Game Reviews (and other rated comments on Game pages)
Average score for sheer originality....no higher due to my doubts of actual playability.
This is crazy. Very interesting ideas hidden here though.
This is probably the best Chess/Shogi/Xiang Qi combination I've seen. Very good.
I am interested in seing some of the more 'out there' piece ideas you have. In my personal opinion, once you've gone through all the trouble to develop a triangular board, you need to push the envelope on the pieces.
Other than just being chess on a triangular board, this looks perfectly playable! Very nice!
I don't find any information about Pawn promotion in Wormhole Chess. Do Pawns promote on the last square they can reach, whatever the rank (for example if there are no squares anymore vertically in front of the Pawn, beyond the wormhole, nor diagonally where an opponent's piece could land)? Or do they only on the last rank, meaning that if a Pawn can't reach the 8th rank anymore, because of the disappearing of squares, he can't promote anymore?
This comment gives me the opportunity to rate this game as 'excellent'. Really great concept and gameplay. It would be great to have a larger variant of Wormhole Chess, 10x10 or even 12x12.
I played this game as a boy around 1960. The object of the game was to put the opponent's General in danger 6 times in a row. You did not have to checkmate as in chess. I cannot find any information other than what you have posted, but I would sure love to get my hands on a copy of the game.
Thank-you for your post.
So, a couple months ago, I wondered about a circular board that uses the center.
I figured someone must have invented it, and looked through CV.
Apparently my google skills are weak, because I didn't find this or any other. :-(
So I began working on it.
It took some thinking, but I more or less hammered out the rules on paper.
Today I stumble across this! It has identical movement rules to what I have come up with! Brilliant!
Also, this looks to be a nice little variant.
If only I had found Diplomat Chess before I spent that time reinventing the round rules......
The idea of Knights promoting into a set list accessable by both sides is an interesting one. It should encourage aggression.
However, the high probablity of uneven play drops the game's rating. Maybe if the pieces were closer in value....
Not knowing which side will get thid king is also interesting.
There are some unusual ideas here.
I've got to comment on this....a crazy lot of ideas in this game.
I think they need to be refined, but I am attracted to the unusual.
This is definitly unusual!
I strongly encourage continuing work on this....I love the idea of 'choosing different armies'!
Betza's Chess with Different Armies
And your idea of a one-time enhancement Trance (spell) appears to be an excellent idea of something different while not being too powerful.
However, I think the rules need some clarification.
In particular, the army 'Hologram' appears underpowered rules-as-written. You gain the ability to suicide your queen to teleport your king. Useful, but only so much. You can't use it offensively (teleporting your king to the front lines is not smart) and if you use it to get the king out of check you're already in a bad way, and probably only delaying the inevitable.
Meanwhile, you loose the ability for the queen to capture--but it can still be captured, apparently. So the queen is essentally useless. (The rules specify only that the queen cannot capture. All other rules being the same as chess, that means the queen can be captured. A queen that cannot capture or be captured is useful as a blocking piece--is that what you meant?)
The Trance is not that powerful, only allowing the queen the ability to capture kingwise. (If the queen is uncapturable, this is very powerful.)
I'm left with the conclusion that you must have meant the queen cannot capture or be captured.
I've played a fair bit of Sirlin's Chess2, so I'm going to make a bunch of posts to move the rules onto CV website, in case the game is ever abandoned by Sirlin games. I will also comment on the game in general.
Sirlin's Chess2 is quite balanced, and has clearly gone through a lot of playtesting. Being developed by a modern boardgame company owner clearly shows here!
First, Sirlin's Chess2 adds 3 things:
1)win by centerline invasion
2)dueling stones; possible loss of an attacking piece
3)different armies.
Quote from offical rules:
New Win Condition: Midline Invasion
You can still win by checkmate, but you also win if your king crosses the midline of the board. Each move has added significance, because you must weigh how much it helps or hurts each player’s chances of winning by king crossing the midline in addition to the usual considerations of furthering a checkmate.
Just like in Chess 1, it’s illegal to move into check, so to win by Midline Invasion, your King must land on the 5th rank without being in check. Unlike Chess 1 though, there are no stalemates. If you have no legal moves, you lose the game. While stalemates are common in Chess 1, they aren’t needed in Chess 2 because the Midline Invasion rule provides an even stronger option that a player can aim for when he’s down on material.
In practice, against reasonablely competent players, the majority of games will end by midline invasion. For one thing, whoever is winning can typically move his king up before he checkmate's his opponent. The big change, however, is when a player starts to loose, he will usually make a quick attempt at midline invasion win. This makes the transition between the mid- and end-game very chaotic.
Most non-chess boardgame players will find this a very exciting change; instead of a long slow grind as one player increases his advantage, the the game ends in an explosion of desperate dashes-for-the-midline. While the player who is in a better position will still usually win, there is more hope for the loosing player. Having more on the line, it is more exciting for both players, despite the fact that the game still usually ends as expected.
This also esentially eliminates the chess endgame--which most casual players consider the most boring. Once a player has a significant advantage, chess tends to grind toward an inevitable conclusion. This is why experienced chess players will conceed when the game gets past a certain point--going through the motions is just a waste of time.
As a side affect, Sirlin's Chess2 games tend to be shorter. Modern boardgames (not chess variants) tend toward shorter is better, so non-chess enthusasts would generally consider this a good thing.
This is where Sirlin's modern boardgaming design experience is showing....he has designed a change that appeals to the masses (more exciting desperate chance of a win) and eliminated the masses least favorite part of chess (the grinding endgame) and shortened the game in one simple rule.
There is just one problem.
MOST CHESS PLAYERS DON'T LIKE IT.
I don't like it either!!!
Effectively getting rid of checkmate just feels WRONG.
Sum it up=theoretically a good change that appeals to casual players, but chess enthusists won't like it at all.
Dueling
Quote from offical rulebook:
DuelingDueling allows you to spend a new resource called stones to threaten to destroy a piece that takes one of your pieces. Try to trick the opponent into wasting his stones because if he runs out first, you automatically win any further duels.
You start with 3 stones and gain 1 stone each time you capture an enemy pawn, up to a maximum of 6 stones.
Whenever you would capture any piece, the defender can initiate a duel. If your piece is higher rank than his (ranks: pawn -> knight/bishop -> rook -> queen), he must pay 1 stone to initiate a duel. To duel, you each put 0, 1, or 2 stones in your closed fists, then simultaneously reveal them. All stones revealed are destroyed. The winner of the duel is the one who showed more stones--ties go to the attacker.
