Comments by zzo38computer
You say "There are no Monopoly or Risk problems, because they aren't that kind of game." I have seen retroanalysis puzzles for Scrabble and Bridge. You say "Some Chess variants do introduce elements of randomness." Yes, also some (e.g. Kriegspiel) introduce elements of hidden information.
Apparently 跳馬 (pronounce ã¡ã‚‡ã†ã¾) is meaning a jumping horse.
You do not have to edit the CSS of user-submitted pages to remove stuff you don't like; you can do what I did instead. I don't like the narrower content or sidebar ads either, although I used Stylish to remove them from all pages (and force the content to use the full width of the window), and to remove script warnings, as well as to remove the "fineprint" area (used for editing the page) from printouts (this also means I now have to maintain my own stylesheets, although I can deal with this; furthermore my stylesheets won't affect anyone else since they are local to my computer). However, I cannot figure out how to make the printout to use the full width of the page, nor to convert pictures to monochrome on the printout (if you know how to do these things, please tell me). However, note that at least Firefox does have "responsive design mode" which allows to test it at various screen sizes, as well as rotation and touch events (I myself do not use it, although it can be useful to you if you do mobile and that stuff).
Then if accessed by the old msdisplay.php (the new links seem not to use it) it should use that table to select the new ID from the old one so that old URLs will continue to work for compatibility purposes. (Due to this, the link for "Query Database" under the search menu currently does not work; I suggest both updating msdisplay.php and updating the menu.)
This messed up the site severely. I had to use the Stylish browser extension to fix it, and it is still not quite fixed (the margin is still slightly too wide). The menus also are not aligned properly, but I can later try to fix that too.
For tarot cards you don't necessarily have to consider individual effect for each trump; the names may differ in some decks anyways, you can just use their number (from I to XXI). What you might do is consider the cards in six different category and then define them based on that:
- Swords (14) (corresponds to spades)
- Rods (14) (sometimes "wands"; corresponds to clubs)
- Coins (14) (sometimes "discs"; some decks have pentragrams inscribed on the coins; corresponds to diamonds)
- Cups (14) (corresponds to hearts)
- Trumps (21) (also, when combined with the fool, sometimes called the "major arcana")
- Fool (1) (also called "excuse"; sometimes considered the highest trump (even though it is marked zero in some decks, although this has to do with interpreting the sequence of major arcana as a journey and is not related to the card's rank); at other times entirely separate)
But, I do have other ideas to make chess variants too, such as:
- A variant based on INTERCAL
- A variant based on Slugterra
- The game where all katakana are possible pieces
- Can a piece subjected to mobile range expansion effect move by the actual tier as well as the one above, or only one above?
- Can a tier 3 piece have any effect when subjected to mobile range expansion effect?
- Can two mobile range expansion effects applied together and result a tier 1 piece to act by tier 3?
Why are the arrow, bronze, silver, gold using hiragana rather than the proper kanji of those stuff like in shogi? (In shogi, a pawn promoted to gold general uses the same hiragana mentioned there, but gungi has no promotion, just front/back. I also notice that all of the pieces that do have hiragana in gungi are the back side of the pawn, but I still think it might be better to use kanji there.)
For making the pieces, what you might do is make them one side black and one side white, and the front sides will have a border or something like that perhaps. Alternatively just make it like in shogi with all pieces the same color, and you might make the writing on the back side in red.
I remember I had a book once that described a chess variant known as "Emperor Wars". (I don't know if it may have been the only copy (it was made of plain paper, probably printed by computer or typewriter, did not mention any author's name or copyright notices, had hand-written corrections in it), and I don't know where it is now.)
The game included such pieces as Plebians, Emperor, Tribune, Senator, Vestal Virgin, Praetorian Guard, Centurion, and possibly others I don't remember. Plebians are normally gray and can change color; also they can push other pieces and crush other pieces. I think Senator immobilized adjacent pieces except Plebians and Emperor. The initial setup involved Plebians already placed but other pieces must be placed one at a time before you start moving them.
Do you have any other information, or is perhaps the only copy I had?
I don't know if it works with the Diagram package; I use Plain TeX (and with DVI output format) and not LaTeX, but I did write a chess macro package (with many options that may be suitable for use with some chess variants too) for Plain TeX which uses my font by default.
I do not know which fonts are used and how much, nor do I know how to contact Marroquin.
