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General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Mon, Apr 1, 2002 05:26 PM UTC:Excellent ★★★★★
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]

Peter Aronson wrote on Mon, Apr 1, 2002 05:30 PM UTC:
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.

Peter Aronson wrote on Mon, Apr 1, 2002 06:27 PM UTC:
Previous comment has an invisble smiley.

Contest to design a chess variant on a board with 42 squares. Missing description[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 2, 2002 03:18 PM UTC:
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.

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 2, 2002 11:12 PM UTC:
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.

Peter Aronson wrote on Wed, Apr 3, 2002 06:39 AM UTC:
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.)

Chaturanga 4-84. An Updating of Chaturanga for Four Players with modern pieces and an 84-square board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Wed, Apr 3, 2002 03:15 PM UTC:
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.

Chaturanga 4-84 ZIP file. An Updating of Chaturanga for Four Players with modern pieces on an 84-square board.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Thu, Apr 4, 2002 03:46 PM UTC:
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!

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Apr 4, 2002 06:24 PM UTC:
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.

Chatter Chess. Variant based on the idea of line chatter where rider pieces can switch to other friendly pieces' lines of movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Fri, Apr 5, 2002 05:40 PM UTC:Excellent ★★★★★
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>.

Discussions[Subject Thread] [Add Response]
Peter Aronson wrote on Sat, Apr 6, 2002 06:54 PM UTC:
Great idea David -- thanks!

Chatter Chess. Variant based on the idea of line chatter where rider pieces can switch to other friendly pieces' lines of movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Sun, Apr 7, 2002 11:18 PM UTC:
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.

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Mon, Apr 8, 2002 07:37 PM UTC:Excellent ★★★★★
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?

Peter Aronson wrote on Tue, Apr 9, 2002 03:41 PM UTC:
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 . . .

Slanted Escalator Chess. Chess on an asymmetric board with interesting connectivity. (8x8, Cells: 60) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 9, 2002 04:05 PM UTC:Excellent ★★★★★
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 . . .

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Apr 10, 2002 04:08 AM UTC:
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.

Peter Aronson wrote on Wed, Apr 10, 2002 05:01 AM UTC:
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

Rook-Level Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Wed, Apr 10, 2002 05:25 PM UTC:
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.

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Apr 10, 2002 05:29 PM UTC:Excellent ★★★★★
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.

Monochromatic Chess. Pieces remain on squares of the same color. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Apr 10, 2002 08:10 PM UTC:Excellent ★★★★★
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.

Rook-Level Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 03:35 PM UTC:
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.

MonoChrome Alice[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 04:53 PM UTC:
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

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Apr 11, 2002 08:17 PM UTC:
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>

Rook-Level Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 08:42 PM UTC:
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?

YellowJournalism[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 12, 2002 05:42 AM UTC:
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>)

Peter Aronson wrote on Fri, Apr 12, 2002 04:10 PM UTC:
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).

Peter Aronson wrote on Fri, Apr 12, 2002 04:47 PM UTC:
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!'

Peter Aronson wrote on Sat, Apr 13, 2002 04:49 AM UTC:
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.

Peter Aronson wrote on Sun, Apr 14, 2002 04:11 PM UTC:
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.
So look at them. All of them at the very least add some additional types of pieces. All of them are more complex than Ultima. Although, no one has take the simple, logical, and completely insane step of combining Ultima and Chessgi/Shogi. Ultigi! Ultima with drops! Ah, maybe not.

Interweave ZIP file. Game with elements of Checkers and Ultima where all pieces are colorbound and only capture pieces on the other color.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Mon, Apr 15, 2002 05:23 AM UTC:
ZRF updated to fix multiple captures by Remover, revision displayed in history is now 1.4 for latest version.

Mideast chess. Variant on 10 by 10 board, inspired by ancient Tamerlane chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Fri, Apr 19, 2002 03:50 PM UTC:Good ★★★★
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.

Peter Aronson wrote on Fri, Apr 19, 2002 04:01 PM UTC:
I realize 'Croocked Bishop' is a typo, but I suddenly find myself wondering how a drunken Bishop would move . . .

Peter Aronson wrote on Fri, Apr 19, 2002 06:48 PM UTC:
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 . . .

Choson chessA game information page
. Korean game, resembling Shogi, mentioned in a novel.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Mon, Apr 22, 2002 03:28 PM UTC:
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.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 23, 2002 05:39 AM UTC:
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.

Peter Aronson wrote on Tue, Apr 23, 2002 03:24 PM UTC:
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>.

