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In terms of bifurcators, I assume we’re taling about a piece that:
- Moves in a straight line, either orthogonally (rook-like) or diagonally (bishop-line).
- Hits another piece, either friendly or enemy
- Changes direction, either 45 degrees or 90 degrees upon hitting the other piece
- Finishes its move
Now, given these parameters, we have a number of new interesting pieces. To keep things simple, I will only look at pieces that turn 45 degrees on hitting the other piece. So, that gives us the following pieces (# is the bifurcator to move, X is another piece, either friendly or enemy, 1 is the first part of the piece’s move, 2 is the second part of the piece’s move, and . is an empty square) Here, we see three types of these bifurcators:- The piece bounces just before the other piece’s square (first row)
- The piece bounces in the middle of the other piece’s square (second row)
- The piece bounces just after the other piece’s square (third row)
Now given these six pieces, we can give these pieces four different powers:I’ll pull a Betza and create a notation so we can quickly describe a bifurcator. O means we start with an orthogonal move; D means we start with a diagonal move. B means we bounce just before the other piece, M means we bounce in the other piece’s square, and A means we bounce afterwords. 1m means we can end our move on the first leg, 1c means we can end our capture on the first leg, 2m means we can end our move on the second leg, and 2c means we can capture on the second leg.
OK, so where do Winther’s pieces fit in this Betza-esque scheme? Like this:
OK, there are some other pieces that don’t fit in this scheme, but this makes a reasonable introduction to these types of pieces.