Check out Grant Acedrex, our featured variant for April, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Comments/Ratings for a Single Item

Earlier Reverse Order Later
Anti-Relay Chess[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Apr 30, 2003 03:46 PM UTC:
A game idea for comment:  

Instead of pieces giving the ability to move, as in Relay Chess, have
pieces take away movement ability.  For this example we will assume a game
with FIDE pieces plus Chancellor(RN) and Cardinal(BN):

Kings and pawns are unaffected, neither losing nor taking away movement
powers.

A piece may not make a Rook move if it is attacked/defended by another
piece using that piece's Rook move.

A piece may not make a Bishop move if it attacked/defended by another
piece using that piece's Bishop move.

A piece may not make a Knight move if it attacked/defended by another
piece using that piece's Knight move.

Attack and defense are calculated non-recursively. Thus if there are Rooks
on b3 and b4, they are immobile--the immobility of R(b4) does not make it
not attack/defend R(b3) and allow R(b3) to move.

Attack and defense are calculated without regard to check. In the example
above, R(b3) still can't move even if R(b4) is pinned.

The obvious variants are applying anti-relay rules only to attack or only
to defense.

Tony Paletta wrote on Wed, Apr 30, 2003 05:31 PM UTC:
Concept OK, but adding powerful combo pieces may tend to slow things up!  

One alternative proposal: with a standard set-up, have RNBQs that are
OBSERVED by other RNBQs temporarily gain move types they intrinsically
lack and lose move types they intrinsically have. So (for example) Qd1,
Bb3, Rf3 and Nf2 temporarily results in d1=R+N, b3=R, f3=B, f2=R+N. 

A second alternative proposal: reverse the flow -- RNBQs temporarily gain
new move types or lose intrinsic move types based on the RNBQs that are
OBSERVED BY the piece. In the example, the temporary powers would be
d1=frozen, b3=R, f3=B+N, f2=R+B.

Tony Paletta wrote on Wed, Apr 30, 2003 06:36 PM UTC:
Oops. 
In my previous comment on 'Anti-Relay', the example for the second
alternative should have both the f3 and f2 pieces temporarily =R+N+B.

Of course there are also some other options (gain/lose power only due to
friendly units, gain/lose only from hostile units; gain powers only due
friendly units, lose power only due to hostile units, etc.).

Michael Nelson wrote on Wed, Apr 30, 2003 10:34 PM UTC:
Tony,

Thank you for your comments--you've given me food for thought.  I was
thinking of using Grand Chess rather than FIDE chess as the basis--the
extra combo pieces will slow things down, but Grand is faster than FIDE. 
I also like the symmetry of move types that results from using all the
combos. But a FIDE based game would certainly be playable.

One variant: friendly pieces add, enemy pieces take away.

Another variant: enemy pieces add, friendly pieces take away. This will be
strange and it will be hard to get an attack going--say you pin an enemy
Knight with your Rook--his Knight is now a temporary Chancellor and will
capture your Rook! Pinning the Knight with your Queen is worse.

Peter Aronson wrote on Wed, Apr 30, 2003 11:07 PM UTC:
Another possible platform for Anti-Relay Chess might be <a href='../dpieces.dir/tuttifr.html'>Tutti-Frutti Chess</a>. Given that it's a real deadly game to start with, it might benefit from some slowing down! <p> One consequence of the way you've defined Anti-Relay powers is that it makes combination pieces even stronger compared to 'atomic' pieces. Maybe this world work better in a game using weaker atoms but where <strong>every</strong> piece was a combination piece. For example, if you use as your atoms: <p> <ul><li>Halfling Bishop, Halfling Rook, Crab and Barc</li></ul> <p> And used, say: <p> <blockquote> <u>Bishop</u> = Barcinal (Barc + Halfling Bishop)<br> <u>Knight</u> = Knight (Crab + Barc)<br> <u>Rook</u> = Halfling Queen (Halfling Bishop + Halfling Rook)<br> <u>Queen</u> = Halfling Amazon (Halfling Bishop + Halfling Rook + Crab) </blockquote> <p> Or something of the sort. If each piece that two ways to move, than any single piece would only turn off one of them.

