant?</h4>
Here are some thoughts on a variant I've played around with, but never
finished as I was uncertain about the balance. I thought they might
be of minor general interest, so here they are.
<P>
Sometime back, after reading the Piececlopedia article on the <a
href='../piececlopedia.dir/alfil.html'>Alfil</a>, I started thinking about
the other sort of Elephant piece, the one that moves like a Ferz or
one step forward (fWF), found in <A
HREF='../oriental.dir/burmese.html'>Sittuyin</A> (Burmese Chess) as
the Elephant, in <A HREF='../oriental.dir/thai.html'>Makruk</A> (Thai
Chess) as the Thon, and in <A HREF='../shogi.html'>Shogi</A> (Japanese
Chess) as the Silver General.
<P>
It's a simple piece, but what is it worth? A <A
HREF='../piececlopedia.dir/ferz.html'>Ferz</A> is generally accepted
to be worth about 1/2 a Knight (balancing colorboundness with a good
forward move), but how much more does that single forward move add?
I'm not as scientific about these sorts of things like Ralph Betza is,
but it does add a lot. First, an Elephant is not colorbound like a
Ferz is, and second, its forward moves are the same as a <A
HREF='../piececlopedia.dir/man.html'>Commoner's</A>. In fact, you could
look at an Elephant as 5/8's of a Commoner, which is generally considered
a Knight-valued piece and about which Ralph Betza says:
<BLOCKQUOTE>
This is a very short-range and very flexible piece that is much weaker
than a Knight in the opening, very strong in the middlegame if it can
occupy the center, and almost always wins against a Knight or Bishop
in the endgame.
</BLOCKQUOTE>
Of course, an Elephant is less flexible in the endgame where the
opposing pieces very well might not be in front of it. But on the
other hand, it has the three most useful moves of the Commoner for the
opening. So we'll assume 5/8's of a Knight is about right; roughly
two Pawns.
<P>
The next thought I had on the subject was what if I were to combine
the Alfil and the Elephant? This produced a piece that moved one or
two (jumping) diagonally or one square forward. Looking at this, I
realized that if I added a two square jump forward (yielding fWFfDA) ,
I would repeat the shape of the Elephant's move (supposedly four legs
and a trunk) on a slightly larger scale. Thus was born the 'Great
Elephant'.
<P>
Now, what's the Great Elephant's value? It attacks 10 squares on an
empty board, and it is neither colorbound nor colorchanging. The
simplest calculation would be a Knight and a quarter -- 3.75 Pawns.
The lack of colorchanging might kick it up to as much as 4 Pawns.
<P>
OK, the actual variant. Thinking about Ralph Betza's game of <A
HREF='../d.betza/chessvar/ghost.html'>Black Ghost</A>, where black is
given a piece worth less than a Pawn to balance white's first turn
advantage, I decided to give white an Elephant-based army worth a tiny
bit less than black's in order to balance white's first turn advantage.
<h4 align=center>White Elephant Chess</h4>
The rules for <B>White Elephant Chess</B> are as for <A
HREF='../ichess.html'>FIDE Chess</A>, except where stated otherwise.
<P>
White's Bishops are replaced by Elephants (fWF), and Knight's by Great
Elephant's (fWFfDA). Black's array is the usual FIDE array.
<P>
Pawns may promote to any non-Pawn, non-King piece that started the
game on either side (Elephant, Knight, Bishop, Great Elephant, Rook or
Queen).
<hr>
My suspicion (backed up unreliably by Zillions) is that white might be
a tad <STRONG>too</STRONG> weak. I tried adding the Alfil's move to
the white Queen's to produce the Queen Elephant, but that didn't seem
right, either.
While I am certainly willing to believe in the inaccuracy of playtesting
as
a means of determining the value of pieces (unless, of course, there are
a
great number of games played by strong players), still, I have some
trouble
thinking of the Great Elephant as a Rook-equivalent piece.
<p>
And I wonder. While almost 1/2 the value of the Wazir might come from
its
forward move, does that mean that that forward move necessarily adds 1/2
of the value of a Wazir to a piece, like the Ferz, which already has
considerable forward movement? In the Great Elephant's case, the fWfD
component adds two forward moves to a piece that has four already -- it
seems to me that there ought to be some principle of diminishing returns
here. There is also the strange issue of directional colorboundness;
that
the Elephants are colorbound when moving backwards but not when moving
forwards.
