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Comments by joejoyce
I'd be very happy to trade games with you; maybe we can begin to revive invent and play. Or at least fake it. I'll check out Sentinel Chess. And, judging by some of the recent comments, looks like 'hyperchess' will have to get a new name, it's been used. Any ideas? ;-) Joe
I can tell you from personal experience that a planar-type piece is even more powerful in 4D chess than in 3D. I would also recommend a smaller board than 8x8x8x8. The problem with any planar-type piece is that it's so powerful that you have to clog the board up with lesser pieces to prevent instant checkmates. The more powerful the strong pieces, the more plentiful the weak pieces is a really easy and very bad trap to fall into, if you want a game that can be played by humans. And simple leapers work fine in 4D. I used a knight that no longer has the leaping ability, and it kicks butt, for my version of hyperchess. In 2D, you can add a lot of pieces; the complications are in piece interaction. By the time you get to 4D, the board provides a good bit of the complication, so the pieces should be simple, to balance. In hyperchess (does this need a new name - am I infringing - how does Hyperchess 4D sound - that's what I thought). In H4D only the standard 8 pieces and 8 pawns per side are used, on a 4x4x4x4 board, giving a starting piece density of 12.5%. And the movement rules are basically simple translations from 2 to 4D. I would argue that good movement rules and piece densities are very board-dependent. Ok, guess I'm saying geometry-dependent, both the topology and the exact measurements (as I'm finding out in a variant that mixes 2D-moving and 4D-moving pieces; ie: some pieces treat the board as 2D, some as 4D, and some may choose.) Is there a more appropriate forum for this discussion? Guess I'm too new to know. Joe
The bishop 'color-change' moves pretty much need to be capturing moves. The extremely low piece density and the change in the pawn's move/capture basically force this. The pieces need to be sort of 'sticky' to balance the density; and the somewhat stronger pawns (2 pawns can support each other)to an extent force the stronger bishop. I think the knight is also stronger, but this is because the geometry of a 4x4x4x4 board favors a piece that moves [+/- 1, +/- 2,0,0]. Stronger relative to the rook in this game, that is. I'm not sure how a rook in this game compares in 'actual' strenght to a 2D or 3D rook. The size of the board, small, favors the power of the rook. Thanks for the comment. The king hold rule took me about 2 years to come up with.
Thank you for the great variants! That set is even cheaper than the worst I ever saw, much less owned. You brightened up a quiet time in my evening.
I am not understanding these 2 sentences: 'The queen may not move into or through check - except to capture the enemy queen. This is like the king in chess, which may never move into check except to capture the enemy king...' How can a royal piece capture its' opposite number without first putting both itself and the opponent's royal piece in check, which I always thought was illegal? I'd love to at least push the pieces around for this game, (especially since it's destined, apparently, to be in the 2nd tournament) but until I understand the above 2 sentences, I can't. Someone please explain.
Fergus, with great trepidation, I will sign up for Tournament #2. I have only played 2 of the games on the list casually, and those were 40 years ago (how I wish I was exaggerating here). As I am effectively computer illiterate (I keep my college sliderule on my encyclopedia bookcase), may I mail you the entrance fee? Truthfully, as I live in the NY metro area, it'd probably be easier (and faster) for me to drive to Plattsburgh and bring the money myself than try to use Paypal. :-) Joe
I thanked Roberto privately for his payment of my fee, then realized it should be done publicly, so: Thank you, Roberto. As you suggested, $5.00 is being given to a charity, as a sort of 'pay-forward'. Joe ps: I expect to get killed in this tournament. Like my favorite baseball team, the Mets, I'll have a 'wait til next year' sign on opening day.
Congratulations, Tony! All the experience in late nights you've gotten as a site editor will stand you in good stead. May your family have every happiness.
About 8ish, Eastern Standard Time, New Year's eve, while I was waiting for my wife to get ready to go out, I was looking at Hans Bodlaender's pictures and 'variants' for what may be the world's cheapest (and worst) chess set. They were so enjoyable I posted a comment about them brightening up an otherwise quiet time in my evening. The date stamp showed I was the first post on Jan. 1, 2005. It's one thing to announce to the world you're a geek by designing a chess game that only you think is 4 dimensional, but it's a whole 'nother thing to have the site you're trying to gain some credibility on (and I'm sure this is not helping) announce to the world that you've got nothing better to do at midnight and beyond New Year's day than look at chess variants. While this may be true - I've had much worse New Years' - it would be nice if the date stamp were accurate. ;)
ow ow ow ow ow Larry, We celebrated yesterday. I posted yesterday and the date stamp was wrong. I'm retired, and I'm home today - my wife is at work, so that's why. That's part of my retirement plan: I'm retired, and she works (for another 202.8 weeks, but who's counting) so it's ok. Um, um, alright, maybe my verbal slapstick isn't so good, but I'm much more ridiculous in person... maybe the date stamp will be wrong, and you won't think I posted twice on St. Valentine's Day - I take back my previous remark... ow Happy Valentine's Day to all, especially the newest member, Paloma.
Fergus; some thoughts on Bachelor Chess. I went to bed swearing I would not get involved in this, but I woke up thinking about geometry and Bachelor Chess. I believe the geometry of the board is a key factor in any game, the first factor to make or break a game. So, I set up and played your first variant a bit. First, I assumed the board is a checkerboard, with a white square on the white player's right corner, so I covered the original 'A' file and set the pieces up. Both white bishops are on white squares, both black bishops on black; an interesting asymmetry. The white king starts on a black square; and the black, on a white, as are their castling squares. Here are two openings I played: 1) d4 d5 2) f1-e3 e6 rather than c6, allowing check 3) e1-b4 f1-d2 white attempts trade of B for N, black declines, but N placement blocks Bs 4) b3 b7 5) c4 c5 6) Pxc5 Pxc5 7) b4-a5 check e7-b6 if 7) ... d8-e7, 8) PxP PxP 9) NxP check 8) BxN check PxB 9) PxP PxP 10) NxP a8-a6 white may continue by castling or by c1-g5 check, with much the better game The way this played out, I felt black should not directly contest the center of the board with 1) ... d5 The second opening: 1) d4 e3 2) c1-f4 b8-c6 3) c3 d5 4) b1-d2 b6 5) e4 c8-b7 6) PxP PxP 7) f1-e3 c6-e7 8) BxP check KxB probably a serious blunder on white's part 9) c3-c4 a8-d8 10) PxP NxP possibly better if ... BxP 11) NxN check BxN 12) O-O check e8-c6 white has a passed pawn that is going nowhere fast for a lost bishop As I am not the best of players, and cannot play chess against myself, these openings are not of the highest quality - the B sacrifice, in particular, was poor, as it could not be followed up. White may actually have an edge in this variant, but I am certainly not good enough to tell, only to suspect this is the case. However, I do get some clearer impressions of this variant. I think the geometry is important, as I feel these games are not as subtle as FIDE chess. Two of six non-royal pieces can never directly interact*, yet they attack the two most likely squares the opponent's king will occupy. Checks appear to be easier in the opening. I always had the urge to trade one of my bishops for the 'opponent's' knight, believing this is advantageous. I think the openings and patterns of threats are considerably reduced, and less subtle, because of the geometry. The game gives me more the feel of a bludgeon than a rapier. This could be because of my style of play, however. I do believe the knight is worth more than the bishop, and I'd definitely prefer to have 2 knights and 1 bishop against 2 bishops and 1 knight. I would also think this admittedly very preliminary analysis has some relevance for your other 7x8 variants and the 58 square variants, as the geometry is basically similar. I would suggest a variant of this game on a 7x9 board, but I wonder if the draw potential goes up. For what my opinion is worth, I think this is an interesting variant, but FIDE chess is better, and better because of its' geometry. The 8x8 board allows better pawn moves in the opening and balances the bishops. *This would seem to increase the subtlety on the surface, but that's not the impression I got moving pieces. I see Peter Aronson** and Doug Chatham anticipated a couple of my observations. To Doug, I believe the answer to your question is: 'yes'. To Peter, I'm real new at this, could you direct me to your sources? Thanks. **My error on confusing Spinster queens and Sinister queens - apparently Mr. Aronson does not confirm my suspicion that white has the advantage in the 7x8 variants, as Sinister Queens is 8x8.
Doug, after looking your version over, I think I can safely say that Bachelor Chess is probably better than Bachelor Chess. :-) I played over the Zillions vs Zillions illustrative game. Loved the humor although it hurt my head so much it took me two tries to play through the game. It made me feel much better about the two Joe vs Joe openings. I did push the pieces around some afterwards - is there any decent opening other than 1) e3 c4 ? On a serious note, I think the geometry conspires against the pieces here, and again I suspect white has the best of it. I'd need to find someone other than me as an opponent, though.
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This is a truly twisted game, extremely well put together. The pieces and rules create a high tension and a fine, unique dynamic. I particularly enjoy the pawn play. A+; thanks for a great game.
I think there are a few typos here. Shouldn't your FEN for the starting position be: emaksme1/1h5h1/1ppppppp1/9/9/9/1PPPPPPP1/1H5H1/1EMSKAME ?
