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Game Reviews by TonyQuintanilla
<p>Maxima is quite interesting and clear. Its subtle, has a lot of variety, and is quite innovative. I particularly like the long move of the Mage and the traditional move of the Guard. </p><p>The Mages' reach makes it a very active piece early in the game. </p><p>Although it has the single step move, the Guard proves to be surprisingly strong and important for attack. Its interesting that among relatively strong pieces, a traditional piece like the Guard should play such an important role. </p><p>The Coordinator comes into play very selectively but can be surprising and cannot be ignored. </p><p>The custodian capture powers of the Pawn make the dynamics of the opening much more positional than in games using FIDE-type Pawns. </p><p>I wonder what the theoretical piece strength density of Maxima is compared to FIDE?</p>
This is certainly an interesting game. The use of the short range pieces makes the best use of the available space. I like the use of the 'split' double royal pieces, split into Ferz and Wazir capabilities. This is in line with the promoted versions, which adds a Ferz or Wazir capability. The game has subtle tactics. The Mao-Hopper capability adds density to the tactical possibilities on a small board. The drops do not overwhelm game play. The board's diagonal divide adds to the thematic flavor of the Berolina Pawns. Nice game.
<p>Very nice game. The dynamics of the opening, middle game and end game are quite distinct, although very different from FIDE Chess.</p><p>The opening is characterized by piece creation in tandem with piece development.</p><p>During the early middle game, positional play starts to develop, with a balance between attempting to get a material advantage by capture or by piece creation.</p><p>As the middle game proceeds, positional play becomes more important. While piece creation is always an important element it must take a secondary position as positional tactics become more critical.</p><p>In the late middle game, the goal of capturing the 'arena' starts to influence tactics. Capture of semi-royal Wizards also becomes a tactical and strategic issue.</p><p>Overall, a very nice game and very innovative.
Very nice game. I am intrigued by the use of the Earth and Sky boards. This has strong thematic sense to it, particularly with the overall context of the game. Other games, such as Alice Chess, use the double boards, also thematically. But Advanced Wizards Chess uses this theme very consistently, and, it appears, in a very playable manner. I particularly like the launching of the Dragon and Pegasus into the sky, the swooping of the Eagle, the flight of the Archer's arrow! The Earth-bound pieces also are thematically appropriate. The Wizard is Earth-bound, like a proper royal, but can teleport once per game. This has allusions to certain ancient variations of Shatranj where the King had a Knight's move. The game is complex in that there is a lot going on, but the rules are clear and intuitive. Nice game!
The middle game develops very nicely. At first I thought that there would be a lot of drops. It turns out that the tempo lost in putting a piece in the pocket is very important, so this option cannot be wasted. The game develops very closely to FIDE Chess. The mutation aspect of the pocket actually adds more to the dynamics of the game than the drop itself, it seems. Promotions do not seem to be any more prevalent in the middle game than in FIDE.
Very nice game. The piece capabilities are very interesting, powerful, yet seem clear. The game aesthetics are very nice too.
An interesting aspect of this game is that game goals or strategies differ on each board. The checkmate goal is the same, of course, but each position has its own intermediary objectives. On one board, the objectives may be more like the opening, on the other they may be more middle game objectives. These objectives must remain flexible because the positions appear and dissapear like summer clouds or maybe dreams. What a great game!
Andreas, I have posted a PBM preset for Anti-King I and II. See the related links in 'See also'.
<p>Peter, take a look at the Anti-King II setup diagram and description on your page; I think there are errors. Is my interpretation for the preset right?
Very interesting comments. I have to admit that I have not easily adapted to cannons, but your observations will make me take a fresh look at them. Thanks, Chen.
The 3-D aspect is a bit mind-bending. Actually, I have found some games that require very complex geometric calculations unappealing because its more calculation than play, leaving little room for intuition. But, I think K-M is well balanced. Yes, there is a complex geometry. But, the board design helps. And once the basics are learned, its not all that un-intuitive.
<p>Also, what counter-balances the complexity is the fact that it is productive by providing new tactical and strategic avenues that are comprehensible. Some games have complex features, but they may be marginal, just something to watch-out for. In others, the odd geometry may be central but so unintuitive that its hard to ever trully envision a strategy, leading to short-range, clumsy tactics due to lack of vision.