Peter Aronson wrote on Wed, Apr 24, 2002 03:03 PM UTC:
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.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 25, 2002 03:48 PM UTC:
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.

Peter Aronson wrote on Thu, Apr 25, 2002 05:27 PM UTC:
<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.

Peter Aronson wrote on Fri, Apr 26, 2002 04:32 AM UTC:
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.

ZoG world view[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:43 AM UTC:
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.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:20 PM UTC:
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.

Peter Aronson wrote on Fri, Apr 26, 2002 05:05 PM UTC:
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.

Warp Point Chess. Knights are replaced by Warp Points that other pieces can move between. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 30, 2002 05:05 PM UTC:Excellent ★★★★★
A very clean design with lots of tactical interest.

Spinal Tap vs Terror Chess. The Spinal Tap Chess army vs the Terror Chess army in the battle of the 11x11 variants. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 30, 2002 05:07 PM UTC:Good ★★★★
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?

ICBM Chess. I(inter)-C(hess)B(oard) M(issle) Chess, where you can throw a piece to capture as well as make normal moves. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 30, 2002 05:09 PM UTC:Good ★★★★
I would recommend safety goggles and a digital camera (to record board positions) as useful equipment for this game.

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 30, 2002 05:17 PM UTC:Good ★★★★
I could see times when you might send a piece up or down the elevator just to clear an attack lane.

Spinal Tap vs Terror Chess. The Spinal Tap Chess army vs the Terror Chess army in the battle of the 11x11 variants. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, May 1, 2002 06:43 AM UTC:
Well, given that in Tai Shogi pieces promote when they capture (I think), he might have been discussing something other than material.

84 Spaces Contest. Missing description[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, May 2, 2002 12:32 AM UTC:
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.

Pawnless chess[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, May 10, 2002 04:05 AM UTC:
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.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Sat, May 11, 2002 03:49 PM UTC:
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!

Peter Aronson wrote on Sat, May 11, 2002 07:26 PM UTC:
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.

Peter Aronson wrote on Sun, May 12, 2002 12:10 AM UTC:
OK, the pages have been combined and uploaded.  Please send all complaints
to [email protected].

history of chess[Subject Thread] [Add Response]
Peter Aronson wrote on Sun, May 12, 2002 06:00 AM UTC:
Err, I don't think Project Gutenburg is using FFEN -- just plain text.

Ruddigore Chess. Chessgi variant where you can capture your own pieces, and every other turn you must capture or sacrifice a piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Sun, May 12, 2002 06:07 AM UTC:
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.

Anti-King Chess. Each player has both a King and an Anti-King to protect; Anti-Kings are in check when not attacked. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Mon, May 13, 2002 04:53 PM UTC:
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.

💡📝Peter Aronson wrote on Tue, May 14, 2002 04:27 AM UTC:
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.

Interweave ZIP file. Game with elements of Checkers and Ultima where all pieces are colorbound and only capture pieces on the other color.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, May 14, 2002 04:47 AM UTC:
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.

Ruddigore Chess. Chessgi variant where you can capture your own pieces, and every other turn you must capture or sacrifice a piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, May 14, 2002 04:56 AM UTC:
I am convinced! The last paragraph of the <b>Notes and Comments</b> section now contains the suggested terminology.

3LWC Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, May 14, 2002 05:24 PM UTC:
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.

CV Pages as Lit[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, May 14, 2002 11:30 PM UTC:
<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?

Pawnless chess[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, May 21, 2002 03:42 PM UTC:
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.

Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, May 21, 2002 03:52 PM UTC:
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?

The Fair First Move Rule in Chess. Every turn you flip a coin to see who goes first.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, May 21, 2002 10:09 PM UTC:Excellent ★★★★★
<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.

Anti-King Chess ZIP file. Each player has both a King and an Anti-King to protect; Anti-Kings are in check when not attacked.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Mon, May 27, 2002 10:41 PM UTC:
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.

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, May 28, 2002 01:20 PM UTC:Excellent ★★★★★
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!

Anti-King Chess. Each player has both a King and an Anti-King to protect; Anti-Kings are in check when not attacked. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Fri, May 31, 2002 05:28 AM UTC:
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.

The Fighting Fizzies. An Experimental Army for Chess with Different Armies.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, Jun 4, 2002 06:11 PM UTC:
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?

💡📝Peter Aronson wrote on Wed, Jun 5, 2002 03:34 AM UTC:
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.

💡📝Peter Aronson wrote on Wed, Jun 5, 2002 04:57 AM UTC:
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!