Shatranj to Modern Chess, step by step. In the course of my tournament game of Shatranj with Roberto Lavieri, and the current game of Modern Shatranj we're playing, I've had opportunity to think about the steps between Shatranj and today's chess. I believe there are 6 basic steps between the two games in movement, and maybe 3 in promotion rules. Each movement step changes Shatranj somewhat, giving a playable game, when the steps are presented in reasonable order. Promotion changes also affect the game, but they are not as basic, and may be 'folded in' to the movement changes. Promotion goes from only generals to generals and lost pieces to freely-chosen pieces. Shatranj has 7 non-royal pieces, 5 of which are short range. Modern chess (orthochess) has 7 non-royal pieces, 5 of which are long range. So, in shatranj, the pieces are relatively weak; in chess, strong. In reasonable order, the steps between shatranj and chess are: 1) The general (queen) goes from 1 square diagonally only to the king's move. This is the least change from shatranj. 2) The elephant (bishop) goes from a 2-square diagonal jump (allowing it only 8 positions on the board) to a 1-square diagonal move and the 2-square jump. At some point, the jump is lost, but probably later than this. 3) Castling is allowed. 4) The double first move of pawns is allowed. En passant logically comes here, as an adjunct to the double step, rather than a seperate step, occurring later. 5) The bishops gain their modern move, and lose their jump, although an interesting variant would allow them a 2-square jump with capture of the intervening piece. 6) The queen gains her modern move, creating modern chess. While numbers 3 and 4 may be reversed, these 6 steps are, pretty much, the least (remaining) change from the previous step toward modern chess. Modern Shatranj incorporates the first 2 steps and intermediate promotion rules, making a 'strong' Shatranj. Using steps 1 through 4 and freer promotion would likely give a game that is still Shatranj-like but more modern in some aspects of play. It would be a Hypermodern Shatranj. Steps 1 through 5 and totally free promotion would give us an Old Chess variant. This is not meant as a history of chess, which I don't know, but a speculation on how chess could evolve, and a way to see the effects of the increasing range and power of the pieces. Is this worth putting in as a variant? Or has this all been done before, and better?
I think we're going a little overboard on the reactions to 'outsiders' ratings of this largest of variants. Mr/Ms Holmes is being, to be blunt, accused of cheating to get a good rating, by creating fictitious raters, or by enlisting family and friends to give excellent ratings. As to the first, I've seen some of the names before; one commented on a game of mine. As for the second, I admit I'm jealous; I can't get my family to even look at the site! Seriously, though, a number of members rated the game good or excellent, for an average member rating of excellent, so how much more can the rating be improved? Why should a contest judge who is effectively a professional chess variant designer be swayed by the opinions of people known or unknown to this site? Further, isn't it part of the purpose of this site to encourage more people to play chess in all its' variations? How is this accomplished by treating 'outsiders' as second-class citizens? Even accepting Mr. Smith's excellent and minimal change for the ratings promotes the concept of two tiers of people. I encourage the editors to leave this site fully open to all. Two final things: I sincerely hope D. Holmes is not padding the resume (someone this good should not have to); and I thought the 'Salmon P. Chase' comment was humorous.
Deleted. Fergus beat me to it with a better answer.
Congrats on getting the site back up. We've missed it. There are a few questions that beg to be asked, in 2 categories: What happened, and why, and we don't expect this again, do we? How will the tournament be adjusted for time? Again, great to see this site back up. Thanks for your efforts. Sincerely. Is there anything the members can do to help avoid site problems?
A few thoughts: There are 2 equally valid ways of moving chess to higher dimensions: 'extending' or 'expanding', with extending being linear and expanding being planar. Linear pieces are weaker, and planar pieces very much take on the character of the 'Mad Queen', in being so much more powerful than their 2D brethern. However, 'planar pieces' may be inherently too powerful as a concept - consider the extension to 4D, where a rook would move in a 3D volume of its' own choice, there being 4 different 3D volumes this hypothetical rook could move in. Even in 3D, the actual planar pieces used are the most limited and weak version. The strongest planar piece could get to a location if any one of all its' possible paths were open. An average planar piece could get to a location if at least half the possible paths are open. The weakest planar piece is one that is blocked by merely a single piece. (This is somewhat like damming a river by throwing a stone into it.) Now it's true that using the weakest possible planar pieces makes it easier to visualize moves, but using more powerful versions of planar pieces should shorten the games and make checkmate noticably easier. This approach may eliminate the 'need' for restricting the king to get a reasonable chance to mate, if the 'weak' planars still have trouble. You might also consider 3D movers, in a 'weakened' piece form, as, for example, a 'baby 3D rook' that could move to any open square within a 5x5 cube centered on the piece, just as the king can move to any square in a 3x3 cube centered on it. Of course, this 'baby 3D rook' would require at least an 8x8x8 board to dilute its' power. This rook, guarded by a friendly piece should be able to move next to the enemy king and mate it. The 6x6x6 shatranj 3D sounds interesting. I, too, have been looking at shatranj pieces for the past few months, and, with C. Bagley-Jones, have made a 'Shatranj Capablanca' variant, with a knight-alfil and a knight-dababba; and have also, for Modern Shatranj, tried out 2 'new' pieces, the knight-ferz and knight-wazir, which seem to work quite nicely. I'd expect that short-range pieces in a 3D shatranj game would find it useful to have those little 'extra' moves. And I think 6x6x6 is probably about a perfect size for a 3D board. I'd be interested in playtesting such a game. Finally (I hear echoes of 'about time!'), the not-so-elusive king. Designing a sitting-duck king, as has been done, may not be the best way to increase mates. I will, once again, float the idea of a 'king hold' rule. I did a 4D game, 4x4x4x4, using linear pieces and an extremely low piece density; and the king was all but uncatchable, even though it could move to only 16 locations. The game could not be won by a king and 3 queens vs a bare king. Effectively, I had no game until the king hold rule. The board is laid out as 16 4x4 2D boards, and the king hold rule states that a king, moving onto the same 2D board as the opponent's king, prevents the opponent's king from moving off that board, until the 'holding' king either moves or is chased off that board. This allows a standard 2D checkmate, with no 'extra' pieces required. While this is a restriction of the king's move, it is only temporary, and to maintain the restriction on the opponent's, one must move one's own king into potential danger and restrict its' move in the same way. This method seems easily adaptable to 3D.
This page seems to be missing the board and initial set-up diagram
Dear Annoying: Are you telling me that, 50 years ago, my second grade teacher, Sister Mary Ruler, was wrong when she drilled the class in possessives? I quote: ''It's' means 'it is'; 'its'' means 'that belongs to it'.' I hereby confess to over-punctuating, as I have already confessed to having trouble with names. Suggestions for names would be appreciated (but I remind you this is a family site), and will be considered. Finally, I would like to thank Mr. Gifford and Mr. Pedant for their comments. As my computer skills are about as obsolete as my English usage, it may be a while before I can add rules illustrations or presets, much as I would like to do so.
Ah, John, you don't think I can get an elephant through a hurricane in a reed boat? (Okay, a very strong tropical depression.) I can see the islanders laughing at the entire concept of that mythological monster, the imaginary elephant, but still keeping the name for the game piece. The expression 'seeing the elephant' would take on an entirely different meaning for them, though. Seriously, thanks for the comment. I am still fishing for names; maybe I should run some contests: Name that Game and Name that Piece.
Thanks for the comments, Charles. I like the name 'Alibaba', and will gladly use it for the DA piece (even if I never find the 40 thieves), though I also like the 'Jumping General', which would then be the augmented alibaba. I'd prefer to keep to 'old-style' names for the pieces, so I'd be uncomfortable using names like 'Marshlander' for example. You have reminded me of the discussion on names a while back; if I remember correctly, your carpenter got hammered then... sorry, but you shouldn't feed me those lines. You're exposing me as a person who is not serious, but I am a serious designer. And I do want to keep all the names in the same thematic group, so I'll gratefully take alibaba, but probably use the adjective 'augmented' with the name of a piece to indicate it has a new and lesser (not as 'important' or extensive) move; eg: the augmented alibaba is the jumping general. Augmented knights would be the NF and NW pieces (though this might cause a little confusion). Names for compounds of roughly equivalent pieces, like the NA or ND, still elude me.
John, thank you for the reference. I've been using multiple sets with colored twist-ties, or sets of slightly-varying sizes (and often slightly-varying colors) with the 'big' rooks and bishops representing chancellors and cardinals, and such. Now, if I had only taken shop...
Thank you for your comments and references, David. This elephant does not show up in the CV piecelopedia, but does in piece descriptions within the rules of both games you mention. How many others, who knows, but it seems to be a logical 'new' piece. This does demonstrate how difficult it is to come up with something truly new in the way of pieces. Hasn't stopped anyone from trying yet, including me. A comprehensive set of rules for shatranj variants is, based on just these variants posted in 2005, very possibly doomed. Boards, pieces, setups and even setup strategy all have expanded considerably. A shatranj piecelopedia and a book on shatranj variants might be the best we could hope for.
Hello, David. I would be happy to swap games with you. I'd love to try an 8x10 shatranj game. It will probably take me a few days to get a skeleton GC preset together, non-rules-enforcing so we have the choice of specific pieces*. Never played Makruk, or any of your variants, so whatever you want is fine with me. Ten moves a week is at the upper limit of my practical ability, but five per is a good number. Looking forward to it. Sufficient mating force: the pieces I'm inclined to use in our game of 'great shatranj' (an awkward name for an 8x10 size) are the 1-step slide, 2-step jump pieces, like the Modern (Shatranj) Elephant. The dabbabah-wazir ('dababba') steps one or jumps two orthogonally. Clearly, the 2-step dababba-rider Gary Gifford and I are using in the Grand Shatranj test game can, with the king, checkmate a bare king, having a move of 1, 2, 3, or 4 squares. But the Modern Dababba moves only 1 or 2 squares. Can king and dababba checkmate lone king? *great rationalization for my being unable to do anything more than gut a pre-existing preset.
