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Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Moussambani wrote on Tue, May 21, 2002 06:49 AM UTC:
Looks good, but are two long leapers necessary? It seems to me that having just one repeated piece is not elegant (this is my OPINION in GENERAL, I'm not saying your game is not elegant). What do you think about that?

💡📝Peter Aronson wrote on Tue, May 21, 2002 03:52 PM UTC:
Well of course elegance is in the eye of the beholder, but that's hardly a satisfying answer, is it? <p> Why only one doubled piece? Well, the descent of Rococo is from Orthochess via Ultima, and in Orthochess of course there are three pairs of pieces, while in Ultima there are two pairs, and Rococo has one pair. It seems as piece types are added, doubled pieces are removed. <p> But that's history, not an answer. One way to look at it as is that pieces in Rococo are either <strong>paired</strong> or <strong>doubled</strong>. Here are the pairs: <p> <ul> <li>King and Chameleon. This is the weakest pairing, but does correspond roughly to Orthochess's King and Queen: the piece the must be captured and the piece that captures in the most ways.</li> <p> <li>Advancer and Withdrawer. The two mirrored capture methods, also the two capture methods borrowed from Fanorona.</li> <p> <li>Immobilizer and Swapper. The piece that stops opposing pieces from moving, and the piece that can move opposing pieces.</li> <p> </ul> This leaves the Long Leaper doubled up, as it doesn't seem to have a logical complementry partner. Can you think of one?

Jianying Ji wrote on Sun, May 26, 2002 12:22 AM UTC:
A possible pair of leapers:

Long leaper: same as in this variant except when capturing must jump over
             at least two empty squares before the captured piece.

Short leaper: moves as an Orthodox Queen and captures by overtaking. 
              the piece captured must be within two squares of the
              short leaper. It may land any vacant square somewhere 
              beyond it. It may jumpover friendly pieces, but not 
              capture them. It captures any enemy piece(s) lept over.
              The adjacent square that it lept over must be occupied.
              It may not make more than one short leap in a turn. It 
              may end its move on an edge square only when that is the 
              only way to make a particular capture.

Brady wrote on Wed, Jun 5, 2002 04:31 PM UTC:Good ★★★★
Cool

Joseph DiMuro wrote on Sun, Sep 1, 2002 03:28 AM UTC:
A question for Fergus Duniho: how close is Supremo to completion? Not trying to rush you or anything... :-) I'm just curious.

Robert Abbott wrote on Fri, Jan 30, 2004 12:23 AM UTC:Excellent ★★★★★
As the inventor of Ultima, I'd like to say that Rococo looks great to me. I haven't actually played it because, well, I'm getting too old to play perfect-information, non-chance games (they take too much brains and energy). But that shouldn't stop me from making a suggestion: I think you should get rid of the Long-Leapers. That would do away with the need for the border of extra squares. You could replace the two Long-Leapers with two 'Triangulators,' a different type of Coordinator. A Triangulator moves orthogonally, and at the end of its move, it captures any enemy piece that is on an intersection of diagonal lines that run through both Triangulators. Because they can easily make captures on the opponent's side of the board, they would make better attack pieces than the old Coordinator in Ultima. If one Triangulator is captured, the other Triangulator wouldn't have much to do, but it could hang around in case a Cannon Pawn is promoted to a Triangulator.

💡📝Peter Aronson wrote on Fri, Jan 30, 2004 05:32 AM UTC:
The Triangulators sound interesting, but would not be able to attack pieces in or near corners. They also fail the clarity test. <p> As for the ring board, well, it helps Withdrawers as well as Long Leapers. But there's a more general issue. Rococo might have started as a design project to fix the flaws in Ultima, but the resulting game is: <p><ol><li> Not all that much like Ultima; <p><li> A good game in its own right with it's own style of play that differs from Ultima. </ol><p> In general, I don't think we'll really see an improved Ultima that will replace Ultima, but rather we'll see a family of Ultima-derived games, each with their own strengths and weaknesses. And I don't see anything wrong with that -- this site has hundreds (thousands?) of different Chess variants, and they don't really replace one another, but rather they are all available for the interested player. There really isn't any overwhelming need for a single perfected Ultima game, assuming such a thing is possible.

George Duke wrote on Fri, Jan 30, 2004 05:43 PM UTC:Excellent ★★★★★
The edge squares are essential for all the pieces since each can be swapped
there, or end there in capturing, if only from another edge square.  The
Long Leaper is a more natural piece than say a Cannon, and 
in Rococo exceeded in value by two other pieces. My estimates:
Immobilizer 10, Advancer 8, LL 7, Swapper 5, Chameleon 4, Withdrawer 3,
Cannon Pawn 2. A Triangulator, as described, or Coordinator for that
matter would not fit in well with this mix of pieces.
CVP has about 2000 games the last time I checked, somewhat fewer than
David Pritchard's Encyclopedia.  Of course, there is substantial overlap,
such as Ultima.

Roberto Lavieri wrote on Fri, Jan 30, 2004 08:27 PM UTC:Excellent ★★★★★
The game is excellent as it is -in its three variants-, and Ultima is, certainly, an extraordinary game too. These games are enterely different in the game play, and both are nice, each one with its own characteristics. No changes to any of them!.

Antoine Fourrière wrote on Fri, Jan 30, 2004 10:18 PM UTC:Excellent ★★★★★
Yes, Rococo and Ultima should both thrive, somewhat as the open standard
and as the closed standard of the same kind of game. That open or closed -
strategic - character derives from the Pincer Pawns in Ultima and from the
edge squares and Cannon Pawns in Rococo.
Where I disagree is about tactics, that is, the officers. I would enrol
one Coordinator, one Swapper, one Withdrawer, one Advancer, one Long
Leaper, one Immobilizer and one Chameleon in both games. I don't see what
makes the Advancer, the Coordinator or the Long Leaper worthwhile only in
Ultima or only in Rococo. Indeed, I find the lack of either frustrating.
(Should one or two new pieces - not pieces capturing by replacement -
prove valuable in a future Ultima-Rococo spin-off, I would also call for
adding them.)
As for evaluation, well, I would reverse George's values for the Advancer
and the Long-Leaper and also for the Swapper and the Chameleon.

💡📝Peter Aronson wrote on Tue, Feb 17, 2004 03:39 AM UTC:
Antoine, I have been considering for a while if one of the Long Leapers could be replaced by a different piece, but I think my original reasons for removing the Coordinator -- lack of clarity and difficulty of use in closed positions still applies. Still, maybe something different could be used. <p> One possibility would be some form of rifle capture. I have uploaded a ZRF: <p> <ul> <li><A HREF='../programs.dir/zillions/rococo-r.zip'>rococo-r.zip</A> </ul> <p> Which contains two ZRFs: RococoA.zrf and RococoB.zrf. <p> RococoA.zrf adds two variants that replace a Long Leaper with an Archer, a piece that moves like a non-capturing Queen <strong>or</strong> captures a piece one or two squares away on a Queen line without moving, if the line of sight is clear. <p> RococoB.zrf replaces the Archer with the Bird (inspired by Ralph Betza's game <a href='../diffmove.dir/forthebirds.html'>This Game is For the Birds</a>), which is like the Archer, but can capture <em>through</em> an intervening piece. <p> Have fun and let me know what you think!

Antoine Fourrière wrote on Tue, Feb 17, 2004 05:04 PM UTC:
Peter, I think your proposal is superior to both the original Rococo and to
what I suggested. The Archer (or the Bird, but I prefer the Archer) brings
in a rifle capture element which is quite overdue. (Should the Archer
prove too strong, I would suggest to have it capture only at a distance of
a Knight's move (or only at a distance of two squares), so as to retain
the possibility of an Archer acting upon an Immobilizer.)
True, Ultima or Rococo probably shouldn't feature a Coordinator if there
are already four officers which capture more or less through relative
position (not to mention the King and the Pawns). However, although the
Coordinator is somewhat arbitrary and sometimes inefficient, it offers a
flavor of delocalized capture which I would like to revive into another
piece, maybe on a bigger board. How about a queen-moving piece which would
capture an officer (maybe not the King) by reaching its starting square.
Or by reaching the square it last occupied?