If the attacker wins a duel, he takes the piece in question as in normal Chess. If the defender wins, he still loses his piece, but the attacker ALSO loses the piece he attacked with.
Initiating a duel and bidding 0 is a bluff to make the opponent waste stones. The attacker calls your bluff by bidding 0 himself. He wins because attacker always wins on a tie and in addition, the attacker can choose to gain 1 stone or cause the defender to lose 1 stone. (A player can't have more than 6 stones.)
Kings cannot be involved in duels because they have "Diplomatic Immunity." (They can't initiate a duel or be dueled.)
Players with 0 stones cannot initiate duels, but they can be dueled against. When you duel against a player with 0 stones, you must bid 1 and you automatically win the duel. If you lose a pawn in a duel, your opponent does gain a stone.
Dueling is another change designed to switch the game up. Normal chess has a very mathmatical quality to it--good players can predict moves very far in advance. The farther forward you can think, the bigger your advantage.
Dueling changes this. Now, sometimes you won't keep a victorious piece. Consequently, there is only so far out it is practical to predict moves, leveling the playing field a little bit.
Dueling accomplishes this WITHOUT resorting to chance. The number of stones each player has is public knowledge, and he who correctly reads the importance of the current board position and his opponent will win the duel. (And the attacker has the advantage, so ties in skill will result in the same board state as if no duel occured.) However, this requires a very different set of skills than chess.
Consequently, it is possible for someone who is really really good at typical chess to be beaten by a player who is better at reading his opponent and bidding accordingly. Someone who is bad at bidding may be winning--until they run out of stones. This gives the othe player a big advantage.
By broadening the useful/necessary skills to win AND lowering the ability to look ahead, a larger variety of player types can be effective players. Plus each duel is a mini-game, which gives flashes of excitement in the middle of the game.
Again, Sirlin's skill at designing modern boardgames shows. This is a rule that should appeal to the masses and create some excitement, while lowering the necessity of mapping out future moves.
There is just one problem.
MOST CHESS PLAYERS DON'T LIKE IT.
I don't like it either!!!
Effectively making it uncertain if you are keeping a piece just feels WRONG.
Sum it up=theoretically a good change that appeals to casual players, but chess enthusists won't like it at all.
This page contains the rules for this game:
I agree that name reeks of hubris. However, that page has all the discussion about the game on it. I would be great if this page were linked to it in the main body of text.
Another clean design by Gary Gifford. Nothing here but the pawns, king, and fully-loaded trojan horse. Set-up-your-pieces opening, essentially. Interesting, but personally I prefer a bigger variety of pieces.
I can still admire the clean design!
Excellent time travel twist on chess! Beautiful!
One of the very best variant on the site!
Truly beautiful concept, and it appears to work. (I have not had an opportunity to try it myself, yet.)
Reading through the comments, much of the complaints seem to focus on the power of the knightrider's ability to reach the back row and promote. I wonder if anyone has considered that the knightrider move and the promotion rules may not work together perfectly? Changing them would result in a different game, but possibly a better one. Just a thought.
This is a very nice-playing modest variant. I've greatly enjoyed my games of it. I can absolutely recommend this game as an excellent variant tournament choice. It gets a lot of mileage out of a pair of fairly simple changes. The initial set-up is excellent; it gives good play. The weak piece is a very nice choice, and provides a nice companion/foil for the bishop and knight.
I just began play-testing and I like it a lot. My thoughts so far:
There is a tiny bit of ambiguity as to whether the “same file rule” from Shogi is meant to apply to pawn drops (presumably it is not). I believe it can be played either way. I haven't tested it yet, but to try, the following condition could apply:
A pawn may not be dropped onto the same vertical diagonal of any other non-promoted pawn belonging to the same player.
Or an even stricter alternative:
A pawn may not be dropped onto the same rank or file of any other non-promoted pawn belonging to the same player.
In the illustrations for piece movement, notice how the rook travels through one edge and then through the opposite edge of each square in its path (even if the 'square' curves a right angle), while the bishop travels through one corner and then through the opposite corner of each square in its path, but seems to be prohibited from doing so on the curved squares (from the black bishop's position in the diagram). If this prohibition were lifted, that same black bishop's range of movement would include traveling from one curved edge square to the next and then back across the board horizontally, forming a loop back to it's original position.
Also, although it is not explicitly mentioned in the original rules, I think it's probably a good idea to declare that a rook or a queen (or a bishop) may not land on the square from which they originated on that turn, even if a path to it exists unobstructed.
Finally, my thoughts about the pawn. The language and illustration of the original rules regarding pawn movement suggests that pawns capturing moves and non-capturing moves are executed in the same way (unlike conventional chess). Optionally, one could alter the rules for pawn movement so that it moves (but does not capture) exactly one square in either of the orthogonal directions that is away from its own side of the playing board or it can capture to the cell diagonally ahead of it (if there is an enemy piece occupying that square).
I just made my copy of the board yesterday, and have only had the opportunity to play-test the original rules. But yeah, it was a lot of fun! Thanks!
Thanks for the response, that is kind of what I thought but wasn't sure.
Greg
Interesting board shape. I'm currently not absolutely sure that bishops are quite as strong as rooks, on average.
This game makes for a fine blend of two already interesting games.
At first when playing I felt like I was starting out missing an important pawn, but then I remembered that in chess, the Exchange Variation of the French Defence can produce plenty of interesting and decisive games, even between strong players.
The page for this game was very old and the content wasn't really appropriate as a formal description of this historic game, so I have completely rewritten it. The original version can still be found here.
Just played this very interesting game. A single Knight won the game when White was at a larrge disadvantage being down a bishop and a rook.
(note b2=P means b2 is flipped and a Pawn is revealed. Pawns are desginated P and there is no short-form notation)
1. c2=P c7=C
2. Pe2-e3 ....
Otherwise Cc7xc1 #
2. ... Cc7xc1 (xB)
3. Ke1-e2 Cc1xa1 (xP)
4. g2=N b7=B
5. Ng2-f4 Bb7xh1 (xR)
6. Nf4-e6
After a careless capture at h1, which yielded a rook advantage (rook is the strongest unit on board at the start), Black resigns at this point, since Nxg7 or Nc7 are both checkmates and no possible move could defend both squares. The King could not move as its only revealed piece, the e7 pawn, is blocked by the white Knight. Other unrevealed p
I am currently playing a game of Odin's Rune Chess, and I really like it, as much the rules and gameplay, as the runic theme. The Forest Ox is a terrific piece, maybe too powerful... I like the rather strong Pawns. I generally appreciate modern variants that use non-conventional Pawns, it effectively renews the dynamics of a chess game. And their initial colorboundness isn't a default at all, for me.