Hello David. As I do not have your email address, I'm offering you the invite this way. I have a non-rules-checking Great Shatranj test preset at: /play/pbm/play.php?game%3DGreat+Shatranj+Test%26settings%3Ddefault What are your preferences for pieces and set-up? The current setup guards all the pawns, which people seem to think is important. I would prefer we don't use the historic fers, wazir, alfil, or dabbabah, or the not-yet official zigzag general, but it's up to you. My e-add for a little longer is joejoyce at sprynet dot com. I will be dropping it in a couple weeks as I've switched providers. Pity, it never got spammed, not even once.
carlos carlos, where are you? You own me a move in the tournament, and you're running out of time. Our game of Switching Chess is in week 2, and you haven't made a move yet. I'd like a win, but shouldn't get it by default. If anyone has Carlos' address, please email him or send me the address - thanks. Joe Joyce
This looks like a very interesting game. It should be much faster playing than shatranj, given the coupling of a great increase in the number of long-range pieces with the forward setup. Could get some fierce shoot-outs with this setup. Some basic numbers: Shatranj FIDE Mir # non-royal pieces 7 7 9 # short-range 5 2 4 # long-range 2 5 5 So, while shatranj and Fide are opposites, Mir matches FIDE for long-range pieces and all 4 short-range Mir pieces are jumpers. But, while the rooks cancel out, the cannons and superbishop don't quite seem the equal of bishops and queen. They're certainly not quite as easy to use. Still, all other things being equal, I wouldn't want FIDE in a FIDE-Mir 'Chess with Unequal Armies' game. I would love a copy of the zrf when it's done.
This game is a beautiful concept, from the spare beauty of the initial setup to the balancing of the weak piece set with a fairly free piece placement and drops. It is not a game for the faint-hearted. It is probably extremely sensitive to beginning play; certainly you can win or lose quickly in this game. Several layers of play with all their complex choices are built from a few simple ideas in an easy-to-understand game. You've made a maddeningly complex easy-to-understand game. Nice job, Gary.
Um, let me try this again. This is a really great game. But when you're trying to say that and the designer has to defend himself from your excellent rating, you've probably done something wrong. My sincere apologies. My only excuse is that it was late and I'd taken several cold pills an hour before. Apparently for me, typing while sleeping is as dangerous as driving while sleeping. I was far too forceful in expressing some of my points. 'Maddening complexity' is one instance. I never actually beat my head against the keyboard (although if you look at the game, you'll see several spots where I wanted to) or even came close, except over some of my own errors. Hard as it may be to believe, I was trying to compliment the game, and encourage people to play it. I think it would make an excellent tournament game next time around. So, let me try this again. I do believe it is opening-sensitive, and here's why: 99% of variants have all their piece starting positions pre-determined, and the sides almost always mirror one another. Almost never does a piece on its starting square attack an opposing piece. SoT requires you to set up your own pieces as moves in the game. Now you have to work to balance the other guy's setup, and may wind up with a considerably different setup. This is an 'extra area', where players can gain or lose during setup. This can't happen in FIDE. But this is a bonus, making the game quite unique, to the best of my knowledge. It appears that playing through a number of openings would help you determine better piece placements. If one player makes significantly better piece placements, that advantage may easily carry through the game. I see this as a whole new area, you see it as 'much more opening variety'. I obsess over placements, counting squares a jamal or dabbabah can reach, trying to ensure that pieces can support each other; it's not necessarily simple for everyone. I always had trouble with free set-ups in wargames. It generally took me a few repeats of a game to have an idea of how to do the initial piece placement. And, of course, an opponent, knowing your preferences, can adjust his placement to disrupt yours. This helps make the game excellent, regardless of how it's seen. Finally, the 'Nice job'. That should have been 'Tremendous job'. I'm looking forward to playing this again. I want (need) to learn how to use the Trojan horse. It's an outstanding piece. As far as resigning too quickly, you had me good - you just got the 2nd rook, and controlled my back rank. I was hoping to start again, and play a much more even game, now that I have some idea of how placement and drops work. This game deserves a better test than I gave it so far.
I've been a member of this site (and online) a little over a year. I have never seen the Encyclopedia of Chess Variants nor had any dealings with Mr. Pritchard. However, in the brief time I've been here, I've seen his name cited over and over again, as authoritative. I believe David Howe is right. Whether or not this site ever generally recognizes people in addition to games, I think Mr. Pritchard more than deserves the recognition and thanks of people who love what chess can be. Surely it is the rare person like David Pritchard who has helped create the conditions and situations that all the rest of us enjoy. I feel this site would be remiss in not finding a way to memorialize him. My sincere condolences to his family and friends. M J Joyce III
What happens when a game you've won, and it says 'You have won' in the game log, doesn't show up in the calculations, even though you can call it up by name from the game logs with your password, and it shows as a win when you list all your games? The game in question is Omega Chess oncljan-joejoyce-2005-96-245 Admittedly, it's not a good win, but it balances out one of the almost-won games where my opponent disappeared just before the end. (I see the value of timed games now.) Actually, I hadn't brought it up before because it is such a poor win that I didn't feel I deserve it, but I realized that if it was included, I just might get up to 1500 briefly, before I lose to Carlos, David, Gary..., and that'd be a kick for someone who's only been playing a year or so after, depending on how you wish to count time off, 30-40 years. I will say the ratings have brought out everyone's competitive spirits. As for me, I'll happily carry a general rating that takes in all my games: playtests, coffee-house, and tournament; but, since people are asking for so many things, I'd like to add one more. Would it be possible or practical to allow people to choose one or more subsets of games for a specific rating. For example, I am currently playing several variants of shatranj now, one of which is 'grand shatranj'. Could I be allowed to put any number of game names into a 'Rate these games only' field, so I could get a combined rating for say 6 shatranj variants plus Grand Chess? And then another for the 'big board' games, and so on?
Hello Fergus or whomever. I have just gotten exactly the same error as Christine, when I clicked on the 'Last Game Courier move made ...' button on the 'What's New' page, down to the exact wording.
Yes, it does, and on poor Roberto's page, too. So I traveled this comment to a new spot.
Hi, Matt. It's unlikely your submission was rejected. Ms. Bagley-Jones was being optomistic when she said 'one week'. My first submission took a fair bit longer to get posted, as did my second. There is a severe shortage of editor time on this site, unfortunately, so things go slow these days. Don't worry, most of us find it's worth the wait. I designed my second variant while waiting impatiently for the first one to get posted, as a way to relieve the tension. In the meantime, welcome to Wonderland (and check out Alice - one of the many fine variants here). Enjoy. Joe
Thanks for the comment. It's nice to know people read this stuff. You make an interesting case for the evolution of the bishop. I don't necessarily agree, but I also don't disagree. I looked at your examples, and you have several good points. I freely admit (and have previously admitted - I also wrote a comment 'shatranj2chess' that I took most of for the MS discussion) that I offered speculation only on the origins of the modern FIDE game. What I did was to take the smallest possible changes from shatranj that moved it directly toward modern chess, and saw 6 of them in piece movement. I consider each one a least change from the previous state. I have little to no idea of the actual history of chess. I was merely trying to put together an easiest possible path in discrete steps from one to the other. As a path of least action, it could not include larger boards and more pieces. Your version is easily as likely to be 'right' as is mine, though I strongly suspect neither is. I also 'strongly suspect' (aka: 'know') there are people here who could give us accurate info. Again, thanks.
I feel I have to weigh in on the subject of re-using grand, well-established names for new variants, as I am soon to post presets for my 'Two Large Shatranj Variants', respectively Great and Grand Shatranj. I agree in general with the opinions expressed by Fergus Duniho and Gary Gifford on Grand Chess 2, but there are circumstances where this general prohibition of re-using a name should not hold. Specifically, I wrote to Christian Freeling to ask his permission to call one variant 'Grand Shatranj', and before I posted 2Large I sent him a copy to vet. Had he in any way objected to me about the name or the game, I would have changed it; and should he have any objections now or in the future, I will change it. Should it be felt necessary, I can produce the emails. In my posting of 2Large, I make clear exactly what my debt to Mr. Freeling and Grand Chess is. Under these circumstances, I feel my use of the name and setup for Grand Shatranj is acceptable, even if I am over-reaching. Now, back to having fun.
Christine, you're right! Do you think I should write to her?
Fergus, my objections were, to a great extent, pro forma. But the fact is that my variant is deliberately named 'Grand' to refer to Mr. Freeling's game, and I made that clear in my write-up. I deliberately copied the setup to solve the problems I felt existed with my 10x8 variant because I think the Grand Chess board and setup is an elegant solution to those problems. What I didn't want was people to see presets for Grand Shatranj and think: 'Oh, great, here's some idiot that didn't get the message, even though it's in black and white' (even though on my machine it's in black lettering on a grey background). Wow, there are several messages here, while I'm typing this - sorry, Fergus, saw your comment between my answer to christine and edited it to name her rather than have it look like a reply to your comment (this is getting convoluted). Okay, back to the original topic. Whatever that was. I truly don't see a problem with naming something after something else under these conditions: 1) with appropriate permission; 2) if even the direct descendants of the inventor are unaware they are the heirs. In this case, they can't come after you. :-) Okay, if the origins of the name are lost in antiquity might be a better rule. Gary, if it was good enough, and it followed #1 & 2 above well, heck, do it - you playtested Grand Shatranj I enough! And thanks for that. And, finally, Christine, no, I'm just a plodder with no creativity...
