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Comments by joejoyce

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Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Sep 7, 2013 01:54 AM UTC:
http://media.zenfs.com/en_us/News/ucomics.com/crrub130905.gif

Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Sep 20, 2013 06:55 PM UTC:
Slow volunteers.

Game Courier[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Sep 21, 2013 02:56 PM UTC:
Got a problem with this game:
 /play/pbm/play.php?game=CaM%3A+A+Tale+of+Two+Countries+2&log=joejoyce-catsmas-2013-252-784&userid=joejoyce
Mark has not been able to make moves - he can't even always sign in. After
using his password to move for him, I had no trouble with his turn, but he
still did. Finally, this morning, he sent me a move where every piece he
moved disappeared from the board. What is going on? He is using Google
Chrome.

Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Sep 21, 2013 11:07 PM UTC:
If you are interested in volunteering, please contact David Howe. 

I agree the site needs more conversation. If you go over the comments section you'll see there is a slow churn of members, or members designing and/or commenting. Look closer, and you'll see a core group several years ago that talked with each other, ran contests and group designs, and essentially had an acknowledged leader in Ralph Betza. A number of others have served as lesser activators for the site. But the main thing is that several people participated regularly or semi-regularly and there were a handful of interesting things, discussions, recent designs, contests... going on at more or less the same time. So a Ralph Betza is not required to have a good site* but group participation is. 

Who are the members of the group? Who will participate and follow through? 

A design contest is always fun - who will judge it? Based on my experience, it turns out you need several judges. You could have everyone in the contest judge all the entries except their own, which would relieve a lot of stress and pressure on the erstwhile judges and allow people to participate more fully. 

You can also run a set time tournament, where everyone starts with say 3 - 5 months of grace time, and nothing else. No time is ever added. This guarantees the tournament will end in 6 - 10 months. All games are played at once. Each player is assigned black in half the games at start, and white in the other half. Once the games start, all players must win, lose, draw, or time out in every game. It works, and prevents tournaments from going on for years. It works for small numbers. However, it is highly unlikely we would get so many participants that it would break the format.

Discuss this here, see who will commit to what, and we shall see what happens, if anything. I would not mind seeing this site a little livelier. Enjoy!

*Thank goodness, because Ralph is quite a hard act to follow, being a master in both chess and variants as well as a good writer, someone who could explain variants and analyze them for the rest of us.

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Sep 28, 2013 02:12 PM UTC:
Warning! The following cartoon contains checkers and may not be suitable
for under 18.

http://media.zenfs.com/en_us/News/ucomics.com/of130926.gif

Lion. Powerful piece from Shogi variant.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Oct 2, 2013 06:56 PM UTC:
Hey, HG, I agree with Antoine and Greg about board sizes, but I do have a suggestion that while a bit gimmicky might work. Add an extra square behind each king, place the lion there, and when the lion moves or is taken, the square (and any taking piece) is immediately removed. Hm, that would screw up your chess engines, wouldn't it? The other "preserve 8x8" option is a drop, but I do not favor that approach.

Game Courier[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Oct 18, 2013 04:21 PM UTC:
I've made my 1st move twice in this game, some days apart. It said the move
was sent both times, and both times, the game showed up later with my move
missing. Note this game allows 8 moves/player-turn. What's happening here?

     joejoyce-capnmunch-2013-287-056

Joe Joyce wrote on Sun, Oct 20, 2013 02:37 AM UTC:
I'm trying again, sending out another invite. I don't see anything
obviously wrong with the presets. They are not rules checking, and exclude
pieces not in set-up. I tried sending a move in the previous game I
mentioned 4 times in succession. It tells me the move was sent, and that I
must sign in to make a move, even though the previous screen shows me as
signed in and I've entered my password.

Joe Joyce wrote on Sun, Oct 20, 2013 01:55 PM UTC:
Crashed and burned again. Any suggestions, anyone?

Joe Joyce wrote on Mon, Oct 21, 2013 04:59 AM UTC:
Currently there are three that have blown up. 

/play/pbm/play.php?game=CaM%3A+A+Tale+of+Two+Countries+2&log=joejoyce-catsmas-2013-252-784
/play/pbm/play.php?game=CaM%3A+A+Tale+of+Two+Countries+1.1&log=joejoyce-capnmunch-2013-287-056
/play/pbm/play.php?game=CaM%3A+A+Tale+of+Two+Countries+2&log=joejoyce-capnmunch-2013-291-145

Thanks for looking! I appreciate it.

Joe Joyce wrote on Mon, Oct 21, 2013 06:44 PM UTC:
Click on "menu" in the viewing screen, and it takes you to a screen where
you can edit, customize, whatever.

Joe Joyce wrote on Mon, Oct 21, 2013 06:50 PM UTC:
Hey, Ben. I don't see why the multi-moves are the problem. I've been
making and playing multi-move games almost since I got here, and never had
this trouble before. I also noticed my name would appear for both sides
when I was having problems. I suspect that is related to the problem, but
the games were started as 2-player. And the glitch didn't show up
instantly. Look at the first game, with catsmas. That went a bit before it
punked out. Was there a change made to the system recently, that my preset
might have run afoul of?

Joe Joyce wrote on Wed, Oct 23, 2013 03:07 AM UTC:
Hey, Greg. None of my presets has any code. I'm B.C. - before computers. I
keep the slide rule I used in college under an abacus on my encyclopedia
bookshelves. And I just use the originating and destination squares -
everything goes in like "d2-d4" - no names or other characters at all
(except for the semicolon that separates the moves.) Guess I'll have to
put another preset together (the 3rd for this particular preset, not
counting the original, which has no accounting table on the side) and see
what happens this time. Thanks for looking. Like I said, I cannot see why
there is a problem.

Refusal Chess. Refuse your opponent to make certain moves. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Oct 31, 2013 03:55 AM UTC:
Okay, you got me to dig out my complete set of Variant Chess issues. 

First: Refusal Chess [article by Paul Novak]

"Refusal Chess (also known as Rejection Chess or Outlaw Chess) was invented by C.H.O'D, Alexander... The only rule change from normal chess is that you may refuse one of your opponent's moves each turn (you cannot leave your king in check though and refuse your opponent's piece takes your king).

Since its conception two very similar siblings have appeared; that the number of refusals is limited; and where two moves are proposed together on each turn... 

Different pawn promotions count as different moves..."

So there is a confusion among similar games, which is causing the problem.