Roberto Lavieri wrote on Tue, Feb 17, 2004 08:29 PM UTC:Excellent ★★★★★
Peter, I have played a few quick games against Zillions. I´m greatly surprised of the Archer, it fits perfectly in the game and it adds new nice alternatives. i like it. As suspected, Birds are much more powerful than needed for the game, for this reason I prefer undoubtely the Rococo-Archer, more than the Bird-Archer and more than the original Rococo, this piece adds a lot to the game. It was not clear why two Long-Leapers in Rococo. With the Archer, one Long-Leaper is enough, and it is not necessary answer why. About Ultima, it looks fine with the Queen and the Advancer, but due the power of Queen the game play is notoriously different than in Ultima, I like it. I have not tried the Leo or the weak Leo yet, I´ll try to make a primitive code in the next days, and see what happens.

💡📝Peter Aronson wrote on Tue, Feb 17, 2004 09:02 PM UTC:
Roberto, Antoine, <p> I think it's a bit early to definately say that Rococo with Archers is superior -- that will take a fair bit of playtesting. I am somewhat concerned, for instance, by the Archer's potential for sniping away Pawns. Do either of you have any opinions <em>which</em> Long Leaper is best replaced? <p> In any case, I will, when I get a chance, add the Archer to the Rococo presets lists of acceptable pieces so that experimentation can take place. <p> <hr> <p> Antoine, <p> A piece that captures by moving to a piece's starting square -- I like that! You could build a FIDE-like variant around that. Something like: <p> <p> <h3 align=center>Unmaker Chess</h3> <h4>Introduction</h4> <b>Unmaker Chess</b> is a variant where each player has two additional pieces -- Unmakers -- which start off board, and capture pieces by moving on to a square that a piece started on. <h4>General Rules</h4> Unmaker Chess is played by the rules of FIDE Chess except where specified below. All pieces and Pawns in Unmaker Chess must be permanently marked with their starting square. <h4>Unmakers</h4> Each player starts with two Unmakers off board. On any turn, a player may drop an Unmaker on any empty square on their back rank. Unmakers move like noncapturing Knights. An Unmaker captures by moving to an empty square that an opposing piece started the game on, capturing that piece. Promoted Pawns may be captured by an Unmaker moving to the Pawn's starting square. A threat by an Unmaker to move to the opposing King's empty starting square is check.

Roberto Lavieri wrote on Wed, Feb 18, 2004 02:40 AM UTC:Good ★★★★
Michael: I have had the idea of trying some Optima pieces for Ultima, too, although it seemed natural the first try with the FIDE-Queen, due the fact that all the pieces in Ultima move as the Queen. The Advancer looks fine in conjunction with the Queen (really good, you can essay), but I disagree with the presence of Withdrawer, it is a weak piece that is difficult to manage for attack (or defense!) purposes. I´m not enterely disconform with the Coordinator, it is a weak piece, but it adds some interesting possibilities to tactics. If you can suggest sustitutes to Withdrawer and Coordinator, or to the combination Queen-Advancer, I can test them in the context of the game. The idea is a game that preserves ULTIMA´s essence, but with a rich, relatively clear, nice and beautiful game play, usually the primary good ideas are not enough, one can be only convinced (perhaps never at all, due the self-criticism that acts as an impulse of human beings, looking always for better things) after some careful play-testing. We are trying to offer alternatives for a consolidated game with peculiar fans, We have did some things that I think are good, but it is ever a hard work redefining a game looking for improvements, because it is not easy stablish clearly the colective criteria, and what things are the things that the majorities really want.

💡📝Peter Aronson wrote on Wed, Feb 18, 2004 06:18 AM UTC:
Antoine Fourrière has been kind enough to point out a bug in the ZRF's in <a href='../programs.dir/zillions/rococo-r.zip'>rococo-r.zip</a> -- Chameleons immobilized Archers and Birds. This has now been fixed, and the current revision for both RococoA and RococoB is 3.1. <p> <hr> <p> Michael, the whole development issue is why I limited the range of Archers to two squares. At least you have to advance them to use them offensively.

Roberto Lavieri wrote on Wed, Feb 18, 2004 12:02 PM UTC:
Peter, range-two Archers are particulary strong against Cannon-Pawns, its power limits a little the force of these pieces. Cannon-Pawns, originally thought as minor pieces, are not that in Rococo, they are, subjectively, almost as strong as some other pieces. With the Archer on the board, its power diminish enough that you can observe it clearly, but it should be sane. Range-one Archers are very weak, it is close the same thing than introduce a Withdrawer in Rococo, range-one Archers are only a bit more useful than a Withdrawer. I still support the range-two Archers, they fit very well in the game. But I´m inclined to add an additional rule: Archers can attack the King only if it is exactly two squares away. If not, Kings are very vulnerable to Archers in the ends of game. Exactly-two-squares-Archers can be tested too, its power must be in the middle of range-one and range-two Archers, but perhaps more close to the power of range-one Archers, I conjecture.

Michael Nelson wrote on Wed, Feb 18, 2004 10:29 PM UTC:
I've playtested Roccoco with Archers and find it quite playable. The way
an Archer can pick off Pawns is a strength, not a weakness. As in Ultima
and standard Rococo, the Withdrawer is quite weak. Why not replace the
Advancer with the even stronger Pushme-Pullyu and add a new piece type?

Michael Nelson wrote on Sat, Feb 21, 2004 12:50 AM UTC:
Some guesses at Rococo piece 'beginner values':

Immobilizer=4
Long Leaper=3
Advancer=3
Swapper=2
Cameleon=2
Withdrawer=1
Cannon Pawn=1
Archer=2
Pushme-Pullyu=5

Some scary exotics:
LL/PP (can caputure as either or both)=9 
Archer/Advancer=6 
Cameleon/Swapper=5 

Rococo With Different Armies, anyone?

💡📝Peter Aronson wrote on Tue, Mar 16, 2004 09:44 PM UTC:
I've been wondering about Rococo with Archers. If you take Roberto's suggestion of not allowing Archers to capture adjacent Kings, and make Withdrawers immune to Immobilizers, the game seems fairly workable, but kind of fiddly. Any thoughts anyone?

Antoine Fourrière wrote on Wed, Mar 17, 2004 06:48 AM UTC:
Regarding pieces which simply capture by relative positions, one Advancer
(a Pushme-Pullyu is too strong, and a FIDE-Queen not very different), one
Long-Leaper and one finely-tuned Archer seem enough.

The Swapper, which like the Immobilizer, the Chameleon or the Shield, is a
piece of its own nature, also combines two mechanisms, mutual capture and
mutual displacement, neither of which is very powerful.

Why not have the Withdrawer, which is worth less than half any other
officer, recruit an enemy piece it withdraws from, instead of merely
capturing it, provided that enemy piece has been previously lost?
(variant: it could convert by withdrawing one square, even if that piece
hasn't been captured for its side, and capture if it withdraws two or more
squares)

This raises the problem of Pawn recruitment. Should the Pawns be dealt
with individually, mirror-like, or could a Pawn replace any other Pawn?
I would suggest to make Pawns simply faithful.
(Unmakers require a similar decision.)

Anonymous wrote on Sat, Apr 17, 2004 12:23 AM UTC:Excellent ★★★★★

Greg Strong wrote on Sat, Sep 18, 2004 06:41 PM UTC:
Swapper question ... Can a swapper perform 'mutual destruction' with a
friendly piece?  The rules aren't clear on this.

Thanks!

💡📝Peter Aronson wrote on Sat, Sep 18, 2004 07:20 PM UTC:
Capture by mutual destruction is capture still, and you may only capture
opposing pieces in Rococo.  The loss of the capturing Swapper is more in
the nature of a cost for that capture.

