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Joe Joyce wrote on Sat, Jul 1, 2006 12:22 PM UTC:
Glad to be back! Would be happy to help, but am probably limited to a small
monetary contribution, and that may well not help. If it will, please let
us know - I'd pay to post and play. One probably dumb question: could we
go after the perpetrator of the ravenous robot for something like a denial
of service attack, or is it a[n anonymous] robot from some place that will
block any such efforts? Or is this just our tough luck; is the idea that 
people and other things use the net, and we need to have way too much 
bandwidth to try to avoid this?

[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Jul 1, 2006 05:50 PM UTC:
I would like to add one lesser attribute. If the pieces could somehow
represent the moves they make, that would be nice. For example, the
squirrel move is a combo of the alfil, dabbabah, and knight. Of course, my
current example of that piece looks like Dumbo on wheels, complete with
pillbox circus hat. But I believe the idea is a good one. I don't
recommend pieces like those in Navia Dratp, where the moves are shown
schematically on the piece base, but the use of common symbols combined
[hopefully better than Dumbo on wheels] in an artful manner would make it
a lot easier [certainly for me] to concentrate on the game, and not keep
having to look up piece moves [I play bad enough], which is very
distracting; or worse, mistake one piece for another. Some games [like
Postal Chess] or piece sets [like the Pizza Kings] need unique themed
pieces, but this is much more the exception than the rule.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Tue, Jul 11, 2006 08:14 PM UTC:
To answer your question [copied from the page Rules of Chess]:

Pawns that reach the last row of the board promote. When a player moves a
pawn to the last row of the board, he replaces the pawn by a queen, rook,
knight, or bishop (of the same color). Usually, players will promote the
pawn to a queen, but the other types of pieces are also allowed. (It is
not required that the pawn is promoted to a piece taken. Thus, it is for
instance possible that a player has at a certain moment two queens.)

The information is there under the section on pawns. 

So, you may promote a pawn to a lost piece, but it is not required that
there be a lost piece available to promote a pawn.

Grand Shatranj. Grand Shatranj. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Jul 12, 2006 07:11 PM UTC:
Thanks for the ratings. I'm especially glad you like the low starting piece density, as that's part of my design philosophy. Either that, or it reflects my inability to come up with more pieces.

Atlantean Barroom Shatranj. Atlantean Barroom Shatranj Rules. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Jul 12, 2006 07:46 PM UTC:
Heck, no! More variants, I want more. Actually, the shatranj variants I've posted here pretty much give an overview of the territory set out in MS and 2Large. But there are obviously more games in the mix. For example, the Sliding General, a 2-step queen, is a very interesting piece that is not [yet] used. And the knight-ferz and knight-wazir are languishing in obscurity; yet they are very dynamic pieces, each worth about a rook, with interesting abilities and limitations. Perhaps there is a game hiding between Grand Shatranj and ABS that someone [maybe even you or I] will find and post. In the meantime, I'm still looking at more short range jumpers; can Lemurian Shatranj be far behind?

Grand Shatranj. Grand Shatranj. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Jul 12, 2006 10:56 PM UTC:
Why 'mini-rules' in the title? Well, there are several reasons. The first is that preset pages done by the editors all have mini-rules included on the page, and I thought it was a very good idea. It is very convenient to have a condensed rules set readily available to the players. Unfortunately, I am not very computer literate. [I admit to being born B.C. - before computers. The slide rule I used throughout my college career I keep under an abacus on my encyclopedia bookshelf.] I got my first home computer [a Franklin Ace 1200] in 1984, and taught myself some DOS, with which I did well, until everything became Windows. So I learned Windows. They changed it. I re-learned Windows. It changed again. I re-relearned it, and it changed again, and again, and yet again. It got tiresome, and went beyond annoying. Eventually my son [soon to be 33] took Computer Science, so I have him do most of the computer work. As he couldn't care less about chess, he does the minimum, for which I am grateful, but this leaves me with no understanding of what he's done. I understand the concept of indexing, but PHP is just random letters to me. It is not worth it to me to keep learning and re-learning something in which I have no intrinsic interest. What I am interested in is game design. Now, I posted Two Large Shatranj Variants without any presets to see how they would be accepted. [Somewhat of a misnomer, as the 'two' refers to the number of different boards used, not the actual number of variants, which number many thousands.] People seemed to have a positive reaction to the games, so I eventually prevailed upon my son to do presets for me. Now, each preset is only a tiny piece of the whole series, so I felt it appropriate to provide an extract from the 2Large rules for the players convenience, rather than having them wade through the entire 2Large posting and try to figure out just which pieces and rules they were using. [For an excellent example, please look at the promotion rules in 2Large and in the presets.] These small subsets of the rules I thought would validly be named 'Mini-Rules', since I believed the term fit standard English usage, and it fits how I see the preset games, as mini-versions of 2Large, as well as following what I took to be common usage on site. Call it designer prejudice. I certainly wasn't trying to be misleading, and I was most definitely unaware of the specific, technical nature of the minirules files. I only knew I couldn't do them the way the editors do, and that they are an obvious plus to any game that the designer wishes to have played. So I had my son create these to my specifications. Now, I will be happy to change the names of the Great and Grand Shatranj preset pages, as long as I don't lose any votes for games to be included in Tournament #3, as Jeremy Good did when he re-submitted his Royal Pawn game [His votes for RP Chess went to zero. I would prefer that not happen to my games just before the end of the voting. Some are doing fairly well.]; and I do not wish to lose the comments and ratings for each one, such as they are. I would suspect that, too, would happen although I have no real way of telling without trying. So, what should I do to rectify this? I am most willing to do whatever is necessary. Just let me know. Joe

Alfaerie Expansion Set 4. More Alfaerie graphics![All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Jul 13, 2006 05:38 PM UTC:
Thank you, Christine and David. I really appreciate the Alfaerie Graphics; and that anyone can expand the set is truly excellent. The pieces are generally clear, simple, and distinctive; this allows for good visualization of new pieces. The icons are easy [for my son] to manipulate and extend. So they are easy to tinker with, for which this very much a non-artist thanks you. I believe this graphics set has a lot to do with what appears to be the increasing popularity of variants. It's attractive, generally consistent, useful and flexible. I cannot rate this, I am disqualified by having pieces in the set, but the complete Alfaerie Graphics set is beyond excellent, and is a public service for us game geeks. Thank you again. Joe

Poll number Preference Poll for Third Game Courier Tournament. Sign up for the 3rd Game Courier tournament by voting in this poll.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Jul 17, 2006 05:23 PM UTC:
I do have a question. On what basis was it decided that Grand Shatranj and Great Shatranj are *very similar*? Admittedly, I am the designer; however, I made it a point to make the games as different as possible, and do not at all see that they are very similar. Certainly they are at least as different as FIDE and Capablanca's Chess, if not more so. What criteria were applied to make this detemination? Joe

Joe Joyce wrote on Mon, Jul 17, 2006 07:19 PM UTC:
Thank you, Fergus. I appreciate the very prompt separation of Great and Grand Shatranj. I do strive to present named games that are noticeably different, with relatively minor differences handled by presets on the same page under the same name. While I would like to argue that 'no one' has the best solution with option B, I see your previous response precludes that. So I will have to be satisfied with what I have. [BTW, I dropped 'Mini-Rules' from the titles.] I am interested in your statement that the total number of games in the tourney will be 1.2 times the number of players. One of the things I liked about the last tournament was the choice of games the players got; it seems there will be a bit less choice for this tournament. Is there a particular reason for this, or is it just that you wish to try something a little different? No complaint, just curiosity on my part. Finally, thank you for running this tournament. While many of us moan, groan and complain, we still seem to sign up.

Joe Joyce wrote on Mon, Jul 17, 2006 11:57 PM UTC:
I would like the wider range of choices available for the tourney, given
there is no overriding reason to restrict them. [As long as there is not a
problem, I'd almost always opt for more.]
Also, I was looking over the poll, and noticed that Berolina Chess is tied
to the Avalanche rules page.

Grand Shatranj. Grand Shatranj. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Jul 19, 2006 02:30 AM UTC:
Both the Lightning warmachine and the Oliphant may move 1, 2, 3, or 4 squares. They may slide 1 then leap 2, or leap 2 then slide 1 to go 3 squares in a straight line. They may only capture one piece. They capture by replacement, and must stop on the square of the captured piece, making them short-range riders. I am not yet ready to contemplate double-capturing pieces. Thanks for the questions, I will change the rules page to clarify these questions. I suppose this means I need to do the same for Atlantean Barroom Shatranj also. A zigzag general that can capture twice in one move has to be one of the most powerful short-range pieces ever devised. Thanks for the idea, I think. Not sure how or if it might be used, but what a piece! A very scary piece. You will get credit for giving me the idea if I can find a place to use it.

Poll number Preference Poll for Third Game Courier Tournament. Sign up for the 3rd Game Courier tournament by voting in this poll.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Jul 19, 2006 01:07 PM UTC:
Fergus, if I had my preferences, I'd like to see Grand Shatranj D, Great Shatranj D, and Modern Shatranj, in that order. I made the large variants with rooks strictly to accomodate those who feel more comfortable using rooks in shatranj-style games. Also, I playtested David Paulowich's Mir 36 and I can state that the game has a totally different character than Modern Shatranj. This is your tournament, and while I may complain that the rules changed between the first and second votes, it is clear that the final form will be what you decide. I would argue that, in general, chess variants tend to be [very] overpowered. I truly believe that MS, GtS, and GdS are all very fine games that explore what almost nobody has looked at, variants with short and intermediate-range pieces, in a systematic way. What you do with my games may well be moot, as they are mostly languishing in last place, but one thing I would ask is that you keep MS and David's fine Mir variants apart. I think that those games should stand or fall strictly on their own merits, and not have to compete with each other. David and I have very different, maybe opposite, styles, and should the highly unlikely happen, I would not want both of his games knocked out by one of mine. I would rather you lumped all my games together than let that happen. Joe

Chieftain Chess. Missing description (16x12, Cells: 192) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Thu, Aug 3, 2006 04:53 PM UTC:
I hope this will answer your specific questions:
    * No piece may ever move unless it is activated by a chieftain which
has to be within 3 squares of it at the start of the move.
    * Each chief may activate 1 piece per turn. An activated piece may
move outside the 3-square activation range of the chief which activated
it, or any other [friendly] chief.
    * No piece may move more than once per turn.
    * Once a piece has finished its move, it becomes inactive again. It
cannot move in a subsequent turn without being re-activated by a chief.

In general, activation is different from movement. Every piece may move.
Only chiefs may activate. Think of each piece as a warrior in a small
band. Now add bureaucracy and attitude. The chiefs [the leaders or bosses]
are the only ones who will do anything on their own. Each chief has time to
do one thing per turn. The chief can do it him or herself, or can yell at
somebody close enough and make them do it. The other piece types don't do
anything unless they are forced to. Once they are out of yelling distance
[3 squares], they don't hear any orders, and do nothing. They would
rather die than move without being yelled at. Okay?   ;-)

💡📝Joe Joyce wrote on Thu, Aug 3, 2006 06:06 PM UTC:
Knight-Wazir (NW) - This piece combines the moves of the knight and the
wazir. It moves one square orthogonally, then optionally, one square
diagonally outward. It jumps any piece in its way. 