Based on my reading of this, a player may or may not refuse a move. So white is not obligated to refuse a move of black's. But black has the right to refuse white's move R-h5+. So white must make a different move. Still, any rook move on the H column would mate, except of course, R-h7. 

This does indicate a problem - if white did play R-h7+, could white then refuse k x R, leaving black no legal moves at all, and if so, would it be considered stalemate rather than checkmate? It's maybe slightly shaky logic, but not totally outside the realm of possibility.

Outside game design contest[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Nov 18, 2013 07:33 PM UTC:
http://www.boardgamegeek.com/thread/1062991/activator-game-design-contest-on-the-fly-updates

Directed Alice IIIA game information page
. a 3-board Alice Chess variant.[All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Mon, Dec 9, 2013 06:02 PM UTC:
After all this time, I find VR Parton has already suggested 3 boards for Alice, with player choice of which of the 2 possible destination boards to end upon. And I found it here, on this site, in a spot I didn't know existed. http://www.chessvariants.org/parton/Curiouser&Curiouser.txt

I quote from page 10: 
"Alician Chess can also be played on three boards of identical size. In this case the player has now a choice between two corresponding squares to which the piece that he plays may be transferred, though of course one these may sometimes happen to be occupied, thus allowing no choice."

The link above the quote takes one to 31 pages of Parton's thoughts on Alice and various other variants, which he saw as related to Alice. I do not know if he ever made explicit that in Alice with 2 boards, the knights are colorbound, nor that giving one the choice of boards unbinds them. 

There is a comment on this idea that suggests a standard 8x8x3 3D chess board could be used, but then suggests a modification to 3-board Alice that would re-bind the knights, namely only allowing pieces on the center board to choose which of the other 2 boards to transfer to, and only allowing the top and bottom boards to transfer to the middle. This, I believe, only makes the colorbinding worse. (Sorry, Larry!)

Finally, I'd like to point out that the construction of this website presents a lot of "Secret Gardens" that are difficult to find, but once found offer a multitude of surprises.

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Jan 24, 2014 04:02 PM UTC:
http://media.zenfs.com/en_us/News/ucomics.com/of140114.gif

Chess sets I wouldn't buy[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Mar 21, 2014 11:11 PM UTC:
http://www.youtube.com/watch?feature=player_embedded&v=qQ0GzYabEgk

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Mar 28, 2014 05:57 PM UTC:
http://media.zenfs.com/en_us/News/ucomics.com/cl140327.gif

Bede Chess. Missing description (9x11, Cells: 99) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sun, Mar 30, 2014 12:51 AM UTC:
Two comments:

1) It's not specified if the colorbound bede can ignore pieces on the opposite color, or if those pieces block the bede's move.

2) How checkmatable is the king? It's an extremely powerful piece, and allowing it to move through check on the first step of its 2 step move makes it even more powerful.

Joe Joyce wrote on Sun, Mar 30, 2014 06:02 PM UTC:
I should know better than to comment when not feeling well, but have never learned that particular lesson. Sorry about the bede jumping comment. 

However, the king can reach 25 - counting its starting position - squares. How many pieces would be required to cover all 25 squares, and prevent the king from capturing any of them? How likely are those positions to arise?

Joe Joyce wrote on Mon, Mar 31, 2014 08:04 PM UTC:
Agree that it should be able to capture with a mobility of 1.

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Apr 5, 2014 03:12 AM UTC:
http://www.youtube.com/watch?feature=player_embedded&v=9IYRC7g2ICg

iPad Xianggi app?[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Jun 5, 2014 06:09 PM UTC:
I'm looking for an app for an iPad that will allows someone to compose
Xiangqi problems on his iPad. Does anyone know of such an app? He is also
looking for colored Beijing fonts. Any help would be appreciated. Thanks.

Joe Joyce wrote on Mon, Jun 9, 2014 04:15 PM UTC:
Thank you, HG - figured if anyone knew, you would, to be honest. It's for
a serious Xiangqi enthusiast who composes problems and wants to publish
books on the game. But he only has an iPad. He recently put some Xiangqi
problems up on Rick's ANCIENT CHESS Facebook page, should anyone be
interested. I hope he will find this useable.

AnandvCarlsen13[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Jun 19, 2014 06:31 PM UTC:
If the author's conclusions in this article are accurate, then males
would
also be better at chess variants. Chess is chess, until it isn't. (How
many would recognize this game as a shatranj variant?
http://www.boardgamegeek.com/thread/1178742/some-impressions-after-playing-the-battle-of-macys)

However, I would take issue with at least some of the conclusions in the
article. The last 2 paragraphs of the article are:
"Males on average may have some innate advantages in developing chess
skill due to previous differing evolutionary pressures on the sexes.
Females may have greater talent on average in other domains, however. If
the male predominance in chess was due just to social factors it should
have greatly lessened or disappeared by now. Indeed, some researchers now
recognize that many psychological sex differences are due to complex
interactions between nature and nurture.

This conclusion is unpalatable to many but it is best to acknowledge how
the world actually is."

The idea that social factors are now balanced between men and women is a
stretch, one I do not agree with. I believe it's been demonstrated that
if
there is a difference between men and women in any area, a good part of
that difference *is* social conditioning. Encouragement and discouragement
in children is often quite subtle, and recent studies of films of classes,
for example, show this clearly. You want 2 kids who read the same to read
completely differently 5 years from now. Tell one kid (s)he is a good
reader and the other (s)he is a bad reader. Sometimes that's all it takes
to turn 2 average readers into non-average readers. If that isn't enough,
give the "good" reader encouragement and somewhat harder and harder
books
to read, and ask them what they liked and didn't like, and what they
learned.Give the "bad" reader very simple kids books to read, with
orders
to write book reports on them. Keep it up for a year, and see what happens
several years further on. Any bets?

I do not claim men and women are equal in everything, as that is obviously
wrong. I do not even claim that the difference shown in the article isn't
real. What I do claim is that the author never analyzed the male players
the way the female players were analyzed. Suppose only the top 5% of all
chessplaying men go on to get better, and the top 50% of women do. What
would that do to the conclusions? We know that women are discouraged from
things like chess, and men are encouraged to play things like chess, on
average. Finally, the little matter of sexual harassment also has a
bearing. Based on studies of women, any that rise are subjected to more
intense, more open, and more hidden harassment. In fact, you can see that
in the news, if you look. Just 1 example, the Gov. Christie bridge-closing
scandal was blamed entirely on a woman working directly for Christie by
the
lawyers Christie hired to "investigate". It seems she was having an
affair with another Christie top gun, and he dumped her, leaving her to
close the bridge in a fit of irrational female passion - all her fault,
because she was jilted.