Not a Dodgson System Chess. Four player variant, using Alice chess movement. Win by taking most of the eliminated players pieces. (2x(7x6), Cells: 84) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Jun 5, 2002 04:48 PM UTC:Good ★★★★
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.

FireFighter Chess. A game where one piece is a secret fire fighter with special powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Sat, Jun 8, 2002 04:09 AM UTC:
Links added -- sorry about missing them the first time! And I see John actually beat me to the punch.

White Elephants[Subject Thread] [Add Response]
Peter Aronson wrote on Wed, Jun 12, 2002 05:58 PM UTC:
<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.

Peter Aronson wrote on Thu, Jun 13, 2002 05:38 AM UTC:
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.

Peter Aronson wrote on Fri, Jun 14, 2002 04:45 AM UTC:
<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!

Captain Spalding Chess. Find an Elephant in your Pajamas.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Jun 20, 2002 06:09 AM UTC:Excellent ★★★★★
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.

Chaturanga ZIP file. Version with fancy graphics.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Jun 20, 2002 06:10 AM UTC:Excellent ★★★★★
I agree with Tony -- very pretty! And I've already appropriated the Elephant graphic.

Alpha Variant Font. More Alfaerie graphics, plus a preview of the new Alpha Variant font.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Fri, Jun 21, 2002 05:11 PM UTC:Excellent ★★★★★
A worthy project! And a valuable addition to the available Chess variant graphics.

White Elephant Chess. Four variants pitting the white Elephant army against black with the normal FIDE array. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Sun, Jun 23, 2002 04:47 AM UTC:
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.

White Elephant Chess ZIP file. Four variants pitting the white Elephant army against black with the normal FIDE array.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, Jun 25, 2002 05:34 AM UTC:
OK, I fixed the Mammoth -- current ZRF revision is 1.3.

PASGL 312 Chess. Critters steal lunch in the forest, while trying to get close to the campfire and avoid the train. (Cells: 68) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Jun 26, 2002 04:02 PM UTC:
I've merged the additional material at the end, and added the notation
additions.

Captain Spalding Chess. Find an Elephant in your Pajamas.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Fri, Jun 28, 2002 04:08 PM UTC:
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?

Knightmare Chess. The American version of Tempete sur l'Echiquier.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Mon, Jul 1, 2002 11:45 PM UTC:
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.

Peter Aronson wrote on Tue, Jul 2, 2002 04:31 PM UTC:
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.

Captain Spalding Chess. Find an Elephant in your Pajamas.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Jul 4, 2002 07:46 PM UTC:
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?

Colorboundmost[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, Jul 16, 2002 03:50 AM UTC:
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.

Knight Scattering Chess. Knights can neither capture nor be captured, but instead can move opposing pieces a Knight's move away. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Jul 18, 2002 05:00 PM UTC:
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.

Contest to design a chess variant on a board with 42 squares. Missing description[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Jul 24, 2002 05:37 PM UTC:
<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.

An Odd Piece[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, Jul 30, 2002 05:32 PM UTC:
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?

Vierschach. 19th Century 4-player game where allies start off at right angles to each other. (14x14, Cells: 160) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Jul 31, 2002 07:57 PM UTC:
Jared, the Zillions implementation of Chaturanga 4-84 does exactly that,
and seems to play pretty well.

An Odd Piece[Subject Thread] [Add Response]
Peter Aronson wrote on Wed, Jul 31, 2002 08:00 PM UTC:
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.

Peter Aronson wrote on Wed, Jul 31, 2002 10:27 PM UTC:
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!

Peter Aronson wrote on Thu, Aug 1, 2002 05:20 PM UTC:
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?

Peter Aronson wrote on Thu, Aug 1, 2002 06:09 PM UTC:
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.

Peter Aronson wrote on Fri, Aug 2, 2002 03:56 PM UTC:
So, Mike, who's going to do the page? <pre>&lt;g&gt;</pre>

Peter Aronson wrote on Sat, Aug 3, 2002 12:07 AM UTC:
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.

Chaturanga. The first known variant of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Mon, Aug 5, 2002 06:21 PM UTC:Excellent ★★★★★
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.

Separate Realms. Pieces capture like normal FIDE pieces, but have limited moves that only take them to part of the board when not capturing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Mon, Aug 5, 2002 06:44 PM UTC:
Michael, I've changed the reference from Asymmetric Chess to Biform Chess
-- thanks for pointing that out!

CV in taz[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, Aug 6, 2002 03:50 PM UTC:
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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