Knight-Ferz (NF) - This piece combines the moves of the knight and the
ferz. It can be considered to move one square diagonally, then,
optionally, one square orthogonally outward. It jumps any piece in its
way. 

One piece, no matter how it may move in its turn, requires only 1
activation, and thus, 1 chief to activate. 

Jeremy Good and I are putting together a modified piece set for the
variants among the pieces. When it's ready, new piece icons and at least
one new preset will be added. The new icons will differentiate among the
piece-type variants as much as practical. Each icon will be paired with
its own movement instructions. My apologies for releasing what seems to be
an inadequate set of rules. I tried to compress them too much. And the
concept of command control, where a commander gives orders to troops, also
needed to be elaborated on. I'll try to not make the opposite mistake in
the re-write.

Game Courier Developer's Guide. Learn how to design and program Chess variants for Game Courier.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Aug 4, 2006 12:55 PM UTC:
I am attempting to change the name of my recent submission from 'Chieftain
Chess with Preset' to 'Chieftain Chess', now that a preset page is
available. I am also trying to indicate it is multi-player, with 1-4
players per side, for a total of 2-8 players. I seem to be having 2
problems. First, when I try to do the name change, I get this error
message:
 Error performing query: Duplicate entry 'MSchieftainchess' for key 1
Second, is there a way to indicate a range in the number of players per
side?  I will put in '1-4' and '2-8', but what comes up is '1' and
'2'. 
Any information or assistance will be greatly appreciated.

Joe Joyce wrote on Fri, Aug 4, 2006 05:18 PM UTC:
David, thank you very much. It's gratifying to know that it's not *always* me when it comes to computer-type problems. Now, if only my son would believe that... And thanks for looking into making the number of players more flexible. I also appreciate the efforts that have already been made to make indexing more useful for people like me. [Finally, I was thinking of making a mixed 2D-4D version of this game...]

Chieftain Chess. Missing description (16x12, Cells: 192) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Aug 9, 2006 02:25 AM UTC:
Gary, thanks for the comments. Jeremy Good has been kind enough to create some pieces for me. Using the new piece icons as the basis, I've re-written the rules. I hope you, Christine, and everyone else find these clear, concise and understandable. So much for attempting to write 'relaxed-fit' rules. Obviously, they were too loose. Too much of the underparts were showing. I'll try to avoid such an unseemly display in the future. [Or show off better underparts, at least.]

Leapers Chess. Decimal variant with additional leaping abilities for each of the pieces.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Aug 11, 2006 12:30 AM UTC:
Looks quite interesting. Just downloaded the ZRF, and will attempt to play
it soon. The pairing of leaping ability with longrange pieces makes for
some fairly powerful pieces. Are the augmented, in both senses of the
word, pawns a way to keep the pieces from running amok and pacing the
game, or is there more to the 2:1 pawn ratio? It also pushes the starting
density up to 60%, and puts the 2 sides 4 empty rows apart.
Can't rate this other than interesting just yet, but I'd like to try a
game sometime.

Alfaerie Expansion Set 5. Many new designs, several shogi variant based pieces.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Tue, Aug 15, 2006 01:45 AM UTC:
Hey, Gary. I had that problem, with the hero and other pieces. The trick is
to put the designator in square brackets in your preset. So the standard
knight is n or N, and this is typed into the appropriate spot in the
preset editor. The hero used in Lemurian Shatranj would be:
 [_JG_ldw] or [_JG_LDW]
Typing this in the appropriate spot will put the hero where you want on
the board. My son looked it up in the Game Courier instructions.

Joe Joyce wrote on Tue, Aug 15, 2006 03:06 AM UTC:
Yes, but there are a few games that give the total piece set, though you have to search for some pieces. A Logical Follow-up to the Duke of Rutland's chess is one such game, and I believe there are more.

Joe Joyce wrote on Wed, Aug 16, 2006 04:25 AM UTC:
There's one more piece I'd like to get into the expanded alfaerie set,
the Lightning warmachine from Grand Shatranj, designated 'L' in the
Grand Shatranj Alfaerie piece set. Whenever you can get it in, thanks.

It would be found here:
http://www.chessvariants.com/graphics.dir/alfaerie-plus/wdababbarider.gif

Joe Joyce wrote on Wed, Aug 16, 2006 03:07 PM UTC:
Thanks, Christine - must have missed it in the Alfaerie Many set - not surprising, as neither my son nor I could find the GUard piece for 10 minutes in that set. Joe

Separate Realms. Pieces capture like normal FIDE pieces, but have limited moves that only take them to part of the board when not capturing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Aug 19, 2006 07:42 PM UTC:Excellent ★★★★★
This is a very nicely twisted variant of chess. A few simple rules changes have produced what is definitely a tournament-quality game. There are only 2 things I could wish for: new graphics for the pieces, and a larger companion. I'd truly love to see seperate realms on a larger board. (Could I be greedy and ask for 12x12?) Congratulations to the designers; they deserve them.

ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Tue, Aug 29, 2006 01:51 AM UTC:
Excellent! I've enjoyed playing this; that it plays opening pawn moves
alone puts it ahead of Zillions. The only part I don't like is that it
keeps beating me. Great to see this out. Thanks. Joe
ps: love the shatranj section!

Game Courier Tournament #3. Vote for which games should be in the third Game Courier tournament.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Tue, Sep 12, 2006 10:59 PM UTC:
Games I'd prefer not to play:
1 - Neutral King 
2 - Crazyhouse
3 - Berolina
4 - Moderate Progressive
5 - Avalanche
6 - Anti-King II
rated from 1 [maybe I could play this reluctantly] to 6 [rather eat
glass].

Hey, David, Modern Shatranj is the only game I've played to any extent
I've never lost; you trying to ding me in the tourney? ;-)

Joe Joyce wrote on Wed, Sep 13, 2006 12:30 PM UTC:
Actually, yes, amazingly enough! And while my opponent was only 8, it was a good win! The rumors of a bribe to take a dive cannot be substantiated. The large bowl of chocolate icecream given immediately after the game was strictly for good sportsmanship. The $20 was for cab fare. Now, who have you beaten, huh? I heard you trained a wallaby to jump onto the board at a secret hand signal. And you've certainly never adequately refuted *that* charge in print.

Fractal Chess. Missing description (2x(8x8), Cells: 80) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sun, Sep 17, 2006 04:07 PM UTC:
This seems very interesting but I don't see exactly how it works. Is it
really a 3D game played on 2 boards, like Alice Chess, except changing
boards is voluntary, or is it something else? The description indicates it
easily could fall into that controversial area of '4D' games, as it seems
you describe a variant played on 2 totally different 2D boards, with free
movement between them. Or even 1 standard 2D board, and 1 maybe
3D-mimicing smaller board. The 16 square 4x4 board does have 2x2
'subsets' of squares within each square, if I've read everything right,
or does it? Depending on the exact movement rules, the game/board you
describe could act as a 3D, 4D, or even 5D playing surface. 
Personally, I hope you are doing a 'higher-dimensional' game, and would
refer you to Parton's Sphinx Chess, Aikin's Chesseract and my own
Hyperchess for 3 similar '4D' treatments. I would strongly recommend
looking at LL Smith's and Dan Troyka's 4D, 5D, and 6D games, which
illustrate rather nicely the use of higher space dimensions in chess, even
though some see them all as convoluted examples of 3D. Welcome to the
debate.

Capablanca Shatranj. Capablanca Chess with Chancellor and Archbishop replaced by Shatranj type pieces. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Sep 18, 2006 05:46 PM UTC:Good ★★★★
This is an interesting idea. It certainly gives people the opportunity to find out how moderately strong very shortrange pieces do in amongst the standard FIDE mix. The minister and highpriestess would likely be slightly more valuable than rooks here. I believe they'll do quite well. This in some sense 'balances' Capa, giving it 5 longrange and 5 shortrange pieces per side. I expect this will lead to a game with a bit more maneuvering. I'd like to see a game of this between 2 expert players.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Sep 22, 2006 03:49 AM UTC:Excellent ★★★★★
Just played [and lost] this delightful game. I found it fast-paced and exciting, with both sides having good opportunities throughout the game. Excellent piece mix, and unusual in that each piece is different. Before I played, I thought that might detract from the game, but I found the 8 different pieces enhanced the game, as did the cannon-pawns. This game is much more direct than Ultima, and less positional and more combinatorial than Maxima. It has very high play value.

Chieftain Chess. Missing description (16x12, Cells: 192) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Fri, Sep 22, 2006 07:38 PM UTC:
Thanks for the comments, Christine. I guess the rules finally pass muster,
at least with you. :-) 
This is my second biggest game in board size, by about 3 squares. And
it's my biggest game in total number of pieces, by a lot, even though
it's got the least variety of pieces, at 5. 
As far as the big kid part, you're right; I would have loved this game
when I was 16. It has a little of a military wargame feel to it.
It's actually a large variant of Lemurian Shatranj, even though it came
out 2 weeks before LemS did. 
One possible variant of this game would be to: allow the hero and shaman
the bent moves, drop the command control distance rule and replace it with
a guards promote to chieftains rule.

[Subject Thread] [Add Response]
Joe Joyce wrote on Wed, Sep 27, 2006 05:16 PM UTC:
Gary, *this* is the John Vehre you suggested I challenge to a game of Grand
Shatranj??? I'm 3 & 8* against you, and part of that is luck! lol! Joe
*1-1 in GdS, though :-D

Taikyoku Shogi. Extremely large shogi variant. (36x36, Cells: 1296) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Sep 28, 2006 02:36 AM UTC:
You could try printing on label paper. I've had good success with that method. You can print on large [8.5' x 11'] label sheets. Print a narrow circle just less than the size of the chip around each piece as a cutting guide. Cut the label sheet with the backing still on, then peel each piece and stick it on the chip. Keep the label on the top of the chip, don't let it wrap over the side as this allows it to peel off rather easily with use. Scotch makes a packaging tape that's 2' wide, very thin and clear, and comes in a very good dispenser with a 'brake' so you can get the correct length easily and reduce wastage. This can be put on the label before cutting to seal and make your pieces water resistant; very good if you used water-soluble printer ink. This is a reasonably cheap way to make fairly decent pieces.

King's Reincarnation. Captured Kings return to the board, but at a price. 2 versions of play. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Sep 30, 2006 03:47 AM UTC:
Darren, here's one difference that may make a large difference. In your variant, I'd take white, and after the first few turns, I'd play QxP, get another move and play QxP... the sequence would be something like QxPxPxPxPxPxPxPxPxRxNxB...

