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Comments by Fergus Duniho

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Grand Riders Chess. (Updated!) Chess with cross over between Cavalier Chess and Shogun Chess and use the normal riders.[All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-28 UTC

I updated the diagram and added some piece images. Looking closer at the text, it seems to also be describing unnamed promoted pieces that are not pictured.


Fergus Duniho wrote on 2022-05-27 UTC

Is this what you mean by Varan?


Gwangsanghui(광상희). (Updated!) A large, historical variant of Janggi, with two more generals that lead each flank and 6 more kinds of pieces.[All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-27 UTC

In the diagrams, the pieces are not distinguished by anything but position. While this may work in the opening setup, there will be some need to distinguish pieces on each side when they start moving around the board. Also, if pieces can change sides, there has to be a way to tell which pieces have changed sides.


Shatranj With Different Armies. (Updated!) Like Chess with Different Armies, but for Shatranj.[All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-27 UTC

I have published this. I would recommend using P for the Pawns and another letter for the Berolina Pawns, since if this game is ever programmed for Game Courier, every piece will need to be identified by notation.


Space War Chess. Game with a space war.[All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-26 UTC

A graphic diagram would be nice. Unfortunately, we don't have any images matching your piece names. So, you may have to draw them yourself. FYI, the usual convention is to use capitals for White's pieces and lowercase for Black's.


Chennis. (Updated!) Kyoto-Shogi-inspired variant (with alternating piece sides), with a tennis theme.[All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-26 UTC

Okay, I made a few edits and published this. I checked Small and unchecked Modest, because this is a 7x7 game that does not use the usual equipment.


Parahouse. (Updated!) Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-26 UTC

I made some edits to the Rules section, and I deleted the Notes section, because it appeared to be code that wasn't working. I don't like the idea of describing pieces only with Betza notation. While it may be used for people who do know it, English descriptions should also be included for readers, since we can't expect all readers to know Betza notation.


Kamikaze Mortal Shogi. Send your Kamikazes on suicide missions in this Shogi variant. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-26 UTC

It is now ready, and I decided to call it Shogi with Impassable Kings, because this name better indicates that it is Shogi with a slight difference. The other alternatives I mentioned for the usual way of handling impasses in Shogi can also be used with Shogi with similar names that put Shogi first. So,

  • Shogi with Confined Kings
  • Shogi with the Try Rule, or Shogi with Thronemate
  • Shogi with Campmate
  • Shogi with Unopposable Kings

Fergus Duniho wrote on 2022-05-25 UTC

It woould be worth it to apply this in normal Shogi, to create a variant 'Impasseless Shogi'.

I was thinking the same thing with the name Impassable Shogi, or perhaps Impassable Kings Shogi to make the meaning more clear.


Fergus Duniho wrote on 2022-05-24 UTC

One more option is to forbid Kings from occupying the same rank. This could be programmed by giving each King a checking move to every space in its rank. Being unable to occupy the same rank, Kings could not pass each other, and the impasse situation where each King has moved into the opponent's camp would never arise. If one King passed into his opponent's camp, the other King would have to be there too, which would leave that King vulnerable to attack. Additionally, the King in the opponent's camp would be unable to move to the last rank, which would leave it more vulnerable to some attacks.

I like how this option makes the game more decisive without fundamentally overturning gameplay. Unlike some options, it has no effect until the Kings come close together. Also, it's the easiest to program, it doesn't affect the movement of any piece but the King, and it doesn't add any new goals to the game.


Fergus Duniho wrote on 2022-05-22 UTC

Ever since I played a game with Greg that ended in an impasse, I felt this game may be too drawish, and I've sometimes considered changing the rules to fix this. The rule change I was thinking of was to forbid Kings from crossing to the other side of the board and to give them the ability to check each other from a distance, as in Eurasian Chess. However, it has come up that Shogi has its own rule for handling impasses, and there are alternatives to it.

The rule in Shogi is if each King has moved to the opponent's camp, which is the ranks the opponent's pieces start on, players may agree that an impasse has been reached and count pieces to determine the winner. Kings count for nothing, Rook and Bishops, promoted or not, each count 5, and other pieces each count 1. A player with less than 24 points loses. Because of the piece attrition in Kamikaze Mortal Shogi, it is possible that each side would have less than 24 points. So, instead, it could be played with the rule that whoever has more points wins. But I don't like this counting solution, and others don't too.

An alternative rule proposed for Shogi is called the Try rule. This involves winning by moving one's own King to the space the opponent's King began on. I don't know if this involves moving there only if it is safe or if it becomes a condition only after both Kings have crossed into the enemy camp. I would propose making it a winning condition only if both Kings have crossed into the opponent's camp and it moves there safely.

Similar to this is the Campmate rule, which allows a player to win by reaching the last rank with his King. I would propose the same conditions on it that I am proposing for the Try rule.

Another possibility for dealing with impasse is to reverse the directions that the opponent's pieces may move when the King moves into the opponent's camp. Additionally, pieces could be allowed to treat their own camp as a promotion zone when the opponent's King is there. These changes would discourage players from moving their Kings to the other side of the board without strictly forbidding it.