The reason it is impossible to correct is a bug in the server software; when programming the initial contents of the textarea you must use htmlspecialchars function on the data before sending it to the client.
I did create a font with pieces for chess variants but doesn't include most kind of rotated pieces, and it is in METAFONT format so not for screen fonts. It does not use Unicode though (and as far as I am concerned it does not need to.)
I have actually thought of a way to define a variant too large for anyone in this universe to play (whether human, alien monsters, computer programming, or whatever) and therefore is probably impossible to solve by computer too; I have defined a googolplex kind of pieces but had some trouble to define the primitives it is made from in order to ensure all of them are different (however, I think I may have figured out the solution just now).
Perhaps that isn't what you want though. Well, the answer to your question still isn't clear. Even in games where "there aren't so many moves which are at all sound", it seems to me that you should need a mathematical proof of that statement in order to correctly take advantage of it. (Still, it may be possible to make such a mathematical proof without enumerating all of the moves; it is possible to prove a lot of things about numbers which are larger than the universe.)
You have the right to be negative and to criticize everyone (especially me). If it really is poor then I can hopefully fix it. However, for now I will simply to answer your two questions:
- Promoting into opponent's pieces can sometimes be used to block opponent from moving into the position you promoted on. It can also be used to improve your score. (You can also cause yourself to run out of legal moves and result a stalemate before opponent can make enough moves to win; remaining as your own pawn may also help with this.)
- You are (probably) correct, although rule 9 makes it to be not a draw. Also note that you can block your opponent's king from promoting too by moving Cthulhu back to your first rank; with enough pieces on the board they can try to prevent that however. However, it may still help to fix it a bit, perhaps allowing pieces to be regenerated somehow? I don't know for sure yet, but perhaps: Each time Cthulhu moves more than one move, opponent earns one regeneration point (you could start with -5 regen points perhaps?); you can spend any number of regeneration points on your turn in order to replace lost pieces on their starting positions if those spaces are vacant (this uses up a turn). Another idea can be that if the game actually does end in a checkmate, the final score is quadrupled for each king promotion (so if both kings promoted, the winner earns 16x normal points!!) There are also other ideas to resolve this issue.
I am not quite in agreement in all ways. I don't like patents. I agree to put these contribution into public domain. Use stuff I put in here in whatever way!
How will you be in check if you promote into bishop? I thought it only applies if you are promoted into a queen.
The cards feature doesn't seem to work very well. I get a display of the backs of cards, and when I try to discard a card that is in my hand (just guessing, based on what remains in the deck; I tried with both players and ), I get an error message where the name of the card is missing. If it is not in my hand, the error message includes the name of the card. Also, what is the name of the PHP global variable that stores the contents of your hand? (I have already figured out $deck, $cards, and $discardpile) Also, a suggestion, it may be useful to display how many cards in opponent's hand and how many cards remain in the draw pile, and the ability to use setsystem with the $deck and $discardpile variables as well as whatever array stores the cards in each player's hand.
I do not know a lot about how graphics limitations of other consoles work. But if you know of some, then share it.
"You can do this even if you don't have one" means that even if you have not yet placed it onto the board, or if it has been captured. However, it is somewhat risky since it might give your opponent an extra move (such a move might not be to their advantage, but it might be very much to their advantage!).
If you don't like citadel to be a draw, you can make up the subvariant, moving king into opponent's citadel is a half-win. Maybe this way better.
Your (Robert Price) idea is same as mine, however I think you need to either do it like Queens Left chess, or else allow bishops to not be colorbound.
I was wondering about pawns movement too like Bastien, but Gilman answered in a good way.
Using rules for shogi, since is 9x9 board (odd number of ranks), you need some way to know how to figure out the middle rank! One way could be, the middle rank is fixed and is always considered a part of the board. Using such a game with shogi also has a lot of other consequences: Rule of pawns movement mentioned in the paragraph above would also apply to nearly all pieces of a shogi game (王將 are the only exception). If you already have your own æ©å…µ in one file, maybe you put together the boards that hide it so that you can drop another one anyways, and with boards rotated into place it can be caused even without dropping pieces into the board. Making a checkmate by placing æ©å…µ into the board also is affected by which board is placed together.
