[ List Latest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Comments/Ratings for a Single Item
Some things are unclear here. The knight is partly lame (only able to leap over opposing pieces), so we need to know which spaces it passes over: can it be blocked by a friendly piece on an orthagonally adjacent square? A diagonally adjacent square? Also, the archer's rifle capture can be used against any piece 5 squares away in a straight line, but is that limited to the queenwise directions or any angle (can it capture at a (1,2))?
The squares are not in fact skewed, like Ultra-Slanted Elevator has squares offset. It's the programming, I can visualize it fine. Nine piece-types is minimal for 144 squares. Six of them sound FIDE-like but mostly they're not. Bishops and Rooks enhanced by four-way one-steps their other way (Shogi-promotion-like), and up-to-three-step Pawns make sense. Knight enhanced is where this falls apart: in addition to own Knight-squares, N goes more or less to Camel AND Gilman's (1,5) Zemel squares. (Gilman never intends Zemel squares actually to be used.) There are Rook-modified 'Catapults', rifle-like 'Archers', and quasi-Sissa-like 'Prince'. Enough said, P-rated.
Is there a reason why the starting ranks do not line up with the rest of the board?
:it's freaky.a good freaky!
5 comments displayed
Permalink to the exact comments currently displayed.
The Camblam 'Knight' actually has the destinations of four simple oblique leapers - the Camel, Zemel, Antelope, and Rector. Regarding the 'pass-through' squares where allies can block it, I assume that they are in the order specified fo a move. Thus an ally up to and including 4 squares away orthogonally will block it from the 2 Camel and 2 Zemel destinations in that general direction, and an ally up to and including 4 squares away diagonally will block it from the 2 Antelope and 2 Rector destinations in that general direction.