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Comments by zzo38computer

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Famicom PPU Chess. Game inspired by limitation of Famicom PPU. (10x10, Cells: 80) [All Comments] [Add Comment or Rating]
💡📝(zzo38) A. Black wrote on Sun, Mar 9, 2014 08:24 PM UTC:
I do not know a lot about how graphics limitations of other consoles work. But if you know of some, then share it.

Cat's Chess. Missing description (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝(zzo38) A. Black wrote on Wed, Feb 26, 2014 06:05 PM UTC:
"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!).

Tamerlane chess. A well-known historic large variant of Shatranj. (11x10, Cells: 112) (Recognized!)[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Sun, Feb 23, 2014 08:51 PM UTC:
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.

Chess For Any Number of Players. Rules for multiplayer chess that can be played with an arbitrary number of players.[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Sun, Feb 23, 2014 12:30 PM UTC:

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 歩兵 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 歩兵 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.


Cobra Chess. Variant on 10 by 10 board with new pieces, including the Cobra. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Sat, Feb 15, 2014 09:37 PM UTC:
What is notation for movements of Cobra?

Chess Variants Query. More options for searching in these pages.[All Comments] [Add Comment or Rating]
💡📝(zzo38) A. Black wrote on Sun, Feb 2, 2014 04:31 AM UTC:
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.)

Remote Sensing with On & Off-Board Detection. Special pieces mimic others, some on-board, some which have been captured. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Fri, Jan 31, 2014 04:58 AM UTC:
I like this idea.

Braves' Chess. Solves the problem of draws in chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Fri, Jan 31, 2014 04:52 AM UTC:
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.

Monster Chess Variants. A Discussion of the value of Double-Move pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Fri, Jan 31, 2014 04:44 AM UTC:
Another varant of Monster Chess is symmetric version, which is as such: Symmetric Monster Chess. I do not know how much is solving it but I think it will be working OK, probably at least as much as FIDE chess.

Chessmen-At-Arms. A wargame with chess pieces.[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Fri, Jan 31, 2014 03:04 AM UTC:
It is using a chess set, at least, so maybe it is like a "chess variant" in that way, at least.

The Marine Game. Small wargame, simulating a sea battle.[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Mon, Jan 27, 2014 06:38 PM UTC:
Yes, it is supposed to be reversed; the diagram is wrong.

Paloma Chess. Game with Royal Queen, promotable Kings, and an unusual array. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Sun, Jan 26, 2014 06:31 AM UTC:
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.

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]
(zzo38) A. Black wrote on Sun, Jan 26, 2014 06:25 AM UTC:
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.

Mouse and Elephant A game information page
. Large variant of the Jungle game.[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Sun, Jan 26, 2014 04:05 AM UTC:
It seems to be broken link.

Pawn Eaters. Win by capturing all your opponent's pawns. Game includes ancient Y-movers, Shaman Rooks, and Pawn-Eaters. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Tue, Jan 21, 2014 05:40 PM UTC:Good ★★★★
This is good, but also a subvariant is possible that I can specify:
  • 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.

Dream[Subject Thread] [Add Response]
(zzo38) A. Black wrote on Fri, Jan 17, 2014 07:15 PM UTC:
<p>Did you know that I, too, had a dream involving a chess variant?</p> <p>It had multiple boards that you could teleport between, pawns that promote into royalty (where each pawn is designated as promoting into a different kind of royalty, like Tamerlane), and if your high priest enters your opponent's church then you gain the ability to control eclipses. Play is split into frames where teleportation becomes available for each piece after each one, and cards in your hand are replenished after each one. Pieces have three attributes being strength, defense, and intelligence. Other than pawns (see above) and royalty (not all of them actually have the "royal" status) and the church (the only piece that other pieces can enter), there are religious pieces (such as the high priest) and illithid larva (can promote to illithid but only between frames).</p> <p>Now that I am not sleeping, I am completely confused as to how the game works. I don't know what eclipses are supposed to do or anything like that either.</p>

Pawn Chess. Pawns promote to first piece captured by opponent. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
📝(zzo38) A. Black wrote on Mon, Jan 6, 2014 04:52 AM UTC:
This game is a subset of "pawn can only promote to dead pieces not placed back on the board". In this game, you do not have a choice of promotion (you have to promote into the first one available); normally if you play "pawn can only promote to dead pieces not placed back on the board", you can choose which one if there is more than one option.

Chess 2. Different armies, a new winning condition, and duels. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Wed, Jan 1, 2014 08:09 PM UTC:Good ★★★★

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)...


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Wed, Jan 1, 2014 03:50 AM UTC:

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.


Ramayana Chess. Chess variant inspired by the Ramayana epic. (Cells: 84) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Fri, Dec 27, 2013 03:32 PM UTC:

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).


Loncubs[Subject Thread] [Add Response]
(zzo38) A. Black wrote on Wed, Dec 25, 2013 08:35 AM UTC:

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.


Favorite Games. Chess variants favorited by our members.[All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Tue, Dec 24, 2013 06:42 AM UTC:
You could display both, in submenus.

Triagonal Chess. 3D with triagonal moves and a hole in the middle. (8x(8x8), Cells: 504) [All Comments] [Add Comment or Rating]
💡📝(zzo38) A. Black wrote on Fri, Dec 20, 2013 06:20 AM UTC:
If it should be tweaked, then anyone with an idea can propose it and I will look at it too, and might fix it if necessary.

Ghostrider Chess.. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Tue, Dec 10, 2013 08:43 AM UTC:

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.


Ludus Equitum. Dice chess variant, using standard set and two dice, designed in a 13th-century style for the SCA. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Tue, Dec 10, 2013 06:04 AM UTC:

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.


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