I was wondering if Pawn promotion could be integrated in this game - even if it is not necessary since Pawns can go back and the need for new material is less crucial, since the vulnerabiliy of the Kings without moving possibilities makes situations of insufficent material less likely. Promotion possibilities should be limited, since Pawns can reach the last rank in only four moves; for example, they could only promote to previously captured pieces of his own colour; or there could be limitations to the maximum number of pieces of each type present on the board (4 Valkyries, and 4 Forest Oxen, for example - which is already a lot). One can also think of the opportunity to permit the promotion to King (here too, the maximum number must be limited or promotion be only to previously captured Kings). But the game plays already well, I don't think it needs a promotion rule. I was just wondering how promotion could affect the gameplay, and if it could be interessant as a variant.
Edit: my comment about the possibility of promotion wasn't very pertinent. Promotion doesn't make much sense in this game.
I think it's a fusion between Wildbeast and Xhess not XChess. XChess is a variation with an hourglass.
Chris
Hi, it's always good to hear criticism. And i think you've got it right.
Personally i give you the pieces i much like when playing Musketeer Chess: Hawk, Unicorn +++ and my favorite is the Archbishop combining Bishop and Knight abilities. I much like sacrificing my Queen for an Archbishop !!
Musketeer Chess idea was to get rid of the big amount of draws and also opening learning (long theoretical lines). The idea is also to give black a more important role by deciding the final combination of pieces, adapting his strategy to white's choice which will lower for sure the importance of white's advantage as the side who begins the game; But this needs for sure a precise play.
You pointed out the fact that the Board is overcrowded. Of course it becomes a problem if you choose to gate you r pieces whithout a prior clear strategy and this will hamper you from exploiting the huge potential of the new pieces.
The newly added pieces are strong and they bring so much excitment and tactics from the first move ! So the slightest lack of attention can be punished (more spectacular wins) but also if you lower your attention even with a huge material advantage on the board, your opponent can surprise you and mate you using the newest pieces whom some can mate alone.
Yes, Musketeer Chess is not a perfect game, but Classic Chess became mostly a game of "knowledge" and opening learning and is for sure less attractive for average kids and players that want to improve their level but are frustrated by this learning.
Elite tournaments are less spectacular and games most usually finish with draws.
A very interesting game. And you have the interactive diagram using our signature Alfaerie pieces and colors! I love it :)
I see that a new study of historical sources on Tori Shogi has been published: https://www.amazon.co.jp/禽将棋についての研究-禽将棋の背景と系統的位置づけ-MyISBN-デザインエッグ社-松本尚也/dp/4815014205/ref=sr_1_1?__mk_ja_JP=カタカナ&keywords=禽将棋&qid=1575339500&sr=8-1
I wonder if any Japanese have read the book and can comment on what new discoveries this book reveals.
Below is a link to a site apparently written by the inventor of Grand Chess (and other variants); in it's coverage of that variant, it mentions that the inventor strove for 'completeness' (by adding the Archbishop and Chancellor piece types that he felt were missing from FIDE chess) - similar to the inventor of Amazon Grand Chess, I kind of feel logical completeness might mean including an amazon piece for each side (possibly the inventor of Grand Chess rejected this simply due to having an odd number of pieces in each army as a result). Note in my 10x10 variant Sac Chess, which has had a lot of testing, having 2 amazons per side (though on a crowded board initially) doesn't seem to hurt the quality of the play in games much at all.
Anyway, for a variant idea I'm still considering, I came up with an alternative setup to that of Amazon Grand Chess (I thought reverse symmetry for the setup can be used, to make the odd number of pieces per side seem less asymmetrical, IMO). On a seperate website from the one below I saw some posters wishing that Grand Chess used normal promotion rules, as in chess (so that the board's edge is made use of for one thing), and also that it allowed a king to leap up to 3 squares once per game, to make up for the absence of castling, so I'm considering these as possible refinements, too. I'll also mention that one thing I don't quite like about the Amazon Grand Chess setup is that the amazon and queen of each side are doubled on a file (albeit behind a pawn) before play even begins... Now, here's the link I mentioned:
http://www.mindsports.nl/index.php/how-i-invented-games-and-why-not/chess-variants-are-easy
[edit: Here's a link to a discussion I alluded to, about how Grand Chess might be improved:]
https://en.wikipedia.org/wiki/Talk%3AGrand_chess
[edit2: Here's a diagram of a CV idea of mine that might be called Grandiose Chess, which I'll study at leisure (pawns would promote on last rank to any piece type in the setup, except for a king, and an unmoved king that's not in check can leap up to three squares away to an unoccupied square on the first or second rank that's not under attack, regardless of any pieces or enemy attacks that may be in between):][edit3: I'm not liking this so much just now - perhaps it's a worse version of Grand Chess, or even of my own Sac Chess:]
About Vao: maybe Dawson gave that name because it was phonetically from the same family than Pao, and the V because this letter is made of diagonal strokes. Maybe it is not that, but it can be used as a mnemotecnic mean. Remark, it could have used Xao as well, that would have been looking more Chinese.
Kevin!...
About game courier just ask me and I'l' do it. It is fine for me!...
I'll also teach you how!...
Yes that type of elelphant it is the lieutenenat of spartan chess. Or "the captain" I'm not sure. I like it because it is closer in value to the knight. Also the non square nature of the board helps. An alternative for another game (as you used in wide chess which we have played once) is the waffle. I think a lieutenant game and a waffle game would be more interesting than the 12x8 one! That is my opinion.
I have to comment it for having simple yet original rules, promising a good entertainment, perhaps even well commercially-sold.
In my opinion, this is not a very good Grand Chess variant.
Grand Chess is built upon two main ideas; getting rid of castling by freeing the Rooks in the back rank, and introducing the two 'missing' compounds to be additional high-value pieces--the Cardinal & Marshall.
Euchess moves the Rooks back and re-introduces castling, and then doubles the number of Cardinals & Marshalls--but, inconsistently, keeps one Queen.