With xiangqi, you can easily split the board according to the river, but then there is the condition of 將/帥 not being allowed to look at each other. Rules are required to consider this. For example, you can mean, you are not allowed to join together the boards which would cause such a condition, or you can use a 飛將 ("flying generals") rule, meaning you will take over the opponent's palace. The other thing is many name of pieces are different for each side, in xiangqi, such as 象 and 相. You can resolve this easily, by just picking one set of names, or just mixing them up whichever way you want.
It would be even more strange with Go. Again you need a fixed middle row. You could have multiple board pieces that can be joined together, although nobody owns one of them as opposed to another one. You can capture groups by picking which parts of boards to join, too. Rules about how you are allowed to lose your own pieces becomes more significant in this case. You could even play with three half boards but with only two players, even.
Editing the URL like that is no longer necessary if you have JavaScripts. (If you don't have JavaScripts, the form will probably still work, but without possibility to select multiple categories.)
Another idea is that in case of stalemate, use this Braves' Chess rule (or any other rule that eliminates draws) to determine who win, but the winner then only get half a point instead of a full point in such a case.
It is using a chess set, at least, so maybe it is like a "chess variant" in that way, at least.
Yes, it is supposed to be reversed; the diagram is wrong.
O, so in other words, in this game pawns can make an initial double-step on a light square in the first two rows, I suppose.
To implement owner choosing the promotion in Zillions, what you can do is to have another move-type with first priority, giving the pawn a move with that priority that is only valid on the back rank, and then it has the move to transform into the other player's "PromotingIntoQueen" or whatever (the pawn has four moves with this priority); that piece also has the priority move, which just changes into the opponent's queen or whatever it promoted into. Therefore the turn order is working in the correct order.
- Pawns can additionally promoted into Kings.
- Kings cannot capture Pawn Eaters.
- You must lose all Pawns and Kings, to lose the game.
- If a Pawn Eater captures your last Pawn then you lose immediately even if you have some Kings on board too.
My impression of the game from what I read, the game is not bad, but it isn't exceptionally good either (compared to the large number of other chess variants possible, and even games such as shogi and xiangqi!). This game is certainly an improvement over FIDE, though, and deserves that people will play it as much as other chess variants and other games.
The PDF can be purchased for either $0.00 or $4.99, at your choice. I do not think it is worth $4.99, but the option is there if you do think it is worth that much. For the low price of $0.00, I think it is certainly worth looking at if you are interested in chess variants (or Sirlin's other games in general), though; it would also certainly be worth more than $4.99 in a book full of chess variants, or that discussed strategy too, or whatever.
It does have some interesting ideas, such as the dueling rules, different army selection, centerline crossing. However, I am not quite sure that the 5th rank to win is difficult enough, or if it should be moved to the 6th, 7th, or possibly even the 8th rank.
The different armies are numbered from I to VI, so you can use a dice to select one at random if you wish to do so. (A further variant can be if you not only select at random but also keep it a secret, requiring the opponent to deduce what army you are playing.)
The ideas in this game could be applied in some ways to other kind of chess games too, such as shogi, xiangqi, and others. It could then make more situation, and more ideas, too.
Sirlin's other games are much better than this one, and they are certainly worth the money they cost (all the information you need to play is available for free (which actually makes it worth the money, as far as I am concerned!), but they sell high-quality physical equipment and they are definitely worth the money). I have two of them, and am interested in the others, too.
I don't particularly like the name "Chess 2" for this game, and think "Sirlin's Chess" would be a good name for it (the game is still pretty good though, but it is just one of many possible variants). But, maybe someone is able to somehow figure out how to combine this game with his other games (to make something new)...
Maybe it might help to have one submenu for "Random", to make the list of possible choices for random of what kind you want.
Also, I have added the random item checkbox to the Advanced Search menu.
You didn't mention notations of pieces which aren't starting on the board. I can make up a suggestion (if you don't like it, make up the new one):
- X = Buddha
- J = Maharajah
A variant which may be possible if you want to add slightly some more Buddha, would be: If the Untouchable piece that has never captured anyone reaches the final row, it is also promoted to the Buddha. I would expect such a thing is also unlikely, but maybe it isn't unlikely enough.
I also noticed, this is the kind of game that the other pieces does not block your way.
There seem to be the possibility to move the Rakshasa next to a royal piece both in where it comes from and where it is moving into, and can keep to continue from there one or other player. If you don't like this, the variant can be done, that it is not allow to make a move of a Rakshasa ending up adjacent to a royal piece (of either color) if no pieces are removed from board as the result (pieces are removed either by capturing, or by the Rakshssa's requirement to remove the piece near it that allows it to move).