Tony Paletta wrote on Thu, May 1, 2003 03:48 PM UTC:
For anyone who might find the approach helpful, a very rough try at a
'faceted definition' of a movement rule for 'an Extended Relay Chess
Family' might look something like this. Pick one from each bracketed
category to get a CV (design new options that fit the structure; design a
new structure ...).


'Chessmen have intrinsic movement patterns: [intrinsic movement rules].
The movement powers of [affected group] are temporarily modified by the
intrinsic movement patterns of other chessmen. Chessmen affected by this
rule temporarily gain the unshared intrinsic movements of [gain source]
when [gain condition]; they temporarily lose the intrinsic movement
patterns shared with [loss source] when [loss condition].'


Some sample category options:

[intrinsic movement rules]   
  these patterns are the same as in standard chess, ...
[affected group]
  RNBQ, ... 
[gain source]
  friendly affected class units, 
  hostile affected class units, 
  any affected class units, ...
[gain condition]
  intrinsically observed by the source,  
  intrinsically observing the source,
  on a space adjacent to the source, ...
[loss source] 
  friendly affected class units, 
  hostile affected class units, 
  any affected class units, ...
[loss condition]
  intrinsically observed by the source, 
  intrinsically observing the source,
  on a space adjacent to the source, ...

Michael Nelson wrote on Sat, May 3, 2003 04:58 PM UTC:
To extend Tony's analysis somewhat:  Let's limit this dicussion to
non-divergent pieces.  We could, of course define a piece that makes a
non-capturing Knight move, captures as a Bishop, and observes as a Rook,
but relays are compicated enough.

Piece below means non-royal, non-Pawn piece.  

There are four types of interaction:

1. Relay: the unshared move powers are added to the target piece.
2. Anti-relay:  the shared move powers are taken away from the target
piece.
3. Contra-relay: the unshared move powers are taken away from the target
piece.

Relay and Anti-relay can be combined.  Anti-relay and contra-relay
combined make an immobilizer. Relay and contra-relay would cancel out.

The interaction may be:
1. Direct:  the observed piece is the target.
2. Indirect: the observer piece is the target.

Direct is the default.

The interactions may apply to 
1. Enemy:  only enemy pieces affect each other.
2. Friendly: only friendly pieces affect each other.
3. Bilateral: all pieces are affected.

Friendly is the default for relay, and enemy is the default for anti-relay
and contra-relay.

A piece might have both indirect and indirect effects, and mioght have
different effects on friends and enemies.

Effect are not recursive--in bilateral direct relay, for example, if a
Knight relays a Knight move to a Rook the Rook does not relay Knight
powers.

Only powers the piece does not have intrinsically can be added, only
intrinsic powers can be taken away. So in friendly direct relay, enemy
direct anti-relay, if a Queen is observed by both a friendly Bishop and an
enemy Bishop, the enemy Bishop takes away the Queen's Bishop move and the
friendly Bishop cannot add it back.

I have hacked together a ZRF for my first game in this genre. It is Enemy
Indirect Anti-relay Grand Chess.  This is a strange but playable game.  A
piece can only capture another piece if they share a move type by using a
shared move type (Queen can capture a Rook with a Rook move but not a
Bishop move). Attacking a piece with a move you can't use to capture
results in the loss of that move type.  Interesting levelling effect--a
Knight can move into the path of a Queen and the Queen is immobilized.

I am considering adding friendly direct relay to the game.