[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Oct 6, 2006 02:58 AM UTC:
The author of the Discworld series has an interesting critique of chess,
from the point of view of one of his characters in 'Thud':
'Vimes had never got on with any game much more complex than darts. Chess
in particular had always annoyed him. It was the dumb way the pawns went
off and slaughtered their fellow pawns while the kings lounged about doing
nothing that always got to him; if only the pawns united, maybe talked the
rooks around, the whole board could've been a republic in a dozen
moves.'
Footnote, page 67

[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Oct 9, 2006 12:06 AM UTC:
Judd, you are apparently asking if a pawn can move diagonally forward when
moving from the 7th to the 8th rank. Unless it is capturing an opponent's
piece, the answer is no. A standard FIDE pawn may never move diagonally
forward unless it is capturing. There are other types of pawns that may
move diagonally forward, such as the Berolina pawn, but they have their
own limitations.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Oct 9, 2006 03:43 AM UTC:
While I am by no means an expert, I would answer your question by saying that a bishop will get 2 more opportunities to take the pawn that got past the bishop's attack on the square the pawn skipped by moving 2. Bishops, or any of the pieces [as opposed to pawns] can change directions and move backwards. Pawns cannot do this; they have only 1 opportunity to capture a neighboring pawn, which occurs when and where the opposing pawn is 1 square diagonally forward of the capturing pawn. The 2-square pawn move without en passant would deprive a pawn of its only opportunity to capture the double-moving pawn. It does not deprive any piece of all opportunity to capture the double-moving pawn.

The ShortRange Project. Missing description[All Comments] [Add Comment or Rating]
📝Joe Joyce wrote on Wed, Oct 18, 2006 06:48 PM UTC:

Thank you all for the comments. We really appreciate them. The impetus for this article is contained in Claudio's statement that a shortrange piece 'Never crossed my mind'. Often these pieces seem to be used as filler or fancy pawns. Both of us believe they deserve more, and conceived this project to encourage others to design variants that actively use shortrange pieces. So it's gratifying to see Greg and David intending to do so. David, as he has so often done to me in our games, has left me in a sticky situation by carefully not mentioning my use of the Squire/Swiss Guard/Mammoth in 2 designs, forcing me to claim what is now the 3rd independent invention of Claudio's man-Alibaba piece, and relegating him to 5th place. Shortrange pieces have been around forever, but invisibly. Maybe that will change. [Use the pieces, Claudio, please!]

Gary, thank you for the reference to Taikyoko shogi; it has an amazing number of different shortrange pieces, and is quite a source for ideas. It also illustrates one main reason why this article deals with Western-style pieces, and that's for simplicity. The Eastern short-range pieces are often quite complex, gold and silver being 2 common examples which fall outside the scope of the Piece Builder. Instead of 2 directions, orthogonal or diagonal, these pieces require the definition of 8 directions. Or at least 4, ortho, diag, forward, backward, the last two of which are relative to the player and not the board. Attempting to include this type of piece was not even considered, as the complications would make a relatively simple system practically unmanageable, and certainly expand the article into novel size.

Doug, it's true all the pieces discussed capture by replacement, but that is the default simplest method of capture. In that sense it's deliberate; but this article discusses movement rather than capture, and certainly any of the pieces created may capture in Ultima-like ways or any other way one could devise.

Ha, this comment is getting to be article-length. Again, thanks all for your interest. Enjoy. Joe [As it's now about 3:30 a.m. in Australia, Christine won't see this for a while. Hope she doesn't mind I took the liberty to speak for both of us.] BTW, the games listed should be coming out in Zillions over the weekend. Then I'll try to use my slash-and-burn method to make presets for CV.


📝Joe Joyce wrote on Thu, Oct 19, 2006 01:42 AM UTC:
Sam, Mike, Greg; thanks for the comments.
Mike, all the games listed to be released do have 'modern' pawns except
Shatranj 10x8; castling is also available. I do have to admit that this
project is already pretty lengthy, though. Also, you are right that most
of my games are actually, and as deliberately as they could be, part of
this project, although I didn't realize it would involve something like a
position paper with a fancy name and lots of work and definitions.
Christine certainly didn't, and she was there and very involved right at
the start, which was just after I posted Modern Shatranj, and we started
corresponding. She lets me do most of the writing, but I let her do all
the ZRFs, so it works out. The next article will be at least a while,
though. 
Sam and Greg [you guys ever consider singing together?], I also have
worried about the possibility of draws, but the only format in which I
fear them is 8x8. Ironically, the one posted game of mine that I fear has
a substantial draw potential is Modern Shatranj, the only one of my games
to make it into the upcoming tournament. The larger board sizes, coupled
with shortrange piece sets, pretty much seem to eliminate draws. In MS,
I've drawn 4 of the 6 games I've played online, but I've never had a
draw in any of the larger variants, whether played online or
face-to-face.
Finally, Sam, 'of course' a knight move can be described as a 2 square,
2 step move with ferz being the first step and wazir the second step. [But
I'm almost computer illiterate these days.] It's like being on the SW
corner of a city block and going to the NE corner. You can go N, then E,
or go E, then N. Now, what's a 'bulldozer' piece? Looking forward to
your definition of 'rider'.

📝Joe Joyce wrote on Fri, Oct 20, 2006 12:00 AM UTC:
Gentlemen, I'd like to suggest some things. First, I'd suggest draws are
so common because 8x8 is actually a very small board, and even one or two
pieces and a few pawns can clog it up rather easily. As board size
increases, especialy board width [the front across which pieces attack], I
believe the chance of draws should diminish. Next, if the number of leapers
is increased, the ability to attack past a pawn blockade is enhanced, which
may also reduce the number of draws. Further, longrange pieces make
excellent defenders, often better than shortrange ones, as they have a
greater reach. So make all the pieces shortrange. Combine these ideas, and
I believe you'd get a marked reduction in the number of draws. For
evidence, play Great and Grand Shatranj, especially without using rooks,
and see for yourselves. If the tournament weren't about to start, I'd be
happy to demonstrate... man, that sounds like being afraid to back up my
statements; if you guys won't play against each other, email me and
we'll negotiate 3 week moves or something. Hmmm, maybe I better stop here
before I start swinging wildly... :-)
Enjoy!

Fighting Kings. The King has switched places with the King Pawn - The King is now a fighting piece. And the pawn must be protected. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Oct 21, 2006 12:12 AM UTC:Good ★★★★
This situation is certainly to be expected, and will happen more and more.
The total number of chess variants is in the thousands now, and can only
go up. In the short time I've been aware of and active in chess variants,
I've seen my ideas pop up in other games, and others have seen my games
reflect their ideas; all without any previous knowledge on the part of
whomever was 2nd [or 3rd...], so we might as well get used to it. 
As for the royal pawn idea, Jeremy's game I found very interesting - I
playtested it with him - but as he says a little gimmicky, as the RP
stayed in the line of pawns, blocking a number of pieces. Gary's version
is a better chess game; more traditional and a lot easier to figure out
just what to do in, but not a better idea. The idea in both, a royal pawn,
is an excellent one. The treatments are also good in both; Jeremy's being
much quirkier. I don't know which might be considered a better game [not
a better chess game, but a better game]; they are so different it is
difficult to compare them. Since I'm playing a game now with Gary, I have
the opportunity to see just what both are like; others should take the same
opportunity.
Enjoy.

Feudal. Chesslike game of wellknown game company.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Oct 21, 2006 03:58 AM UTC:
Evan, email me if you need more than this. I have the game, complete with
rules. Briefly, the castle can be placed on any terrain. Capture a castle
by first moving to and stopping on the outer position [the Green], and on
the next turn moving into the castle proper; this wins the [2 player]
game.
Enjoy. Joe

The ShortRange Project. Missing description[All Comments] [Add Comment or Rating]
📝Joe Joyce wrote on Sat, Oct 21, 2006 07:10 PM UTC:
Claudio, yes, the 1, 2, 3, 4 are absolute [small, whole] numbers. These
distances are forced by the nature of the pieces - any chesslike piece
must move at least 1 square; if it leaps it must move at least 2 squares;
if it both slides and leaps, it may move 3 squares [though it could move
less]; and if you have a double leaper, it may move up to 4 squares. These
numbers are totally independent of the boards on which they are placed. And
yes, their power varies with board size; specifically it goes up more and
more as the boards get smaller. Technically, an n/2 piece is scalable,
getting its maximum movement range from board size and not as an intrinsic
part of the piece itself. And it could have, on an 8x10 board, a
back-and-forth movement of 4 and a side-to-side movement of 5. This is not
something I had thought of until just now answering your question. The
scalable R/2, B/2 or whatever could be interesting [if gimmicky] pieces.
Anyway, that's why I listed 3 somewhat different ways to look at
shortrange pieces instead of just 1 definition of 'the' shortrange
piece.
Greg, I'd enjoy playing Grand Shatranj against you [or any of my other
shortrange variants], but I don't feel I should compete for a 'World
Championship' with only 1 other person. If several players, including,
say, John Vehre, were to compete, then I would be more willing to play,
but wouldn't have a prayer of winning. I'd be happy to play a friendly
game with you.
Sam, Gary, I agree that shogi-style drops certainly unbalance a situation,
and should therefor more easily lead to a conclusion; but I am, frankly,
terrified of games that use drops as I have almost no familiarity with
them and far too easily get lost in the maze of potential positions -
another reason why I only discuss Western chess development in the
article.
Christine does have a nice little add, but I can't tell and spoil the
surprise. I will note that while it's easy to tell our writing apart,
people will find it much harder to tell our designs apart, as we fall into
the category of designers exemplified by Fighting Kings and Royal Pawn
Chess. And since we discuss games and look at each other's work, it's
sometimes hard for us to tell just who did what. [Now if we could only
understand each other...]

Feudal. Chesslike game of wellknown game company.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sun, Oct 22, 2006 01:20 AM UTC:
Hey, Gary, you got me curious, so I took out my Feudal board, and mine is also hinged together, but it's done with clear tape. I've been making hinged game boards for a little while now, and I've found Scotch Packaging Tape is excellent for this purpose. And, as far as I can tell, it's identical to the tape used on my board, except for being 2' wide. An exacto knife can take care of that, so you can seperate the 4 board sections, then if you don't like it that way, tape them back together again - the tape 3M used is about 1' wide, and if you look closely, you can see the zigzag edge where the tape was cut by the serrated dispenser blade for my board.

Joe Joyce wrote on Sun, Oct 22, 2006 03:29 AM UTC:
I was just commenting on how you could replace them after you removed the original hinges - honest!

Combo Modern Day Chess. Guard replaces the Queen. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Nov 6, 2006 04:26 AM UTC:
I think this is a rather nice game. Of course I'm prejudiced; it clearly
fits the ShortRange Project. But I can't rate it because it has
precedents and close relatives that Christine Bagley-Jones and I, among
others, have designed. I reference 'Modern Shatranj', posted at this
site, and its shatranj to chess discussion, especially steps 4 and 5 and
Roberto Laviere's piece suggestion for the guard. With Roberto's 2-step
general, step 5 is 'Combo Modern Day Chess'. The game mentioned for step
4 is 'Hypermodern Shatranj' which was released last weekend. You can find
that ZRF and a number of closely-related others at the Zillions site under
recent releases as 'The ShortRange Project'. Short descriptions of the
released games may be found on this site at the end of the
recently-released Piecelopedia article 'The ShortRange Project'. [Sorry
I've been slow in getting pages posted here.]
With that all said, I do think this is a rather nice game. And it's to be
expected that extremely similar or identical games will show up more and
more often. Glad to see someone else is looking at shortrange pieces.
Welcome to the discussion. [And you might want to use either the
double-guard or queen-2-slider icon for the guard piece in your preset,
just to prevent confusion - at least, I always screw up when icons are
used for different pieces.] Enjoy.