Antoine Fourrière wrote on Tue, Nov 23, 2004 01:40 AM UTC:
There is an inconsistency between David's animated illustration for the
Chameleon and Peter's Zillions file.
Is a Chameleon allowed to capture a Long-Leaper and/or a Withdrawer and/or
an Advancer and swap with an enemy Swapper in the same move, as shown on
the animated illustration but not allowed by the zrf?
Besides, is a Chameleon allowed to swap with its own Swapper?
(The zrf allows it, though it is not formally equivalent to the Swapper
swapping with its own Chameleon, since the Swapper may be immobilized.
For the record, a similar rule would be unplayable for a variant with
Chameleons and Shields. The Chameleon and Shield would protect each other,
and the Shield would protect the King.)
If the answer to both questions is yes, is a Chameleon allowed to capture
a Long-Leaper and/or a Withdrawer and/or an Advancer and swap with a
friendly Swapper in the same move?

💡📝Peter Aronson wrote on Tue, Nov 23, 2004 02:58 PM UTC:
<blockquote><i> There is an inconsistency between David's animated illustration for the Chameleon and Peter's Zillions file. Is a Chameleon allowed to capture a Long-Leaper and/or a Withdrawer and/or an Advancer and swap with an enemy Swapper in the same move, as shown on the animated illustration but not allowed by the zrf? </i></blockquote> <p> Yes, it is allowed. The ZRF logic for the Chameleon is awfully complicated and not quite complete, alas. I'm afraid it misses a number of rare cases, unfortunately. <p> <blockquote><i> Besides, is a Chameleon allowed to swap with its own Swapper? (The zrf allows it, though it is not formally equivalent to the Swapper swapping with its own Chameleon, since the Swapper may be immobilized. </i></blockquote> <p> I have to admit, I never thought about it. But following the logic used for the Swapper, where the swap move counts as a capture, and you may perform this capture on friendly as well as hostile pieces, it would follow that yes, a Chameleon should be able to swap with a friendly Swapper. <p> <blockquote><i> If the answer to both questions is yes, is a Chameleon allowed to capture a Long-Leaper and/or a Withdrawer and/or an Advancer and swap with a friendly Swapper in the same move? </i></blockquote> <p> It does logically follow. Any comments on this, David?

George Duke wrote on Sat, Jan 22, 2005 06:26 PM UTC:
The Game Courier 'Open Kibitz' game of Rococo is apparently dropped after just a few moves. There had been a move a day extensively kibitzed last month. I don't think, upon write-up of a 'new' CV, we can sanctimoniously say 'Have you played it?' unless there is serious play at a variety of levels. Missing ingredients are game scores well-annotated and focus occasionally on a CV as actually played. The endless string of method-of-exhaustion 'What's-New' Game-Rules til kingdom come could lead to something more trenchant at times.

Antoine Fourrière wrote on Tue, Mar 29, 2005 12:36 AM UTC:
The current Tournament game between Michael Madsen and Thomas McElmurry needs a ruling. Can a Long-Leaper on x9 capture an enemy piece on x2 by jumping to x0, or is stopping on x1 mandatory? Since both x0 and x1 are edge squares, the former seems consistent with the rules (and with my preset), the latter is consistent with the zrf (which wouldn't even accept a jump to x1 if the enemy piece were on x3).

🕸Fergus Duniho wrote on Tue, Mar 29, 2005 01:33 AM UTC:
I agree that your interpretation is consistent with the rules. Even though the ZRF was written by one of the game's creators, there might be a bug in it. The bug might be due to trying to program the usual condition of moving from outside the outer rim to a rim space, not taking into account rim to rim moves. But since it's not my game, I will leave any official ruling to David Howe and Peter Aronson.

💡David Howe wrote on Tue, Mar 29, 2005 02:40 AM UTC:
Peter actually wrote the rules. After reading the following rule, my opinion is that the long leaper cannot capture the enemy piece on x2. Here's the rule (emphasis mine): <blockquote> These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on <u><b>the</b></u> edge square. This includes moves that start on edge squares. The Swapper's swap move is considered a capture for purposes of edge squares. </blockquote> <p>My interpretation of this rule is that a piece may not move on to edge square x, unless it would not be possible to make a capture by <b>not</b> landing on edge square x. <p>Since in this case, it is possible to make the capture by not landing on x1, and it is also possible to make the capture by not landing on x0, <b>neither</b> x1 and x0 can be landed on by the long leaper. If the enemy piece were on x1, then x0 would be a legal landing square. <p>This is my opinion -- Peter may have another...

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 04:15 AM UTC:
David had it right. The only way you can end up on or pass over a particular edge square is to make a capture that would otherwise be impossible without landing on or passing over <strong>that</strong> particular edge square. Thus, the LL could not land on <b>x0</b>, since that would require passing over <b>x1</b>, which isn't necessary for the capture. <p> Probably some clarifying text could be added.

Roberto Lavieri wrote on Tue, Mar 29, 2005 12:10 PM UTC:
It is necessary write a note with the clarification, because it was not clear in the rules. In fact, I have played this game many times and I have seen other people playing it, I have seen similar situations in some games, and the capture was made. It is important the note, because many people plays the game allowing the capture in such cases.

Michael Nelson wrote on Tue, Mar 29, 2005 03:52 PM UTC:
This interperation lead to a logic loop: <p> <ol> <li>The LL can't capture x2 by leaping to x0 because it could have captured by leaping to x1.</li> <li>The LL can't capture x2 by leaping to x1 because it could have captured by leaping to x0.</li> <li>If it is illegal to leap to x1, then it is legal to leap to x0.</li> <li>If it is illegal to leap to x0, then it is legal to leap to x1.</li> <li>If it is legal to leap to x1, then it is illegal to leap to x0.</li> <li>If it is legal to leap to x0 , then it is legal to leap to x1.</li> </ol> <p> repeating to infinity. <p> The simplest clarification that leads to the most playable rule is to replace the word 'the' with 'an': <p> These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on <b>an</b> edge square. This includes moves that start on edge squares. The Swapper's swap move is considered a capture for purposes of edge squares.

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 04:03 PM UTC:
<i><blockquote> The LL can't capture x2 by leaping to x0 because it could have captured by leaping to x1.<br> The LL can't capture x2 by leaping to x1 because it could have captured by leaping to x0. </blockquote></i> <p> Actually, the second statement is not true by what I wrote before: <p> <i><blockquote> The only way you can end up on or pass over a particular edge square is to make a capture that would otherwise be impossible without landing on or passing over <strong>that</strong> particular edge square. </blockquote></i> <p> Since the <u>passing over</u> clause would prevent it from being true. <p> However. <p> I've been thinking about this some more. What I wrote above is consistent with my original intentions for edge squares in Rococo -- they are there only to allow capturing moves that would otherwise be impossible, and then only the least possible extent. However, that's not what I actually <em>wrote</em> when I wrote down the rules, so I can see why the rules would be intrepreted to allow captures by LL and W (and sometimes C) that start on edge squares to choose among multiple edge squares for their landing square. What I am wondering now is how much difference does it make (it certainly makes some), and which yields better play? <p> Comments?

🕸Fergus Duniho wrote on Tue, Mar 29, 2005 04:19 PM UTC:
Peter, does it follow from what you're saying that the LL could capture x2 by leaping to x1?

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 05:37 PM UTC:
Sorry to be unclear -- yes, the LL could leap to x1 to capture at x2, but not leap to x0 to capture at x2. And it is the fault of my game description that this is unclear, I'm afraid.

Michael Nelson wrote on Tue, Mar 29, 2005 07:21 PM UTC:
Peter,

I think that the freer capturing is really more in line with your
rationale for the edge sqaures in the first place: to keep pieces from
using the edges to hide from Long Leapers. 

So how about:  A piece may not move to an edge square except to capture a
piece which it could not capture by moving to a non-edge square. This
applies even if the starting square is an edge square. The Swapper's swap
move is a capture for this purpose whether the piece swapped is friendly or
hostile, as is a Chameleon's swap with a Swapper whether friendly or
hostile.

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 07:57 PM UTC:
<i><blockquote> I think that the freer capturing is really more in line with your rationale for the edge sqaures in the first place: to keep pieces from using the edges to hide from Long Leapers. </blockquote></i> <p> Michael, I don't see how that follows -- could you please expand on your statement?