Ignoring the lack of numerical consistency, this is really bad from a playable perspective--the sheer number of power pieces diminished the value of Knights & Bishops significantly.
Euchess is much too top-heavy, power wise, and significantly dimishes the point of the open back row. (Marshalls, with their Knight move, don't need the room to be developed.)
I think there is room for some interesting variants of Grand Chess, but this isn't one of them.
Today played a game of Rotary with a set of pieces I made myself. It is a very nice game. The rotational element adds a nice layer of tactics. Only thing that feels weird is the promotion rule
This is a really good idea, the only problem being it really needs a custom Chess set.
I'm guessing it would require similar bluffing strategy like Stratego. I can see myself thinking "hummm, that faux Pawn can't be anything valuable, it's too exposed.... unless that's what he wants me to think....or, he could be counting on me to think that's what he wants me to think...."
:-)
This actually has a decent chance of commercial success, in my opinion. It's got 'wow' factor, but close enough to normal Chess to feel familiar.
Great idea.
This looks like a decent 10x10 variant; it has the basic Chess pieces--with more mobile Pawns-- and well-known Knightriders & XiangQi Cannons.
The King game-winning 'promotion' rule could liven up the endgames without totally changing the game.
However, I am confused as to the logic behind the apparently abitrary initial setup. The Rooks have an open rank (like Grand Chess) which is fine. But the Horsemen (modified Pawns) are more mobile--but start very close to each other. So close, in fact, they can't use their forward most moves initially without being captured. Except the Horsemen on the far ends; they start one rank farther back for no discernable reason.
The forward pawn lines leave a bunch of space to the rear; considering the vast area there aren't very many other pieces.
Also, the Knights are back a rank from the Horsemen, consequently they cannot move forward as the first move. They are protecting Horsemen, but it seems like there ought to be another way to do this.
Xhess is quite playable, but I'm left with the impression the starting setup could use an overhaul.
Very good, well-thought out game, with pieces which compliment the board--some require elevator movement, some use the empty shafts, and the ox can use them to capture. Nicely done.
I will say the rules allowing the flying pieces to go 'up, through an elevator trapdoor' feel very unintuitive; especially if playing with a physical set. It makes more sense to me to allow flying pieces to go either up or down through the empty shafts only; this would also make it impossible to threaten an identical piece without also being in danger.
Still, a very good variant!
Well hey, apparently I never commented on this!
I quite like it! The interplay between needing pieces on the arena/safer on the enchanted squares is quite unusual.
Creating your own army is fun, and ensures no game start will be quite the same.
This is a very cohesive & well thought out variant.
I can't believe this game hasn't been reviewed yet. This is the best game I've played that includes an Amazon. I normally leave the Amazon out of my games, because it has the power to force checkmate by itself, and that has the potential to wreak a game. However, that hasn't been a problem with this game. This game includes several other weaker compound pieces that help make it unsafe to move the Amazons out too early. To get to the point where you could use an Amazon to force checkmate against a King, you have to do lots of maneuvering of other pieces. Furthermore, the potential of the Amazon getting a bead on the King means that position is sometimes more important than material advantage. You can't count on winning just because you are ahead materially. If you find that you can't stop your opponent's Amazon, you may lose even if you're materially ahead. This makes the game more dynamic and exciting.
I don't usually like games with different armies, but this is an exception. You've put a lot of thought into making a game whose different armies are not unevenly matched. For sure, the Spartan side lacks a Queen and its army appears to be slightly less powerful, but that is compensated for by the presence of two kings, both of which must be checkmated/captured.
Very good information! What is not clear for me at the moment if that Asakura shogi is a reconstruction of a possible step in the evolution of shogi, or if that form of game is really asserted and supported by historical proofs. I may ask a specialist that I know. Thank you again.
Thanks a lot. I didn't know about Lioness, very good.
I think this game is OK, but I do not care for the promotion rules. The game does not have a queen, so promotion to queen would already be the strongest piece. The amazon seems excessive and most games that feature that piece are not very good IMO. The amazon attacks in 16 directions while the next strongest piece - the rook - only attacks four.
Pieces are never attacking friendly pieces or I miss something
That is the answer to my question. So if a virgin King is on h1, a black Bishop on h2, and a black Knight on g4, the King can move to h3. If his own Bishop was on h2 instead, he could not.
Some people would say pieces can attack the square a friendly piece is on. They obviously cannot capture it, but that doesn't necessarily mean the same thing as being attacked. E.g. when my King stands next to an enemy Pawn that is protected, does he attack that Pawn?
Personally this rule strikes me as quite illogical; to pass through a square it should be empty, and if you don't pass through it but jump over it, you shouldn't have to worry if you are attacked there. And I wonder how much this rule actually affects the game; it seems very hard to attack any squares next to the enemy King before he moves away to safety, as he starts buried behind 2 or 3 ranks of pieces. Especially if he can jump.
In general I like your variants a lot, because you do not only feature super-strong pieces (much stronger that Rook), but also Knight-class pieces. Most variants suffer from an over-abudance of Queen-class pieces. The middle of the strength spectrum is still a bit under-populated, though: almost none of the pieces is close to a Rook in value.
Thank you very much. I have been able to upload all diagrams and the process was very lean.
Yesterday, it was my mistake for the size limit. Instead of uploading the jpg diagrams I have made for my own website, I uploaded instead the source images coming from the board painting tool, which are much heavier. Thank you for your help.
Great idea. I have always loved Fischerrandom Chess, but I really don't like the way it gives players no control over where their pieces start. I also consider Fischer's castling rule to be cludgy and it's hard to believe that a man of his genius came up with that. Your project fixes those shortcomings.
One tweak I'd make if it were up to me is to require both players to enter ALL their pieces before making any other moves. White would enter a piece, followed by black, and they'd take it in turns to enter pieces, one at a time, until the first and eighth ranks were full. Of course, Bishops must be required to be on different coloured squares.
I have 2 questions about the brouhaha squares:
1) What is the advantage of allowing a capture on a brouhaha square? Spontaneously, I find this strange: I understood that such a square hosts a piece until it is activated and enter into play, then the square disapears. Then, this square is not part of the play area really. So, I wouldn't have allowed a capture on it at all. Maybe there is something I don't see.
2) Why this name of "brouhaha" square? At least in French a brouhaha is a surrounding noise. Those squares are more like a fog, brouillard in French. Brouhaha/brouillard, is there a linguistic confusion there?