I like "Tilelioncub"! Maybe it can even be used in some kind of shogi variant; maybe the Tilegeneral can promote to Tilelioncub. Other similar thing can be done with some of the other kind of pieces too. Even if it doesn't move very far at first, opponent can captured, drop on promotion zone, and then it is promoted during next turn. Now, you can stop in a space other than captured piece's space (or capture two pieces at once), even though you cannot stay still, as you would be with normal lion pieces.
You could use this "lion moves" possibly with riders too, for example a "rook lion" might move like:
********* ..4***X.. ********* .3+2$**X. ********* ******1.. ++++5*++6 ...++*+..Where "$" is this piece, "X" is other your pieces, numbers is capturable opponent's pieces, "*" is vacant spaces it can land on if not capturing, "+" is vacant spaces it can land on only if capturing, and "." is otherwise.
Therefore, you can capture 2 and 3 (stopping on 3), or capture 5 and 6 (stopping on 6), or capture only 1, or 2, or 4, or 5.
But, another variant might be, if, capturing a piece you must end on a space with a distance closer to the captured piece's square then it started from (if you capture two, you have to do for both)? Then, it might be:
..++3++.. ..4***X.. ********* ...2$**X. ********* ******1.. ..++5*+.. ....+*+..
As it turns out, this diagram does not explain everything, however.
Does it remain a ghostrider when no longer threatened or does it lose ghostrider powers when no longer threatened? I think the latter is better way in my opinion.
It can result in all sorts of strange things, you can make your knight threatened by a pinned piece, especially if you make a discovered attack on your own knight you can put opponent in check in this way, and even get out of check by interposing the threat to the knight.
While this is good, I think the pieces other than knights aren't moving often enough. A subvariant is if you roll 1 then you can move anything other than a knight or squire.
Perhaps a way to make "invulnerability" would be that: king, queen, and chancellor cannot be attacked by spinach moves longer than a sequence of five normal moves, unlessthe moving piece is a king, and any piece that has not yet moved cannot be attacked by spinach moves longer than two, unless the moving piece is a king or pawn. (This results in rules more complicated than you intended, but is another possible subvariant anyways.)
It looks like a pawn can move two spaces forward from its initial position with a spinach move, in order to avoid being captured by en passant, although this doesn't seem it would be a very good move in most situations (although maybe there is one; make up a chess problem if you know of one such situation).
This game was also called "Imperial Fiddlesticks" in a text called "Curiouser&Curiouser" (also by V.R.Parton).
Castling is not mentioned, but I should assume castling is still allowed, although the restriction of not moving into/out of/through check is ignored.
However I may suggest a further variant: You don't lose if you have more than one king. (For example, if you have only one pawn and no king, then promoting will cause you to use instantly, but if you have one pawn and one king, then if you promote, you won't lose until either one of your two kings is being captured.)
According to other comments here, and some of my own ideas, we can write about other kind of subvariants.
It is not mentioned what happen in case of attacking partner's pieces. Here is some possibilities of subvariants to deal with it
- Attacking partner's pieces is not possible.
- It is allowed to capture partner's pieces (other than a king), but you are not in check if being threatened only by a partner's pieces.
- It is allowed to capture partner's pieces (including a king), and there is no check/mate (and therefore you can castle into/out of/through check); you need to capture the king.
One kind of subvariants can be the teams:
- Partners across from each other.
- Partners next to each other.
- No teams.
- Washizu-style: Partners next to each other, with one player of each team designated as "leader" and one as "supporter". The "supporter" plays immediately after the "leader". Your team instantly wins if the opposing leader's king is captured (or checkmated, depending on subvariant).
And there is winning conditions:
- Russian: If you are checkmated, all of your pieces (including a king) is removed from the board and you take no more turns. Any team out of players loses.
- West-European: You pass if you have no legal moves (for kick-the-king variant, also if you have no king). Checkmating both opponents simultaneously wins.
- My rule: If you have no legal moves or if your king is captured, you pass your turn. If both players of a team pass without either making a move in between, that team loses the game.
- Bradley's rule: Whenever a player is checkmated (or loses his king in kick-the-king), all of that player's pieces are changed to the color of whoever checkmated/captured him.