Joe Joyce wrote on Mon, Nov 6, 2006 04:36 AM UTC:
Hey, Christine - you beat me to the comment. And you're right, that guard is certainly more powerful that Tony gives it credit for. The basic 1-step guard is worth more than either knight or bishop. The 2-step piece is worth more than a rook. And it's not that bad an attacking piece, either.

3d Minishogi. A variant originally devised for a contest that never materialised. (3x(3x5), Cells: 45) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Nov 10, 2006 06:07 PM UTC:Good ★★★★
This is a very interesting-looking game. [You might want to clean up a
couple typos, though.] I'd love to know how it plays. It looks like it
begins almost in mid-game with the pieces so close; and with a starting
piece density of 80%, it's a good thing pieces can only move 1. It's
tight; of the 45 squares, only 3 allow a piece its full range of movement.
A very tricky piece of design: something necessary if you want a good game
with so few squares. You compensate for the limited number of squares by
an almost outrageously high starting density, and by having all your
pieces move only 1. Radical. You've certainly pushed the game to a limit.
Any possible white first move and black reply puts both pieces en prise.
Are there forcing moves available to either player that provide an
advantage? What is the range of options in this game? I'd really enjoy
trying a game of this. If it works, the game as well as the initial
concept would be excellent. As someone interested in short-range pieces, I
have to commend you on an excellent idea here. You have presented a pretty,
almost puzzle-like game. I hope it plays like it looks. [And it's nice to
know I'm not the only one with a 45-square chess variant languishing
somewhere in a corner, waiting for Hans to get younger.]

Joe Joyce wrote on Sun, Nov 12, 2006 01:31 PM UTC:
Hello, Charles. One typo that can be a bit confusing is '5x5x3' instead of '3x5x3' in the first line of the second paragraph. And the alignment of black's back rank in the diagram should be fixed. These are very minor points, annoyances rather than problems, one mental and one visual, that detract from what looks like a very nice game. But the purpose of my previous comment was not to provoke a reaction about typesetting issues, but to find out a bit more about this game. It covers an area I'm very interested in but have not gotten to yet, and in a way that I would not have. Joe

[Subject Thread] [Add Response]
Joe Joyce wrote on Sun, Nov 12, 2006 10:53 PM UTC:Excellent ★★★★★
For those interested in the various kinds of pieces around, I'd like to
recommend a very fine Piecelopedia article by David Howe. 
 http://www.chessvariants.org/piececlopedia.dir/taxonomy.html
'A Taxonomy' is an excellent overview of the various combinations of
things that make up a chess piece. Mr. Howe looks at 6 characteristics of
pieces, from size to method of capture to 'special powers', and gives a
range of possibilities and pieces, with references. His well-written,
concise article conveys a lot of information in a small space. My only
possible complaint is that it's too brief. But the goal is so lofty it
would take a book to really do it justice. Mr. Howe has made an excellent
start.

ProCycle ChessA Zillions-of-Games file
. Individual pieces promote one by level after each played move.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Tue, Nov 21, 2006 04:31 AM UTC:
A somewhat different take on this theme of evolving pieces is Gary Gifford's 'Shatranj Darwinian'. In this game, pieces [may] become more and more powerful the closer they get to the opponent's back rank. And in a comment I posted a while back [2006-06-07; 'the Elk'], I explained my son's idea of 'ferris wheel' pieces, which rotate through a predetermined cycle of pieces when they move. I also have a vague recollection of a discussion about pieces that may promote again if they can manage to re-cross the board. It's a good bet that what's been mentioned in these comments are not the only examples. And it appears to me that the idea has evolved independently in most of these cases. While one may or may not like any particular treatment, the idea seems to be growing in popularity. Apparently, evolution's time is arriving.

[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Dec 8, 2006 05:11 PM UTC:
James, I'll second that. I see we have a bit more security now. Pity that
we seem to need it. An don' thet beat all! Joe [born & raised in northern Appalachia]

Joe Joyce wrote on Sat, Dec 9, 2006 03:47 AM UTC:
Hey, James. The Chess Cafe is doing great, they've attracted some serious
talent, and also have a major chess club meet there weekly. Wish I could
say I was doing as well. 
The flip thing is pretty much what Mike Nelson just used in 'Insane Flip
Relay Shatranj'; the flip allows the piece to capture (or, for Postal,
perform some other specified action[s] to) another piece. Flipping is what
allows a piece to go postal. (Appearance to change as necessary.)

Pawntrooper chess. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Dec 22, 2006 12:13 AM UTC:
What if you make the paratroop drop a 2 move process? On the first move, you pick the pawn up off the board, indicating it's in the plane. Your opponent then makes 1 move. Then you have 2 options: 1] you must drop the pawn on the immediately following turn; or 2] you may drop it sometime later. If a later drop is allowed maybe you must drop within 3-5 turns or lose it - you could have a 3-5 square long track the pawn moves along before it 'crashes'. This would allow a number of paratroops from both sides in the air at once.

Joe Joyce wrote on Fri, Dec 22, 2006 03:50 AM UTC:
Thanks Greg, but I was playing Pocket Mutation recently, and that got me thinking in the right direction. And I just started a game of Chieftain and had to re-write the rules, so I was thinking wargamelike. There it is: complete to Turn Record Track!

Six Fortresses Short Range & SHORANJI. A short-range-piece version of Six Fortresses. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Dec 22, 2006 04:16 AM UTC:
Hey Gary, this is quite a battle. You've designed a real toe-to-toe slugfest here. If you don't mind another suggestion, I think you might be able to stretch the parameters of the game by adding empty rows, one at a time, to the center of the board. As well as your current 1 middle row empty, I think you might find playable games with 2, 3 and 4 empty rows in the middle. You'd have a series of 4 variants with the same rules, pieces, and setup, and only the board different. So along with your 9x9, you'd have a 9x10, 9x11, and 9x12 version, and I'm guessing they'd all be playable. Something a bit unusual. Might make a nice 4-game ZRF.

Juxtaposition Chess. Pawns and Pieces switch places with pseudo-pieces throughout the game. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Dec 22, 2006 04:23 AM UTC:
Could a pawn and a flag swap?

Joe Joyce wrote on Fri, Dec 22, 2006 04:59 AM UTC:
My error! I meant to ask if a flag and a stone could [be allowed to] swap.

Joe Joyce wrote on Sat, Dec 23, 2006 12:34 AM UTC:
Maybe just once??? :-D

Six Fortresses Short Range & SHORANJI. A short-range-piece version of Six Fortresses. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Dec 23, 2006 01:12 AM UTC:
Gary, whatchoo call me?  :-)  I bet it's just revenge for me messing with
your Flags and Stones game.  [Looks good; gotta play it soon.] 
I agree 9x12 gives you the traditional spacing, but then you have to deal
with a double first step for pawns. If you add it, you bend your 'same
pieces, same rules... only the board is different' concept a little - the
purists will howl. Seriously, I think the 9x10 and 9x11 will be also
interesting games and worth the effort - bet you a pizza next time I go
through Ohio. And if you're right about what you called me, then you
should do better and better in each longer version, because you've sure
taken me to the cleaners in a bunch of those longrange piece games we've
played. [Like Avis, you've tried harder. Congrats on climbing in the
ratings.] The strategies and tactics should shift nicely through the
variants. Go for a new effect: board variants. Or do you think all game
boards could be expanded and shrunk in the unoccupied middle and give all
playable results?

Joe Joyce wrote on Sat, Dec 23, 2006 04:54 AM UTC:
Where's your sense of adventure, dude? People whine when the pawns are
slow.
Oh, the pizza is in addition to the one I buy this time around.
Merry Christmas to you and the family. Pity my doctor made me stop
drinking spiced eggnog; he said I can't drink the eggnog.  ;-) Enjoy

Tiling Rider Chess. This game was inspired by tiles seen in many bathrooms and sidewalks.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Jan 5, 2007 04:21 AM UTC:
Just started one. I like the multi-boards concept, and the possibilities of his composite pieces. This is an excellent idea, and if the game plays up to the idea, it'll be easy to rate, even though the moves are a little tough to figure. Really nice use of tiling to put a tricky game together. It may need a little tweaking; the numbers, of pieces and of moves per turn, could become a little unwieldy. But it also has the potential for some beautiful effects: giants striding across the board, crushing their tiny opponents, only to be pulled down in their turn; or the shattered remnants of an army literally pulling themselves together to go out and fight again. Like I said, I think it's got potential. Now, how does it play? Looks like the Lilliputians have to organize themselves into Gullivers to win; the strategy seems simple enough...

Joe Joyce wrote on Tue, Jan 9, 2007 12:58 AM UTC:
Yes, the aggregate piece must travel on either blue or orange 'supersquares'. It cannot be split between 2 different colored 2x2 large squares. The colors act as an 8x9 square board superimposed on a 16x18 board. The [4-piece] riders use this 8x9 2-color board for assembly and movement. [Shades of the 2 basic colors don't count.]

Pawntrooper chess. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Jan 25, 2007 02:40 AM UTC:
Karl, you may well be right. Playtesting is the only way to demonstrate the answer. But I would like to offer some discussion, because this is part of a larger design question: how to appropriately limit extraordinary powers. As a weak counterargument, I could point out that my suggestion does require 2 turns in total to execute, so giving in essence a 'free move' to the opponent to compensate. The opponent gets a move before the para drops, to plug a weak spot, and another move after the para lands, so at least the opponent now knows where the attack is coming in and may counter directly. And the opponent does get to move once on a board where the player is missing a piece. It's unlikely the player will open a path for a queen, say, but the player will be down 1 piece for 1 opponent's turn. Also, this method simply eliminates the problems Greg and Charles mention. Finally, while I have limited experience with games that use drops, I have played and greatly enjoyed Pocket Mutation, which features pick-ups on one turn and drops on a subsequent one. That game is beautifully balanced, demonstrating the method can work. You do have to guard everywhere, though, one way or another, or you certainly can be destroyed by a well-executed drop or two. So you do have a point. What sort of rules did you have in mind to cover Greg and Charles' situations? Can you have dual captures or dual en passants? Or dual para drops? You pick up 1 pawn, so your opponent picks up 2. Does that mean you could pick up 4 pawns on the following turn? Obviously not, this is meant to be a ridiculous example, but you need to nail down the rules a good bit more so you won't get some knucklehead like me doing absurd things with your game. Good luck with this. I'm interested in seeing what you come up with, as you now have to balance the opponent's double move power properly. Maybe Marseilles is a guide, or can at least give a hint.