<p>Another thing I like is that none of the board space is wasted, particularly since the attack boards are very active.
The simile between the game and Star Trek is good. I like the fact that the playing boards are not connected except through the attack boards. This is like local space being connected only through star fleets capable of moving by warp.
The special capture, drawing a piece into the hole, is very clever and innovative. It should add very interesting tactics to the game. Since this special move can be done in addition to normal captures by replacement it adds more effective power to the board. This is an effective approach to provide more options in a small game.
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Impressive and original. I can't claim to have absorbed all the rules and permutations, but it certainly sounds neat.
Jack, have you considered using a Dymaxion projection to project the geodesic sphere to 2D and make a Game Courier implementation possible? The geodesic sphere is a very appealing concept for a board.
As far as playing, a quick look at Kriegspiel did not show any innovative ways to avoid the referee. The only other option, I think, would be the 'honor system', whereby players exchanging moves by e-mail would not only exchange visible moves, but also masked moves using three separate text files, one for each board. The masked moves files, though, would be 'off-limits' to the opponent (unless he cheats) until the end of the game. At that time, both players can verify that all the masked moves were executed correctly. The other option would be to record the masked moves without exchanging them, trusting that the players will not alter the files surrepticiously. Of course, if you can't trust your opponent, why play chess, right? That's the beauty of chess! FIDE not withstanding!
Well, I am going to break the mold here. I don't think its fair to the game to let a 'poor' rating dominate. There is justification for some of the comments, such as a lot of power for a small board; an odd-shaped board; a lot of board edge changes; and the possibility of 'stereotyped' play. However, the game should be played first before relegating it to the 'poor' bin. There are some good points: the use of Knight moves mitigates against the odd-shaped board; the higher power density provide more options on a small, restricted board. In fact, the odd-shaped board provides some of the interest, as the name implies. The game will probably be very tactical and very exchange driven. I think it would be fairly enjoyable. Give it a chance!
Take a look at this interesting 3-player hexagonal variant on a German web
site. Even if you don't read German, the diagrams should explain the game well.
By the way, you can look at What's New in all languages at this <a href='/index/whatsnewalllang.php'>URL</a>.</p>
I think that what Matt is trying to argue for is: give the game a chance! Will it appeal to everyone, especially chess enthusiasts? No. Do collectible games (of which I too have partaken) have a 'down-side'? Yes. Does ND have some appealing features? Yes. Will it at least expose more people (kids) to chess and chess variants? Yes. So, let it be, and, in some way, support it. This page is a good idea.
I've just completed a very nice <a href='/play/pbm/play.php?game=Imperial+Chess&log=tony_quintanilla-whittlin-2004-193-062'>game</a> of Imperial Chess with the inventor. Its a very enjoyable game.
<p>I think that there are two distinct aspects to this game. If one chooses, one could play the game the traditional way: one piece moves per turn. The normal way is to use the charge. Now James has also added 'rapid development' as well to speed up the moves prior to the charge. Note that once charges start, they can basically keep going until less than 6 pieces are available to attack in the end game. This makes this game basically a multi-move game, with the limitation that *only* one piece per file can be moved.
<p>This is a very fast-paced way to play, fun, with a lot of surprizes and turns. Obviously, the strict calculation of moves and possibilities is near impossible. The large board and number of pieces makes the multi-move environment appropriate.
<p>The moves of the pieces is very interesting, I find. While superficially they seem redundant, they are not. The key difference is whether orthogonal or diagonal moves are permitted; compare the Crossbowman and the Pikeman, for example. The Bishop and Rook (or Castle) add a Shogi-type feel to the game. The Catapult is an interesting longer distance piece that can come into play in closed positions. The Princess is a *very* interesting piece that does not capture but can promote -- unique, as far as I know. Capturing the entire Imperial family is not an easy task, but the multi-move environment makes this easier.
<p>I should add that if you play the game on Game Courier using James' charming drawn figures and his map-type board (modeled after his hand-cast pieces and board) that this only adds to the fun!