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Dec 11, 2014 09:34 PM UTC:
http://l3.yimg.com/bt/api/res/1.2/tvbn8ckxBeMrg1I6XVVnXw--/YXBwaWQ9eW5ld3M7Zmk9ZmlsbDtoPTI5MztpbD1wbGFuZTtweW9mZj0wO3E9NzU7dz02MDA-/http://media.zenfs.com/en_us/News/ucomics.com/bl141207.jpg

Denver Chess Club Chigorin Chess TournamentA contest or tournament
. I'm sponsoring my first local chess variants tournament.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Mar 30, 2015 03:11 PM UTC:Excellent ★★★★★
The best of luck with this.

User ID not appearing in New Submission page[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Jun 22, 2015 03:20 PM UTC:
I listed you as a contributor. You should now be able to submit variants
with no more than the usual amount of trouble. ;) Enjoy!

Two Large Shatranj Variants. Missing description (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Mon, Jul 13, 2015 09:59 PM UTC:
Thank you, Tony, for the comment and the rating. Sorry I didn't notice it when you posted it. You were partly responsible for my interest in shatranj variants, way back when. The games were fun to do and I got to "meet" Christian Freeling in the process.

Fwiw, being very bad with awkward pieces, like the half-duck (HFD), and being terrified of relatively cheap but unblockable pieces capable of attacking several pieces at once, like the squirrel (NAD), I tried to design simple, obvious pieces that were easy to use and to understand. I didn't want them too powerful, but they needed to be much more capable than the original piece mix. It's nice to see some of my games being played. Thanks.

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Sun, Aug 2, 2015 10:40 AM UTC:
http://l3.yimg.com/bt/api/res/1.2/41IomlwNkF7E924DreAtKw--/YXBwaWQ9eW5ld3M7Zmk9ZmlsbDtoPTMyNTtweW9mZj0wO3E9NzU7dz0zMDA-/http://media.zenfs.com/en_us/News/ucomics.com/crspe150729.gif

Game Courier Logs. View the logs of games played on Game Courier.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sun, Sep 27, 2015 06:48 PM UTC:
Thank you, Fergus.

Chess Cartoons[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Oct 24, 2015 04:35 PM UTC:
http://l1.yimg.com/bt/api/res/1.2/G8TvJTjSBRppps_QjGR7tA--/YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9MTk0O3B5b2ZmPTA7cT03NTt3PTYwMA--/http://media.zenfs.com/en_us/News/ucomics.com/cle151021.gif

Editor Role Call[Subject Thread] [Add Response]
Joe Joyce wrote on Wed, Dec 9, 2015 12:45 AM UTC:
me - test 7 of comment system

Computer resistant chess variants[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Dec 12, 2015 01:26 AM UTC:
How do you define a chess variant? While this may seem to be a somewhat
silly question, it bears directly on this topic. Over several years I
designed a series of games that got farther and farther away from standard
chess variants, starting with Chieftain Chess, a multi-move shatranj
variant (which for reasons of euphony was not called Chieftain Shatranj.)
During this development, the games crossed the line between chess and
wargames, thus managing to turn off both chess variantists and wargamers.
For each, the games were too much like the "other kind". But I think the
series clearly fits into the category of computer-resistant variants. 

The beginning of the series, which I developed and playtested here (thanks,
Nick Wolff and others) were expansions of Chieftain to larger boards and
more pieces, but still very much large shatranj variants with 1 new idea -
that "kings" could be multiple and would control their armies directly,
requiring the "king" to be within a few squares (command range) for a piece
to activate and move. This part of the series I developed with a friend,
and named it the Warlord games, an unfortunate choice, as that name was
already used by a commercial series of games. 

However, this worked well enough that I took the next step to create a true
chess-wargame fusion by adding terrain. In FIDE chess, "terrain" is totally
abstract, and is represented by the difference between dark and light
squares, because some pieces, bishop-types, can only move on one or the
other colored squares. I expanded from white and black to white and grey,
which all pieces can move upon, and brown and green, which restrict certain
pieces from moving onto them. The brown, green, and grey squares are
scattered across a mostly white board, and conceptually represent hills,
trees, and towns. This last part of the series, the "true wargame" part, I
have called the Command and Maneuver series, which is more  description of
the game than it is a name. My developer, Dave, worked on the first few of
these, but then moved away for a job, so I continued on my own.

The best well-playtested game in the series is The Battle of Macysburg.
It's played on a 32x32 board. Players bring 84 pieces on the board in 4
groups of 20 - 22 pieces each, coming in on Turns 1, 5, 15, and 20. There
are 2 times in the game where 1/3 of the captured pieces are brought back
as rallied troops, after turns 12 and 24. With a little care for
positioning of troops and leaders (activators/"little kings"), players can

move all their units each turn, if they so desire. There are 3 levels of
victory, ranging from driving out opponent pieces and occupying Macysburg
to chasing all the opponent's pieces off the board to destruction of the
opponent's army - reducing it to 20 pieces or less. Players may achieve
more than one level of victory, and players may each achieve some level of
victory in the same game. Yet the mechanics are simple chess moves of 1, 2,
or 3 squares for each piece, movement governed by the availability of
leaders within 2 squares of each moving piece as it starts its move. With
no wargamelike rules at all, just the rules mentioned above, the game
reproduces fairly nicely much of the strategy and tactics of Western
European combat around the 17th and 18th centuries. Mechanically, the game
is a chess variant; organizationally it's a wargame. If you consider it a
chess variant, Macysburg is computer-resistant.

This is a review of Macysburg, written by a wargamer and chess, but not
chess variant, player, complete with 2 "snapshots" of the game that give a
reasonable idea of how it looks:
http://boardgamegeek.com/thread/1178742/some-impressions-after-playing-battle-macysburg-sc

4*Chess (four dimensional chess). Four dimensional chess using sixteen 4x4 boards & 96 pieces. (4x(4x(4x4)), Cells: 256) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sun, Dec 20, 2015 07:07 PM UTC:
Here's a simple board you can use - just remove my pieces for this unsuccessful game, and place your own. And welcome to the ranks of those who have tackled 4D chess! 