<blockquote><i>
It has two full atoms, half of another, and a quarter of another; this puts
it already in the Rookish range, though maybe a bit weak. The partial atoms
are the forward parts, which must boost it to full Rookitude.
</i></blockquote>
Well, as I count it, it has two full atoms, and the quarter of <em>two</em>
others. Now, I am certainly willing to accept that 0.5 of the value of the
W is due to its forward move, but what I am less convinced of, I guess, is
whether the W forward move by itself <strong>adds</strong> that much to of
the value of the W to another piece that already has forward moves. It's
at least an interesting question, I think.
<p>
If the Elephant is 0.75 N, and the Great Elephant is 1.5 N, then the White
Elephants are about 0.5 N too strong (the exact amount depending on your
opinion of the relative values of the N and B). If that's the case, maybe
the Queen should be replaced by the War Elephant, Rook + Alfil Rider (RAA)
-- this should be about the proper balance, since a Rook + Alfil would
be a full 0.5 N weaker than a Queen, but since the Great Elephants are a
tiny bit weaker than Rooks, maybe, and there's the Bishop differential,
the extra strength of the AA over the A ought to just balance things.
<p>
<hr>
Captain Spalding Chess!? -- Marxist!
This does look like fun! It's an interesting question if it is better to play your Rhino and Headless Rhinos early, or to keep them safe in the box. Elephants and Great Elephants of course should come out and play as
soon as possible.
<p>As for Lint to Dust Bunny to Dust Demon -- you may have found another great train of evolution to rival Paperclip to Coathanger to Bicycle.
<p>As for the credits, your stuff has long and often had a light-hearted (and
erudite) touch -- you didn't really get it from me.
I agree with Tony -- very pretty! And I've already appropriated the
Elephant graphic.
A worthy project! And a valuable addition to the available Chess variant graphics.
Pink Elephants! I gotta think about that one -- there's something there, I'm sure.
The Drunken Elephant or Suizo moves like a King, except not directly backwards (fsWF). It promotes (by capturing) to a Crown Prince (!), which is essentially a spare King. It's found in Chu Shogi and most other large Shogis.
The Drunken Elephant or Suizo moves like a King, except not directly backwards (fsWF). It promotes (by capturing) to a Crown Prince (!), which is essentially a spare King. It's found in Chu Shogi and most other large Shogis.
OK, I fixed the Mammoth -- current ZRF revision is 1.3.
I've merged the additional material at the end, and added the notation additions.
If you move a piece next to two or more Cookie Monsters simultaneously, what happens? Do they all leap on it and devour it, and disappear? Or does the moving player choose one?
Tastes do vary. At 44 I no longer qualify as a 'younger player', but I
have to admit that after winning the game in a contest, I looked it over
two or three times, and then put it on a shelf where it remains today, due
to the (to me) unpleasent artwork. Life is too short to expose myself to
that sort of thing. But then, as I said, tastes vary -- the world
contains many people who enjoy horror novels and long dreary Russian
novels.
But in this case, the theme is not instrinsic to the variant, but to the
particular edition of the variant. The original version of the game
-- Tempete sur l'Echiquier -- used the same rules but different artwork
on the cards. This is a case of effect of production choices on the
resulting game.
Another question: if the Box moves to a square adjacent to the 8th rank, may it play a Bat on the 8th rank? If so, is the Bat stuck there, or does it instantly promote to a BOOH?
An alternate approach to balancing Colorboundmost Chess would to follow the path used in other double-move variants -- only have white make a single move on their first move. I would suggest having white make their first move on white, so that each player would make the first move on their King's color. Once you have white making only a single starting move, it should no longer be possible for black to mirror white, so race rules could be applied.
Karl, in <u>Knight-Relay Chess</u> you get to move your <strong>own</strong> pieces a Knight's move away from one of your Knights like a Knight -- in <u>Knight Scattering Chess</u> you get to move one of your <strong>opponent</strong>'s pieces a Knight's move from one of your Knights. Not a big change in the rules, but this results in a very different game.