Greg Strong wrote on Tue, Mar 29, 2005 10:06 PM UTC:
It seems to me that if you allow the long-leaper to go all the way to x0, he would want to do this because a piece on a corner square is immune to capture from a long-leaper (or a chameleon in this case.) So, if you want to avoid pieces hiding in the corner, I would disallow the extended move to x0. This seems to go along with the purpose of the ring-board - keeping pieces from using edges to provent capture.

George Duke wrote on Tue, Mar 29, 2005 10:31 PM UTC:
Can Withdrawer, legitimately on x3, capture x4 by withdrawing across free squares to x0? Or does W only capture by going to x2? The answer to that is a parallel or helps clarify what Long Leaper should be able to do.

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 11:18 PM UTC:
Once again, my unstated intention was that the Withdrawer could only capture in that case by moving to x2.

Thomas McElmurry wrote on Wed, Mar 30, 2005 12:05 AM UTC:

For the sake of posterity, here is a link to the game in question.

I see two logically independent questions here:
1) What should the rules be?
2) What is the correct interpretation of the rules as written?

The first question is relevant to future games of Rococo and should be answered by the inventors, taking input from the rest of us if they wish to. For the particular case of the present game, I think that the second question is relevant, and that ideally it should be answered by consensus.

The rules as written contain a general statement describing the concept of edge squares and their role in the game, and a specific statement for each type of piece, describing how that piece behaves with respect to edge squares.

The general statement:

These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on the edge square. This includes moves that start on edge squares.

The specific statement for the Long Leaper:

It may end its move on an edge square only when that is the only way to make a particular capture.

As I read these rules, the only thing that could be construed to forbid my move to x0 is the definite article in the second sentence of the general statement. It's worth noting that David's interpretation, based on this definite article, is paradoxical (as Mike Nelson has pointed out), and that the definite article only appears in a sentence which is presented as a rephrasing of the previous sentence. The first sentence of the general statement and the specific statement both imply (in my opinion; there may be some room for debate) that one edge square is as good as another. Since I can't capture the black Leaper by moving to an interior square, x1 and x0, both being edge squares, should be equally permissible under the rules as written.

Peter's emendation of 'landing on' to 'landing on or passing over' does produce a well-defined rule, but in my opinion it is inconsistent with the intention of the edge squares. If the black Leaper were on x3, then this rule would say that I can capture only by moving to x2, not x1. But a piece on x1 is no safer from a Leaper than a piece on x2. On the other hand, a piece on x0 is safer, so it would seem reasonable to forbid capture on x0, not because it is not the first square beyond the victim, but because it is on two edges rather than one.

In fact, I think this was Mike Madsen's understanding of the rules. (I hope he'll correct me if it wasn't.) While I maintain my belief that this is not the rule as written, it seems sensible, and in my opinion would be the best rule for the game. It could perhaps be stated most easily by defining three classes of squares (interior, edge, and corner), and forbidding a piece to move to an edge square except to make a capture which cannot be made by moving to an interior square, or to move to a corner square except to make a capture which cannot be made by moving to an interior or edge square.


Michael Nelson wrote on Wed, Mar 30, 2005 08:14 AM UTC:
Peter,<p> If a piece is on a3, a LL on a6 can capture it by leaping to a2 or a1 and having the choice is quite valuable to the LL--one square may be attacked while the other is safe, one square may set up the next attack while the other doesn't, etc. <p> Now let's look at the case at hand: LL on x3 to capture x2 on x1 or x0. The amended rule constrains the LL's choice of captures when it is already very hard for the LL to capture a piece on an edge square--the LL must reach the edge via another capture (either previous or subsequent) <i>of a piece adjacent to the edge</i>. Only the LL (or a Chameleon attempting to capture a LL) is so restricted: A King, Pawn, Advancer, Withdrawer, Swapper, or Chameleon capturing anything other than a LL can capture a piece on an edge square <i>from an interior square</i>. <p> So the LL is uniquely constrained in its ability to capture an enemy piece on an edge square by board geometry and the edge rules, and the proposed rule would constrain it yet more. I feel that this additional constraint is foreign to the original intent of making it harder to hide from LL's on the edge. The Withdrawer isn't so badly affected as it is restricted in only two of its five possible capture directions when capturing a piece on an edge square, but if the LL is to have free choice, the Withdrawer should for consistency.

Roberto Lavieri wrote on Thu, Mar 31, 2005 12:26 AM UTC:
Rococo is a extremely agressive game. I wonder how looks a possible variant of this game: using Rococo-Halflings...

💡📝Peter Aronson wrote on Sat, Apr 9, 2005 09:23 PM UTC:
<blockquote><i> I wonder how looks a possible variant of this game: using Rococo-Halflings... </i></blockquote> That's an interesting idea, but people don't seem to find halflings particularly inituitive for some reason. <p><hr><p> <blockquote><i> I feel that this additional constraint is foreign to the original intent of making it harder to hide from LL's on the edge. </i></blockquote> Given that this change does not keep LL's from being able to capture, merely being able to capture <strong>safely</strong> under some circumstances, I don't think this violates my original intent. I wanted the captures possible, not necessarily safe.

Roberto Lavieri wrote on Sun, Apr 10, 2005 11:39 AM UTC:
I agree with the inventors interpretation. If you read carefully, this is the correct interpretation, and it must be the correct interpretation, because if not, LL power is much more than necessary for this game. It is true that I have seen a couple of games in which one player used the wrong rule, and I think I have played one game in which the other player did it and, with some doubts, I have not corrected the move; but I have also seen games played with the correct rule in situations in which it could be made the move using the wrong rule, because it should be favourable, but it was not made, and, if fact, I have an annotated one. Thomas, please take back your move and make another one, this is the correct thing to do.

Thomas McElmurry wrote on Wed, Apr 13, 2005 12:55 AM UTC:
Roberto,

I have read the rules, very carefully, a great many times, and I remain convinced that my original interpretation was the correct interpretation of the rules as they were written before yesterday's revision. I have explained my analysis in gory detail, and of those who disagree, only Greg Strong has provided reasoning based on the text of the rules in response.

You say that under my interpretation the Long Leapers would have too much power. That may be so, but that is a subjective assessment which can only be made based on experience with the game (or perhaps experience with similar games and an intuition superior to mine). The fact (if that word can be used) that a particular set of rules does not yield the best of all possible games does not mean that that set of rules was not written down. As it happens, I think that the Long Leapers in Rococo may be too powerful regardless of which rule is used for capture along an edge. But one's opinions of the merits of a game are not relevant to interpretation of the written rules. The rules are what they are, not what you, or I, or anyone else, think they ought to be.

Also, the fact that some anonymous player once played a move which was not the best move under my interpretation (which you call the 'wrong' interpretation) cannot be taken as evidence for or against any of the three interpretations. It is not even evidence that the player interpreted the rules one way or another, unless the annotations (which I have not seen) contain some discussion of the matter.


Thomas McElmurry wrote on Wed, Apr 13, 2005 02:56 AM UTC:

Peter,

Regarding game design, I agree with Michael Nelson's last comment, but after your last comment I understand your position much better. I now see this as a question, not of logic, but of taste. And it's not my game, so I'll shut up about that.

I'm glad to see that the rules have been revised to reflect your intentions (although I had hoped that the tournament issue would be resolved first), and I believe that the revised rules are equivalent to what you have indicated in recent comments. But, if you're interested, I have a few suggestions as to how I think they could be written better, so as to avoid future misunderstandings.

The sentence that was most controversial in the original rules was this one:

Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on the edge square.
Before the revision this sentence threatened to break the game; now I think it's just unnecessary and possibly confusing.

The section labeled 'Rules' seems unnecessarily complex and extremely redundant. The same statement is made at least four times, and if I were unfamiliar with Rococo, I would have to read this section three or four times to be sure I had it right.

You've now included a precise mathematical definition of the term 'capturing move'. This is good, because I now understand what you mean by the term, but I'm not sure that this is the best term for this definition. To see what I mean, consider this example: A Long Leaper on a4 could capture an opposing piece on a3 by moving to a2 or a1 (assuming both of these squares are vacant). In the absence of a definition of the term 'capturing move', I would regard these as two distinct capturing moves, since they are two distinct moves. But it seems natural to say that they result in the same capture. The rules would be clearer (to me, at least) if the term 'capturing move' were replaced everywhere with 'capture'.