Lastly, there are subvariants dealing with fortress:
- Normal: Each player deploys his three additional pieces inside the fortress at his own choice and it is then visible to everyone.
- Hidden version: Variant of the above where you cannot see opponent's pieces in opponent's fortresses (you can see them in your/your partner's fortresses, or when they are in the main board, and you can still see your and your team's pieces in any fortress).
- Random hidden version: Further variant where in addition to hiding pieces like that, the pieces are deployed at random in valid positions (individually for each player).
This looks good to me, however I do not quite understand the rules for castling. Does the raven and tower simply exchange positions (unlike FIDE)? Does the space in between need to be vacant? What about castling through or out of check? Is this allowed in both 2-players and 3-players game, or is only possible with 3-players game?
If you like the game where colorbound pieces are available for all color of cells, you may play the variant:
- Replace the witch in the starting position by a third broom.
- Once per game you can change one of your own brooms into a witch, either as a move or immediately after moving that broom (whether or not it is a capturing move).
- Even by promotion you cannot have more than 1 witch, 3 brooms, 3 towers, and 3 bats, on the board at one time.
Do you have the list of games mentioned (with both English and Dutch names of the game)?
Note that a few of them use dice only for indication and not for randomness. (Most of them do use throwing the dice for random, though.) Also note that a few of them have only a very minor randomness (and that I consider a coin toss to be a "d2" dice roll).
(I don't mind either way; I think good games can be made in both ways.)
I didn't say I didn't like the game with dice. It is good too (and better than some of the similar games). However, I find that if there is some form of hidden information which is partially decided at random, that makes it more interesting too (although Game Courier and Zillions do not support this).
George Duke: You say I have "over half a dozen of the fifty", but I don't know if you want to count 123456 Chess because although it uses dice, it doesn't use randomness (Chaotic Chess is the other game with this property) (maybe randomness should be another category).
I do like this idea. However, here is one possible subvariant: A pawn can promote to a queen if you have no queen (so you cannot have two queens). A pawn dropped on the last row still won't be a queen, though. (The game is probably good whether or not you use this subvariant)
I agree this one looks better than the other chess game involving the dice. However, a variant would be to use cards to involve some hidden information into the game too. (Example: Make a deck four cards of each rank one to ten, each player get one card. On your turn pick up another card (if there are no more left, mix up the cards that have been discarded to renew the draw pile), and then choose one card to play. If you pass you have to discard both and pick up one card (so you always end up with one card); you pass only if neither card gives you a capability to move. This game would affect the probabilities though; maybe you have a different idea to make with cards.)
The rules should be made more exact rather than "All disagreements at the table (about the rules) are solved by casting votes among the three participants."
Here are some of my ideas about the movements (I don't know if they are correct):
- Orthogonally is to a cell sharing an edge and having a different color.
- Diagonally is to a cell sharing a corner but not an edge, and having the same color.
- The forward lines for red are: QR1-QR2-QR3-QR4-KR4-KR3-KR2-KR1, QN1-QN2-QN3-QN4-KN4-KN3-KN2-KN1, QB1-QB2-QB3-QB4-KB4-KB3-KB2-KB1, Q1-Q2-Q3-Q4-K4-K3-K2-K1, K1-K2-K3-K4-Q4-Q3-Q2-Q1, KB1-KB2-KB3-KB4-QB4-QB3-QB2-QB1, KN1-KN2-KN3-KN4-QN4-QN3-QN2-QN1, KR1-KR2-KR3-KR4-QR4-QR3-QR2-QR1, Q4-Q3-Q2-Q1, QB4-QB3-QB2-QB1, QN4-QN3-QN2-QN1, QR4-QR3-QR2-QR1, K4-K3-K2-K1, KB4-KB3-KB2-KB1, KN4-KN3-KN2-KN1, KR4-KR3-KR2-KR1.
- Knight moves one space orthogonally followed by one space diagonally, jumping over whatever is in between, but cannot land on a cell orthogonally adjacent to the cell it is moving from. (Example: a knight on K4 may move to QB3, Q2, KB2, KN3, QN4, QB3, K3, Q4, and KB4.)
- A diagonally forward move (for pawn captures) is a diagonal cell which is the forward cell of a orthogonally adjcent cell and which is also orthogonally adjacent to the forward cell. (Example: a red pawn on K4 can capture on QB3 but not on K4; a red pawn on Q4 may capture on K3 and QB3.)