Atlantean Barroom Shatranj. Atlantean Barroom Shatranj Rules. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Fri, Jan 26, 2007 04:25 PM UTC:
Thank you, Jeremy. I did enjoy putting this one together quite a bit, even to being inspired by leftover letters for piece names ('T' being rarely used, for example). It seems one decent endpoint to a series of shortrange games. The major pieces should be strong enough to satisfy the power-hungry gamer. You might want to restrict the 50-move time limit to only when both players are playing face-to-face and drinking, though. ;-) Enjoy

The ShortRange Project. Missing description[All Comments] [Add Comment or Rating]
📝Joe Joyce wrote on Sun, Jan 28, 2007 02:10 AM UTC:
Hey, Christine! Sorry it took me so long to reply, got trampled by events
recently. Still, I'm remiss in not yet thanking all the people who
enjoyed the  article and especially all those who have actively
participated in one way or another. David Paulowich suggested Lemurian
Shatranj with rooks. Claudio Martins Jaguaribe roughed out a game called
Naval Base Chess at the Yahoo chessvariants group, which has been modified
but not yet completed. Mike Nelson has posted Insane Flip Relay Shatranj
here at CV and promises a preset. Greg Strong has posted Hubbub here,
along with a preset; Greg is currently harrassing me with a knight 10-12
moves into a game. Gary Gifford created 6 Fortresses Short Range, posted
the rules and a preset, and then [Amazingly! :D ] created 2 variants of
that game, with rules and presets, which use the same setup and pieces but
vary the original 6FSR board length  and are named Shoranji and Shoranji
Maximus. Gary and I are playing our second version now. 
To all these people, my apologies in being so slow to acknowledge your
several efforts, and for not yet having put in links to your game rules
and presets that are listed in the Update to the Games Released section in
the beginning of the TSRP article. I hope to fix that quite soon, but I
don't see how I'll manage a shortrange piecelopedia anytime soon. Its
size seems to have outrun my current typing abilities.
A number of people have recently posted games that fall into the
shortrange category, come close, or use some shortrange pieces in larger
variants, without making the fuss over it I have. Great! Some of those
games are really nice. But doing it this way, with a little hype and
soliciting of ideas, has been a lot of fun. Here, I'd like to thank
Christine for having the idea of a collaboration on shatranj-like games in
the first place. And, in spite of miscommunications 2-10 times a day, or
maybe helped along by them, it was a very rewarding experience for me, and
I hope for her. She certainly earned my thanks; I know she worked hard on
TSRP. We both hope others will continue to read, play, design and enjoy
the shortrange aspects of chess variants. We still actively solicit
people's comments and participation, and do respond to questions and
suggestions. Doug Chatham has asked about alternate forms of capture. I
expect to release a game soon that uses a few different forms of capture,
with a good-sized board and no piece moving over 3. This might be a good
secondary theme, short range with more than 1 form of capture. There's
plenty of room for more updates.

Lemurian Shatranj. 8x8 variant that features short-range pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Tue, Jan 30, 2007 05:45 AM UTC:
David, thanks for the pedigree on the sliding general. I appreciate the knowledge and the effort that went into learning it that your reference demonstrates. I admit that whenever you give a history for a piece I've re-designed, it gives me a little nudge to come up with a better effort and a truly new piece, which makes it more fun. Thanks. I enjoy having designed several pieces you haven't [yet] put a history to. Greg, you are quite right about the sliding general. There are several games where it shows up, in 2 versions. There is the linear version, which is a 2-square queen reaching 16 of the 24 neighboring squares, and a bent version which adds the knight move and can reach all 24 of the squares within 2 of its initial position. There are also 2 icons, one with some grey tint and one without, which distinguish the 2 versions. Among other places, the straight version is in HyperModern Shatranj and the bent one is the royal piece, the chieftain, in Chieftain Chess. I do have a naming deficiency, which I've admitted to before, which I compound by being very picky about the names I will use. Not that I often manage it, but I prefer a coherent style of names and piece icons in a game. I don't mind more than one name for an icon, but I do mind more than one move for an icon. Haven't quite managed it yet, though.

Madness of Kings Chess. The Kings are, simply put, insane!! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Jan 31, 2007 04:51 PM UTC:Good ★★★★
A very interesting Modest Variant and comment on things in general. This game gives you a very good reason to castle and put the king into his padded cell fortress, for everyone's protection. Endgames in this could get a little bizarre - love to see some. I don't fully understand the 'move the enemy king into check but not checkmate' rule, though. All in all, a very nice idea.

Joe Joyce wrote on Thu, Feb 1, 2007 12:59 AM UTC:Excellent ★★★★★
Ah, of course! Pardon the brain-glitch. The more I think about it, the more
I like this game. I think it's an excellent modest variant*: a single,
really sneaky idea that should have more and more effect as the game goes
on and piece density drops. But even in the beginning, a player has to be
careful to not lose control of his or her king. Everything needs to be
carefully choreographed to keep the king surrounded and under control at
all times. Castling is apparently far more difficult, as once you clear
the pieces between the K and R out, your opponent can just move the king
2, blocking the rook into the corner and requiring some serious
maneuvering to free it without exposing the king to madness. Is this not
true? I might like a few more pieces to keep the king calm; now I see some
good use for all those pieces in some large variants... ;-) You might try
this in Rennchess or some of the Great chesses.
*That's why I've rated it again, this time as a modest variant.

Joe Joyce wrote on Thu, Feb 1, 2007 03:30 AM UTC:
Hey, Gary - you just made the same mistake I did - if white moves black's king into check, then it's black's turn to move the black king back out of check. It's a devilish little game idea, featuring kings racing to destruction. Joe

[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Feb 5, 2007 05:24 PM UTC:
When I attempt to 'send' the move '11-13' in the One Ring Chess preset,
it fails and I get this error message:

Warning: main(draw_circle_table.php) [function.main]: failed to open
stream: No such file or directory in
/home/chessva/public_html/play/pbm/play.php on line 922

Fatal error: main() [function.require]: Failed opening required
'draw_circle_table.php'
(include_path='.:/usr/lib/php:/usr/local/lib/php') in
/home/chessva/public_html/play/pbm/play.php on line 922

What does this mean, other than 'it's broke' and how can it be fixed?
The preset is by Abdul-Rahman Sibahi.

CDA: Pizza Kings. Experimental CDA army, submitted half in jest, with pieces whose movement imitates their shape.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Feb 9, 2007 02:40 AM UTC:Excellent ★★★★★
Jeremy, thanks for the preset; and James, thanks for the graphics. While I admit to being prejudiced, I really like the pieces and theme of this game, and have said so some months back in emails to John Lawson. John, I hereby petition to make your creation the official food of The ShortRange Project. It looks truly delicious. Can't wait to taste it!

HyperModern Shatranj. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Tue, Feb 20, 2007 08:05 PM UTC:
Thank you for the comment and rating, Andy. Since I haven't heard from Christine or Roberto recently, I guess I'll have to speak for all of us. Both Modern and HyperModern Shatranj were designed to fit on a 'direct line' between the games of historic shatranj and modern chess. Thus the elephants stay bishoplike and the 2-square sliding general stays linear for HMS, unlike your substitutes of waffle and panther. There's nothing wrong with that; I've used the piece you call the 'panther' in 4 recent games, generally under the name 'bent sliding general' with its own icon. [BTW, where did you get the name 'panther'? I didn't see it in the Piecelopedia...] You describe a different game, which is obviously playable. There are about 3 differences between the 2 games. The most obvious is in the greatly increased strength of the queen analog, all 24 squares within 2 of the panther vs 16 for the [linear] sliding general. The waffle is not colorbound and also hits 8 squares, so should be stronger and is in an endgame with very few pieces, for example. But [unlike the modern elephant], the waffle is a rather clumsy piece, and has only 3 forward squares to the elephant's 4, so is deficient in attack power. The panther more than makes up for it - different games. You could write it up and make a preset.

Game Courier Tournament #3. Vote for which games should be in the third Game Courier tournament.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Feb 21, 2007 12:04 AM UTC:
Hello, Fergus. Nice to see you back; hope everything works out very well for you. I'm in, but it ought to be an interesting juggling act. Looking forward to it. Enjoy. I plan to. Joe

goChess. goChess. (19x19) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Sat, Feb 24, 2007 03:52 PM UTC:
Oops! Uh, hi, Jeremy... yes, I'd be happy to play a game of this with you, because it needs playtesting. This game slipped out and was posted before it was completed, a result of the problems of me being all but computer-illiterate. My son, who does my computer work, did not realize I hadn't finished everything, and I didn't realize he'd sent it in to be posted. What's currently up is my working notes. My apologies. I'll try to finish this thing over the weekend. In the meantime, I'll accept your invite and would like to discuss some initial placement rules with you.

Hoo Mitregi. Intermediate between Mitregi itself and Dai Mitregi. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Feb 24, 2007 07:45 PM UTC:
Nice-looking big game with a wide mix of pieces, most of them short range. It looks to be well-balanced, interesting and fun to play. [That was a hint for a preset.]

Joe Joyce wrote on Sun, Feb 25, 2007 01:36 PM UTC:Good ★★★★
Hi, Andy. I, too, am skeptical that this game has ever been played; I
seriously doubt it. That's why I didn't rate it in my first comment. Had
I, I would have given it a 'good', because until it's played, a game
cannot really be judged, and to me it looks like it would range from
average to excellent. On play balance: I think Charles is paying great
attention - he doesn't overcrowd the board with pieces like so many big
games. That alone indicates a lot [or that, like me, he couldn't come up
with any more pieces... :-) ] You say: 'Too many piece types and too many
short range mean steep learning curve and long slow game with no sharp
tactics.'  I also agree there are a lot of piece-types, certainly more
than I would normally tend to use. But many of the pieces are forward-only
versions of the standard pieces. Even his odd pawn is a forward-only ferz.
I don't see much learning curve here. Also, I am familiar with shortrange
pieces, and I have to say I think you completely mischaracterize them when
you say they give a 'long slow game with no sharp tactics.' To
demonstrate my position, I would like to offer to play a number of my own
games, all shortrange. Specifically, we could play 2 games each of Great
Shatranj, Grand Shatranj, Lemurian Shatranj, Atlantean Barroom Shatranj,
and Chieftain Chess. In Great Shatranj [8x10], no piece moves more than 2;
in Lemurian [8x8] and Chieftain [12x16], no piece moves more than 3; in
Grand [10x10] and Atlantean [10x10], none more than 4. 
Okay, I'm not completely serious and I'm not really trying to put you on
the spot, I'm just trying to win a point in this discussion. But I do want
to make 2 serious points: that Charles does have a good sense of design, he
just needs to make his games available to be played to refine his designs
and prove it; and that shortrange pieces can easily be as good as
longrange ones. Heck, a CWDA game on a 10x10 with Grand Chess vs Atlantean
Barroom pieces would be a slaughter! ;-)
Enjoy.  Joe
ps: if you wanted to, we could play the games anyway...

Joe Joyce wrote on Mon, Feb 26, 2007 04:32 PM UTC:
Not even if you always get white and I tie one pawn behind my back? :-)
While I don't consider myself a veteran CVer, I'd probably pass for one
to most people, so I can't argue too much with you on learning curves.
But I think a good part of that learning curve is avoidable with more
user-friendly rules. [For me, that came about when I got people to play my
games and they made me give them simple, understandable rules, another
reason to suspect little general game play for Hoo Mitregi]. And maybe a
different piece set. I know when I see the same symbol used right side up,
upside down, sideways and inside-out, it bothers me, mostly because I'm
used to reading upside down and sideways, and I more or less automatically
'correct' what I'm seeing to right side up. This can make the diagrams
confusing as heck for me. I guess this is my point: the game itself looks
simple and nice and should play well - I might reduce the number of ranged
pieces, probably replace the forward-onlies with medium range pieces, but
that's me, not Charles, and his game looks good, once you understand it.
The learning curve is maybe more figuring out what is being said; but now
I am criticising another's rules-writing techniques and abilities, and
after some stuff I've put up, I shouldn't be saying much. As for some of
the other things you've said, I'd like to continue that discussion in
another comment.