The inclusion of the clarifying example is perhaps helpful, but it is not the best possible example, since it does not fully distinguish between the three interpretations of the original rules. A better example can be formed by placing the piece to be captured on x3 rather than x2, so that under the revised rules the Long Leaper can capture by moving to x2, but not to x1 or x0. Also, the example breaks up the flow of the redundant rules; perhaps it could be moved to its own paragraph. And if the rules refer to the square x9, the ASCII diagram should be modified to refer to the last rank as 9, rather than 00.

The formal statement of the edge-square rules is unambiguous, but statement 4 is completely unnecessary. It follows from the first three statements, and should therefore be treated as a theorem rather than a rule. If I'm not mistaken, the entirety of the edge-square rules could be stated in one sentence, something like:

A piece p capturing a set P of opposing pieces may land on or pass over only the minimal number of edge squares necessary for p to capture all the pieces in P.

The piece descriptions of the Long Leaper and the Withdrawer should include statements that these pieces, when moving along an edge, may move only the shortest possible distance for a particular capture. In fact, since each piece description contains the edge-square rules applying to that piece, I wonder whether it would be better for the 'Rules' section simply to introduce the general concept of edge squares, and leave the details to the individual piece descriptions.

Finally, I've noticed some typos: 'mininal', 'Moves that captures', and 'fewist'.


💡📝Peter Aronson wrote on Wed, Apr 13, 2005 05:24 PM UTC:
Thomas, thanks for the comments. I'll see if I can get another pass through the rules off to David for his comments this weekend (it's allergy season -- during the week, all my remaining neurons are needed for work and family).

Todor Tchervenkov wrote on Thu, Nov 3, 2005 02:15 PM UTC:
Is it legal for a Chameleon to hop over a longleaper and capture it, by landing on a enemy pawn, and also capturing it? This problem arised during a game.

💡📝Peter Aronson wrote on Thu, Nov 3, 2005 03:45 PM UTC:
Is it legal for a Chameleon to hop over a longleaper and capture it, by landing on a enemy pawn, and also capturing it? This problem arised during a game.
You know, there are times when I wish we had left Chameleons out -- they make up the vast bulk of rules questions! After thinking about this one for a few minutes, I think I have a correct answer, or at least an answer consistent with our other rulings.

It seems to me in this case:

+---+---+---+---+
| C | l | p |   |
+---+---+---+---+
It would be OK, since the Cameleon's Cannon Pawn capture allows the move in the first place, even though the Long Leaper move could not be made, but once the Pawn capture move is made, you can say it is also a Long Leaper capture because the Cameleon has successfully leapt over the opposing Long Leaper.

However, in this case:

+---+---+---+---+
| C |   | l | p |
+---+---+---+---+
It would not be legal, since neither the Chameleon can neither make a Long Leaper capture nor a Cannon Pawn capture, so it would never get started.

David, are you out there? Would you like to comment?


Anonymous wrote on Tue, Nov 15, 2005 08:59 PM UTC:
The rules for the Long Leaper as written are ambiguous. The offending
phrase in the list of moves the Long Leaper may not make 'jump over
adjacent pieces' might be interperpereted in two different ways. 

I think we can determine the correct rule by examining the author's
intent and the history of Ultima.

First, the Rococo LL rules are cut and pasted from this site's Ultima
rules. This indicates that the author intends the LL to have the same
move
in Rococo as it has in Ultima (the special circumstance of edge square
excepted).

So the question resolves into what is the correct rule in Ultima. In
'Abbott's New Card Games', Abbott lists the sources for the capture
powers in Ultima. The capture power of the Long Leaper is stated to be
derived form those checker variants where kings can leap over and capture
enemy pieces anywhere on the same diagonal line. Abbott limits the
capture
power by prohibiting change of direction, but the LL's capture power is
otherwise not altered from these checker variants. 

The rules of these several checker variants are unambiguous: a king may
capture a piece adjacent to itself, but may not capture two or more
enemies  adjacent to one another: there must be a vacant landing square
for each capture.

Therefor the correct rule is that the Long Leaper may capture a piece
adjacent to itself as long as a landing square is available, but may not
capture (or leap over without capturing), two or more mtutually adjacent
pieces--that is, a landing square is required for each capture.

I agree that this rule should be rephrased on both the Rococo and Ultima
pages.

Anonymous wrote on Tue, Nov 15, 2005 09:57 PM UTC:
It's not too hard to examine the history of Ultima, but it's pretty
hard,
on the other hand, to examine the history of the author's intent.  How
are
you going to examine the intent?

It's certainly reasonable to assume that Rococo descends from the games
of Baroque (from the name itself) or from Ultima (by which other name it
is known, admitting the possibility of house rules that distinguish the
two) but it appears to be pretty hard to arrive at a statement of intent.

How would we know now, long after the act of the game' creation, what it
was at the time of creation?

Did the author address the matter then, or is the author addressing the
matter now, as in a 'nunc pro tunc' solution for what now appears to be
a problem?

💡📝Peter Aronson wrote on Wed, Nov 16, 2005 05:01 AM UTC:
Well, the new phrasing for the Long Leaper should hopefully be a bit more clear. Really, I suppose the whole page could use a good going over. As for the history of Rococo's design, you can find a brief discussion in the Kibbitz section of this game here.

Christine Bagley-Jones wrote on Wed, Nov 16, 2005 11:26 PM UTC:
talking about 'authors intent' by 'none' a few comments ago, i don't
think it matters how the inventor of ultima (Robert Abbott) intended the
longleaper to move, at the time of creation, i think it matters more how
he thinks it should move right now. 
an author can create a game, and all the pieces move 'as intended', but
that doesn't mean the game will play 'as intended' .. for 'some reason
or other' .. and i don't think that is a fault by the author, games with
unusual pieces probably have to be play tested for awhile, and not
everyone has the chance to do that. i don't see a problem 'adjusting' a
game to 'fine tune' it, at a later date.
as far as the authors of games that sprung from ultima, they too should
adjust the movement of the longleaper to play best for their game, seeing
some of these 'ultima' games turned out to be different, and really
their own game, inspired from ultima.

Roberto Lavieri wrote on Wed, Nov 16, 2005 11:44 PM UTC:
Ultima is a relatively popular game (much less than Chess, of course, but more than many people think), I am an 'experienced' relatively good Ultima player (but far from master level, I think) and I have played it since many years before I knew about TCVP. It is played around the world, and it is played as described in this Pages almost everywhere, at least as I know. Usually, Ultima players are not gained for changes in the game, and once I have received hard words from an Ultima fan by my proposed 'Ultimatum', a game that was thought to be, in essence, a supposed 'improvement' of Ultima. Rococo is not an unknown game, it is eventually played by some Ultima fans, although it is less popular than Ultima. Rococo fans seems to be also contrary to changes in the game.

Roberto Lavieri wrote on Thu, Nov 17, 2005 12:02 AM UTC:
Ultima is a great game, regardless some details... And, regardless the opinion of its inventor, Ultima fans love the game as is. Particularilly, I prefer Maxima, Fugue and Rococo, although I have to say that these three games are very different in the dynamics and game play than Ultima, and very different each one to the other two, although all of them were somewhat inspired by ULTIMA.

Christine Bagley-Jones wrote on Thu, Nov 17, 2005 12:03 AM UTC:
yeah change is a heavy thing, it is a wonder that standard chess today ever came about.