Gary, I'd be complimented if you put out a 'Grand Shatranj II', but Christine has already claimed the name. Christine, you have to send me the ZRF first, otherwise I let Gary have the name. David, I'm perfectly willing to have the naming controversy here, under the title of 'Grand Shatranj', because the controversy has some legitimacy (and I don't mind a little advertising of my games either ;) Since I firmly believe Grand Shatranj (and Great Shatranj, which you playtested) are good games, and neither is out separately yet for this controversy to spill all over their pages, then it is a better forum than the game of some poor caught-in-the-crossfire poster who was probably trying to praise the original game. Besides, I'm hoping that you put out a Great Shatranj game with your own unique stamp on it. ;-) Seriously, it may be good to have an editorial policy about names. I think it should be simple. 'No Poaching!' would be a good first approximation, but I believe it needs to go further than that. My 2 rules suggestion: appropriate permission or lost in antiquity I believe are at least a good start. The lost in antiquity rule allows us to call our games 'chess' as Fergus has indirectly pointed out. (Christine, you got 1st crack at GC2, so Fergus gets credit for that - okay, you get credit first, but I'm not going to admit it.) But I honestly don't see a problem with Gary doing a variant of my game and using the name GC2 or 3 or whatever, as long as he got my permission in advance. And I would want to see the game to be sure it measured up (or down, as the case may be) to my standards as set in the 'original'. If those conditions obtained, and were demonstrated to the editor, then the name should stand. And now I've got too much of a headache to actually make my chess moves. This being serious stuff is not fun. Well, fortunately, I'm rarely really serious, seriously! Now, back to having fun.
Once again, I'll put my foot in my mouth up to my shoulder. David, I think I see what you're doing. Here I am. This name is a little tacky. But, reading the rules, I see Mr. Scanlon is paying homage to Grand Chess in his own way. Gary and I have agreed, in an exchange of private emails, that people might take me too seriously. I mention this partly for completeness, but mostly because I wish to copy 1 sentence from my email to Gary for Christine - 'As far as Christine, without talking to her, I'd bet she has no such animal as a GS game to come out, it's most likely her sense of humor coming out.' Hah! Got you on the first try! :) Roberto, you have the best line about the rules of this game. Thank you. Terms like maximum logical consistancy always worry me. I'm glad others are bothered, too. To finish seriously, there may be no legal problem with names like More Granderer Chess II, I'm not up on copyright law. But as a community, this group can exert social pressure, fairly or unfairly. What are the community standards, and what is fair?
Okay, Gary, I was trying to be nice and let him down easy. A. O. Myers does a discussion of Grander Chess (first item under See Also) in which he disagrees with K. Scanlon's elimination of en passant and treatment of stalemate, but agrees with the new piece placement. Now, I also think en passant should stay. And if there is a problem with stalemate, then give the stalemater 2/3 of a point and the stalematee 1/3. That satisfies my sense of what feels right. I'd even take a little issue with piece placement, as the knights are, in both variants, pushed farther away from the middle, thus weakening them somewhat, but I don't see an alternative that's better or even as good as the current knight placement. (Obviously I use the same setup in GS.) Finally, I don't believe the name is justified. Fergus makes excellent points and sense in his comments. Mr. Scanlon tried, but the group consensus is that he obviously did not succeed. What he did, at most, was create a modest variant of Grand Chess with a most immodest name. Of course, that puts many of us, perhaps me especially, at risk for our games' names.
Sam, I believe you have crossed the Rubicon into wargame design with your game proposal in CoT. You have all pieces moving each turn (in what order?) and ranged combat with odds for success, a hex board and terrain; all you need is to call it a wargame, and maybe add a combat results table for all 'combats' between 2 opposing pieces, not just the ranged ones. I would recommend to anyone HG Wells 'Little Wars' for a fascinating look at wargaming from some of the history and how to of wargaming to pictures of an influential author on hands and knees in miniature battle scenes. It's not quite chess. I see a line between chess variants and wargames that is crossed several times in Crossing the Rubicon.
Nice idea very nicely done. Fine piece choices. Have to rate it excellent.
Well, you'd certainly want a large board, so starting at 10x10 is good. Since all the pieces in this game jump (but not [currently] the pawns) the effects of square loss would be effectively reduced. You might even want to let the 'High Priestess' replace (or even add) squares. And if you did that, you might let the 'Minister' destroy squares. Their ranges would logically be any empty squares they could legally move to. They would cancel each other out at squares within the range of both. But letting the Minister destroy occupied squares would swing the game far over to offense, unless, maybe, you allowed the High Priestess to resurrect... Anyway, that the 2 pieces have limited movement (for ABS) is a decent limitation for pieces that can create or destroy squares. The priestess could extend the board; a decent restriction would be that a square surrounded on 3 of 4 sides by emptiness cannot be connected to a square that will have more than 1 side next to emptiness. So bridges would have to be 2 squares wide. This particular application of player power over the board probably pushes well into the shallows of the Rubicon itself. This is terrain in a wargame. But it is true that holes are as good a terrain abstract as squares. How many chess variants have specific pieces that create or destroy the board itself? That destruction of squares could well be going too far, especially since this is not a wormhole variant we're talking about. That would be a different game.
Congratulations, Gary! I see the Game Courier Tournament 2 results have been posted, and Gary Gifford has won without losing a game. Antoine Fourriere and Roberto Laviere came in second and third this year. Congratulations to both of you. I'd like to thank everyone I played. I met almost everyone, and also met almost every game, for the first time during the tournament, and all-in-all have enjoyed the experience. In spite of getting thumped pretty badly, I did manage to come in tied for eighth. It was a lot of fun, if sometimes nerve-wracking, and I did better than I expected. I actually won a few, and didn't lose a couple more. It's been a great introduction to the world of chess variants; and I've almost stopped bleeding from some of the losses. I liked the 'lots of different games' format and that we got a choice of games. The wide variety was what attracted me. So thank you very much to Fergus Duniho, who ran the tournament as well as participated. This was the second tournament I ever played in, and the first in 35-40 years. This was fascinating. Are all tournaments like this? Heck, I'd play in another 'many-games' tournament again. Thanks to the participants for making this a very good time. It was so much fun, I hated to see it end. :-) Joe
A very nice balance between chess and Ultima, with a nice twist in goal squares. The capture-by-replacement pieces allow direct assaults on a position but are limited in number and movement capacities and are vulnerable to counter-attack by the Ultima pieces. This is a nice balance of direct and indirect actions, with a 'capture the flag' aspect; a successful fusion of two very unlike games, with style.
A fine game, capable of being played on two levels, a simpler one of pushing whole ships around, and a more difficult one of getting the right pieces into the right ships. Beautifully overcoming the limitations of a small board, it is a big game in a small package. This game is well worth playing. I wish there were an easy way to play it face-to-face. The rules could probably be better written, but they are adequate for the game. I find the idea and the way it plays excellent.
Hi, Mats. I hate to preempt you, but I refer you to the 'Jumping General' in 'Two Large Shatranj Variants'. It appears as the queen analog in Grand Shatranj and as the royal piece in Atlantean Barroom Shatranj, both games currently being played on this site. It does work very nicely. It even has a new unique graphic which incorporates an elephant and a war machine, which appears in current games. And as soon as this computer/internet illiterate figures out how to accomplish it, the games will be available as public presets with unique rules sets. And rather than go through lawyers, I suggest we duel it out. After all, I can establish prior copyright; I just need better computer skills and advertising. If Gary is willing, I choose him as my second. And should there be an interested party lurking, feel free to choose sides. Seriously, this does point out the extreme difficulty of coming up with a genuinely new piece, especially one that is actually broadly playable. I'd be surprised if I were the first to propose this piece. I am curious as to how you figured its value as that of a rook. Short range jumping pieces are apparently not well represented in popular games. Is this a defect in the nature of short-range leapers, or just random chance that this piece is only really represented by the knight- and alfil-types?
Okay, count me in. I can come up with at least one thing by Christmas. :-)
Gentlemen, let me stick an oar into these murky waters. My first question is: what do you mean by 'big board'? If you accept FIDE as the standard, then anything above 8x8 is 'big'. I would argue against that and the ideas that you need really powerful pieces, or even many pieces, and more than 1 move per turn. (At least up to, say 25x25 ;-) At 19x19, Go does quite well with merely putting non-moving pieces on the board one at a time. I've worked at 'large' sized boards (10x8, 10x10, 9x21, 16x16) and, now that I'm looking at it, the general trend is the larger the board, the fewer the pieces, and the ranges in 'linear' distance often decrease, but that's because the 9x21 is conceptually also 3x3x3x7 and the 16x16 is similarly also 4x4x4x4, so you can't go very far in any one 'direction'. Okay, you might think that last bit is all bs, but Go still elegantly demonstrates you don't need powerful pieces for a large board. And the 9x21 game (189 cells) is a chancellor chess variant using only the standard 9 pieces and pawns per side of chancellor chess. The 16x16 game (256) uses only the standard 8 pieces and pawns of FIDE per side. Andy Thomas has made some excellent points. I think he's right in all of them. I just need to know what size we're talking about, and am curious about the line between chess and wargames, like say 'Axis and Allies'. I would recommend HG Wells book 'Little Wars' as an excellent example of what is clearly over the line. (It's also got great photos.)