I would like to share the following correspondance with Freederick. On Sat, 21 Aug 2004 Tony Quintanilla wrote : >... >Very nice! How did you learn about this game? >... Thank you! I learned about Elephant Hunt secondhand from a francophone friend of mine in my college years, who had an interest in anthropology. The notes in Father Morceau's diary made much ado about the game being played on a 10x10 board; he theorized a lot about the Pygmies either borrowing the game from a more advanced culture with a base-ten counting system, or starting with a 5x5 field for the elephant (the Pygmies, it seems, use a base-five system) from which the 10x10 board arose by subdivision. All of this is not germane to the rules of the game, and I don't remember it well anyway. The actual rules were given a skimpy and incomplete treatment in the notes. The author did mention that the Elephant moved on the 5x5 field on which the 10x10 field for the Pygmies was 'overlaid by halving', and that the Pygmies moved 'by hopping about, like our chess-knight' but I personally doubt they actually made a Knight-move, which is sort of abstract. However, other possible alternatives (like D and/or A) seem to me to be out of the question, as the Pygmies cannot possibly win if colorbound. Thus, not having other information, I implemented them with a Knight-move, which makes for an interesting game. The Shaman (witch-doctor, IIRC, was the term employed) was described as making 'double moves'. I implemented this as W2F2; it could just as well be t[NN], or perhaps the move of the Lion in Chu Shogi: t[KK]. These variants also seem interesting and playable. Unfortunately I have lost contact with the friend who provided the information, and I have no idea of other sources. Sincerely yours Freederick
Well, I can't agree with the 'poor' rating. I played a couple of
games of Jumping Chess with Peter. One of these is posted as a Game Courier Log and the other is posted as a Zillions Saved Game (See also). I enjoyed the games. I found that the jumping feature added an entirely new dimension to both capture and checkmate. The restricted outside ranks and files provided both opportunity and danger (which I found out the hard way).
<p>As far as uniqueness, that does not determine whether a game is good or
not. As far as the Knight's character being somehow degraded, I'm not sure
I understand the logic there: all the pieces have different capture
properties. As far as any 'veredict' from the number of Game Courier Logs, that does not say much, except for the most popular games, Shogi and Fisher Random Chess. Jumping Chess is No. 8 in the 2nd Game Courier Tournament Preference Poll -- not too bad; it'll probably enter.
<p>Jumping Chess also inspired me to invent Takeover Chess, which also won a contest. Again, I don't claim any special chess prowess, however, I did enjoy the game very much. Isn't that the point?
It's true that Alice Chess can be confusing, but the rules are actually very simple. Any move must be legal on both boards and the pieces end their move on the other board. Its a bit of a mind bender, but not more so than 3-D or 3-D positional games, as George points out. This confusion, if you will, is actually thematic with the name. Alice keeps getting turned around. Nothing is what it seems. That's the fun of it. Playable? Yes, but the spirit of fun can't be forgotten. Blunders? Yes, but, hey, the Alice Knight kept falling off his horse, didn't he?
First, thanks for naming this neat game for my daughter Paloma! She will be thrilled (as soon as she can play!). The feature that the Queen may not enter a square that is attacked and the starting setup should make this game very interesting. I have also posted a Game Courier preset for Paloma Chess.
I have not yet played Falcon Chess, although I would like to. The idea of the Falcon, by itself, is good. It's a piece with interesting capabilities. The setup seems reasonable and, I am sure, has been well thought through and play tested. I can't agree with the 'poor' ratings, regardless of one's opinion of the pros- or cons- of patenting a chess: that's a different matter altogether, one which, unfortunately, has dominated these comment pages a bit too much -- in my opinion. In any case, its a good game and that is why I offered George the Game Courier preset -- to encourage play of this interesting chess.
Wow is right. This game puts all other multi-dimentional games to shame! I have to admit I can't even wrap my mind around the rules, much less a game. But, what a game to admire, even if in a distant way. I reminds me of 'Magister Ludi'. What if someone created a musical instrument that played notes according to the moves made. One could then play by musical intuition rather than by brute calculation, which for this game proves completely inadequate -- at least for me.... The game is beautiful too in its sheer complexity, grandeur and geometry. As Greg says, I can't imagine AI that could play the game either, but someone might be able to program an instrument to play it. What a dream. The only reason I don't rate it excellent is because I can't imagine actually playing it, unless a dream came true.
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