Comments by joejoyce
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.
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.
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.
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? ;-)
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.
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.
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.
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.
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
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!
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? ;-)
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.
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.
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
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
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.
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.
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'.
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!
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.
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
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...]
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.
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.]
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.
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]
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.)
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?
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
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.
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.
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.
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...
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.
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.
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. ;-)
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.'
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!]
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.
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.
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?
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.
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.
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.
http://gizmodo.com/gadgets/gadgets/play-your-chess-and-eat-it-too-241017.php
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.
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.
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.
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.
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.
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'.
[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.
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... ;-) ]
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.
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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