Hey, Gary! Agreed Go is not a chess variant. It is at once much simpler and more complex than chess. I was using it as an example of a 'large' board game that has about the simplest, least powerful pieces possible. They just exist, they don't even move. The game is played 1 stone at a time. For those of us who are not experts, there isn't even a clearly defined end to the game. But it is an awesome game, and conceptually much simpler than chess. On a big board. Consider it a point in game-space, that nebulous conceptual area where all games reside, just outside a boundary of chess. It's like 'Little Wars' in that respect, using much of the trappings of chess-like games, but being clearly outside the boundary. So we can define 'chess' by triangulation, if you like, or not, if not. As to my statement about the size & range trend, it was in strict reference to my designs. I apologize for not making that clear. Specifically, with reference to Hyperchess, Walkers and Jumpers, and my large shatranj variants, the statement is [reasonably] true. BTW, I hope you like the new piece designs for Grand Shatranj, Gary. I will admit to being somewhat tongue-in-cheek in my whole approach to this topic, though. Just because they're attacking my whole design philosophy of minimalism and simplicity is not reason enough to get all exercised. ;-) Enjoy. Joe
Hi, Gary. Okay, you said: 'I am inclined to agree with the opinion that larger boards can more easily accomodate pieces with greater mobility... and that multi-move turns are more at home on such boards... as are larger numbers of different piece types.' Me, too. I just felt that two things were being fluffed over. One is how big 'big' is; and the other has to do with designing increasing numbers of pieces and powers as you increase board size. I personally feel 8x8 is small; but I don't agree that larger boards mean more pieces. I think an often more elegant solution is to use a few pieces on a large board. This allows the workings of the pieces and the board to stand out more clearly. This is, of course, personal preference only. Where I differ from you is in 2 other statements: 'But still, I would not consider the GO stones as chess pieces any more than I would consider the 'X' and 'O' of tic-tac-toe to be pieces' and 'The fact that GO pieces work well on a 19 x 19 board has no signifigance to chess pieces.' Those two statements go right to the foundation of my design philosophy. When I first decided to design games seriously, I thought about what any game was, how to look at it, and where I could stake out a unique position. I look at a game as (almost always) having 3 components, pieces, rules and board. Go stones, X's and O's, chessmen, they're all the same in this view, the game pieces. The difference is in the rules: the 1st two games' play involves placing the pieces on the board in an advantageous way; chess already has the pieces on the board, play involves moving the pieces advantageously. The above is a gross simplification, but this post is already long. I'll finish by suggesting that Go pieces are only a shift from wazirs and ferzes. In conceptual space, Go is fairly close to one 'side' of chess, and 'Little Wars' or Axis and Allies are roughly on the other side of chess, fairly close, along the complexity line. Tic-tac-toe is on the other side of Go from chess and the other games along that complexity line. Enjoy. Joe
Hey, Jeremy - yes I have looked at Gess, and I think it's an excellent idea that hurts my head. Simple, brilliant, and leading to possibly mind-boggling complexity. I like it and I'm afraid to play it. I see LL Smith wrote a zillions implementation for it; I'd recommend checking it out. Michael Howe mentioned being interested a year ago... maybe someone is now. I suspect it's easily as much a game of pattern recognition as it is a game of chess. ps: if you like my games, you're easily impressed - admittedly, I like 'em, but everyone who knows me knows I'm easily impressed - enjoy ;-) pps: Gess is a great example of an 18x18 with delightfully simple pieces and rules. I'm almost tempted to play it.
Hi, Tony. Thanks! There is a preset that should have been accessible by clicking on the picture of the setup. My 3 rules sets were supposed to be for 5 presets that should be linked to the pictures in the mini-rules. You still can get to the presets by going to 'Two Large Shatranj Variants', and clicking on those pictures. I'd fix it myself, if I knew how - at least my handful of attempts didn't eliminate the board picture, but I managed to get a little 'fuzz' around the bottom of the picture. Would it be possible to hook the 5 presets to the 3 sets of rules? Thanks, Joe
Hi, Gary. A good part of our difference is merely a semantic debate. I, too, agree with the ideas you express: 'My point was simply that large boards are a good home for long-range pieces and more types of pieces.' That's 100% accurate, and I agree with you. My problem here is how you define 'large', and if greater numbers, longer ranges, and more different pieces are required by larger (not 'large') boards. The point about Go is that a 19x19 board is small enough that 2 players merely putting unmoving stones on the board one at a time in alternating turns is a good game. And it isn't even chess. My 16x16 4D game uses only a standard FIDE piece set, with close to FIDE moves, and starts with a piece density of 12.5% My 9x21 game starts with a piece density of 19%. Grand Chess, as well as 2 of my large shatranj variants, all start with a 40% piece density on a 10x10 board. Maybe my argument here is one of aesthetics. Larger boards do not require larger numbers of pieces. Elegant simplicity is a valuable goal in game design, for it increases the playability of the game. And 10x10, or 20x20, is not 'large' - for square, even-numbered boards, 8x8 is about the smallest size that gives a decent game - clearly 2x2 and 4x4 are useless, and 6x6 is 'the easy game for the ladies and children' and early computers, so 8x8 is the bottom. For odd numbered boards, 5x5 is useless, and 7x7 is Navia Dratp. Still not much room below 8x8, and 7x7's can have their bishop setup problems. Please, define your terms. ;-) On piece 'powers' - this is where I was tongue-in-cheek, in describing pieces with diminishing *linear* ranges. On a 4x4x4x4 board*, you can only possibly go 3 at most from your starting position in any one direction, but you have a lot of directions in which to go. A simple rook, moving linearly, can reach 12 positions on this board. A knight, in the middle, can reach 23, using only its 'L-shaped' move. Even from a corner, it reaches 12. *Of course, the board is actually physically 16x16, divided into 4x4 sections, and movement rules simulate the 4x4x4x4 board, but you could use Great Shatranj pieces, none of which move more than 2 squares, quite successfully on that board. I am not arguing against any position as much as I'm arguing for mine. If you say 10x10 is big, and requires at least 25 pieces per side to maintain the 50% starting density, and we need amazons at least, then I'm arguing against you. ;-) Enjoy. Joe (and I know I left a lot out, but next time)
The links to the presets are back in the mini-rules. Please list the 5 presets. Thank you. Joe
Hi, Gary! You always take me so seriously. :-) 1 You've defined 'large, medium and small' in reference to FIDE. Okay, then I stand by my initial statement. ;-) 2 On women, children, and early computers: When I did a bit of research on 6x6 a while back, as well as Los Alamos Chess, I ran into variants from the 1800's that were specifically designed as easy chess for the ladies and (precocious?) children. First, I will say, for the record, I am a New York liberal, living smack dab in the middle of the NY metro area, on the east bank of the Hudson River. Then I will (gently) point out that the line you object to was sarcastic, and that NY liberals (even if they are only fake liberals and don't really mean it) are not likely to seriously espouse such a position. Second, after the 2 extremely bitter and hard-fought draws I've played against zcherryz, if you think I'd seriously maintain men are innately better than women at chess, you're crazier than I am. And as far as kids, I'm 58. I have a 32 year-old son and a daughter who will be 25 in 25 days, and comes off our car insurance! As far as I'm concerned, probably most of the people on this site are kids. And I can tell ya, I'm certainly not beating them all. :-) On the serious side, we do have a few points of agreement, in that we both apparently feel (from what you said) that 8x8 is actually the smallest decent size for a game. [Before the winners of the 44, 43, 42... square contests kill me en masse, let me admit to a number of awesome small exceptions discussed some other time.] And we can agree to call 10x10 and 20x20 'large'. But I still maintain that a large board gives much greater scope for elegant simplicity. Too many pieces can muddy the theme; you might as well play a wargame. [I design those, too.] As always, these discussions with you get me thinking. Enjoy! Joe
Hi, Tony:
I don't understand what you mean about having to make pages for the presets. Aren't their pages just like the following:
Atlantean Barroom Shatranj which is the url for Atlantean Barroom Shatranj? I'd love for people to actually know I made the presets. I suppose it's questions like these that demonstrate why I'm not an editor...
Thanks for the comment, Namik. The game you propose could be quite interesting, ABS vs Sym. As it stands, each side has 10 pawns, but Symchess has 12 pieces to ABS' 10. I might suggest throwing in a couple colorbound 1 or 2 square movers for ABS, 'FAD' leapers. They slide 1 diagonally or jump 2 orthogonally or diagonally, landing on every square of their color within 2. Just how closely the sides are matched is an interesting question. While piece values for Sym are pretty well determined, I know of no info on values of most of the (brand new?) ABS pieces. The zigzag general in particular is a deliberately overpowered piece restricted by its short range, as to a lesser extent are the twisted and flexible knights. So it's sort of 10x10 Chess with Very Different Armies. Very possibly worth doing.