/play/pbm/play.php?game%3DChess+on+Two+Boards%26settings%3DC02B

Sac Chess. Play classical chess along with classical compound pieces: amazons, chancellors, archbishops...[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Dec 24, 2015 02:40 PM UTC:
Hi, Kevin. To get the game logs, click on the site logo in the upper lefthand corner of the page. That takes you to the home page. Scroll down until you see the "What's New" section. The top line under What's New is the last game move made. Click on that kink and it will bring you to the game logs. Type "Sac Chess" in the game box, set the Age box to however far you want to go back and look - say 4 weeks. Then set the status to "Any Games", and click the "submit" button. This will bring up all the games of Sac Chess that were played in the last 4 weeks. You will get the current game between Carlos and Fergus and you will get their finished game. Note the game box is case sensitive. If you type "sac chess" or Sac chess", you will not see any games. Putting your user ID in will bring up just the games you've played in the last 4 weeks. You can use wild cards: putting "Sac *" or Sac*" will also get you those games, as will "Sa*". Typing just "S*" will bring up Seirawan, Shogi... also.
*******EDIT:
I see Carlos already gave you the short course.

The Forbidden Game[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Jan 21, 2016 10:08 PM UTC:
http://www.theguardian.com/world/2016/jan/21/chess-forbidden-in-islam-rules-saudi-arabia-grand-mufti

Hyperchess4A game information page
. Hyperchess updated: changed rules, discussion, sample game, etc.[All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Sat, Feb 20, 2016 09:12 AM UTC:
Thanks for the comment, Kevin. Checkmate is one of the trickier parts of higher-dimensional chess. The standard method for K + Q vs K in 4D is to move the king to the/a middle square, then move your queen between your king and the enemy king, pinning it against the edge of the board. But this only works if your individual "little" boards are no bigger than 5x5. My method, by restricting diagonal moves greatly and introducing the "held king" concept, will work on any size (rectangular) "little board". It allows forced mate with K and any 2 of the Q and pair of Bs vs. a lone K. And it took a little help, as Abdul-Rahman Sibahi gave me the final piece of the hold rule - that it works on the individual matching squares in each little board. A version of the hold rules can be applied to any higher than 2D variant, though it might well have to be tweaked to fit each higher dimension. 

I like this design because it is humanly playable, looks like chess, and gives people the feel of 4D and the pieces the freedom to move through 4D space without overwhelming the players with 3D and 4D diagonals, or very many of the available 2D diagonals, for that matter. Most who design 4D chess variants using the 2D layout of 2D boards to represent 4D space give the pieces moves that are based on a 4D space that is 2D x 2D = 4D. I've found this creates a totally chaotic game, where the state of the board cannot be reasonably projected even 2 or 3 turns into the future. Pieces move so freely that in a couple moves, they can be anywhere on the board, generally by many paths which can't all possibly be guarded in 2 or 3 moves. So I get my 4D by basing movement on a 2D + 2D = 4D concept. It gives you the same 4D game space, but it restricts movements to fairly easily visualizable, fairly simple patterns that players can project 2 - 3 moves into the future. While it is fast-moving, it is not chaotic. 

Almost nobody plays it, or ever has. Grin, that's the common fate of most variants. But getting it to work, finally, taught me something about chess design. For one thing, your pawns are there as much or more to protect your opponent's pieces as yours. And the checkmate problem in higher-D chess is merely a symptom of the chaos problem in higher-D chesses. The attempt to reduce chaos is part of what led me to short-range pieces. Restricting board size only limits the number of chaotic states that can occur, bringing it down from the all-but-infinite to a smaller but still effectively infinite number in terms of human lifetimes, as individuals or as a species.

💡📝Joe Joyce wrote on Thu, Feb 25, 2016 07:19 AM UTC:
Actually, it's a pretty simple explanation. Just as in FIDE chess there is a condition called "opposition" in K+P vs K endings which prevents the pawn from successfully promoting, the same sort of thing happens when you try to get your king onto the same 2D level in Hype. The opponent's king stays as close to your king as possible, in both a neighboring big and little square, preventing your king from ever actually getting on the same board as your opponent's king to hold it to a specific 2D level. The position shown is the minimum force needed to force your king's way onto the same 2D level as the opponent's king to get the hold. Once held, yes, even a rook and king deliver mate. Hope this answers your question adequately.

Ben Reiniger helped me find this position by playing the lone king as I looked over various possibilities. So let me here publicly thank him for his patience, as he didn't have my certainty there actually was a solution.

And finally, there is no requirement for the king which initiates the hold to stay on the same 2D level. This only applies to the king being held. So the lone king, being the one doing the holding, cannot be forced anywhere in particular other than to any safe square.

💡📝Joe Joyce wrote on Sat, Feb 27, 2016 06:07 PM UTC:
Hi, Kevin. Already lost a long comment and have been/will be busy over the next few days so let me answer briefly here , then when I have time, look at the board and push pieces. Grin, that's a lot easier than trying to visualize it in my head when I have a few quiet minutes. But the mental gymnastics gave me this much, using the 1111 - 4444 coordinate system: 

The current rules state a king is held when on a square with either the same first 2 digits or the same last 2 digits. (11xx - 44xx or xx11 - xx44)

The kings start with the second and fourth digits the same. (x3x2) This precludes using every 2D slice of the board, given the current set-up. Switching 1 K-Q pair's start squares would make all 4 digits different, allowing all 2D planes to be used, but that's a true headache. The easiest effective hold is just hold on big or little square - real easy to see.

That's what I got last night while falling asleep. It seemed to me then that your idea wouldn't work, but in the shower just now, I realized it could possibly work. You move your king onto a square with the same first digit - makes no real difference what the other 3 are for this purpose - to hold the opponent's king on 1 of the 4 3D rows of 2D levels. Trying to use the 4 3D columns this way - 2nd digit same - could really mess up the game, I think, since the kings start in the same column. And switching the K and Q for 1 side doesn't seem as satisfactory here, though it could work. In fact, except for the game starting with the kings restricted in movement, it would be okay. I don't like that, aesthetically, I guess. Doesn't mean it wouldn't work fine. I think you've just added a paragraph to the game write-up. This is certainly worth optional rule status.

💡📝Joe Joyce wrote on Fri, Mar 4, 2016 04:17 AM UTC:
Hey, Kevin, it's apparently dangerous for me to reply to your comments - lost 2 so far on this one, from power failures. 

First, I do like the idea of holding to a 3D Row or Column. Just for starters, it's halfway between full freedom of the board and being held on a 4x4 2D plane. And I've done games (though I don't know if any yet survive) with kings facing queen analogs/replacements. So I think that makes an excellent optional rules set - swap 1 K&Q's positions and use 3D holds as well as 2D holds.