I've made several updates to this page. The HTML had a number of issues, (unclosed tags and the like), although they mostly weren't obvious to readers. I also reformatted it to better resemble our typical game descriptions and edited the text to be clearer. The Computer Play and Equipment sections have also been updated to reflect what is (and is not) currently available.
I will try to post a more in-depth review when I have some time to write one, but for now, suffice it to say this game plays very well and I do not hesitate to rate it Excellent.
I updated this page heavily...
- Added graphic of setup (was just ASCII)
- Updated intro to provide detail about chronology of invention
- Changed format to be more consistent with other game description pages
- Added information about Game Courier play/computer play
- Added interactive diagram
Very similar to Wagner Chess: https://github.com/brianthetall/wagnerChess
This is an excellent chess variant, and is one of my favorites. I think it plays better than either of the games from which it is derived. The starting position is carefully considered, allowing a wide variety of different openings.
The rook should still be worth slightly more than the bishop on this board but it is very close. I performed the mobility calculation. With a 30% board occcupancy, the rook's average mobility is 9.8 whereas the bishop's is 9.2. And the mobility of the rook increases faster than that of the bishop as the board clears out.
The design of this game makes no sense to me. The Rook is upgraded to a Dragon King. The Knight is upgraded all the way to an Amazon. The Queen is upgraded to the most powerful piece I have ever heard of. But the poor Bishop is downgraded to a Wazir - a piece that moves only one step horizontally or vertically. One problem is that the board has so much power that it will be a tactical smash-fest. Another problem is that the Wazirs will never move. I cannot imagine any circumstance in which a player would waste a move on them, except possibly to get them out of the way to allow castling, and probably not even then. With all the nightriders, castling will likely be impossible anyway.
I once had a CV of my invention (Wide Chess) gently criticized for my adding to the standard chess army of each side (on a 12x8 board) 4 pawns, plus two pairs of leapers that were somewhat similar to each other, in that they both had an alfil movement as part of their powers. Namely, it was thought said leapers weren't divergent enough from each other.
In the case of (10x8) Royal Court, a pair of leapers plus 2 pawns is added to the army of each side. The leapers have the same movement powers as knights, plus they can also move like a man (often called the Centaur compound). So, I can see how this addition of leapers to the standard chess army might be gently criticized, too (at least they are very powerful leapers, which might relieve any perception of slight redundancy).
Recently I had a couple of ideas of my own about adding pair(s) of fairly knight-like minor pieces to the FIDE army, although I may have rejected these ideas too quickly, partly due to the previous critique (of my Wide Chess). Namely the ideas involved adding either a pair of fibnifs and/or a pair of horse(mao)-wazir compound pieces (depending on the board size I would use). Besides Wide Chess not yet proving popular on Game Courier, I'd add another inhibition I have is that I've seen very few examples on this website of the FIDE army plus pair(s) of pieces added to them, where the pair(s) were not strikingly divergent in some way from other piece type(s) used in the chosen armies. Indeed, Wide Chess and Royal Court are more or less the only counter-examples I've noticed.
This is a fantastic game and one that I regularly enjoy playing both with friends or on my own. When playing on my own I change clothes after each move, speak in a different accent and have a different personality/backstory to give the appearance of separate players. Anyway I digress, a fantastic game, enjoy.
very interesting have noticed this when i was collating material on renaissance chess some time ago , didn't realise there's an actual different version of chess, thank you for the page Renaissance Chess
I like very much short-ranges games, even with not very strong pieces, and this game falls into this category. Here the piece set (only of max 2-square range) is logical and works well, and the presence of 4 Kings, of which one must be checkmated (with the consequence of a unstoppable fork on several Kings being a checkmate), is here to help the outcome of the game. However, even with the 4 Kings, the game seems to take a very long time to finish; the two games in this website that had been led to a conclusion took 85 and (for the game that ended with checkmate) more than 110 turns, which seems too much for a game of that type. And I am a little bit sceptical concerning the mating potential: when most pieces have been exchanged, the four Kings can more easily prevent the Pawns to promote.
One solution would have been stronger 2-square range pieces, in a game closer to a short-range version of Sac Chess, with a KNAD being the strongest piece (or at least Centaurs, or KADs). The presence of the KNAD, able to force checkmate without assistance, would obviously make the game faster and more decisive, but in the same time maybe less balanced and tactically interesting. (In Metamachy, the power of the KNAD/Lion is well balanced by powerful long-range pieces.) And I wouldn’t suggest a change in the piece set of this game; it works well as it is, and a like it.
Another idea is making a game with 2 moves per turn. With the same pieces and victory condition, not only this would make the game shorter, but also the attacks more dangerous and less easy to counter (and the possibility of double check with two pieces). This solution seems to me more interesting, while keeping the character and the concept of the game, than to have stronger pieces.
This looks like an amazing game! It combines shogi drops with a beautifully simple setup and set of pieces.
Reading the rules makes me want to play it; and also to design something similar, but it seems impossible to make anything quite as elegant as this.
Metamachy is fun. The historical pieces are all interesting to play with, and the fast pawns keep the game from slowing down too much.
Really? Insufficient material? What if the opponent has insufficient material?
This is a very good game. Everything fits together well. The random setup provides variety without being completely chaotic. The brouhaha squares are a great way to add more pieces without making the board so big it feels empty. The promotion rule encourages more variety in promotion, which is something I look for particularly; and I like the auxiliary pieces used here. The Mameluk especially is fun.
I think I might slightly prefer the Modern Apothecary game, for it's Dragon and Griffin, which to me are more interesting than the Chancellor and Archbishop, but I like the Siege Elephant and Mameluk as auxiliaries, so it's hard to choose one game over the other. I don't know if I'd agree with the statement that the Joker can't defend well. It seems to me that it's ability to mimic an attacker's move makes it particularly good at defending and more difficult to use aggressively. I'm not great at chess (in any form), though, so I could be wrong about that.
I'm interested to see what the next games in this series will be like!
The table in the center of this page has several mistakes in the description column
I dig this board. I tried writing a Zillions of Games .zrt for Masonic Chess last night. I think it's about finished, but I can't seem to get through debugging to try it out. Anyone here still messing with Zillions .zrt files?
I'm pleased to see this game! One correction : it is a trigonal, not hexaxonal, chess variant. The cells are triangles, not hexagons.