Okay, Gary, I stand chastened. 'Scum of the Earth reporting for barnacle-scraping duty.' I meant no offense in relating what most 19th century men thought about the general abilities and capacities of women and children, conveyed in the form of a game deliberately dumbed down to allow for their 'innate inferiority'. And I included computers in that disadvantaged group with Los Alamos chess - a 6x6 game dumbed down for the early computers. I was implicitly contrasting statements from the past with what we know now. I don't think I could beat today's computers, either. You wouldn't need a Deep Blue to beat me, a shallow HAL would be more than adequate. ;-) Your note made my morning. I'll try to be better, but I'm not a serious person, so I may slip. I am, however, a serious designer - you know I'd love to design games professionally, but it's a killer field to break into with no computer skills. So I enjoy what I do and maybe some day, I'll get lucky. In the meantime, I have a deep interest in the theory and practice of game design. And this topic of big board CV's, while I undoubtedly will never make a penny selling chess variants, is something I find extremely interesting and very useful. You've seen a couple of my non-chess games, Spaceships and 4War. I see very strong connections between them and chess, on more than one level. 4War grew out of Hyperchess. And I'm just starting to explore a Spaceships chess variant. So I don't see a sharp line between 'genres'. They cross-pollinate. I'm very interested in this topic, but I'd like to see a number of approaches to big board variants. For example, I oppose adding pieces because there's more room on the board. (This is undoubtedly a minority position, however. So I'm working to get the viewpoint adequately represented and examined.) And I oppose having a large number of different pieces because you've got all these pieces you just added because you had more room and now you're trying to figure out what to do with them. This affects playability in many ways. And I think playability is the first consideration of game design. Not the only, but the first. Enjoy. Joe
Great, Tony! Three pages, with 5 presets, are now waiting for approval. David, thank you very much.
The basic idea of this game is excellent. The geometry of the board is intriguing, and I'm impressed by the cleverness of fiting the board into 100 squares (for the 100 square contest). I, too, have a question on the knight's move, however, prompted by my attempt at an answer to Jeremy's question. I figured this way: - the central squares are not 'really' on board B, they are 'really' on boards A, B, and C, most likely simultaneously but apparently on any level at will. - for the 'dabbabah' move to happen, the knight must move 1 'up' from B to A on the central square on which it starts, then it 'turns 90' and moves 2 across board A to the side, ending between the 2 moves made as if the knight started on board A, move 2 to the side, then turned 90 and moved 1 along the side. Or start the other way and do the same thing on C. However, if that's correct, then the knight can be considered to be on board C to start, move C to B to A on that same central square for the 2 square leg of its move, then turn 90 and move 1 square off the original central square to end. And that would add 4 squares to the knight's move in the diagram, the 2 light squares next to the lower left-hand corner of the boards A and C central holes. So I may not understand this very well.
Thanks. I have to share credit with my son and Fergus, though. Hope you enjoy it. Luck. Joe
You madwoman! The 'great Joe Joyce' indeed. You're embarrassing me. I thought I was great, grand and Atlantean. ;-) I never could take a compliment. Enjoy.
GO CHESS Was well into the second mile of my walk, just past the local police and fire stations, when my comment to Gary about Go being just a ferz and wazir movement away from chess ran through my head, bringing the following train of thought. Play a game of Go. As you put your stones down, mark them with either an 'X' for ferz or a '+' for wazir. A stone gets an X if it is not connected to any friendly stones when it is placed. It gets a + if it is connected to one or more friendly stones. Captured pieces lose their markings. When the Go game is over, the captured stones are used to fill territory, the Go score is calculated, and the captured stones are removed from the board. Then the chess game starts. White moves one piece either along a line to the next intersection, W, or diagonally across a square to the opposite corner intersection, F. Last person with pieces wins the chess game, and scores one point per piece left. The total score is figured as the sum of the two. Still not chess, but getting there. Okay, no king? Make all the pieces pretenders. The last one left on a side gets promoted to king, with a king's W+F move. Still not chess? Drop the Go scoring. Play Go only for chesspiece placement, using all the rules of placement, capture, and when the game ends; but no score. More pieces? Allow a friendly piece to move onto and combine with another friendly piece. The N is a W-then-F mover, for example. Combos of Fs could build alfils, elephants, and bishops. Combos of Ws are dabbabahs and rooks. You could even set aside a certain number of moves at the beginning of the movement portion of the game to be used only for combining moves. You might even restrict all combining moves to this part of the game. You could have to make a single king, also. Now, you place your piece atoms and fight to destroy your opponents atoms in the placement stage, build your complex pieces in the combo stage, then play chess in the movement stage. This is Go morphed into chess, but where did it cross the line?
Go Chess; hard to think of many outside of Vulcans or mentats, or somesuch, who would actually play this game. It has every feature/suffers from every flaw of big CVs. If done right, it may even add a new sin to the big CV list. *It's extremely logical. You're in control. You can build every piece and board position step by step yourself. *It's excruciatingly slow. You have to build every piece and board position step by step. It'd take Deep Blue to have even a chance at 'mentally' organizing the chaos on the board to plan even a little ahead. HAL wouldn't have a chance. ;-) *You will have a large number of pieces and types of pieces to contest with, making for rich tactical opportunities and strategic play. *You will have to wade thru legions of the opponent's pieces before you even get close to the king. This last contrast has a direct bearing on any large CV. There is always the temptation to load up the board with pieces; they look so empty with 100 - 200 empty squares and 30 - 50 pieces. But you can cut to the chase fairly quickly; you don't have to exchange your first two rows of pieces with your opponents before you can get down to serious maneuvering. Being up a queen in Grand Chess is far more meaningful than being ahead 7 - 6 in queens in '8 of everything' chess. But not all big games have to feature goodly numbers of power pieces. Try a big game with pieces that only move 4-5 squares at most; see what that's like. Different piece strengths give different game flavors. Most large games have pieces that move across the board, knights, and the king/man piece(s). That's so one-sided. How many pieces is too many? Most would say it's a matter of taste, but I think measuring piece numbers against playability will at least give use a useable product, which is a consideration. I think it's a sin to put pieces on a board just to fill in spaces. Either get rid of the spaces or find a more creative use for them. David Paulowich has used the first method, of getting rid of spaces, and creates tight, intense games on 8x8 boards. I've attempted the second, with some unusual board design, but so far met with less success. Doesn't mean I'm wrong, just means I have to try harder. Now, with all that being said, I kinda like GoChess. Anyone interested in discussing rules attempting idea playtesting? A 9x9 to 13x13 would be a decent size to try things out. Done right, it could be almost choked with pieces of widely varying powers in semi-random starting positions. So I've got nothing (other than what's in the first paragraph;) against large games with all the trappings. I'll offer all my opponents in this debate a new big CV, goChess, to atone for my heresies. Except you, Gary. :-) For you, I got another game, Lemurian Shatranj, featuring some new moderate-range pieces, because you already said goChess is not your style. I promise you'll find Lemurian Shatranj intriguing, buddy. :-) Enjoy Joe
I tried the Logical Followup to the Duke of Rutland's chess preset twice, and got the standard chess rules and an 8x8 board, with the Logical title in large black letters. Maybe it's me ;-)
Gary, I'd be very happy to have you and anyone else who wishes playtest this baby bear. Thanks. Joe
Interesting setups. One thing I noticed playing David Paulowich: 8x8 games with high piece densities get very intense very quickly. (Especially against David.) Did you zillions them? The regular version looks like a problem setup: who wins the opening? The hidden version looks like people could find some interesting play in the opening.
Tony, just saw the Go preset in 'What's new'. Thank you. Joe
Thank you very much for the comment, Mike, and I hope to be able to live up to the compliment. After I accidentally designed Modern Shatranj, I got interested in short-range and jumping pieces, and eventually realized I had a series of games that could feature pretty much nothing but short-range jumpers. And that seemed unusual enough to be worth pursuit. Great Shatranj was the 1st, with no (rooks optional) piece moving over 2 squares, but some 'new' combo pieces; then Grand Shatranj, featuring 2-step pieces moving up to 4 squares, and 1 more 'new' combo piece (the Squire/Jumping General/Mammoth). Finally, I found the idea of bent riders irresistable, and decided to make a game with almost super-powered short range pieces. The zigzag general comes close, and it may actually be a new piece. All the 2-step pieces would be quite comfortable on larger boards, also. I plan to continue exploring short and medium range pieces for a while. I'm looking at some 3-square movers and contemplating what might go 5 or 6 squares. There's gotta be some opportunities for genuine new pieces there.
Generally tremendous graphics: clean, clear and simple. Is it possible to offer pieces for inclusion, or make requests? I'm using some 'new' graphics for shatranj variants, and will soon need to make more. These pieces are or will be adaptations of your existing graphics. In some cases, I'd like to replace an existing piece with a more themed graphic. For example, in a shatranj-like game, I'd replace the squirrel with a new piece consisting of the 'High Priestess' piece fronting a warmachine. This will be a visual combination of knight, alfil, and dabbabah, whose moves comprise the squirrel movement; and this doesn't put a squirrel on the battlefield with elephants and horses and war machines. Thank you for the great graphics and for making them so freely available. When people start complaining that your graphics should be used more, you are definitely doing something right.
I'd feel odd being the 1st to rate this game, as I'm mentioned as an inspiration, but, from reading through it, I'd say this is another excellent Gary Gifford game that examines the opening by giving a unique way to set up some pieces. I'd say this do-it-yourself-setup game is more subtle than Shatranj of Troy (another excellent game) except that he uses a cannon to fire the pieces onto the board. Many games use drops to vary the setup. Gary may be exposing this technique as deus ex machina. Pieces don't just fall from the sky in Gary's games; they are maneuvered to the spot where they land by the laws of chess as applied in the game. I quite enjoy our discussions about games and their nature; both of us get ideas that turn up in games. I like that Gary says there's no connection between chess and go*, then designs exquisite chess games that feature the placement of pieces. Of course, he goes beyond go, which does feature pieces falling out of the sky; so we can continue the dialogue and the disagreements. There's more games in this conversation. Enjoy. *********************************************************************** *Edit: in later discussions, we clarified our positions, and I need to clarify them here. Gary says there are plenty of connections between chess and go; but he does not see them as variants of each other. I have no problem seeing them that way. Gary tends to see games as sort of quantized, they come in discrete, different games. I can agree with that idea, but I find it more productive to view all games as a continuum, as variants of one another. I will say he has put up the first game from this discussion, so he's proved his ideas work. I'm still working on mine - currently playing mini-go by placing stones that will become either wazirs or ferzes. Enjoy! Joe
A very beautiful set of graphics, close in spirit to ERB's treatment, but how does anybody concentrate on the game? :-) Is there any way you could draw the Jetan Sarang board to match the pieces, or would that take away from the game, or the ability to play the game, too much?