One more possibility is to allow Kings to check each other from a distance but to not forbid Kings from crossing to the other side. Instead, the ability of Kings to check each other from a distance would usually prevent both Kings from crossing to the other side, and if they happened to do so by having another piece between them on the same rank, this ability would provide an incentive for leaving the King more exposed.


Parahouse. (Updated!) Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-22 UTC

I see Campmate was mentioned in the comments to that video 5 months ago.


Fergus Duniho wrote on 2022-05-22 UTC

Here's a video on the Impasse rule. Hidetchi, who made the video, states that he doesn't like this rule, and some people have proposed replacing it with the Try rule, which says that a player can win by moving his King to the position the opponent's King started from. What you're calling Campmate is similar to this rule. Instead of just saying "No Impasse," which is kind of cryptic, you could say, "Instead of the official Shogi rule for resolving an impasse, this game can be won by Campmate, which involves moving the King to a safe space on the last rank."


Fergus Duniho wrote on 2022-05-21 UTC

Perhaps it is a bit confusing that the Rules section actually doesn't give the rules, but the difference between the rules of regular Shogi and this variant.

No, that much was clear. It's that some rules are not spelled out, or the rules section includes some consequences of rules that are not themselves rules. For example, I don't think Shogi has an "impasse" rule. So saying "no impasse" doesn't tell me how this game has a different rule than Shogi.


Fergus Duniho wrote on 2022-05-21 UTC

I am unfamiliar with the word campmate. Did you coin it or get it from someplace else?

Since your rules still say "No Impasse(=Jishogi)", I should point out that there is a difference between a rule and a consequence of your rules. For example, Metamorphin' Fusion Chess has rules that allow players to promote simple pieces and to split apart compound pieces, and one consequence of these rules is that reproduction of pieces is possible. Generally, a rule should be written out as a complete sentence, and it should concern itself with specific actions a player may or may not take. A consequence of the rules is not itself a rule, and to avoid confusion, consequences of the rules should be covered in the Notes section, not in the Rules section.


ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-20 UTC

There is nothing wrong with the mechanism of summoning itself. What wrecks things is that you automatically get the Demon back in hand when it gets captured.

Compared to how other pieces normally put themselves at risk when capturing a piece, this is like giving one piece a WMD. So, I would propose putting some kind of restriction or limitation on this.

Giving the opponent two moves, knowing that he has those, is too costly, though.

Where does this come in? Summoning is a full move, and I didn't see any mention of lettings players move twice in a turn.

Nevermind. I see it is a cost to summoning that Sam proposed. It's not in the creator's description of the game.


Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-20 UTC

This is looking better now, and I have unhid it.


Parahouse. (Updated!) Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-20 UTC

Impasse means 'Jishohi' in Shogi

What does Jishohi mean? I do not speak Japanese, nor do most of our readers. Please spell out the rule of no impasse in practical details.


DrZ's Chess. Chess with a 3rd row added behind and new pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

This could use a graphical diagram. You may use the Diagram Designer to create one. Concerning your piece names, Archbishop, Chancellor, and Elephant are very common names for different pieces than you described them as, your Hawk is more commonly known as a Dragon King, and your Elephant is more commonly known as a Camel.


Parahouse. (Updated!) Shogi + Strong pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

I copied the interactive diagram to the setup section. The rules section could use some more elaboration. What does "No impasse" mean?


Ironhouse. Full tamerlane chess + Makruk + Shogi Pawns and Cannons. (11x10, Cells: 110) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

It would be better if you represented pieces with pictures instead of letters and if you entered text as text, not as graphic images.


Decimaka (revised). Game where pieces promote on making a capture. (10x10) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

It's not clear what the rules of promotion are in this game.


Horizons. (Updated!) Game with 5 new pieces on 12x12 board. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

I corrected some of the formatting of this page. However, the graphics need to be fixed. The setup diagram appears to be incomplete, and it looks like you tried to paste graphic images onto the page. This will not work. What you need to do is upload each of your images and add proper links to them. There is a link for this in the Edit menu when you are logged in.


Glinski's Hexagonal Chess. Chess on a board made out of hexagons. (Recognized!)[All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

That should be fixed now. There was a typo that may have been due to copying and pasting code without making all the appropriate changes.


ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Fergus Duniho wrote on 2022-05-19 UTC

While H. G. Muller and Jean-Louis Cazaux have qualified their criticisms by saying they are not editors, they are among the regular contributors who are most qualified to be editors, and their criticisms are valid. This page needs to be fixed up a lot, and I will wait for appropriate changes to be made before publishing it.

I will also note that some people would have religious objections to pieces with demonic names. When Hans was running this site, he would not allow some Shogi variants that included demon pieces. While I don't share his religious beliefs, and I assume Japanese demons are not quite the same thing as Christian demons, I see more of a problem with a game that allows for summoning demons in the more usual western sense. I will also point out that the pieces called Demon and Demoness are more commonly known as Dragon King and Dragon Horse, these being the names they have in Shogi.


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