As I was thinking about how to write this part to say the idea is interesting but too kludgy, I realized that you could get the same effect you suggested with easier visualization by using the 16 2D slices that have the same Column and file number and the 16 2D slices that have the same Row and rank numbers. This takes the number of 2D slices you can hold the king on from 32 to 64, which might be a little overkill. But once you're there, you could then try Row and file plus Column and rank, which if I'm doing this right, adds another 16 + 16 2D slices, for 96 different 2D "levels". While I would be hesitant to try playing with that many 2D planes available, this is certainly worth a write-up in the notes, in my opinion. What's your opinion?

Computer resistant chess variants[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Mar 14, 2016 07:57 PM UTC:
https://www.technologyreview.com/s/541276/deep-learning-machine-teaches-itself-chess-in-72-hours-plays-at-international-master/

Game Courier History. History of the Chess Variants Game Courier PBM system.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Apr 13, 2016 11:10 PM UTC:
"Fergus Duniho Verified as Fergus Duniho wrote on 2016-04-12 None

The Preview and Verify mode now has a Cancel button. This is like clicking the back button, but it preserves any comments you have written, and if you're in a multi-move game, such as Extra Move Chess, it will cancel the whole move at once. The main reason I added this was because I didn't like having my comments go away every time I decided against a move."

Thank you very much - I got burned by that little feature more than once myself. I'm sure others have, also. I like what's been happening here lately.

Modern Shatranj. A bridge between modern chess and the historic game of Shatranj. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Mon, Sep 5, 2016 10:04 AM UTC:

Thank you, Jose, for the comment, rating, and especially the preset. Modern Shatranj is my simplest and in many ways most successful design. Grin, there's probably a lesson there. As for the shift in promotion rules, I consider games to be a collaboration between at least 2 people, the designer and the player(s), so "adjusting" a rule to suit the player(s) is okay with me. Just means someone is interested enough to try a game. Thanks again.


Re: CVP main page: About Chess Variants[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Sep 6, 2016 08:03 PM UTC:

Hi, Kevin. Regarding playtesting all posted games, I'd like to offer some comments. In general, there are very few people who play chess variants. This is a sad fact of life. And of those who do play variants, only a subset are of value as playtesters. How do you find them?

Often, you find hem by posting a game and seeing if people will play it. My experience has been about as contrarian as many of my views. The games I posted without any playtesting have in general done better than the games I've posted after playtesting. Nobody plays Hyperchess or my "activator" variants, which have been fairly extensively playtested. My shatranj variants not only get played on occasion, some people even like them! They were not playtested at all before posting, because I knew they would work, and I didn't really have anybody to playtest them with, except people here.

Yes, playtesting will eliminate a lot of unplayable games.But it would eliminate such gems as Salmon P. Chess or Stanley Random, also. And it would eliminate a lot of games that may have flaws, even major ones, but also have an idea that is worth saving. Of course, I have a prejudice toward more ideas, not fewer. Not everyone agrees with me. ;)


Modern Shatranj. A bridge between modern chess and the historic game of Shatranj. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Wed, Sep 7, 2016 06:57 PM UTC:

Hi, Greg, thanks for the comment and rating. And it's nice to see some of the old gang around. To fully answer your comment, I think we'd need the 3rd shatranjeer, David P. He was the one who said it was a variant if I added promotion rules!

I've always considered games to be a collaboration between at least 2 people, the designer and the player(s). While I designed it to be a bridge between shatranj and modern chess, and so split the difference between no promo to lost pieces and unlimited pieces of any non-royal type, I certainly have no objections if people play it with promotions only to general. The only real effect it would have on the games is to extend the games with promotions a bit, because the generals are slow compared to the other pieces. 

Finally, grin, how do you tell from the current state of the board if a pawn can be captured en passant? ;)


Re: CVP main page: About Chess Variants[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Sep 10, 2016 01:56 AM UTC:

Kevin, I keep the slide rule I used in college under an abacus on my encyclopedia bookshelves. I don't program. All my presets are bare bones board and pieces. I am a dinosaur. Gronk! ;) Seriously, I am perfectly happy with a board and pieces, it's all you need. And most games here don't have a preset, which I see meaning 1 of 2 things, they're dinosaurs like me or they aren't serious game designers. Maybe it's just because they don't believe enough in their games, but if you don't make a preset, nobody will play your game. So what you're offering is an idea, not actually a game. You are still participating in the conversation, but at a lower level, and are much less likely to get your say.

The question of how FIDE chess skills transfer is an interesting one, and is related to the value of variants in playing better FIDE. To an extent, I think it depends on how flexible as a person one is. It's been my experience that the skills can transfer well and transfer better the closer to FIDE a game is. Grin, if you want to try an experiment, play Grand Chess, Modern Shatranj, Xiang Qi, Shogi, and Jetan, and see what you think. I believe experience helps, and the broader the experience, the more help it can provide. I learned more about pawns in designing and developing Hyperchess and playing Grand Shatranj than I ever did playing and studying FIDE. (Well, and Texas Two-Step...) Until then, I didn't even realize that there was more to learn about pawns. So I am definitely in the camp that says the more diferent kinds of chess you play, the better you will play all of them.

I believe you're right about the splits in variantists' preferred games - there are many. Some games, like Bughouse or Grand Chess, have their dedicated adherents. I've also noticed designer styles generally reflect the kinds of games they like playing. But that's not only an obvious but a very blurry observation because variants are so varied. Currently there are some 5000 or so variants listed, and roughly 1000 have presets. Logistically, most people are forced to "specialize". But many who do play variants, play only 1 or 2 exclusively. I don't see that as much different than only playing FIDE.


Modern Shatranj. A bridge between modern chess and the historic game of Shatranj. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Sat, Sep 10, 2016 08:23 PM UTC:

Thank you for the comment, HG. It seems to be unanimous that promotion should only be to general. Vox populi, vox Dei! It is changed. ;)


💡📝Joe Joyce wrote on Mon, Sep 12, 2016 05:20 PM UTC:

Aurelian Florea Verified as Aurelian Florea wrote on None

If you don't mind modern shatranj is an inspiration allong with shatraj kamil for my own 15x10 I shall complete and publish in a few months or so, actually I'm thinking on the name great modern shatranj. Are you ok with that, Joe?