A very interesting piece, but I'm not sure of its valuation at 4, exactly midway between rook and knight. I admit it's a crippled chancellor, but is it reduced that much? I would suspect it's more powerful than a guard, say, which is also valued at 4. And while the knight component is a weaker piece, I'm not sure the elk should be valued at less than a rook. I'd guess it in the 5-7 range. I'd think a player's tendency would be to use the knight move to post the piece in an advantageous position for the rook and let it passively exert power for a while. And I'd be inclined to move it like a dabbabah, staying on black squares as much as possible to get the greater power; just using the knight move to leap over pieces to get in and out. Admittedly you've made the elk's knight component colorbound - no elknight can attack white squares - but the rook component can attack any square on the board. Can't see how it's not in the neighborhood of 6. But then, I'm far from an expert :-) and have been wrong before. And speaking of being wrong, would it be wrong for me to suggest considering making a few themed pieces and creating a game around them? You're very creative with pieces, but replacing 1 FIDE piece with your new piece and playing from there is kind of just training you in using the new piece. You are showcasing pieces rather than creating a whole new game. Replace the knights with elks instead of the rooks - another new game, with a little more power. Since the knight component is colorbound, replace the bishops with elks and get a different game still. This soon becomes unsatisfying; there are a zillion pieces out there which can somehow fit, but it becomes a slightly different FIDE game rather than a truly unique variant. Hey, don't sell your pieces short. Give them a standout game to be in. Enjoy.
The replacement of the knights with elks basically *had* to work, as would the rook-elk swap [similar pieces in the same spot]. The replacement of bishops by elks is a bit cludgier, but gives a hint of a theme. Replace the bishops with elks and the queen with a chancellor (R+N). Give the king a knight escape move instead of castling. Now you've got a bishopless game that is fairly close to FIDE in power - if your elk valuation is correct, within roughly a pawn's worth of power. [This might make for a decent CWDA army.] It may not be the best of games, but it's a coherently themed game, and showcases the elk equally as well as the FIDE version. You'd offer your 'Elk Chess' as a training game for the elk, and a themed game as the 'actual' variant. This way you're sneaking 2 games in under the guise of 1, and you've done what you wanted. You showcased the piece, and you got the alternate FIDE game into the mix. But you've also taken that one step more and designed a game as well as a piece. I believe you commented somewhere that you thought the elk and scorpion would work well together. Come up with another new piece or three, [maybe the squire/jumping general/mammoth could fit in] and give us a new game. Of course, if I had some really cool new pieces that worked great in FIDE, I wouldn't listen to some old guy who wants it done another way either. ;-) Keep the pieces coming anyhow. Enjoy
Hi, Mats. Shouldn't I at least get honorable mention on your Elk Chess page for coming up with Elk Chess II? ;-) Joe
Alfred, I think we've been dismissed. But that's okay, because I've been thinking. I've come up with a couple new pieces. I'm calling them the NightRunner and the BishopRunner. The NR moves like a knight or a rook, depending on the color of the square the piece is on. There are, of course, two complimentary types. The BR moves like a bishop or a rook, depending on whether the number of squares the piece last moved was even or odd. Again, there are complimentary types. I like these pieces, I think there's a great future for them. I'm going to add them to my Jumping General, a new piece I discovered last year. It slides 1 or jumps 2 in any direction (orthogonally or diagonally). The JG isn't going to be just big, it's going to be mammoth! Now just between you and me, Alfred, I was inspired by your idea, but I don't know whether or not to give you any credit. After all, I expanded on the idea and made it uniquely my own. What's that? Eric Greenwood's Squire is my jumping general, and he used it in Rennaissance Chess over a quarter century ago, and it's still being played? Well, maybe he might get some credit. I put it up to all. What does everybody think? Credit, or no credit?
James, you're right. I argued emotionally instead of logically, and created a public display of irritation and bad manners. I hereby apologize to everyone. I should not have done it. I will do my best to avoid such things in the future. Joe
Mats, I must start with an apology. My statement was emotional and rather over-the-top, instead of reasonable. I'm sorry. I should not have posted that statement. I was wrong to do so. And my display of bad manners makes my arguments about your conduct far more difficult to prosecute either successfully or comfortably. Nevertheless, I will attempt to explain where our differences lie. I will copy some of the CV comments: 2006-05-30 Mats Winther Verified as Mats Winther None Joe, I followed your suggestion and replaced the knights with Elks, instead of the rooks. It's implemented as a variant in my Elk Chess. It seems to work fine, too. I think it has to do with the fact that the Elk's value is on a par with the other pieces. If one introduces Chancellors to the Fide setup, I don't think the game would work very well. --Mats (and now I've uploaded a bugfixed version) 2006-06-01 Joe Joyce Verified as Joe Joyce None Hi, Mats. Shouldn't I at least get honorable mention on your Elk Chess page for coming up with Elk Chess II? ;-) Joe 2006-06-01 Mats Winther Verified as Mats Winther None Joe, no that does not qualify to be mentioned! But I am still not convinced that the notion of Elks together with Rooks works that well. What are the Rooks supposed to do when the Elk takes control of an open file? They can't oppose because the rook is worth more than the Elk. However, I later found out that, thanks to Elks, one can play on the wings instead and temporarily ignore the open files. So it's possible that this variant works anyway. Time will tell. --Mats [end of quotes] Quite a change in attitude in a very short period of time. Another quote: 2006-06-02 Mats Winther Verified as Mats Winther None Joe, I don't know what got you upset. If it was the trivial idea of replacing the knights with Elks, I had already investigated that before you proposed it, and I had dismissed it, for reasons I already told. But when you proposed it again I investigated it again, and decided to add it as a variant. [eoq] If the variant is that trivial and you had already investigated and dismissed it, why include it in your game? Especially without noting its poorness? If it was worth including in the game, it was worth crediting. You are trying to have it both ways. I object to that general attitude. Further, you have changed your page to include references and links to everyone but me - thanks! That was a good laugh. (Seriously, I did laugh; it reminded me so much of work.) That you went back and changed your pages after I made my comments says something about the relative merits of our positions. Here, I must apologize again. That I implied you gave no credit at all was wrong and misleading. This is where I went over the top. You did, when you became aware of their existance, name the games that contained the Squire. I will state here that I do not remember any designers names associated with the games you credited on your Mammoth Chess page when I looked at it a few days ago. Again, I state this is wrong. Cavalier expropriation of ideas and a reluctance to credit either sources or original creators coupled with a dismissive and condescending attitude first made me seriously consider saying something. But, finally, it was your dismissive and condescending statements toward others that prompted me to respond. Telling Alfred Pfeiffer to, in effect, run along and stop bothering you as you no longer have the time to bother with chess was what got me irked enough to write. Mr. Pfeiffer wrote a nice expansion of your initial idea, adding details that clearly could enhance the game. You said: 2006-06-01 Mats Winther Verified as Mats Winther None Alfred, I think I will have a break now. If you have a good game idea you could always ask somebody at the Zillions site to implement it. Sometimes they will. --Mats [eoq] Now run along home like a nice boy - not. I'm a New Yorker. I know when I've been dissed, and when others have. I do not like to be in this position, but, as it occurred in a public forum, I felt and still feel it must be addressed publicly. In a forum like CV, all we have are our ideas and our willingness to work. Everybody should be credited, no matter how trivial the idea or how invisible the work. That everybody plays in good faith should be a fundamental principle of this site. This is my main position, and I have no hesitation in asking every member of this site to weigh in on this question. This post is already too long. While there is much more I wish to say, I will sum up my 2 main points: I apologize for my improper emotional post, it should not have happened. Give credit where it is due, and it's due if you are aware, or should be, of the existance of a reason to give it. Finally, I will say again that you are an excellent piece designer (although I think you need to work a little on game design); and I'd much rather we played nice together. Joe Joyce
Jeremy, the Rules button in the preset brings me to Courier Chess (Modified), not 3 Elephant Chess.
