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H. G. Muller wrote on Thu, Oct 13, 2022 10:46 AM UTC:

This is a large game featuring all 'elemental' fairy pieces. The weird ones are Rhino (a circular K-rider), Griffin (which on the first two squares of its path can only capture), Tiger and Walker (divergent compounds of B/N and W/F).

And to make some of the previous discussion clear: I did not want to imply this game would take an extrodinary large number of moves. I was just wondering what the use of a '500-move rule' would be. Such rules are meant to force a stubborn player, who doesn't want to admit he can no longer win, to prove his point by making progress in a reasonable time. But 500 moves doesn't seem reasonable. Would there be any practical example of a position that would take more than 400 irreversible moves to win?


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