That said, I think this is an excellent contribution to the much under-explored trigonal tiling. Apart from a couple of games contributed by Graeme Neatham and Christian Freeling, along with a couple of my own, I think this is a little-used tiling which has lots of interesting possibilities for play.
Here's an animation of the game:
https://lichess.org/study/WjUgZzpG
I like black's idea on the final move (Rh2! hoping to provoke Kg1), however white called the bluff.
An interesting and very playable game. The figures are divergent pieces moving as the nominal piece and capturing as Querquisites.
I have, as per Freeling’s comment, made a number of variants to Congo to address the issues brought up:
- To address the fact Congo looks drawish, I have adopted the “Ko Rule” in my variant: Someone who repeats a previous position in a game loses. This eliminates draws.
- To address the issue with river drownings making attacks harder, I have made the A, B, F, and G files of the rivers have “islands”: While the crocodile can move like normal on these squares, other pieces will not drown.
- I have made the pawns stronger: A pawn can not retreat until it is promoted on the 7th rank; on the other hand, pawns across the river can now move and capture sideways. A promoted pawn is more powerful: It can move or capture to any space one or two squares away (like Chess, a promoted pawn should win unless it can be recaptured quickly)
- I have made the elephants able to move forward like a Shogi Lance. They can also only move backwards one square.
- I have changed the opening setup from GMELECZ to ZCELECZ, removing the Monkey and Giraffe, and having a second Zebra (Knight) and Crocodile. This way, the game can be played with an ordinary chess board and pieces.
In my Zillions-vs-Zillions testing, the games are never draws, and Black wins more often once we give Zillions 30 or more seconds to think through a move.
My changes can be seen here: https://github.com/samboy/ChessVariantResearch
Look in the folder “Congo”. Full rules for this variant, along with multiple possible opening setups, is here:
https://github.com/samboy/ChessVariantResearch/blob/master/Congo/EBW-1.md
Out of respect for the copyright included with the Zillions implementation of Congo, I am not distributing a modified version of the Congo zrf. Instead, I am distributing the original version, along with a Linux/Cygwin script to change Congo to have another .zrf with the modified rules. I have also made from scratch board artwork representing the new river with islands.
(Admin: This is Sam Trenholme. If you have a chance, please update my email address to be “pbm” in the domain “samiam.org” so I can reset my password).
You only need to checkmate/fork one King. In the standard-Rules version. Game play tends to be the same length as regular-chess.
Its one of the least complicated 3D-Games. Simply set-up 2-sets of chess-men.
The hardest part to explain is why its frowned upon to go on side-ways diagonals (in 3D) or that knights should not go in L-shapes without advancing or retreating from the opponent. I say frowned-upon, because of course you can change to non-standard rules. But you may find the game much longer, and knights to be as powerful as queens. Stalemates to be more attainable...
Fun idea! Might I suggest the name ChiMPs?
I wish this game were more popular. It seems like an excellent design. The piece selection seems strange at first but after thinking about it I can see the beauty of it.
I imagine the aanca could have originated as an enhanced ferz, to go with the bigger board. Then the knights could have become unicorns by gaining a diagonal slide after their leap to complement the aanca. The crocodile is a fairly obvious addition. The giraffe and Lion both make knight-like leaps, suitable for the large board, and the Lion includes and extra 3,0 leap which removes it's color binding and forms a nice looking pattern.
The result of all that is eight pieces with a nice range of power and an aesthetically consistent set of moves. There are all of the 2,1 3,1 and 3,2 leaping moves, the rook and bishop moves, and bent rook and bishop moves (unicorn and aanca). The leaping pieces are differentiated in power by some of them having additional movements, but they don't ever feel like arbitrary combinations.
The initial setup is also elegant. The Pawns start as far apart as they do on the 8x8 board, and the pieces are all on the back rank. The promotion rule fits well with this setup and is another great innovation.
I think the main weak points, if there are any, would be the pawns and the king's leap. It seems unlikely that the king would benefit much from a 2 square leap on such a big board with so much empty space; and perhaps modern pawns would be better. But overall this variant appears to be carefully designed.
I like this, it brings out a rural realm to the game. Well done!
Having implemented this variant in Ai Ai and having played it a bunch of times, I really enjoy this game. Being a large Shogi fanatic, the higher piece density of Yangsi doesn't bother me in the slightest :)
For me this game is an improvement on something like Sac Chess, as the pieces in Yangsi are more interesting to use. In fact I was inspired by this game to make what I called 'Heavy Shako', an extension of Shako that fills in all the gaps in the back rank with other pieces used in the larger variants by Jean-Louis Cazaux. The original concept was much improved by some excellent advice from Jean-Louis, and the resulting game has been a lot of fun.
I'd enjoy seeing an extension of Yangsi to 12x12 with a high-density setup, too.
I have played this game extensively in the Ai Ai software package since adding it, and I feel it may be the best iteration so far of Jean-Louis Cazaux's series of 12x12 variants. The piece density and variety generate very interesting interactions on the board. The various Pawn- and Pawn-like pieces in the 3rd/4th ranks create a nice sense of progression, leading the board to gradually open up and allow more powerful pieces to enter the fray.
In a sense, the game reminds me slightly of a Chess equivalent to Dai Dai Shogi, which has a long opening phase that gradually expands into a delightfully complex middlegame. As a fanatic for large Shogi I consider this a plus :)
In any case, I highly recommend this game for fans of larger variants. In the future I hope Maasai might generate some similar developments of Gigachess and Terachess as well. I have experimented a bit myself with adding the two ranks of mixed Pawns to those games and the results were quite enjoyable.
A very well thought and pleasing out blend of a Capablanca's Chess and Shogi. I am curious about the rule against having identical promoted pieces other than promoted Pawns. I consider it a small wart on a otherwise perfect design.
I like the Stars, they present a naturally digestible identity, in keeping with the elementary makeup of Classical pieces. I would have invented a more relatable name for them, perhaps 'Sheriffs' or, something you know, that has a real life character, but nevertheless I praise you for their design.
Nice work.
I've only played this once, but it feels right somehow. The hexagonal board, oriented horizontally like this, gives a distinct chess experience that square boards generally lack. It feels more natural than square shogi to me.
I came on this page by accident. After so many years, the name of this game is still wrong. It is Doushouqi, not Shou Dou Qi at all. And the comment about jaguar for leopard is absolutely right. The solution to avoid a L is to call this piece a Panther, panther or leopard is the same animal.