Thanks, James, for welcoming me to the human race. It means a lot to me; I was a postal supervisor, and retired as an EAS17. You may be the first person in decades to consider me human. I really appreciate this. ;-) Please, don't tell the cat and confuse him! My wife is an animal lover and I wouldn't want to upset her. And I'm allergic to cats anyway, so I could probably deal with being hated by yours. So tell him we have 3 dogs among the menagerie. This way he'll always feel justified. Enjoy. Joe
James, the Inspector piece should be short-range but unblockable; effectively a Guard-Squirrel combo, say. After all, they're not always around, but when they show, they come out of the walls. (Literally [for non-postal people], there are secret passageways for the inspectors built into post office buildings.) Larry, the WELOJDGWAAK piece could be a customer. You'd probably need a special capturing turn, where multiple capturing pieces could all move at once. Possibly the piece might need to be totally surrounded to be captured. So cornering a 'Gwaak would be a good idea, making it easy to capture. It should be a large variant; I suggest the Registry Clerk (the Keeper of the Keys) as a power piece; some more minor pieces like the On-Break window clerk and the Route Inspector; and finally, the 204B*, possibly the most dangerous piece of all, subject to blowing at any time. My condolences on your experiences with the USPS, by the way. I've been retired 3 years now, and the nightmares are starting to go away. There is hope. And, no, you can't blast the jam out of a machine by running more mail into it. Believe me, it's been tried by experts. I've seen it, and it's not pretty. And then you have to put each bit of remains into its own little plastic 'body bag' which says on its side how the PO is trying to fix this problem. Right! You ever see anybody working on it? * 204B: an acting supervisor; in other words, a clerk or carrier who probably wasn't doing their job anyway, so it doesn't hurt to take them off the workroom floor...
How about we incorporate the spirit of the elk piece, and make our pieces double-sided? One side: sane; the other: normal working conditions - okay, no, but you could flip a piece to 'activate' it as a move. And if all pieces had a sane and an insane side, you could get some good effects. Maybe a shop steward could change the state of another piece. The 204B thing is fair - the stress of having a real supervisor from another office watching is enough to detonate many a 204B. About here, I realized that most of these 'pieces' should be confined. Just to keep this short, a final thought: Should the sides be Blue and Brown?
Far be it from me to shy away from controversy. :-) I have to agree with George. I am in favor of an open comments system. With all its faults, I feel it is the best way to encourage people to become more active. [And, honestly, I think 'good' or 'poor' gives me a lot of info. Not nearly as much as I like, but who is going to fill out a survey that includes an essay, for me?] Further, consider the Rules of Chess sections. We got a lot of apparently one-time messages from fathers and mothers and schoolkids. All of them know about this site now, and that it's friendly. It will even listen to a non-member, and various members will respond. I believe all this encourages repeat traffic, and if we have that, we get more variants players. [That last sentence sounded so much better than: As an aging hippie, that's how I want my world to be, open and encouraging. But that's not a bad reason either.] There should be things we can do to alleviate the problem without shutting the doors. Maybe editors could have an automatic pass or a fast lane for game comments that only consist of a rating. Maybe we could weight members ratings. Let 'bare' game ratings directly on; and weight members to non-members 5:1 to 100:1, depending on how little weight you wish to give 'outsiders'. Finally, making it 'Members Only' also eliminates all the posts from outsiders who leave thoughtful comments on occasion. That would have the effect of driving people away. I want more people to see and play these games. Maybe someday, I'll find a face-to-face opponent! [Okay, that's a selfish reason, but I don't think it's a bad reason for all that.] I understand the reasons and frustrations, and in some ways I like some of the ideas - maybe members should have to leave at least 5 words. But I don't want to see the pool of players start drying up. Don't cut off the supply. Channel it if you must, but keep this Comments system open, please.
David, in general your proposal is excellent. I'd ask for 2 simple modifications. Don't close out the general public even from your excellent 5-part rating system. If you weight each member answer as 100 non-member answers, you have effectively eliminated non-members from affecting the rating, but we still get their comments. A 10:1 weighting would pretty much do the same thing; and a 5:1 would actually give non-members a slight say in how things are rated. Add a '5 - Outstanding' to the numeric ratings. I think some games, such as Alice Chess or Ultima, are so good that it's unfair to have the many excellent games have to go up against them as a comparison for what qualifies as excellent. Either that, or add a 'Very Good' category between good and excellent. While the second proposal is just a 'splitter vs. lumper' argument, with me favoring a couple more categories, the first proposal is something I urge we accept. It should be easy to implement and leaves us open without being vulnerable to hit-and-run opinions, or even a campaign by 1 or 2 people to praise or condemn particular games, because after 50 or 60 anonymous greats or terribles for any game, not only would an editor notice and erase those posts, but, at 100:1, that's still only half an opinion. Please leave the door open, even if only a crack.
My son does a lot of the computer work for me, and when I asked him to help with more new pieces, he said he might as well make every crazy piece he could think of, figuring I'd use them sooner or later. He suggested making a 'Ferris Wheel' piece. Different [or maybe the same] pieces could be in each 'seat' of the Ferris wheel, and , each time the wheel moves, a different piece would rotate to the 'top'. The Ferris wheel would move as that piece next turn. Number of 'seats' in the wheels would range from maybe 2 to 5. Players might start with a predetermined set of wheels, or they could each get a kit with empty wheels and a set of pieces to fill them. This carries the general concept of the elk piece another step. Interestingly, the game Walter Labetti has just brought to our attention, 'chess to the second power', is another version of Elk chess, in which every piece is doubled and the 2nd piece is hidden until the first is captured. Of course, his is patented, unlike ours. Hmmm... James, no matter who designs the pieces and rules, you will undoubtedly be co-opted to do the board and piece icons for postal chess. :-) Figured I'd warn you ahead of time. [Probably not much of a surprise, though.] But I'm sure you'd make awesome little blue and brown pieces. The board needs buildings that will be important game features, too. Clearly, some kind of terrain is required to fight over. After all, it's all about pickups and deliveries and mayhem over specified physical areas.
Hey, Greg. The pieces used are all part of a 26 piece set I submitted to go along with the 5 presets I've posted [so far] for 'Two Large Shatranj Variants', 'Grand Shatranj Alfaerie'. The FIDE pieces are there, represented by their customary letters, and some of the ancient chess pieces, like the Ferz and Wazir, are in the set, represented by their customary letters. The 'D' piece actually is a Dabbabah, but I don't use it; instead the piece used is a D+W, which makes it a lot more flexible. Anyway, all the other letters got used up by other pieces, and the last piece and the last letter were the D+W and 'Y'. [As it's the slowest and least 'forward' of all the pieces and I think of it as looking like a sort of large robot lawnmower trundling along, privately I call it the 'Yardboy'. ;-) ] The 'extra' pieces are there to allow people to easily change the preset so they can try out different pieces. The series of games from Modern Shatranj through Atlantean Barroom were put together to look at the effects of changing piece powers, and to be able to do it in a systematic way. Hope that helps. [Hope that makes sense.] Joe
Hi, James. Been away for several days or I would have answered sooner. I'd be happy to take a stab [so to speak] at the pieces. I see short, medium and long range pieces in the game, with some pieces restricted to small to medium areas of the board. Clerks in buildings are like guards in XiangQi, but carriers and drivers may be 'restricted' to much larger areas of the board. I'd think the board would need buildings; possibly streets, possibly just colored lines representing 'routes'; certainly pick-up and delivery 'points'; maybe 'hazards', like bars or speed traps. We should probably continue the actual work by email, just posting good results, like some of our subjects. Now, is there anyone else who would actually do anything? Send me a postcard, drop me a line, stating point of view...
Just a mention of a game I wanted to vote for but didn't see: Shatranj of Troy by Gary Gifford. I think it's worthy of being in a tournament. Any idea why it was left out? Were any more left out, deliberately or conceivably accidentally?
Found Shatranj of Troy. It is mislabeled as Shatranj, and has 2 votes currently, as does the historic Shatranj. Please correct this; thanks. [I'd also like to point out that 'pretty darn good' means that Gary and I are 1 & 1 in our 2 games. ;-) Actually, against the reigning variants champion, that is pretty darn good.]
Thank you, Fergus, for fixing the label on Shatranj of Troy. I hope more will vote for it now. I admit to prejudice; I think this is a Gary Gifford gem. It takes the concept of openings to a whole new level. That overstuffed Trojan Horse piece feels like having a full candy dispenser in your pocket when you were a kid. [Now, for Jared. ;-) ] The tactical and strategic possibilities are immense. It's a definite chess-player's game. Another game I would like to see in the tournament is Jeremy Good's Royal Pawn Chess. That single change does amazing things to the game, and to my chess instincts at least. The Royal Pawn can literally eat itself to death: a series of sacrifices can force the RP across the board into the opposing army. Opening strategy is turned on its head; what you need is more of a Closing strategy, to wall off and protect the RP. Armies are very self-blocked, and players have to work through the flanks rather than coming up the middle. As for STIT, I didn't originally vote for it, but you convinced me to vote to include it [even though if given a choice I will avoid it, as I am not very good at Chinese Chess]. It's hard to argue with a good, established designer who says: 'This is good'. And I've enjoyed your games before, so... As for the 2 designs of mine that are currently [I think] in, they're the 2 best choices in my opinion. I lean toward the Dabbabah versions over the Rook versions as the games were always intended to be short range, but there are obviously people who prefer the rooks. [And saying this for real is a fantasy come true. Thanks to all the voters.] I assume the specific setup will be similar to last time, in that we will have a choice of games to play within the finalists; the goal being that all players have at least half their games in common. I thought that was excellent last time. Whatever, it's beginning to look interesting.
This seems to be making everybody who wants a tighter and more informative rating system happy, but it may take a while for the games to actually make it to the 'rated' stage, as it requires 5 individual ratings. Next, how do I sign up? As far as I'm concerned, every game I post I want rated, so is there an automatic sign-up? I've currently got 4 public presets, 2 of them with a rook option. How do I get them put into the rating pool? And how do the 2 presets with the optional rook get rated? Does someone have to play all [preset] versions of a game to rate it? And any other games I get posted? Can they go in automatically? I guess that's enough questions for now. Thanks. I'm interested in seeing how this works out. I hope it does well.
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