[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Feb 27, 2007 02:10 PM UTC:
This is a re-posting of the 'Long & Short of it' Comment.

Thank you David for pointing out the '&' is an illegal character in the original title. Now everybody can ignore it again... [could the editors delete the original posting?]

Recently a few of us have been pushing shortrange pieces, and several games featuring them have been posted in the [relatively] recent past. I'm starting to see reactions to this, and have gotten some comments, questions, and observations. What I'd like to use this thread for is discussions of some of the things that seem interesting or relevant to game design. One question I'd like to eventually answer was indirectly posed by my opponent in a game comment. We were discussing some of the ancient clunky pieces and my opponent made the comment that they 'didn't feel like real pieces'. So, one of the long-range questions here will be:

'What is a *real* piece?'

In a recent comment on 'Hoo Mitregi', Andy made this statement: 'For shortrange pieces, I find balance is better, both short and long in same game. Control of ranks, files, diagonals is such big part of chess strategy. But I have not much experience in games all shortrange' and this got me to thinking about exactly what pieces control. Ranks, files and diagonals are linear features that extend from side to side of the board, and are controlled best by a long-range piece that can sit in a protected corner and exert influence across the board. So why are short-range pieces any good at all? Just what do they do, if they don't and can't control the linear features that are 'such big part of chess strategy'?

Shortrange pieces control points and local areas. The secret to decent shortrange pieces is to not make them weak versions of longrange pieces, but to give them moves longrange pieces don't get. The knight is today's vestigal shortrange piece, combining both the jump and the 'crooked' move that no [FIDE] longrange piece gets. So, give pieces steps, jumps, both a step and a jump, let them change direction during the jumpstep move, let them jump twice. A very powerful shortrange piece can control most of or a major chunk of a board. [See, for example, the 'Flexible Knight' in Two Large Shatranj Variants.] They do this by hazarding themselves more taking a position in the middle of the board, where a range of 3 or 4 squares has maximal coverage. But they are still covering points and areas, not linear features like today's bishop, rook and queen.


goChess. goChess. (19x19) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Feb 28, 2007 08:19 PM UTC:
The discussion on piece values in the Generic Chess Piece Creation System
comments comes at a very opportune time for this game. If goChess is to be
a workable game, the building costs of the pieces must be not only pretty
accurate, but reflect the particular building blocks used. For one thing,
the longer the Go phase goes on, the more likely it is that wazirs will
outnumber ferzes. And a new tactic of preferentially capturing ferz-stones
in a long Go phase would reduce the opponent's bishop types later. So in
line with David Paulowich's comments, I believe the ferz to be worth a
little more than the wazir in goChess, but would like to hear other's
comments. [And am hoping to shanghai a little of the piece value
conversation.]
Okay, are the costs of the pieces [given in Ws and Fs] appropriate? Some
immediate problems arise [besides the obvious one of needing more
research]. What are the values of some of the newer pieces, shortrange
leapers, double leapers, and bent leapers? Especially on a 19x19 board?
And what are the values of rooks, bishops, queens, or archbishops,
chancellors, amazons, on a 19x19 board? Leapers are more effective when
they have a screen to hide behind, so are worth less in the endgame, when
there are few screens available. [Building these pieces close to your
opponent's home area might make sense - you'd get to use them quickly
and early.] And while any given piece's value also depends on all the
other pieces in the game, there have to be ways to compensate and balance
effects, even if it's 'seperate ladders' for different styles of
pieces. Or can it mix all sorts of piece types, like Gary Gifford's
'Shanghai Palace'? What are the limits on total piece numbers and piece
types before a game gets ridiculous?
I lean toward using 3 longrange piece sizes now, ranges 4, 9, and
unlimited [18], as more appropriate to the board than the original 2
pieces of ranges 3 and 18. And I think the board could use some
intermediate-range pieces, moving say 6-10 squares. What happens to the
values of those pieces when they move between 8x8 and 19x19 boards? Or up
to 30x30? Does the value of the shortrange pieces 'bottom out' at some
number that changes very little if at all when the board length goes from
20 to 30, or 40? And what happens to the longrange 'unlimited' pieces
values on those boards? Do they keep going up or level off?
A cannon, for which I have made no provision, might be an interesting
piece on this board - its value? What other pieces might be interesting,
or might need to be put in their own categories to keep from being too
interesting? Simple, straightforward, easy to use and understand pieces
are preferred. ;-)

[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Mar 1, 2007 06:40 PM UTC:
The discussion on board sizes in the Infinite Chess comments is very
interesting for what it does not have, in spite of several versions of
'infinite' chess and the efforts of George Jelliss and Ralph Betza.
There is nothing that approaches infinite, although Ralph Betza's
'chessboard of chessboards' [64 8x8 chessboards arranged in an 8x8
array] with its 512-square sides and over a quarter million squares does
give you a little area to play in. But all the 'infinite' boards have
limitations on how far away from other pieces any piece can move [making
Mr. Betza's behemoth the largest actual board discussed]. They have
flexible boundaries that can stretch and extend in any direction, but all
the games have a finite number of pieces, so there is a maximum area the
pieces can occupy if they are required to be within a specified distance
of other pieces. Even if the requirement is merely being within some
distance of one other friendly or enemy piece, and the pair of pieces go
racing out across the 2D plain, 2 pieces don't take up a lot of room. And
the rules tend to be written so that isolated pair cannot happen. The
average size of these boards is probably under 20x20. Even with more
pieces, the size probably wouldn't get much above 30x30, the total board
area being near 1000 squares. This is wargame size. A chess board is
generally about 100 squares in area (~30-300), and a wargame, about 1000
(~300-3000), very roughly. While there are some exceptions, this is
accurate. Just not precise. Apparently, 'infinite' for chess variants
means 'as big as a wargame.'

[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Mar 1, 2007 07:41 PM UTC:
Mats Winther has just posted a new piece, the Scout, which moves as a camel
and captures as a queen. Interesting piece, moving as a shortrange leaper
and capturing as a longrange power piece. [Possibly the name 'Scout'
inspires leaping pieces; Greg Strong's Scout piece (Brouhaha, Hubbub)
also leaps 3 squares. Think I've seen others.] The converse of this piece
would be a piece moving as an unlimited slider that captures with a
shortrange move. If it's a crooked and/or leaping shortrange capture, the
piece might be restricted to bishop [or maybe rook] to limit its power a
bit. Whether or not you limited the shortrange capture to just the
bishop's original color, just the opposite, or both colors would affect
the power considerably. The idea of balancing queen moves with, say, alfil
captures, just doesn't thrill me. A queen that captures as a king would be
a tricky piece to use. A queen capturing as a knight is probably a bad
idea, especially on larger boards or with lower piece densities. Tricky
concept, [maybe a little annoying, as I prefer pieces to capture the way
they move, it's simpler] worth developing. 
***Edit*** Oops! Just read Michael Howe's full comment - sorry for poaching on 
your idea. A knightrider-king - how does that compare to the queen-king? 
Defense against the NN-K should be a specialty of some shortrange pieces, 
as the knight, like the camel, can only land in restricted spots. A moderately 
powerful shortrange piece could guard those spots where a linear piece couldn't.
There is a comment by M. Howe and another by M. Winther that I would like
to address in this thread [from my own perspective, of course :-) ]. But
let me give Mats' new piece a rating [and check the laundry!]

Scout ChessA game information page
. Introducing the Scout, combining queen-captures with Camelrider moves (zrf exists).[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Mar 1, 2007 08:01 PM UTC:Good ★★★★
Nice piece, very tricky. That it can change color is nice, because I've
always found the camel to be a darn awkward piece to use. By the time I
got this far in typing this, I found out you'd been anticipated, an all
too common occurrence these days. [I saw Michael Howe's comment!] No
matter, it's still a good idea, and I'll bet someone can anticipate Mr.
Howe. 
There are a couple statements, one by each of you, that I'd like to
discuss in a different spot.
M. Howe: 'Leaping-riders can be awkward and unbalancing because of their
ability to attack through pawn walls, but this is a good solution.'
M. Winther: 'If anybody wants to study the characteristics of a certain
type of new piece, how it affects the strategical situation, and what new
tactical themes are introduced, then my conservative implementations are
ideal.'
Both these statements, I think, are worthy of further discussion, and I
hope you gentlemen [and anyone else] will feel free to comment.

[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Mar 1, 2007 09:49 PM UTC:
Hey, Andy, your question in our game about 10x10s prompted me to do 2
'kitchen sink'-type large game presets, a 10x10 and a 12x12. Because I
had an overstock of shortrange pieces, most of them my own, I used them in
the presets. Jeremy Good and I are pushing pieces in both. Should you be
interested in taking a look, here are the URLs:
/play/pbm/play.php?game=Lemurian+Great+Shatranj&log=joejoyce-judgmentality-2007-52-159
/play/pbm/play.php?game=Lemurian+Greater+Shatranj&log=joejoyce-judgmentality-2007-53-827
The non-standard pieces are described in 'Two Large Shatranj Variants'
and 'Lemurian Shatranj'. On the 12x12, I tried to create a smallish,
balanced, very powerful shortrange army. Each rank back increases in
power. While the 10x10 has decently strong pieces, its unusual feature is
the different pairings of pieces. There are 8 pairs of identical pieces,
and those 16 pieces, along with the remaining 4, also form 6 families of
similar pieces. These include 4 pairs of colorbound pieces which form 2
families. I'm trying to break a few stereotypes with these games.
Probably just proving I'm crazy instead.

Scout ChessA game information page
. Introducing the Scout, combining queen-captures with Camelrider moves (zrf exists).[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Mar 1, 2007 09:50 PM UTC:
Yes, it does, but the board is so relatively [ahem!] small that the piece can only move twice. And it's still a camel in those 2 moves. Ah, but when it lands!