Roberto Lavieri wrote on Thu, Nov 17, 2005 12:18 AM UTC:
Long Leaper movement is well described in this pages. 'Leapers' could be the initial idea, in the early Baroque game, although the 'modern' ULTIMA has accepted Long-Leapers instead of single Leapers. Other rules could have historic importance in the evolution of the game, and it has its merits, so if there are fans of these rules, it should be considered normal, as they are Shatranj fans today, by example

Anonymous wrote on Sat, Nov 19, 2005 07:14 AM UTC:
In Rococo, the invention of the cannonball pawn as a 'nearleaper' (limited to capturing pieces two squares away) seems to be in stark contrast to the invention of the 'Long Leaper' as a piece that can attack distant targets, three or more squares away. It is not too likely that cannonball pawn and leaper share the same method of capture, though it is conceivable. On balance, however, it is reasonable to assume that all pieces would have their own forms of capture, that both the Long Leaper and the Advancer are equally prohibited from capturing adjacent pieces, and that adjacent captures were intended to be limited to the King and the Withdrawer.

As was mentioned earlier, there is no way of gauging a history of 'design intent' short of reviewing the games available to the designer at the time the game was designed, and paying special attention to the comments that were written back when the game was designed. Waiting a few years for some differences to arise, and then looking at the new comments, is only good for saying what the designer's current intentions might be, not what they were when the game was first designed.


💡📝Peter Aronson wrote on Mon, Nov 21, 2005 08:11 PM UTC:
that both the Long Leaper and the Advancer are equally prohibited from capturing adjacent pieces, and that adjacent captures were intended to be limited to the King and the Withdrawer.
Except that the Long Leaper has always been able to capture an adjacent piece as long as the next square is empty. The Rococo Long Leaper was borrowed from Ultima unchanged. It is simply unfortunate that the piece description was badly phrased. However the ZRF and the animated diagram always demonstrated the correct behavior.

Anonymous wrote on Sun, Dec 11, 2005 03:12 AM UTC:
The issue, here, is how a new game distinguishes itself from other, older games.

It does so by reference to the rules that are similar, and by contrast to the rules that are different. We ought to know that Rococo somehow descends from Baroque. That much we should know from the way their names are spelled. But there is also the issue of the extent of the game's inheritance. At this point, it is unclear whether the Leaper of Rococo was actually intended to be any bit different from the Leaper of Baroque, which I assume to be the same as the Long Leaper of Ultima. Perhaps we should dwell a moment on the nomenclature for the Leaper, and conclude that games with 'Long' Leapers operate according to different sets of rules than those other games featuring general purpose leapers. (Even the cannonball pawn, for instance, is arguably a kind of Leaper, one that forbids capturing adjacent pieces in favor of those one square away.) But unless someone can cite a reference that can be accurately dated back to the time that Rococo was invented, it will ultimately be a matter moot than dispositive.

Short of that, we could just as soon flip a nickel.


💡📝Peter Aronson wrote on Sun, Dec 11, 2005 05:05 AM UTC:
But unless someone can cite a reference that can be accurately dated back to the time that Rococo was invented, it will ultimately be a matter moot than dispositive.
Err, I do happen to be one of the game's designers you know, and it wasn't so long ago that I've forgotten what we did. And for that matter, being the packrat that I am, I still have the original e-mails that David and I exchanged in late 2001.

Tony Quintanilla wrote on Sun, Dec 11, 2005 06:15 AM UTC:
It seems to me that the person making these long anonymous comments should identify himself/herself somehow, especially, now that he proposes to 'flip a nickel'!

Thomas McElmurry wrote on Sun, Dec 11, 2005 11:01 AM UTC:
If a nickel is to be flipped, I propose the following:
  • If the nickel comes up heads, we believe the written rules, which have consistently indicated that Rococo's Long Leaper moves and captures in the same way as Ultima's Long Leaper.
  • If the nickel comes up tails, we believe the testimony of the game's inventor, Peter Aronson, who has consistently indicated that Rococo's Long Leaper moves and captures in the same way as Ultima's Long Leaper.
  • If the nickel balances on its edge, then we'll have to think of something else. Pistols at dawn?

Tony Quintanilla wrote on Mon, Dec 12, 2005 05:20 AM UTC:
...or, peacefully split the difference!

Anonymous wrote on Tue, Dec 13, 2005 03:48 AM UTC:
No need for splitting the difference, just play the game both ways: one version for people that insist on 'Long Leapers' having the power of 'Near Leapers' - and another version for those that prefer to play it the other way.

(As for reference to old emails, unless they are extremely old documents, they'd have to be subject to authentication somehow, and I'm not sure they are even capable of that.)


Tony Quintanilla wrote on Tue, Dec 13, 2005 06:16 PM UTC:
To anonymous: I was being facetious. There is no difference to split between what the rules say and what the inventor says.

Todor Tchervenkov wrote on Sat, Jul 22, 2006 04:57 PM UTC:Good ★★★★
Hi! I was exploring Rococo's ZRF, I found many divergences between what I
was expected to be correct and what does Zillions do.
Now I have many questions to any one concerned with Rococo:
1) wether the Chameleon could swap with the Swapper, jumping over any Long
leaper;
2) wether the Chameleon could swap and capture any Withdrawer or
Advancer;
3) wether a Pawn that's already on the 9th rank could promote by moving
sidewards (it's clear it could not go to the 10th rank);
4) wether a piece on the outer ring could 'commit suicide' (i.e. - does
this count as capturing?).

I will appreciate having authors' opinion.

Thanks a lot.

Roberto Lavieri wrote on Sun, Jul 23, 2006 12:50 AM UTC:
Well, I am not an author, but I think the answers are:
1.- No.
2.- No.
3.- Yes.

Todor Tchervenkov wrote on Sun, Jul 23, 2006 10:55 AM UTC:
I find Rococo to be a very unclear game, regardless it claims clarity. But I like the game and I consider 'Yes' for 1 to 3 and 'No' for question number 4.

Roberto Lavieri wrote on Sun, Jul 23, 2006 02:47 PM UTC:
I also consider 'NO' for question number 4, although I differ to you in other answers, as you see. Authors have to clarify.

Thomas McElmurry wrote on Sun, Jul 23, 2006 08:53 PM UTC:
The answer to all four questions is 'yes'.

1-2: The rules on this page state quite clearly, 'Swaps with Swappers may be combined with other captures.' Also, the animated illustration unambiguously shows a Chameleon swapping with a Swapper and capturing a Withdrawer, a Long Leaper, and an Advancer in the same move.

3: The only requirement for promotion is that the Cannon Pawn's move end on the 9th or 10th rank. There is no restriction on where the move must begin. Therefore a Cannon Pawn may promote after moving along the 9th rank.

4: A move to an edge square is permitted only when necessary for a capture. Moves from edge squares are unrestricted. Suicide by an immobilized piece on an edge square is surely not a move to an edge square, and is therefore permitted.


💡📝Peter Aronson wrote on Mon, Jul 24, 2006 07:50 PM UTC:
Thomas McElmurry had it all correct. The ZRF is, alas, as less than perfect guide to the Rococo rules, particularly those for the Chameleon, which got rather complicated and are still incomplete.

Rococo's claim to clarity is a matter of how clear the moves and captures of the pieces are, not, alas the clarity of either the write-up or the ZRF. Game rules are really hard to write well, and just when you think you've made everything unambigious, a new issue arises. As for the ZRF, probably it needs to be coded again from scratch, but I don't think either Dave nor I have the time nor energy these days. Sorry.


James Spratt wrote on Wed, Jul 26, 2006 09:23 AM UTC:
Those animated illustrations of how the pieces move are extremely clear and effective. Hat's off to Peter and David.

Todor Tchervenkov wrote on Wed, Jul 26, 2006 11:17 AM UTC:
However it is not possible to explain everything by images ;) It is true Rococo is a nice game, but its rules are difficult enough to describe.

Abdul-Rahman Sibahi wrote on Sat, Apr 28, 2007 11:11 AM UTC:
I wonder if someone considers making a Mini-Rococo (I can't think of a better name,) which uses the standard chess board and pieces (without flipping the rook) ?