Full circle! A decade ago, I emailed Christian Freeling 2 game write-ups, asking if I could use the name "Grand Shatranj" and copy his setup, as his variant Grand Chess had inspired me to create 2 games where I'd only seen one muddled game before. He was very courteous and friendly, and thus Great and Grand Shatranj were posted together here, direct outgrowths of Modern Shatranj. Grin, so if Christian Freeling approves of your game, I'd be happy to have it named great modern shatranj. ;)

Seriously, thank you for the compliment. I certainly have no objections to your use of the name with the caveats that your game should bear some resemblance to mine and further not be significantly offensive to the social mores. Without actually seeing what you're going to post first, that's about as close as I can come to saying I'd be honored. It's always nice to hear that someone appreciates your efforts. And I wish you the best in yours.

I see a game design that's intended to be played as a collaboration between the designer and the player(s). I've been lucky enough to see a couple of my games become what passes for moderately popular on this site. That people modify the games to suit themselves is a good sign, in my opinion, that the games have some merit. But the games I post here are public property. Anybody may do whatever they want with them. So I truly appreciate, in more than one way, that you asked. Take your ideas and run with them. Enjoy!


Chess skills[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Sep 15, 2016 02:36 PM UTC:
https://www.sciencedaily.com/releases/2016/09/160913124722.htm

Chess Conspiracies[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Oct 24, 2016 03:48 AM UTC:

Actually, from what I've seen, there is a lot of truth to it, but less so now than previously, I think. The standard attitude among chess teachers was that variants are bad because they take valuable training time away from learning FIDE. Now bughouse is fairly popular at chess clubs. I saw it being played a decade or so ago myself. And I've heard (read) that other FIDE-like games are being played a little. Plus the internet has opened up the world of variants to the world, if anyone bothers to look for it. So I do think we will see more variants being played. And I also think, for what that's worth, playing variants does improve your FIDE game - at least, most variants, because you need "chess thinking" to play them. There are variants which take you so far from standard chess you are no longer using chess thought, or just chess thought, to play the games.


Missile Command[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Dec 12, 2016 06:27 PM UTC:

Once again I find myself with a game that needs to be posted, and this one isn't even my style. Most commenters and players here seem to like very powerful long-range pieces on boards no bigger than 10x10. In particular over the years, Carlos Cetina and Jeremy Good have pushed me in that direction more than anyone else. A couple days ago, I was looking over Kevin Pacey's movement diagram for the Flying Dragon in Butterfly Chess:

If you push this idea to the limit, you get a white "bishop" that hits every single white square every single turn, and if you make it unblockable, you have a white missile. You can't make it completely unblockable, because on a FIDE board, 1. f1-e8 checkmate! And that board is still a bit small. So use Grand Chess as the vehicle. All the pieces keep their moves, though they may not start on the same squares. All the pieces get an extra power.

(pardon for the clumsy pix - modern tech and I fight...)

Clearly you have to restrict the missiles. Let the rooks be anti-missile batteries. No missile may land within 2 squares of a friendly rook. Add this power to the queen, chancellor, and archbishop, also.

Restricting missiles further, bishops may only be used as missiles from their original squares. They may move off and back on again, and still fire.

A bishop fired as a missile is destroyed on impact, and a new bishop/missile is placed on the original bishop's square. While each side may only ever have 1 bishop of each color on the board at any time, there is no limit to the number of missiles that can be fired and replaced.

Now missiles are too powerful, so they are restricted again. A missile must be fired by one of the 3 major pieces, Q, A, or C, which must be directly behind the bishop to fire and replace it.

Now the initial set-up is shifted slightly by moving 2 of the major pieces directly behind the 2 bishops, sliding the kings 1 square right in the above diagram, and placing the 3rd major piece on the vacated king's square.

Now we mess with the knights. In addition to their standard move, they gain the cannon attack. They may move any number of squares orthogonally, jump over a piece, and capture the next piece along that file or rank.

This is as far as I've gotten. The defense for 1. Nb2-a4 is to drop a missile on the knight. Note missiles can only hit pawns, knights, bishops, and kings, and none of the major pieces, the ones that can force mate with the king, at this point. Comments? Suggestions?


Happy Holidays![Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Dec 24, 2016 07:31 PM UTC:

Happy Hanukkah!


Joe Joyce wrote on Sun, Dec 25, 2016 02:15 AM UTC:

Merry Christmas!


Joe Joyce wrote on Sat, Dec 31, 2016 11:05 PM UTC:

Happy New Year (and Hanukkah)!


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Jan 6, 2017 12:48 PM UTC:

I gave 3 or 4 people new passwords recently because they had the same problem as HG Muller. Their new passwords work just fine. It's either quite a coincidence or an odd little problem cropped up. To those whose passwords I changed in the past few weeks, has anybody tried to change the new password?


Joe Joyce wrote on Fri, Jan 6, 2017 08:26 PM UTC:

Fergus, I'm just doing it manually through each person's ID page. So far, once I've changed a password, the user has no more problem logging in.


Modern Shatranj. A bridge between modern chess and the historic game of Shatranj. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Tue, Jan 17, 2017 07:10 PM UTC:

Thank you for the comment and rating, Kevin. Regardless of the exact value of the "minor" pieces, they are all within a point of each other, allowing fairly free exchanges among the pieces, and sometimes giving the end of the game a "different armies" feel, where a pair of elephants face a knight and general, for example.

In shatranj, there are 3 "levels" of even exchange, between pawns, between minor pieces, and between rooks. Modern chess adds the queen exchange for a 4th level. There are several "queen-level" pieces, from the R+N minister to the B+K dragon bishop of shogi. What are decent rook-level pieces? DO they need to be short range, more "area-effect" pieces to keep them rook level?


💡📝Joe Joyce wrote on Wed, Jan 25, 2017 06:59 PM UTC:

Good question, Kevin, and as far as I can see or find (so far), the answer is undetermined. There was little standardization of stalemate rules until a couple hundred years ago. Different areas did different things, and I suspect that in the situation diagrammed, all 3 possible outcomes were, at some place and time, accepted.

With rook-level pieces, in the spirit of shatranj, I find the knightrider stylistically wrong. Of course, I find the NN an awkward piece, and I am terrible with awkward pieces. To me, ches should be fighting with your opponent, not fighting with your own pieces. That being said, the NN is a limited piece, far more in keeping with the limited pieces of ancient chess than the modern versions of strong pieces. I see it as a sort of limited missile, able to strike across the board, but with restricted targeting. It seems like a piece for a very large board with lots of pieces worth a range of values.