[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Mar 2, 2007 02:49 AM UTC:
In the comments on 'The Scout' [M. Winthers], there were a couple of
statements that I wanted to examine further. They are: 
M. Howe: 'Leaping-riders can be awkward and unbalancing because of their
ability to attack through pawn walls, but this is a good
solution.'[referring to the M. Winther Scout]
M. Winther: 'If anybody wants to study the characteristics of a certain
type of new piece, how it affects the strategical situation, and what new
tactical themes are introduced, then my conservative implementations are
ideal.'
Let me mention a pair of [what I consider excellent ;-) ] leaping riders
in the game Grand Shatranj, the Oliphant [moves diagonally] and the
Lightningwarmachine [moves orthogonally]. They are each 2-step linear
riders, sliding 1 square or leaping 2 squares then doing either again at
the player's option. So each may move 1, 2, 3, or 4 squares, leaping over
up to 2 pieces - if those 2 pieces are [or can be] lined up exactly right.
While a mere pawn wall cannot keep them out, their [short] range allows a
'lion defense' - post a piece or two inside the wall [back far enough]
and kill them when they land. Of course, their agility requires a really
solid defense, but it can be done, with the right piece mix. This game was
fairly well received; people seemed to like it, and it's gotten some play.
All the pieces were designed to leap, with the exception of the king and
the pawns. The rook analogues and bishop analogues were specifically
designed to crash pawn walls or any barrier. They are very dangerous
pieces, but, after a bit of playing, ways to handle them were devised, and
a pawn wall may work after all, it just has to be part of a defense in
depth, a new requirement. Chess, changed a bit. More strategic, if my
correspondents are right. And this game introduced both new 4-square rider
pieces along with 3 more different 2-square leapers that I thought were new
when I posted the game [2 of which I believe are still new, as no one has
shown precedence, though I consider them fairly obvious, and posted them
in this and a companion game at the same time]. But the game works well
because all the pieces [except N and K] are new [or close to it] and
rather different. 
I guess my point here is that sometimes you have to make a leap of faith
to get a good game. My questions, asked in all seriousness and humbleness,
because both of you are obviously talented designers and I want to explore
the avenues this game opens up, are: Is this game [Grand Shatranj]
actually as good as I claim? Can it be, if it's as radical as some might
think? Does it 'break the rules' in some sense and get away with it or
not? If it does, how does it manage it? Anyone who hasn't gone away by
this point, please feel free to join in. someone could ask: 'If it's
such a good game, how come it isn't wildly popular?' Mats would probably
say, I suspect, that it's not conservative enough. Is he right?

Three Universes Chess. There is 3 boards and pieces can move through the kings to different universes. (3x(8x8), Cells: 192) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Mar 3, 2007 06:10 PM UTC:
The rules are a little sparse. While no rule specifies, I assume a king
can't move itself off a board, although that could be interesting. Maybe
if they were on the same square on adjacent boards, or adjacent squares on
the same board, a king could move another king to a different level. [Let
the players move a piece per king, only the board the king is on.]  
Understanding how the unlimited sliders move 'through the kings' is
easy, with your diagram [once you figure everything out], but what about
pawns and knights? Does the pawn have to be able to move 2 squares to go
through to another board? If it doesn't get 'stuck inside' the
receiving king when it can move only 1 square, and it can move through
both and come out in front of the 2nd king, then it can capture by moving
diagonally through, and what about the knight? If a pawn can move through
a king by landing on it, why can't a knight? So, where does it come out,
in that case? If it must be next to the king, does it have to start only
orthogonally adjacent and end diagonally adjacent to the 2nd king, or can
it also start diagonally adjacent to the 1st king and end up orthogonally
adjacent to the second king?
Interesting big variant, needs some work to be more than an idea.

AltOrth Hex Chess. Hexagonal variant using pieces moving only one way along each orthogonal. (11x11, Cells: 91) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Mar 3, 2007 11:24 PM UTC:
Started off reading this thinking 'what's Wellisch?' and, 'hey, this is
pretty good', but neither thought lasted. I found this an interesting idea
poorly executed. The rules could be much easier to understand. They seem to
me to be dense, esoteric, and hard to follow. The intro is a bit much; who,
or how many, can understand merely from what you wrote just what you're
talking about? Please, explain all the terms you use, in common English.
Another example is the setup diagram, which is cluttered with letters and
numbers. One letter, much easier to see and understand, could be used for
each piece, with the sides differentiated by the standard capital and
small letters, with no loss of info. I hate to say your names are worse
than mine, but... Also, knights are not usually considered colorbound
pieces, yet these 'knights' [Viceroys] are confined to 1/3 of the board,
and are closer to alfils in spirit and move than the knight. Finally, I
think the game needs either more pieces or fewer hexes; the pieces you
have are few in number and generally weak. The 3 knights cannot work
together, leaving 5 pieces, 4 of them of moderate strength, to cover 109
hexes arranged in 11 parallel columns. The 5 pieces? A 'hex' rook and 4
half-rooks. You probably need more piece types, as well. I'd suggest
adding 6 more pieces, preferably a combo of medium and [powerful, unlike
the 'knights'] shortrange pieces, and 4 more pawns, building up and
extending the left and right flanks to the 'sides' of the board. 
Interesting idea, nice use of the grain on a hex board, no meat.

[Subject Thread] [Add Response]
Joe Joyce wrote on Sun, Mar 4, 2007 01:00 AM UTC:
A queen-moves/king-capture piece is basically an Ultima Withdrawer in FIDE
garb. It suffers from the same sorts of problems; the main one being that
it's annoying, in my opinion. It's like arming a tank with a pistol.
God's own speed, hits like a baby. Cut it down to a 3-square queen that
captures like a king, and you've got a much more reasonable piece, again
in my opinion, for a Napoleonics game. 
Tom Hartley's NAPOLEONIC CHESS looks interesting, but I'd love to
hear/see how it plays. I'd also love to play a Napoleonic board wargame
against him sometime; his variants reek of wargame; I like that in a
designer. But I'm still iffy about the play quality of his game. I'd
like to make a comment, but there's no way to attach it to the game page
that I saw. I'll look again.
The Peter Hatch Evil Horde army is another interesting-looking shortrange
army with heavy rook tendencies. The Q-K piece fits better here
thematically. 
But I, like David, question how well the armies were balanced by
playtesting before the game was posted. Be interesting to hear about play
results from both games.

[Subject Thread] [Add Response]
Joe Joyce wrote on Sun, Mar 4, 2007 03:19 AM UTC:
http://gizmodo.com/gadgets/gadgets/play-your-chess-and-eat-it-too-241017.php

[Subject Thread] [Add Response]
Joe Joyce wrote on Sun, Mar 4, 2007 08:38 AM UTC:
Mats, David, Antoine: I'd like to thank each of you for the piece
references.   Fergus Duniho's Caissa Britannia is a fairly popular game,
I believe. So, with a little luck, someone who's had experience with the
prince consort will tell us what it's like to use the piece.

AltOrth Hex Chess. Hexagonal variant using pieces moving only one way along each orthogonal. (11x11, Cells: 91) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Mar 5, 2007 04:39 PM UTC:
Hi, Charles. You're right about the miscount. And when I read over my
original comment preparatory to writing this, I did not like the tone, and
for this, I apologize. This is supposed to be a discussion, not a harsh
criticism. You get one free snipe at me.
I thought about this game for a while before I decided it didn't have
enough pieces for a chess game, in my opinion. I think it needs more
maneuver and piece interaction. I'm sure others will differ, very
possibly most. But here's my reasoning:
There are only 2 pieces of consequence in the game, the full rook and the
half rook, and they both have exactly the same mode of action, unlimited
orthogonal slide. [And the names Forerook and Hindrook are inextricably
entangled with Pierson's Puppeteers in my mind.]
The viceroys are ineffective. It takes a half-dozen moves to get one
across the board and into attack position. You see them coming; and all
you have to do to defend is step 1 hex, and they can never threaten you.
They need a better move. How about they keep their current move, but allow
them a color-changing move to any adjacent hex in addition. This would give
them a good close-in defensive ability. Maybe restrict the 1-hex move to
only the 2 rearmost hexes relative to the piece, keeping it weak, but
giving it a chance to support or attack any piece.
The pawns are very nice. I believe that is truly the only way to have
pawns, as pawns, on a hex board. But both flanks of the pawn line hang
totally unsupported in air. Even in the Eastern versions of the game where
the pawn line has holes, the entire front is covered - sketchily, to be
sure, but the line runs from side to side. I think this is a weakness, too
readily exploited by the rooks. 
The king is a 1-step that isn't likely to attack on such an open board
with rooks. 
Let's look at coverage. A half rook covers 10 to 15 hexes of 91. The FIDE
rook always covers 14 of 64 squares, a noticeably higher percentage. The
half rook acts much more like the FIDE bishop, which covers 7 to 13
squares of 64. The FIDE queen covers 21 to 27 of 64, the full rook, 20 to
30 of 91.
You're effectively using a queen and 4 bishops, without any meaningful
knight support [and low pawn support] to cover 91 hexes. 
I seem to have written a book here. I think you have a very nice game
idea, but only half a chess game. As a board game, this may play well, and
then I'll have even less to say, but I think it needs more. You've got
your basic longrange pieces, nice pawns but too few, and the king. Come up
with a few short and medium range pieces that work well, and you've got an
excellent game. Just let them have some area coverage for offense/defense
as you already have point and line pieces. Maybe do something that is more
forward than back moving to balance power.
Again, this is all my opinion. Andy ? likes this game just as is, so
believe him rather than me. If anyone who's hammered you the way he has
says this is a good game, it certainly must have something going for it.

[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Mar 6, 2007 09:16 PM UTC:
Large boards are certainly difficult to work on successfully; with all that
scope, you have much more room for error. And you also run into a problem
of scaling vs. playability. Any sorts of simplistic extrapolations to
large size will run into a host of problems, many of which translate to
tedium. A certain creativity is called for, a walk off the beaten path.
That walk may often end tangled in brambles or floundering in a sinkhole,
but sometimes it will lead to places you only thought you'd see in your
dreams. I've seen some of David Paulowich's ideas. I think he'll come
out with a game that meets his high standards and is in keeping with his
design philosophy. I'll wish him luck, but I doubt he'll need it. I
will, looking seriously at superlarge variants, games in the 20x20 to
30x30 range, just above my posted games range of 8x8 to 19x19. Got some
practice, and think there are some guides to successful [2D] supergames. 
Moving multiple pieces per turn should speed the game up.
Don't get carried away with pieces or piece types. Too many of either
makes the game unplayable. Strict scaling to a 600 square board would give
each side 150 pieces, which is probably ridiculous. Around 50 pieces is
probably a good number as a general rule; this seems manageable.
Balance the pieces to the size of the game. Using standard FIDE pieces and
piece ratios is probably a bad idea. 'Eight of Everything' chess would
fit nicely on a 24x24 board:
PPPPPPPPPPPPPPPPPPPPPPPP
RNBBNRRNBBNRRNBBNRRNBBNR
xxxxQQQQKKKKKKKKQQQQxxxx
All FIDE rules are in effect except:
1 castling, as the Ks and Rs are not aligned for it;
2 victory, which has new  conditions, primarily by capturing all your
opponents kings before you lose all yours;
3 movement, because you must move a different piece for each king you have
remaining on the board each turn, or you lose.
It's even got 64 pieces, fitting nicely with our general principle. But I
don't think it would play very well. It violates too many other principles
to be a realy good game. Enough for now, more later.

AltOrth Hex Chess. Hexagonal variant using pieces moving only one way along each orthogonal. (11x11, Cells: 91) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Mar 7, 2007 02:26 PM UTC:
Andy, you're absolutely right. This game is interesting, nicely conceived, and has potential. Charles, my objections were aesthetic as much as anything else, and those centered on what I saw as too-extreme simplicity, a simplicity you may well have been striving for. After thinking about this for a few days, I realize I must withdraw those objections; certainly no lower boundary to 'Chess' has ever been established. I still think the game would be [much] better if it was beefed up a little. Your rules do need to be easier to follow if you wish people to understand. And, yeah, I think you could get away with just 1 capital letter for every piece in the diagram, using the same one for every side and letting position on the diagram distinguish the sides. But as far as I can see, you have a viable chess game here. Very simple, and close to the edge of chess, but you have forced me to re-examine just what the lower boundary of chess is. Love to hear everyone's opinion on that.