Michael Nelson wrote on Thu, May 8, 2003 12:36 AM UTC:
Let me try a more thoughough analysis:<p> Kings and Pawns neither gain nor give relay powers and neither lose nor take anti-relay powers. Therefor a 'piece' in the following analyis is an non-King, non-Pawn piece.<p> 1. There is a set of move types defined for the game. Purely for discussion, let's assume that we are dealing with an FIDE-like variant and the move types are Rook, Bishop, and Knight.<p> 2. A piece has <i>intrinsic</i> moves: these are the move types which the piece is allowed to make, ignoring any relay effects. (The Rook's instinsic move is the Rook move; the Queen's intrinsic moves are the Rook and Bishop moves.)<p> 3. A piece has <i>extrinsic</i> moves: these are the move types defined for the game that the piece does not have, ignoring any relay effects. (The Rook's extrinsic moves are the Bishop and Knight moves; the Queen's extrinsic move is the Knight move.)<p> 4. A effect which causes a piece to temporarily gain the ability to make an extrinsic move is a <i>relay</i>. An effect which causes a piece to temporarily lose th ability to make an intrinsic move is an <i>anti-relay</i>.<p> 5. Relay and anti-relay effects are non-transitive: an effect from piece A to piece B does not alter the effect from piece B to piece C.<p> 6. An extrinic move gained by a relay is not removed by a concurrent anti-relay. An instrinsic move removed by an anti-realy is not restored by a concurrent relay.<p> 7. A piece <i>observes</i> another piece if it has an intrinsic move to the other piece's square. Relays, anti-relays, and check are disregarded--only the line of sight matters. (A Rook on c3 sees a Knight on c6 if c4 and c5 are empty, whether or not the Rook could actually make the move.)<p> 8. The piece which gains or loses movement abilities is the target, the piece which causes the gain or loss of movement abitiities is the source.<p> 9. If the observer is the source, this is a <i>direct</i> effect. If the observer is the target, this is an <i>indirect</i> effect.<p> 10. An effect is intrinsic if the movement abitity added to or taken away from the target is an intrinsic move of the source; an efect is extreinsic if the movement abilty added or taken away is extrinsic to the source.<p> 11. An effect is <i>friendly</i> if it only applies to targets belonging to the same army as the source, <i>enemy</i> if it only applies to targets in the other army, and <i>bilateral</i> if it applies to targets of both sides equally.<p> 12. An effect can be fully specified by in order:<br> a. direct or indirect (direct assumed if not stated)<br> b. instinsic or extrinsic (instinsic assumed if not stated)<br> c. friendly, enemy, or bilateral (friendly assumed for relays, enemy assumed for anti-relays)<br> d. relay or anti-relay<p> So for example the game I mentioned earlier is Indirect Extrinsic Anti-Relay Grand Chess. This is a variant of Grand Chess where a piece which sees an enemy piece loses any intinsic movement abilities it has that the enemy piece does not have.<p> I am considering working up a ZRF for Relay/Indirect Extrinsic Anti-relay Tutti-Fruiti chess.

John Lawson wrote on Thu, May 8, 2003 03:06 AM UTC:
So, as long as we're on the topic of mutators, how about applying this
concept to Mulligan Stew Chess?  We could have '42-Square Indirect
Extrinsic Anti-relay Tutti-Fruiti Swapping-Mage Teleporting-Assassin
Dual-Color-Bound-King Limited-Double-Move Leaping-Pawn Chess'.  Anybody
for a kriegspiel version?

Tony Paletta wrote on Thu, May 8, 2003 03:11 AM UTC:
An extension that might also be considered is the use of [gain-type] or
[loss-type]. Up to this point, the discussion has focused on adding or
subtracting the power to move or capture, but the relayed power added or
subtracted might be movement to a vacant space, movement to an
opponent-occupied space, movement to a vacant or opponent-occupied space,
etc..
(the possibilities might also include interchange powers -- the right to
switch places with a friendly piece).

I would also consider a piece observed by or a piece observing as only two
options in defining the 'source'. A relay-type relationship might also
be triggered by an absolute relationship (e.g., piece a K-move away,
N-move away, B-move away, etc.) -- essentially the [gain-condition] or
[loss-condition] could be defined by any rule that, when applied to a
potential source, temporarily evaluates to true. 

Obviously we don't have to use all the facets of 'generalized relay
chess' to define a CV in the family. A broader framework does allow some
curious family members.

A simple example might be called 'Channel Chess' -- Any RNBQ may move to
a vacant space with the movement power of the last friendly piece
captured.

10 comments displayed

Earlier Reverse Order Later

Permalink to the exact comments currently displayed.