I would propose this setup :
 
   +---+---+---+---+---+---+---+---+  
8  |\\\|\b\|\n\|\k\|\q\|\n\|\r\|\\\|
   +---+---+---+---+---+---+---+---+  
7  |\\\|:p:| p |:p:| p |:p:| p |\\\|
   +---+---+---+---+---+---+---+---+ 
6  |\\\|   |:::|   |:::|   |:::|\\\|
   +---+---+---+---+---+---+---+---+
5  |\\\|:::|   |:::|   |:::|   |\\\|
   +---+---+---+---+---+---+---+---+
4  |\\\|   |:::|   |:::|   |:::|\\\|
   +---+---+---+---+---+---+---+---+
3  |\\\|:::|   |:::|   |:::|   |\\\|
   +---+---+---+---+---+---+---+---+
2  |\\\| P |:P:| P |:P:| P |:P:|\\\|
   +---+---+---+---+---+---+---+---+
1  |\\\|\R\|\N\|\Q\|\K\|\N\|\B\|\\\|
   +---+---+---+---+---+---+---+---+
     a   b   c   d   e   f   g   h    

The edge squares are marked with \\\ . Don't mind the checkering. 

P's are Canon pawns, they promote on the 7th or the 8th rank.

K is King.

Q is Pushme-Pullyu

R is Immobilizer

N is Long-Leaper

B is swapper (or Chameleon, but i hate this piece.)



What do you think ?

Abdul-Rahman Sibahi wrote on Sat, Apr 28, 2007 11:17 AM UTC:
Continue :

Mini-Rococo can be possibly played with the rule than no more than two pieces can be captured on the same turn.

(Why two ? to make it different from chess, that's all.)

M Winther wrote on Sun, Apr 29, 2007 05:25 AM UTC:
This type of alphanumeric diagram doesn't work because people have different settings in their browsers. With a different type face the squares aren't aligned. It simply doesn't work. People have to start using a different form of diagram. I demosnstrated earlier that it's possible to use html tables to create chess boards of all sizes. /Mats

Joe Joyce wrote on Sun, Apr 29, 2007 10:24 AM UTC:
There is a typo in the alphanumeric description of the positions of the kings. They are listed, as are the chamelions, as being on e1 and e8.

💡📝Peter Aronson wrote on Thu, Jul 19, 2007 04:45 PM UTC:
I am feeling all out of sympathy with the Chameleon this morning. Not only is it nearly impossible to implement correctly in Zillions, but it is nearly impossible to fully describe even in English. There are just too many fiddly cases when you combine captures. I wonder if it should be simplified or replaced.

The easiest way to simplify the Chameleon is to disallow the combination of captures; although that can still lead to complex cases where there are multiple possible methods of capture available at the same time.

If it were to be replaced, what would you replace it with? Oddly, this morning I find myself wondering if returning the Ultima Coordinator , discarded during the original Rococo design process would make sense. Yes, it was felt to be unclear, but then, that complaint can be made against the Chameleon as well.


George Duke wrote on Thu, Jul 19, 2007 05:08 PM UTC:
'Disallow the combination of captures' would work best: Chameleon should imitate one particular other piece on a given turn. Think of Chameleon's Cannon-Pawn leap-capture: can it also capture a Withdrawer in its wake while leaping two spaces? Ambiguity. Just choosing one would be like other games 'free castling' alternatives, or choices of Pawn or bifurcation piece as to move-capture, or multipath piece particular-path availability, or JGood's Time Travel specifying Move 8 or Move 10 return.

George Duke wrote on Thu, Oct 25, 2007 01:33 AM UTC:
Gary Gifford's Comment about his own PoM ''The Medusa is not be underestimated'' is rather fatuous, because as well as other games, the renamed Immobilizer, Medusa, figures in this far superior game Rococo. Immobilizer, or this 'Medusa', is forty years old coming from Ultima and of course it is not underestimated, full Queen-moving form or restricted up-to-three square form. [The PoM form also captures normally so being way too strong] In Rococo we think Immobilizer is already the strongest piece superior to Long Leaper. There have been extensive discussions for these piece values over years, Advancer, LL, Immobilizer, Withdrawer, Chameleon, all Rococo units; and incidental use in PoM is comparatively insignificant. Combined Gifford 'Medusa' and more original Morph together would have good potential if on a reasonable not oversized board. But here in Rococo is professional-design implementation of Immobilizer. After 3500 separate write-ups for CVs, it is important for designers to begin not to see their creations only in isolation. The trend unfortunately and incredibly is to take things the other way and even ignore past art.

George Duke wrote on Fri, Jun 27, 2008 11:33 PM UTC:
This is my favourite game to play. I lost my first Rococo game, maybe 19-1-2 now to Charles Daniel. Congratulations. Actually, I think I had good continuation if, instead of moving Long Leaper one step, I simply moved Swapper to the square adjacent to King. There continues ongoing threat to knock off opponent's Advancer with Chameleon. And if attack on own King, Swapper just then swaps King to back rank. But the nature of Game Courier games is unrealistic being 24-48 hour delays between moves. And I lost interest focussed on commenting over here. I intend to try to keep the highest Ratings at Rococo and Falcon Chess, the games I decided to concentrate on. Rococo's great concept, Cannon Pawns, amazingly has had limited spillover to other CVs. Only mediocre Fugue comes to mind as employing Cannon Pawn. It must be on account of respect for Cannon Pawn. Rococo is one of only 5 or 10 CVs deserving own tournament or even entire website. Rococo would probably be the only one developed under CVPage auspices worthy of those entitlements. Over-all very low productivity in fully Excellent CVs within CVPage (disregarding courtesy 'Excellents') hegemony, but Rococo is one real stand-out. The other extreme novelty of Rococo would be the border squares, accessible only in capture, the Swapper's swap also counted as capture.

Gary Gifford wrote on Sat, Jun 28, 2008 10:17 PM UTC:
George, Congratulations on having many fine Rococo wins and on being the current number 1 ranked Rococo player.

I have never played Rococo, but in looking over the rules page it does appear interesting and challenging.

I do disagree with you when you state, '5 or 10 CVs deserving own tournament or even entire website. Rococo would probably be the only one developed under CVPage auspices worthy of those entitlements.'

I disagree because game 'likes and dislikes' are highly a matter of opinion and preference. Fergus's Mortal Kombat Shogi, for example, in my opinion, is an excellent game that seems to be a natural evolution of Shogi and easily deserves its own tournament and website... but, that likely may not be the opinion of many. There are a lot of games here that I believe are great, Templar Chess, Maxima, Modern Shatranj, to list just 3 examples. And I could list many more, but, my list would just be my opinion.

I do agree that it would be nice to see a Rococo tournament.

Again congratulations on your Rococo standing.


George Duke wrote on Fri, Sep 12, 2008 05:52 PM UTC:
''BEYOND ROCOCO.'' Great Rococo shows downward trend by Comments: 2008 2, 2007 7, 2006 8, 2005 44... Even Robert Abbott, inventor of 1960's Ultima, came out of retirement to Comment on Rococo 30 January 2004 in one very first Comment here; just scroll down. Concept of Rococo is based on no regular type of capture, that is, no displacement capture that we are used to. Now there are other ways of capturing than Rococo's Withdrawer, Advancer, and Long Leaper. For example, there is Cannon, Xiangqi Cannon's form of capture. Cannon moves like Rook, and captures by jumping exactly one piece and proceeding to displace a foreign piece. Combination of Cannon and T. R. Dawson Canon, or Vao(1914), the diagonal equivalent, is another Queen-like piece suitable for Rococo's lathe. This offshoot of displacement-capture is unique enough to fit in with all the other Rococo units. Do I rush and draw up a 10x12 Rococo, to accomodate ''Cannon+Canon'' piece, having line-up 'Immobilizer-Cannon+Canon-Withdrawer-LongLeaper-King-Chameleon-LongLeaper-Advancer--Cannon+Canon-Swapper'? The border squares intact, ''Beyond Rococo'' becomes 10x12. RULES: SAME AS ROCOCO. No, that would be plebeian. Self-respect and respect for Rococo's invention keep the suggestion modestly here. Would inventors be angry if someone writes up the Cannon+Canon addition into some ''Beyond Rococo'' as their invention. Any conscientious inventor should be at least annoyed at false presumption of full-fledge invention.