- Note that K4 isn't adjacent to Q4 (it doesn't meet the definitions above), so only knights can move from one to the other.
- A move from Y to Z is in the same direction as a move from X to Y iff all of the following conditions hold:
- X isn't adjacent to Z.
- X, Y, and Z are all different cells.
- X and Z must touch opposite sides/corners of Y.
Here are some of my other ideas of rules (some of which differ from the article and/or comments):
- A pawn promotes if there is no more cells directly forward of it.
- There is no check (this also means you are allowed to castle through check, and move into check, etc).
- If you capture a king, all other pieces of the same color as the king change to your color, except for pawns, which are removed.
- If all pieces are one color that player wins.
- You may pass if you have no legal moves, but if there are two successive passes (not three) then the game ends in a draw; if one player is already eliminated, that player still loses though.
It seems like it is supposed to say, you are not allowed to name the same city as before.
The Maharaja is really powerful because it can move twice as often as the other pieces! One possible subvariant to weaken a bit is if you roll a 1 then you can only move 1 space. (This is untested.)
Hitchhiker's Chess does mention the influence of chess and reality; I do like that story, as well as the variants it defines.
My own point of view is that mathematics is the real reality! So, it isn't too far off.
You could possibly use mathematical notation to define CVs, or perhaps a Haskell class. I don't think Betza notation or hieroglyphics would really help to do this, though (although a function could be written which reads a Betza notation and converts it, as one of the possible ways to construct one). (I have even considered defining games using sequent calculus.)
You mention dimensions. However, as I have demonstrated, non-continuous CVs don't really have dimensionality.
Continuous-space (non-discrete) games will require the correct number of dimensions. Geometry certainly does help to explain many things, and it is very convenient, as well as possibly supporting certain kind of mathematical generalizations; I am just saying that it is equivalent to the game with the different number of dimensions.
I myself would think this game described as one-dimensional with four boards sharing a square seems best, although doing it on a chessboard doesn't seem to work very well like that. But it could be described as 4D, if the rules for some of the pieces movements is corrected to make a bit more sense.
An idea: Make the numbers on this page (which indicate how many people added it to their favorites) in red (or bold, or whatever) if the currently logged in account has that item on their favorite list.
It still says the date/time format is incorrect.
I have once thought of a chess variant which although the rules will fit in a few pages, the game cannot be played in this universe, because the number of different kind of pieces is exactly a googolplex (and the board is very large too; obviously the number won't fit in the form to enter chess variants into this website).
A third subvariant: Player who win earn points according to how many kings the winner have + 1 (number of kings that the loser have is not relevant), and then add another + 1 if you win by checkmate instead of stale mate. Therefore player with more king earn more points, but only if you win; if you lose, then it is worthless. You can then also allow kings castling with any rooks horizontal/vertically away (even disregarding the other FIDE rules of castling), which does not changes the pieces; this might be a useful move in a few cases.
The description of the camel should probably be its own paragraph like the other pieces are, and it should be boldfaced like the other pieces are.
I may already be sufficiently insane to read this. I prefer using flat pieces that won't scream and whatever, but I don't mind if it has to do the other way, since that is OK, too. It is complicated, but it seems well enough to work. Some things are not entirely clear; the document should really be improved to clarify the rules more.
Now make the variant which is mostly this game but can also use a hand of cards (drawn from a shuffled deck and hidden from opponent, and used for a few additional special actions by playing combinations properly, including to affect opponent's cards), betting, scoring, and other things. (And if you are in a manga written by Fukumoto, even betting your fingers and your blood and billions of yen, and cheating in extreme ways, and the use of double and triple bluffs and so on.)
I think Muller is correct; still, in this game at least you promote only to lost pieces (or you can promote to General). Maybe make promoting to lost piece only if you have lost both, might be one possible subvariant, too?
Maybe you could have the cost increase once it is used
A question: What happen if non-value pieces captures non-value pieces? Can it be dropped? Can it be captured at all?
Can the kanji of name of these pieces be decided and written in this article, too?
One way to represent the value pieces, would be, the single piece marks 1, add smaller markers on top to mark 2, 3, 4, 5, flipped over (making the red side visible) with no markers to mark 6, and then the red side with smaller marker for 7, 8, 9, 10.