At this point, the hero ands shaman pieces (D+W) & (A+F), or the bent versions (D+/-W) & (A+/-F), while more powerful, or possibly the Oliphaunt (AF+AF) or Lightningwarmachine (DW+DW) seem to me to be the best fits, being very roughly worth around 5 or so pawns and short ranged. Pieces like the half duck (HFD) or scout or other such pieces seem more awkward, to me. ... Hm, I guess there's a giant shatranj variant lurking somewhere in my head.


The Royal Chess[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Jan 26, 2017 06:16 PM UTC:

Will the author of The Royal Chess (not to be confused with Royal Chess) please contact me here or at my email addres? Your post is hanging for a couple of reasons that can be corrected.


Modern Shatranj. A bridge between modern chess and the historic game of Shatranj. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Fri, Jan 27, 2017 08:45 PM UTC:

Since stalemate was sometimes a win for the stalemated side, and "bare king" is immediately obvious to everyone, I lean strongly toward the bare king rule winning out. Your argument, Kevin, cements my position.

Now, who's got stuff hanging? Contact me.

 


László Szabó Chess Grandmaster - 100 years - 100 translations[Subject Thread] [Add Response]
Joe Joyce wrote on Sat, Jan 28, 2017 12:24 AM UTC:

My father was born almost 100 years ago, on 19 March 1917.

I miss him a lot.

Unfortunately I cannot tell him how much I love him, but, with your help, I can help more people read about his life and his accomplishments as a Chess player.

There is a Wikipedia page about him in English and in 17 other languages:

 

  • Arabic
  • Bulgarian
  • Breton
  • Catalan
  • Dutch
  • English
  • French
  • German
  • Hungarian
  • Italian
  • Latvian
  • Norwegian
  • Norwegian Nynorsk
  • Polish
  • Portuguese
  • Russian
  • Serbian
  • Spanish

 

Some of these articles have a page or two of content, others only a few lines.

The English version has some nice text though as I can see the Spanish and French versions have more information.

The Dutch version has a nice chess board.

The Hungarian version also has a table of his participation on the Olympic games.

The Russian version has a list of other results as well.

 

100 translations

 

I'd like to ask for your help updating the existing pages and translating them to other languages. It would be really nice if we could have it in 100 languages with substantial content for his 100s birthday!

Published on 2017-01-27 by Gabor Szabo

Rules of Chess: Check, Mate, and Stalemate. Answers to frequently asked questions.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Thu, Feb 2, 2017 01:22 AM UTC:

To Bill Nye. It is illegal to leave your king in check. When an illegal move is noticed, the rules require all subsequent moves to be retracted and re-done.


Hyperchess4A game information page
. Hyperchess updated: changed rules, discussion, sample game, etc.[All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Thu, Feb 2, 2017 05:44 AM UTC:

Piece values. Something I was always terrible at. Experience with Hype will let me argue some qualitative values. Pawns can move to 6 squares max, min 4, 7 - 6 on the initial move Rooks always move to 12. I'd argue rooks are worth roughly twice what pawns are. Bishops (B+W) are 18 max, 10 min, and 2 can mate, with king. Queens are 22 max, 16 min, and 2 can mate, with king. Or Q + B + K can mate. Rooks and knights don't have the proper footprint to force mate from anywhere on an open board. Knights, however, have a rather amazing mobility on a 4x4x4x4 board. The N has a min if 12 squares, and a max of 24 squares, and can deliver some nasty forks. I see it as clearly more valuable than a bishop, and while its minimum is less than the queen's, is maximum is greater. I'd put it closer to the queen than to the bishop in value, and it must certainly be considered a major piece despite not being able to force mate with a pair.


💡📝Joe Joyce wrote on Sat, Feb 4, 2017 09:57 PM UTC:

Geometry was what got me into chess variants, specifically trying to understand 4D for a math course. The connectivity of 4D gives remarkable freedom to the 'normal' chess pieces, and encourages higher-D analogs of the standard pieces, so the "balloon" is a 4D 'bishop'. The 4D 'queen' is often a monster, attacking around a quarter of the 4x4x4x4 board. The knight is the one piece that has a "standard" move in 4D, on square boards. Visualization of moves and counter-moves is something of a problem. (Btw, thanks, you are right about the minimum queen move in hype being 18 squares. Nice catch, sorry 'bout the typo.)

Taking it to hex boards... well, consider that a 4x4x4x4 square board is the smallest one where the knight has freedom/ability to move in all 4 directions from every square on the board. What is the analogous hex board size/shape? To an extent, this depends on the pieces you are using, and their hex footprints. What do you want to achieve?


💡📝Joe Joyce wrote on Mon, Feb 6, 2017 08:43 AM UTC:

The first problem with 4D is that there are far too many crazy diagonals. People cannot come close to visualizing them all. The second is forcing mate. There are too many ways to escape in 4D so that there need to be ways of restricting that 4D freedom to corral and mate a king. This is also a problem in 2D, but not as serious. However, on an infinite board, how many pieces are needed to mate a lone king? You need at least the king and a pair of rooks, the extra rook to provide the effect of a board edge.

I've dabbled in 3D, but find it vastly confusing, and harder to play than Hype. I don't know what  the minimum requirement for forced mate is, nor what it takes to force mate on an infinite 3D board. The mating player has to attack 27 squares on 3 adjacent 2D boards with every attacker being defended or out of the king's capture range. For a fully 4D king, 81 squares in a 3x3 array of 2D boards have to be attacked with every attacker being defended  or out of the king's capture range.

There seem to be only 2 options, restrict the king, and/or make other pieces powerful enough to capture a 3D or 4D king. Super-powered pieces bring problems of their own, especially in higher-D chess. They are impossible to guard against unless you clog the board with blocking pieces. And pieces with broad movement ability promote chaos in higher-D games. You essentially cannot predict the game state even a couple turns hence. Since the very powerful pieces act like missiles dropping out of the sky onto the target, you need area defense pieces, the equivalent of anti-missile batteries, much shorter range than the missile pieces, but invulnerable to missiles and able to shield neighbors, too. The "Missile Command" comment I made a while back discusses the idea. You'd need something to block the unblockable, a Neutralizer piece. Grin, I think I'd rather work out those ideas on a large 2D board!

The other way is to restrict the pieces in some significant way(s) without totally nerfing the 4D effects. That's basically the way I went here in Hype, along with the tiny board. But the held king rules allow the individual 2D boards to be any size - specifically longer than 5 squares/side - and still allow forced mate with K + 2 of the bishops and/or queen(s) against the lone king. Even on an infinite 2D board, you wouldn't need to add another rook to mate.