George Duke wrote on Sun, Sep 14, 2008 07:44 PM UTC:
We ignore Joyce's present ill-wording and go on constructively. Sorry, Robert. I believe everyone missed implication of Ultima-inventor Robert Abbott's Comment of 30.January.2004. Abbott wrote article in 1970's ''What's Wrong With Ultima?'' He also proposed an alternate piece Repeller for Ultima. Nevertheless, standard Ultima got played, the hallmark of genuine CV. I observed Ultima games between FIDE rounds at Reed College, Oregon USA. In 2004 here Abbott recommends ''to get rid of the LongLeapers.'' Probably he had previously thought of Triangulator for replacement of LL in Ultima and found opportunity to so state. Abbott would be right that his inventive Triangulator and Coordinator are natural pair. That's what everbody missed, Coord. and Triangulators' improving Ultima. (LL's weakness is impinging edges being unable to capture.) Inspired by Abbott's Triangulator (unbeknownst, Gilman might say), I develop different related ''triangular transference'' within text of ''91.5 Trillion...'' Disparager of Ultima, I am rather indifferent to Custodial Pawns and Coord., both missing from Rococo; but let's endorse Ultima as the breakthrough game of 1960's. As 1950's had Alice Chess, 1960's had Ultima, 1970's the culmination of Gabriel Maura's Modern and Omega, 1980's Chess Different Armies, 1990's Fischer Random, and these aughts ('00 to '09) NOTHING nothing so far, really practically nothing at all. Doctrine of free rein in artistic expression, attributable to Betza himself, results in no important new CVs emerged, by the factor of extreme dilution.

George Duke wrote on Sun, Sep 14, 2008 08:02 PM UTC:
If there were a CV for the aughts ('00-'09), I nominate Rococo, although Rococo could be disqualified for lack of regular play. The business of -- Alice; Ultima; Omega, Modern; CDA; FRC -- rating the leader by decades subsequent one to another is fluid of course. David Pritchard sillily called Hostage Chess, instead of Fischer Random, the CV of the decade for 1990's.

pallab basu wrote on Mon, Nov 17, 2008 04:13 PM UTC:
Rococo is an excellent game. In fact it is one of the best non-chess like chess variant. All the problems with Ultima (which it self was an nice game) has been successfully dealt with.

pallab basu wrote on Wed, Dec 10, 2008 12:56 AM UTC:
How to use the self destruction of Swapper in game courier? I am playing a game and my opponent is unable to use this feature.

Anonymous wrote on Wed, Dec 10, 2008 01:04 AM UTC:
Sorry I have got it.

pallab basu wrote on Fri, Dec 26, 2008 03:18 PM UTC:
One can not move into check although the rules states that the goal of the game is to capture the opponent king, not to checkmate it.

George Duke wrote on Mon, Aug 24, 2009 10:43 PM UTC:
pallab basu writes last year about going on 8-year-old Rococo, ''Rococo is one of the best non-chess like chess variants. All the problems of Ultima have been successfully dealt with.'' I agree. We have been omitting by accident *Rococo* and *Tetrahedral* Chess from our list of 20-50 CVs for emerging, not entirely hypothetical entities to develop. I would constructively add: (1) Forget the variants Aronson added later. They worsen it, except mirror array doesn't matter. (2) The fact that Cannon Pawns are only used one other time and that anything like border squares are rare before or after D.O.I. show respect recorded for this old classic. (3) Ambiguities are more easily resolved in cases involving Long Leaper and Chameleon pieces on the main board than for border squares themselves for pieces generally. I am pretty sure I could set up some positions involving borders that Zillions or some other thing would respond to differently from what we intend. Some of the border aspect needs further resolution. (5) Repeating somewhat, it's hard to exaggerate the brilliance and effectiveness of wonderful Cannon Pawn. (not to sound like Jeremy Good in hyperbole)

💡📝Peter Aronson wrote on Tue, Aug 25, 2009 04:29 PM UTC:
Actually, Cannon Pawns did show up in an unpublished game that Ben Good suggested -- Cannon Pawn Chess. It was FIDE chess with the Pawns replaced by Cannon Pawns. I don't remember if promotion was only to captured pieces or not. I made a Zillions rule file for it for Ben, and we may have played a bit of it by e-mail. If I recall correctly, in that environment, Cannon Pawns were awfully strong as compared to the Knight and Bishop.

George Duke wrote on Tue, Aug 25, 2009 06:17 PM UTC:
Thanks, Peter. Right, I was thinking only of Fugue(2004) that used Cannon Pawn before. They're brilliant and clearly at the high-power end for Pawns, Pawns of near Knight value on 10x10. That'a why they perfect the high power density of Rococo units, that all travel all the way down the line. (Barbara Stanwyck in 'Double Indemnity' 1943: ''All the way straight down the line'')

Jeremy Good wrote on Tue, Aug 25, 2009 10:00 PM UTC:
'...it's hard to exaggerate the brilliance and effectiveness of wonderful Cannon Pawn.' Agreed. ;-)

George Duke wrote on Wed, Oct 21, 2009 04:17 PM UTC:
Bent Riders going back to 700 year old Gryphon need to be organized better than Betza's article. Betza's article is a little self-serving. Another important category of piece-types may never have been defined clearly yet. Namely, Queens. Queens that differ. Face it, Queen is perfect for OrthoChess 64, and Carrera's Champion stinks. I mention that because Pritchard in Intro of 'ECV' says they would have made no difference there. Ridiculous. Now Queens don't have to capture by displacement. Here in Rococo are several other Queens with differing modes of capture. They move like Queens but Withdrawer, Advancer, Long Leaper, Chameleon, and Swapper act differently. Another example for this group is Betza's Medusa, or Gorgon, at Chess Variants with Inverse Capture. There are, or would be 50 or 100 piece-types we can throw in here that are fundamentally Queens with a twist or a tweak or a twirl, that have never rightly been grouped before.

George Duke wrote on Sat, Dec 5, 2009 04:30 PM UTC:
Why is every different opening set-up of Carrera-Capablanca on 8x10 or 10x10 considered a different CV? It's the *ONLY* CV we allow umpteen CVs just for shifting to better array. Each designer's silly happy scream that hey he's got one, a new Carrera-Capablanca. Rococo starts Immobilizer-Withdrawer-LongLeaper-King-Chameleon-LongLeaper-Advancer-Swapper, that is, IWLKCLAS. If someone suggests Rococo as IWCKLLAS, bingo, is that a new CV? Of course not. That would be juvenile, and unfair to Aronson and Howe. Otherwise then like there are 40 or 100 Carrera-Capablancas, there can be 50 Rococos just by shopping around the starting array. The illogic and bad manners are self-evident, but the hard-core personalized CVers hopelessly will never stop it for Carrera's, because Capa is still a remembered Ortho-GM or something, though he died during World War II 65 years ago.

George Duke wrote on Tue, Dec 8, 2009 07:18 PM UTC:
The rules are well written but just need to be updated for clarifications from the 97 comments over the years. Here are several Rococo puzzles without stress on board positions as in mates-in-three:
(1) Can a piece ever legally move from border corner to border corner, X00 to Z0 or X0 to Z00? What piece or pieces under what circumstance(s)?
(2) What is the maximum number of pieces that may be captured on one move? 
(3) Is there any piece that may never move horizontally or vertically along border squares?
(4) What is the theoretical minimum number of moves for a Rococo Pawn to promote?
(5) Describe the quickest possible Rococo Fool's Mate.***  
***[Fool's Mate is just problemists' Helpmates from the start of the game. Helpmates were popularized by T.R. Dawson in the 1930s. This would be a good exercise for anyone who has not yet read every rules-set write-up. Namely -- expanding on that theme -- as you read them all, for each of the 4500 CVs of the Chess Variant Page: (a) figure its genuine Fool's-Mate equivalent, and please determine (b) does any of the 4500 CVs require a Fool's Mate of greater than 8 moves? Or 10 moves? Some CVs actually take quite a few, but so many as 10? Hint: think short-range-piece CVs.]

💡📝Peter Aronson wrote on Wed, Dec 9, 2009 04:39 PM UTC:
I really should update the rules one of these days. I would need to get my head back into Chess variants a bit more before I could do that -- at the moment family and RPGs have been absorbing my mental energies.

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