This seems like a nice variant. I especially like the 32221111Q movement of the pawns. The falcons/bison are also fun to play with, their long leaps make for nice tactics.
Pretty much the only thing I'd change is that castling leaves the King too close to the middle. Instead, I would make it so that castling results in the King and the Rook swapping places (White king can go to b1 or i1, black king can go to b10 or i10; rook always goes to the f file) as this gets the King 1 space away from the corner. This would also fix one of the gripes I have with regular chess: queenside castling is usually terrible. Opposite side castling often leads to fun games, so making it happen more often seems like it would be desirable. Also, it would allow players to castle by moving the Rook first, as the ambiguity between O-O and Rg1 is removed.
This is an interesting and logical approach to tackling how to have a double-move variant addresses pesky rules like check and en passant. They always require special-case rules to address, and how it is addressed here "feels" right to me. Marseillais Chess handles the check thing fine, but falls down on how en passant is handled. You seem to have neatly solved that, too. I also like how you are limited to one capture per move and cannot move the same piece twice. This also helps to preserve the strategical similarity to orthodox chess. I guess Marseillais is more of a "let's make double moves and we'll end up with an interesting but totally different game." Originally, it wasn't even "balanced" (white started with two moves.) This is an ambitious attempt to add the property of double moves games being "balanced" while changing as little else about the game as possible.
Extra Move Chess also provides similar benefits. You can make a second move, but don't have to, as long as it doesn't capture or move a piece that just moved. If you make a second move, it can be a two-space pawn move (which a first move can't, except for white's first move of the game.) This also neatly solves check and en passant.
I'd like to add this to ChessV. I think it's doable but I need to think some things through. The thing I see that most concerns me is this:
Each position created by a two move turn is included in the count toward a draw by threefold repetition, or toward a draw by the Fifty move rule (or the Seventy-five move rule)
If I understand this, it would be difficult to implement and doesn't make a lot of sense to me. Are you saying that any move in a single move turn or responsive move turn should not count towards the 50-move rule, nor should they be counted toward any potential repetition?
This is a great concept for an army! I like how the Vouivre encourages tactical play with its forking capabilities and ability to do nasty smothered mates, while the Geese are more focused on strategic pawn play in the endgame; similar to how the tactical Knights and the strategic Rooks provide a variety of viable playstyles in the Fabulous FIDEs.
In your opening line, 2.Vg5 doesn't work because of Qxg5.
PS: If you're willing to upload this army to ChessCraft, I'd be happy to playtest them alongside my own Starbound Sliders.
Edit: Upon closer inspection, this army is actually very weak.
- Ouroboros: 2x5pts Although the Ouroboros is about Rook strength, it's the only one that's as strong as its claimed to be.
- Roc: 2x3pts+0.5pts colorbound pair bonus The Roc is colorbound and has limited range, making it weak and finnicky even by minor piece standards. Complicated maneuvres are less viable when the board is full of pawns, which further highlights the Roc's difficulty in movement. It is definitely not as strong as a Rook, though its ability to reach 12 squares means it may be slightly stronger than a Knight.
- Flying Goose: 2x1.5pts The Flying Goose has very little value, and also gives the Beautiful Beasts the very annoying trait that they can't castle without moving one of the three Pawns that will be in front of the King (unless they castle queenside and mave the a pawn). Granted, the Flying Goose is little more than a slightly stronger pawn anyway, but still.
- Vouvire: 9pts The Vouvire is reasonably strong for a Queen equivalent and it's great for tactical play, the problem is that there's nothing to play tactically against. Knights are fun to use because they're the weakest piece in the army (so when they fork something, you're in business!) while the Vouvire is the strongest piece so it can't fork anything that's protected. Also, it can't go to any of the 8 adjacent squares, which makes maneuvering on a crowded board surprisingly difficult.
- Total: 28.5pts CwDA armies typically range from 31.5 (Fabulous FIDEs) to 33.5 (Nutty Knights) with more complicated armies needing more value.
This appears to be a fine variant, in spite of the 2 unprotected pawns per side in the setup (that kind of helps make up for the 6 ranks distance between the initial pawn ranks, actually).
@ Greg:
Hi. One player mentioned to me that this preset doesn't seem to work perfectly. Namely only two-square K move to castle either side (i.e. not three-square K move to the queenside) has been allowed by it. Also, capturing by en passant isn't always allowed, I guess meaning if a 3-step pawn move is made by the opponent. Has this preset been tested for either of those possible problems? If not, please fix if you can, at your leisure.
K
Since this comment is for a page that has not been published yet, you must be signed in to read it.
The quality of the page has not been improved in more than one year. If everyone is happy with that, fine.
Since this comment is for a page that has not been published yet, you must be signed in to read it.
I've played the heck out of this via Ai Ai, and I absolutely adore this game. I prefer the greater piece density and the more interesting piece mix here to those of Grand Chess. The resulting play is interesting and nuanced both tactically and strategically. In my opinion Opulent Chess is one of the finest 10x10 variants.
My one complaint is the presence of Pawn promotion by replacement, but that's not particular to this game, I just dislike it everywhere. Promoting stuff is fun and interesting, so I prefer just being able to promote to any piece without restriction. After all I'm a Shogi player, and what can I say, we like promoting stuff! I also dislike some of the weird effects the rule can produce in rare circumstances, but that's more of an aesthetic objection. I do like the extended promotion zone though.
On the whole, a delightful game. Strongly recommended to anyone with an interest in decimal variants.
I've been playing a lot of this game recently (via Ai Ai), partly for my own enjoyment and partly as inspiration for my own 16x16 experiments. There are relatively few modern Chess variants played on 16x16, and for me, this game is the best example thus far.
The variety of pieces presented here is at first intimidating, but one soon realises there is a logic to everything presented here, and shortly thereafter you'll find the piece movements become natural. The balance of the initial position is excellent, with every piece finding its way into the fight without too much awkward development. Games are long -- against AI at 2 minutes/move my games take at least 400 plies, with my longest so far at 695 -- but as a large Shogi variant fanatic this doesn't bother me at all. Throughout those long games one will find drama, excitement, and plentiful opportunities for subtlety and subterfuge.
If I were very picky, I might say that I'd like to see the Rook + Camel/Bishop + Camel compounds in here, which I find really fun on a large board. Also the basic leapers -- Camel, Giraffe, Knight -- feel less impactful in a game this size. Having said that, everything works well together, and I enjoy this game tremendously.