[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Mar 8, 2007 01:43 PM UTC:
One of the nice things about this site is that you can get so many
different opinions. Sometimes I like a good design challenge, and the
superlarge game poses such challenges. To make it more interesting, I want
to use the FIDE unlimited sliders in the game, because they are 'too
powerful', and I want to design a new composite/compound/whatever piece
to be used in the game, too. [I can also juggle a little.] Oh, and the
game should be reasonably easy to learn and play, and not take too long.
There! Have I left anything out?
Okay, now just how will this be done? Anybody got any ideas? ... Figured
I'd start with Chieftain Chess, a successful [can be played without much
difficulty] 12x16 variant. Notice I'm defining 'success' very broadly;
maybe not broadly enough. Ultima/Baroque is an awesome game that it's
designer says is not playable without difficulty. As a game, it's not
necessarily successful; as a design, it is wildly successful, spawning
several excellent variants of its own. I'll be happy to get a game
that's playable, and I'm willing to leave that decision to others.
What are the characteristics of Chieftain that make it a viable game?
It's somewhat unusual for a chess variant. It's a multi-mover; each side
getting 4 moves per turn, to start. It does not have a single royal piece,
a king. Instead, it uses 4 semi-royal pieces, chiefs, all of which must be
captured to win. It uses command control [pieces are required to be
'activated' by a leader to move]. It has a low starting piece density:
33%. It only uses 5 different pieces. There are no pawns and no promotions
in this game. I think only the last feature has nothing to do with why the
game works. I also believe that every other feature listed is all but a
requirement for a successful superlarge game.

Joe Joyce wrote on Thu, Mar 8, 2007 05:12 PM UTC:
Is it legitimate to use Chieftain Chess as a springboard to superlarge
games? Let's look at some numbers. My superlarge testbed is 24x24, for
576 squares. FIDE is 8x8 for 64 squares. CC is 12x16, for 192 squares,
exactly 1/3 the size of the superlarge and 3 times the size of the
standard, a perfect halfway point. While this guarantees nothing, it is a
good sign. Our only concerns now are that there is some kind of
discontinuity between large and superlarge that invalidates the
extrapolations, or that I just screw up doing the extrapolations, and get
bad results. I consider the second more likely. 
Pieces: FIDE/CC = 16/32 so triple the size, double the piece count...
gives us 64 pieces as a reasonable number. This is a bit higher than our
goal of around 50 pieces per side, and a bit lower than I expect the final
tally for the game I'm looking at. I figure around 100 or so per side.
[Background info: This game has been in concept for a while. It's a
large/superlarge variant of Gary Gifford's 6 Fortresses. Hi, Gary!
Remember what happened with our argument on Go and Chess? Now I got myself
in the same situation with Mats about large boards and compound pieces.
Glad you got me thinking about a very large version of 6F a while back -
thanks!] 
Types of pieces: FIDE/CC = 6/5 This, I believe, is one of those tricky
extrapolations - at least, I hope it is, because I plan to seriously bend
if not break this one in my test game. I certainly don't expect to have
only 4 different piece types in an example superlarge chess variant. In
fact, I am going to try to cheat, and introduce a range of pieces, by
adding not just some more pieces, but classes of pieces. The correct
extrapolation here is to *not* have a large number of different piece
types that are difficult to keep track of; one could comfortably keep
track of maybe 10 different kinds of pieces. To add the variety of pieces
a superlarge should have [otherwise, why bother?], we'll have to find a
workaround.

AltOrth Hex Chess. Hexagonal variant using pieces moving only one way along each orthogonal. (11x11, Cells: 91) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Mar 9, 2007 01:23 AM UTC:
Charles, you lead me to ask just what, exactly, chess is. Specifically, in
this case, what the lower limits of chess are. I don't think there are
any hard and fast breakpoints where, if you've got [or not] one thing, it
is [or isn't] chess, regardless of what else is there. But I haven't
thought about this before, and would be interested in hearing your
thoughts on it, as, with games like this and 3D minishogi, you are clearly
designing some things near that edge. 
Sorry about the too-obscure reference. Pierson's Puppeteers are an alien
race introduced by author Larry Niven in the novel 'Ringworld', I
believe. Google the internet. They are famous cowards , and their leader,
the most revered creature of their species, leads from the rear, all the
way back, the farther the better. This exalted leader is called 'the
Hindmost'.

[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Mar 9, 2007 02:06 AM UTC:
[Hey, David. Looking forward to seeing your designs at larger sizes.
Apparently we have some agreement on pieces.]
How do you get enough piece variety in a superlarge to make the game
worthwhile without overloading the player with reams of rules? One way is
to establish some basic piece types and modify each of them with a few
different movement rules. To make this work, you must have a good, clear,
simple, easily understandable symbology to go along with your good, clear,
simple, easily understandable and short [for playability] rules. So we
start by using David Howe's Alfaerie icons, something that is most likely
very familiar to anyone who plays variants and would be reading this, and
if not, the info is easily accessible. They are clear, simple, easily
distinguishable, and easily modifiable, all great virtues for any game
designer. Then we add a few simple symbols to the mix, that modify the
piece moves.
What sorts of pieces will we have? Let's look at '8 of Everything'
[which actually has 8 of each FIDE piece, but 24 pawns per side] for some
ideas. It's got 8 kings and 24 pawns, 32 pieces that move 1 square/turn.
It's got 8 knights, which move 2 squares/turn. It's got 24 bishops,
rooks, and queens, which as unlimited sliders, move up to 23 squares/turn.
That's it. Now, admittedly, the bishops, rooks, and queens can move any
number of squares up to their maximum, but there does seem to be a gaping
hole in movement ranges between 1, 2, and 23. We want some
intermediate-range pieces [well, I do, anyhow] to justify blowing the FIDE
board up to 9 times its proper size. And a decent piece mix; Bs, Rs and Qs
are all right in their place, but with all that space, we want a decent
amount of shorter-range pieces, including some cut-down FIDES and some
shortrange point and area covering pieces. 
Finally, we want a few kinds of leaders. Top dog is the king, but we will
also use other leader pieces. Every leader will be allowed to move 1 piece
under its command and within its [limited] command range every turn. This
should take care of little problems like how we work multi-move turns and
how to tame queens that can move 23 squares/turn.

Joe Joyce wrote on Fri, Mar 9, 2007 05:46 AM UTC:
Hello, David. Like your numbers and basic concept for piece numbers and
placement. Following is the URL for my testbed 24x24:
/play/pbm/play.php?game%3DFortress+Chess%26settings%3Dfortresschess1
The setup is basically just weak pieces so far [still need several icons
made for this], and sketches in the general outlines of the force sizes
and dispositions. Currently I plan to put small, powerful forces in the
corner forts, weak and medium-strength pieces in the corps flanking each
army, maybe add a few pieces immediately behind the army on the board,
keeping them short and medium range pieces, and put the high king, his
marshall, guards, and the elite troops and reserve behind the steward
wall. This setup minimizes the initial effects of unlimited sliders, and
will have about 80-100 pieces/side, of which about 25-30 or so pieces will
be 'fortress' pieces, ie: formations of wazirs and stewards, and their
leaders. I will also add an alternate frontline setup, with only one
flanking corps per side, on opposite flanks. Finally, the formations of
wazirs and stewards are the forerunners of a new type of 'piece',
consisting of several mostly shortrange pieces and a leader unit specific
to them that they must be in 'contact' with to move. These would be
'Autonomous Multiple Pieces', or AMPs. While the 2 examples I've
discussed so far are simple and slow, if these amps evolve a bit [a 3rd
piece would be 6 forward-only ferzes and their leader - to make it a
better attack piece, up the number of its components allowed to move each
turn], their natural habitat would likely be on boards of side 30-50. I
see them evolving specific organs [pieces] for attack, defense, and
movement. But they are for later, larger games. I'd call those variants
'Amoeba Chess', but that name is taken by a game [by Jim Aikin; preset
by A. Sibahi] that has a board that changes shape slowly, so maybe I'll
go with something like 'Puddle Chess', where 2 groups of 1-celled
critters fight it out for control of a splash of water on a city sidewalk.
First, however, I have to finish this 'proof-of-concept' 24x24 game.
[Anybody taking bets on how the game comes out? I got a couple bucks to
put down... ;-) ]

Joe Joyce wrote on Sat, Mar 10, 2007 12:49 PM UTC:
David, you always did like the small boards... ;-) 16x24 is a nice size to
play on. I'm almost done realigning the pieces around on it, and I'll
save it for later developments as I'm pretty committed to minimum side
lengths of 20 squares for the example superlarge. I'd probably drop the
corner fort feature on the 'small' board, and maybe do something
interesting in the middle of each end; put a 'fort' with a few guards
and the king there, likely. Create a  sort of Eastern version, maybe.
Anyway, when I'm done putting this initial 16x24 board together, I'll
check the 'exclude' box and send you the URL for you to play around
with, too. Any ideas on how movement will work? Multi or single? Ranges? 
I still have to work on the intermediates, too. My first thought was
cut-down FIDE sliders. These pieces will work. I'm not as sure about
building up shortrange pieces. And I don't want to get into any tricky
stuff with pieces, no fancy captures or special powers, just 'capture as
you move, by replacement'. For a big game to be easily playable, the
parts need to be as simple as possible. That will probably always be the
hardest part of the design for me, staying simple enough for good/great
playability in the final product.

Joe Joyce wrote on Sat, Mar 10, 2007 02:50 PM UTC:
One area that I think needs some exploration is the multi-move turn. In the
games I'm aware of, the extra moves are just sort of tacked onto the game
with no real attempt at rationale. Some games you move 2 pieces/turn, some
more, some depend on what your opponent did; sometimes the same piece can
move more than once, and capture, in other games if a capture is made, no
other move can be... Anyhow, no real attempt has been made to explain why
one rule or rule set was chosen over another. Being as conservative and
traditional in my outlook and design philosophy as I am, I felt the need
to change that, at least for me. So, in Chieftain, I changed 1 king to 4
leaders, and you *still* get as many moves per turn as you have leaders
left. Still? Well, chess has 1 leader with unlimited command control range
- you lose that leader, you don't get to make any more moves, game over.
But only 1 supreme leader, controlling pieces anywhere on the board,
mostly unlimited-range pieces, and a rather small world, only 8x8, to play
on - this FIDE chess is a very modern game reflective of the world we find
ourselves in today. Chieftain goes way back, when small bands of people
grouped together in tribes, and there was no 1 leader of all the people
for every circumstance. Commands were issued over shouting distance, and
to individuals. 
The superlarge I'm contemplating will fall in between these 2 extremes.
The 'high king' will be, like the FIDE king, checkmateable for victory
purposes and have unlimited command control range for any 1 piece per
turn. There will also be 2 more lower levels of leader, generals and
captains. These will command different numbers and strengths/types of
pieces, with command control ranges that would be roughly 5 and 10. I'd
also throw in a marshall, with the same command powers as the king. These
powers would include the ability to activate at least 1 local piece, as
well as the 1 unlimited-range activation.

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