<h4>Progress Report</h4>
The judges have <strong>not</strong> actually fled the country, but
continue to work on the contest. Since we decided to play
all of the entries <em>twice</em>, that's 42 email games. However, we
are down to 10 games left, all currently in simultaneous progress.
<p>
Thank you for your patience.
When I go to sleep at night, I often try to think about something
interesting or pleasant while I drift off. Last night I found myself
thinking about an odd Chess piece.
<p>
The piece moves without capturing like a Dabbabah-Rider (repeated leaps
of two squares in the same orthogonal direction), but captures like a
Rook. So, mDDcWW or mDDcR in Ralph's funny notation.
<p>
And I found myself wondering: how powerful is this piece, and what sort
of game or problem would it be good for? I has a number of curious
characteristics: except for capturing, it is doubly colorbound, being
restricted to 1/4 of the board; and while it can switch by capturing,
at any time it can only attack 1/2 of the board.
<p>
It seems to me that this piece is vaguely cannon-like, being more powerful
in the opening and midgame than the endgame. It also seems to me that it
might be a very charming part of a piece mix. Any thoughts?
Jared, the Zillions implementation of Chaturanga 4-84 does exactly that, and seems to play pretty well.
I considered the Bishop equivalent, but decided it would likely be
too weak.
<p>
Mike Nelson has proposed a game based on these sorts of pieces -- you
can see it in the comments for Colorboundmost Chess. My suspicion is
that there would not be enough power in the board in the endgame, making
the game drawish.
I think the weakened King might to the trick, though I would express the funny notation as FcW. The resulting game ought certainly to be different!
Jörg, I'm not sure about the can-mate part. It seems to me that in a lot
of situations the piece would result in stalemate, not mate.
<p><hr><p>
Mike, I threw together a crude ZRF of your game last night -- it seems to
play OK. But I was wondering if stalemate ought to be a loss instead of
a draw, as the nature of the game makes it more likely, as does,
unfortunately, changing the King from WF to FcW.
<p>
By the way, do you have a name for it?
Actually, Mike the ZRF was pretty easy -- just a quick modification of the
standard Chess ZRF. I still need to update the piece descriptions.
<p>
Names . . . hmm. Maybe:
<menu>
<p><li>
Quarterbound Chess;
</li><p><li>
Odd Piece Chess;
</li><p><li>
Stuttering Chess;
</li><p><li>
Skipping Chess;
</li><p><li>
Transfering Subsets Chess;
</li><p><li>
Nelson-Aronson Odd Piece Chess;
</li><p><li>
Separate Realms or Separate Realms Chess.
</li></menu><p>
Once we decide, someone ought to put a page together for it.
<p>
If stalemate is a loss, then by Ralph's Rule Zero, so is 3-times
repetition.
<p>
I'm not sure bare King is the best choice for this game. Given that
stalemate is a loss, and the King is fairly weak, I think you'd lose
some interesting endgame play that way.
So, Mike, who's going to do the page? <pre><g></pre>
That's a neat mate, Jörg!
<p>
Does that mean Separate Realms Chess could go back to using a standard
King? I think I like the current King, even if it isn't strictly
necessary, since it carries the theme of the game to completion -- every
piece restricted to some subset of the board when not capturing.
Honestly! See Jean-Louis Cazaux's page on the relative ages of 2-handed
and 4-handed Chaturanga. It can be found at:
<ul>
<li><a href='http://www.chez.com/cazaux/chaturanga.htm'>http://www.chez.com/cazaux/chaturanga.htm</a>
</ul>
Neither Forbes nor Cullen are considered exactly up-to-date sources, you
know.
Michael, I've changed the reference from Asymmetric Chess to Biform Chess -- thanks for pointing that out!
Joerg,
<p>
That sounds like the French game described in the ECV as Djambi -- you
can find some information on the Internet if you search under that name,
including a (French) retailer who apparently still sells it. The
inventor's name is Jean Anesto.
<p>
There's an extensive page in French on the game at:
<a href="http://jeuxsoc.free.fr/d/djamb_rg.htm">http://jeuxsoc.free.fr/d/djamb_rg.htm</a>
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