But why the limitation to set up queen and archbishop on different coloured squares, when they can change the square colour by moving like rook resp. knight?
What If They Castle Do they Tell you?
Is there any .ZRF file for this game?
great article , this is definitely one of the best for young chess players to read and learn strategy. If you intend on writing more similar content on this site be sure to check out our page with more inspiration for future posts
great article, this is definitely one of the easiest strategies for young chess players to skim through and learn. Might also interest for more Superhero Chess Sets see this page [spam url deleted].
The Wolf is ranked higher (stronger) than the Dog.
https://zh.wikipedia.org/wiki/鬥獸棋
象>獅>虎>豹>狼>狗>貓>鼠
Elephant > Lion > Tiger > Leopard (Panther) > Wolf > Dog > Cat > Rat
I played this since childhood. This is the proper ranking of the animals.
The confusion about Dog > Wolf happened because on some of the cheap chess pieces, the wood carving of the Dog and the Wolf are almost identical.
The Heroine and Popess piece types in this variant arguably (nicely) complete the combination of compound pieces I used in my own (earlier) 10x10 Sac Chess variant.
On the topic of piece names, I've noticed that in some languages the name for a chess rook translates to ship (or to boat, also). Thus 'Admiral' (or my choice of 'Sailor', in Sac Chess) gets bonus points as a choice of name, perhaps (for the piece type in question, a promoted rook in shogi), i.e. a person who uses a watercraft's power.
Maybe there's a slightly related argument that a real-life knight, in the past, is a person who uses a horse (arguably knight is a more elevated title than horseman, which would also work).
https://en.wikipedia.org/wiki/Rook_(chess)#Name_translations
I think one thing the author may do until when and if this variant gets formally published here is to make a Zillions of Games implementation of it, then send an email to Ed van Zon to get the implementation published. There can be a long delay before a submission and its publication here, but Ed’s pretty good about publishing a submission within a week of its submission.
The hard part is taking all these rules and converting them in to Zillions’ quirky language. I enjoy doing it myself; it converts rules in to unambiguous machine-readable rules, and it allows people to play the variant themselves.
I would also change the name of the summoned pieces in to something like, oh, Dragon Horse and Dragon King, the Anglicized form of these pieces’ names in Shogi. I like the summoning tactic, but it’s an open question whether having it makes the White advantage overwhelming. People seem to enjoy Crazyhouse a lot over at Lichess, so I think this summoning mechanic can be very usable.
(I should also point out that Betza called what is the Jester here the “Waffle”)
i think so
Just over twenty years after the initial publication of this page, the first ever computer implementation of Nemoroth is live, complete with a basic alpha-beta pruning AI. You can play in your browser at this link: https://azgoroth.itch.io/nemoroth
The only thing I haven't implemented is the Go Away push order, which I've been putting off due to how laborious the UI considerations are. As a placeholder, Go Away pushes are clockwise from top.
I originally wrote this implementation in TypeScript, but the AI was too slow and I ported it over to C++ using WebAssembly. I plan on open sourcing it eventually once I have more opportunities to clean up the code. This is one of the most difficult software projects I have ever worked on; I have known about Nemoroth since around 2013 but was not a strong enough of a programmer to pull it off until now.
I found a number of ambiguities in these rules, which I have tried my best to address reasonably on the linked page. Some have been covered in this comments section, some not (for example, if a Wounded Fiend leaves an already ichorated square, does the ichor stack to 11+ plies or max out at 10?).
The AI is surprisingly dangerous. It mobilizes the Ghast immediately and WILL advance it to d4/d5 if you let it, usually costing you the game. I have managed to beat it a few times, but it's tough as nails for how crude the programming is. Beware!
Ralph, if you're out there, thanks for this amazing variant. I tried to email you to get permission to make this but alas, I never heard back.
Some Nemoroth pieces are 'color blind': they capture or otherwise affect friendly and enemy pieces in exactly the same way. The only effect of their allegeance is then which player is allowed to move them. But when they are petrified neither player can move them, and in effect they become neutral. An alabaster and an obsidian Leaf Pile are really the same piece, from a game-theoretical point of view, and that also holds for petrified Wounded Fiends. Likewise petrified Go Aways are all the same. And since they lose their special power on petrification, they are also the same as a Mummy. And they only differ from petrified Humans when we adopt the rule that petrified Humans promote to Zombie when pushed to last rank. Which would also make it necessary to distinguish petrified Humans by color.
Petrified Basilisks remember their allegeance because of the Basilisk's asymmetric move, which is preserved in the way it sees. Ghasts have a more severe effect on foes as on friends.
Marsellais chess has a rule where each player moves 2 pieces in the same turn. Castling is considered a single move. All other castling rules apply.
Since this comment is for a page that has not been published yet, you must be signed in to read it.
Since this comment is for a page that has not been published yet, you must be signed in to read it.
I like the idea of making an army using various combinations of a few building blocks, though I do have two critiques.
1: Balance. A combination piece is usually wirth more than the sum of its parts (eg: a Queen is worth more than a Rook and a Bishop; a Mann is worth more than a Wazir and a Ferz) which means an army with A+B+C=7.75 is likely to be completely overpowered. For example, look at army 1:
BNW=10, NW=5.25, BW=5.25, W=1.25, B=3.25, N=3.25, BN=8.75 (total: 37).
This is over a full Rook stronger than the regular chess army.
The more equal the components are, the more powerful they are when they work together. For example, army 2 (where one component has most of the value) is only about 2 pawns stronger than the regular chess army. So, armies with wildly unequal component strengths will need to have stronger components than more egalitarian armies to compensate for this.
2: The components should be versatile enough to be fun to play with on their own. For example, an Alfil can only reach 1/8 of the board which is un-fun to play (both with and against). One solution to this would be 'ABCD' chess, with 4 components arranged like this:
AB | CD | AD | ABC | K | BC | BD | AC |
---|
By adding an extra component, one can eliminate the need for components to survive on their own, and can make weak components without having to worry about un-fun Alfil play.
100 comments displayed
Permalink to the exact comments currently displayed.
It's just brilliant! I had an idea once for a piece called "The Lovers". It was basically a figurine of a man and woman holding each other, but which could separate and thus have two pieces distributed about instead.
"Catapults Of Troy" reminds me of this, specifically the Trojan Horse, with its ability to deploy Archers.
Whilst this game is not Classically orientated, there are good things to come from designing pieces such as these, which are two abilities combined as one.
Nice work. ;)