Therefore if such kind of kanji is made up, you can make up flat pieces, black on unpromoted side and red on promoted side, represent all pieces of this game, using their names. Value piece can be piece with holes, to fit the small markers into.
Should it be played on the intersections (like xiangqi or go), using flat pieces with roman numerals I to VI? And then mark the trap squares with stars or something, which is large enough to see even when covered by a piece. At least to me, this seem better than the chess board with animals on, due to the way this game works.
Is the name "Arimaa" made by "Aamir" spell backward?
Let's see if these mutators could be made with Haskell programming language, somehow; and/or just some general way in some mathematical category of CV mutators made up for this purpose (and you can see what are functors, monads, comonads, etc applying to).
In both cases, and in the mathematics in general, the NIL (identity) mutator should in fact be called the mutator, and it may form a monoid (if some mutators may make the game that some other mutators are not applicable to, though, then it may form a category but not a monoid).
If it is a category as above, and the objects describe features which are compatible with certain mutators, there might be an endofunctor to specify what applies to others too, and it might be a monad too (if it can be lifted into the set of additional features while keeping the same game, for example). In such case possibly even the games becoming mutators, being a morphism from a "null object" (meaning no features apply, so you have no game at all), to the object of their features.
I like this idea of this kind of game, and I like these rules.
But what is notation of the tandems (on a ASCII diagram, FEN, etc)? Perhaps it should be "T"? Could it work with TeX chess? What icon (such as, can you write a METAFONT program for it)?
You might also use flat checkers pieces for the pawn so that you can make it double or single easily.
I thought promoted cannon is only diagonal. It is not entirely clear and should be corrected?
I like this idea of this kind of chess problems.
"In Wuss I through Wuss V, there are two ways to win: Either capture the king or capture the Wuss." Do you mean "In Wuss I through Wuss IV..."?
In Wuss V, can a Wuss move into an attacked square? It only says it cannot capture and must move when attacked; it doesn't say it cannot mvoe into attack.
- Is it allowed to move a Fuge's Shield next to a Anti-King?
- What happen if Einstein Grasshopper jumping over a fairy piece?
- The Cylindrical Queen, Cylindrical Rook, Cylindrical Bishop, it says "Assuming that the board is joined at the outermost ranks (A and H)" but probably you mean the outermost files (a and h).
- Are the Orphan and Friend only using the powers to move as the other pieces, not powers which are active when not moving?
- Does Orphan/Friend still do the other stuff when moving, such as changing color of pieces jumped over if moving as Andernach Grasshopper, etc?
- What is happening Orphan/Friend is next to a royal piece? Can it move into check?
- Does Orphan/Friend moving like a Anti-King capture pieces of its own color?
- Does a line of a Pincer Pawn capturing something, orthogonal only, or can be diagonally, too?
- How exactly is en passan in this game, since there is many kind of pawns?
- How does other kind of pawns double-stepping?
- Does Jester ever capture with en passan?
- Does Jester mimic moves only? Other questions related to Jester which is also related to the Orphan/Friend?
- What happened if you reach your opponent's first row and there is no piece to promote into, or it is not a valid position for the piece which it promotes into, to stand on? Is such moves illegal?
- This document seems to have many typographical errors.
Hay! Why won't it work negative numbers for the Extra Time and Bonus Time?
I can propose the variant Wuss IX: In place of Queen, is the "Wuss", which move as a Queen. On your turn if you have a Wuss which is attacked, then you must move the Wuss if able, to a non-attacked square, without capturing. The Wuss can capture if it is not beginning its turn attacked, and can move to attacked squares too if not beginning its turn attacked. If there is no move for the Wuss while attacked, it cannot move but you can move any other pieces. If Wuss is captured, nothing special happens; the game continues. Pawn promotes to: Wuss, Rook, Knight, Bishop.
What is Wuss VII? Perhaps I can propose Wuss VII: Wuss replaces King and moves only one space. If Wuss is captured, then it causes player with no Wuss stalemated to be loss.
Furthermore, I can propose Wuss X and Wuss XII, which follow rules of Wuss IX, except that in Wuss X the Wuss starts on Q3 and in Wuss XII the Wuss can make knight-moves too. In both games, pawn can promote to: Wuss, Queen, Rook, Knight, Bishop.
And then in Wuss XI, it is FIDE except that if you are in check, you are required to make a non-capturing King move out of check, if able; and the King cannot capture if you are in check.
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