It’s a lot later than I wish it was, so I’ll just ask what your general goals are. Your 361 cell board should be big enough, but hex boards limit the number of simple pieces you can have. And my brain just stopped working here.  grin, I guess that makes this a cliffhanger.


💡📝Joe Joyce wrote on Sun, Feb 12, 2017 10:39 PM UTC:

Hi, Kevin.

It's taken me a while to get back to this, but the problem is that there is no knight's tour of your proposed board. The absolute center hex is unreachable from any other hes on the board, which you can check by putting the knight on that center hex, and seeing it has no legal moves from there, on your proposed board size. You must up the size of the board, both the size and number of 2D levels, until the tour is doable within any given 2D level from any hex in that level. Then your board is big enough. Barely.


💡📝Joe Joyce wrote on Mon, Feb 13, 2017 06:46 AM UTC:

Hey, Kevin, we're saying the same thing about the N move, although I said it rather clumsily, an occupational hazard when I'm very short on sleep. Let me phrase it this way:

The board is too small if the knight cannot make a complete tour on any and every individual 2D board section presented in the game without ever leaving that 2D section until the tour is complete.

Heh, saying the N could make the tour 'comfortably' was probably not as precise as I would have liked. But however you cut it, I think your minimum 2D level size is not 19 but 37, giving 1369 locations. The only game software I know that would handle that size is Vassal. But it should handle it very easily.


4D Hexagonal Chess. 4D analogue of Glinski's Hexagonal Chess based on Hyperchess4. (5x(5x(5x5)), Cells: 361) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Feb 27, 2017 09:21 PM UTC:

I like this idea. It's a natural extension of the easy version of 4D (said very tongue in cheek.) This does imply that with a little work the game is playable, and probably won't exhibit chaotic behavior, unplayability, generally through chaos, being the bane of many 4D efforts.

I'm guessing the knight will not be as relatively powerful in this as in H4 because the board is a bit tight for knight moves. But the knight is the only fully 4D piece in either game, so I think it gets a significant boost in power from that, compared to FIDE. Conversely, the bishops lose some power, I believe, since they are now restricted to 1/3 of the board, rather than 1/2. And yes, I know they aren't really restricted, but for each move, they hit proportionally less of the entire board.

Finally, the pawns. In H4 they are forward-sideways wazirs, which effectively makes them (very) minor pieces. I'm not familiar with Glinski's pawns, though I prefer them (and thus the board grain orientation) to other versions. The board orientation and pawn moves seem to cry out for Glinski's interpretation. But this means the pawns cannot get to the outside columns of big hexes without capture. And that means they can be (and are in some sense?) flanked without the pawns having any preventive recourse.

All in all, I like the idea, but suspect it could use playtesting to work out the rough edges. The designer in me wants to increase the size of at least the 3 central coulums of big hexes, and spread pieces as well as pawns across the backs of the 3 central big hexes. Or mess with the knight's move, making it 2 ortho moves and a diagonal out finish (or the diagonal part first, and then finish on the same hexes "from the other side".) Or even add a row of 5 big hexes across the middle of the board, and keep everything else the same. While 2 of the 3 increase the pawn distance, they might mitigate enough other things to be worth looking at.


Cognitive enhancing drugs can improve chess play, scientists show[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Mar 13, 2017 06:27 AM UTC:
https://www.sciencedaily.com/releases/2017/03/170306091726.htm

A personal note[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, May 29, 2017 05:07 AM UTC:

My mother-in-law passed away 2 months ago, after a long series of major illnesses. She would have been 100 in a couple more weeks. My wife, her brother, and I have been her primary caretakers for years and this absorbed most of our time recently. I did not disappear from most of my activities by choice. Just kinda got too worn down to think. Interestingly, I still could and did comment on politics, which demonstrates again that politics is essentially emotional, not intellectual. But I played progressively lousier chess and finally lost most games by running out of time. Didn’t have the energy to work on design/development or rehab my shoulder. Until now.

Wife and I need some time to decompress. I just bought a kayak at Paddlefest, in Old Forge on  Saturday, and put it in the water Tuesday in Alexandrea Bay. My wife is looking for dog-friendly rentals in areas where we’d consider living. We’ve started thinking about our interests again. My wife is thinking about a boat and some waterfront. I’ve got a game or two to put together. And some fences to mend for disappearing. 


Joe Joyce wrote on Thu, Jun 1, 2017 11:44 PM UTC:

Thank you Kevin, Greg, for the condolences


Chess and a Half. Game with extra leapers.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Jul 19, 2017 11:37 PM UTC:

To V. Reinhart: I would be interested in the details of how you got your guard value.

Kevin Pacey, might I have your thoughts about the value of the king on a 144 square board. Is 1.77 a reasonable value for the king here? How does this contrast with the knight values on 64 and 144 square boards?


Metamachy[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Aug 8, 2017 07:59 PM UTC:

Thank you *so* much. I can't tell you how many posts I've lost over the years. Your change here makes this site much better!


What's New menu updating[Subject Thread] [Add Response]
Joe Joyce wrote on Wed, Nov 1, 2017 04:02 PM UTC:

Apparently the "kibbitz" line on this menu does not update. It shows the last kibbitz as 91 days ago, and there have been 2 more recent ones.


Joe Joyce wrote on Wed, Nov 1, 2017 08:08 PM UTC:

Thank you. Great to see the site getting updated!


Alpha Zero plays chess[Subject Thread] [Add Response]
Joe Joyce wrote on Mon, Dec 11, 2017 04:19 AM UTC:

AlphaZero is a neural net which learns by playing against itself, starting with random moves and working up to a rating of over 3300, iirc. It runs on some very fancy hardware, so  its learning time is misleading. It played millions of games against itself to learn Go. I'm curious about just what it learns when it's teaching itself a game. How dependent is it on the exact board geometry and each player moving only one (or a few) pieces per turn? If the game is a very large (~1000 - 10,000 squares or more) massively multi-move abstract strategy war game with a board that can change between games, does that sort of thing make any significant difference, or merely add some time to the AI learning process?


Joe Joyce wrote on Tue, Dec 12, 2017 09:23 PM UTC:

It's true that humans don't handle ever more complex calculations, but it's also true that humans are good at pattern recognition. Further, a highly complex situation where there are many many equivalent moves, one that effectively precludes good forecasting of enemy replies, would, I think, prevent Alpha Zero from becoming significantly better than all humans. In a purely combinatorial abstract strategy military or military-economic conflict game, where mathematical chaos is how the massively multimove game 'works' in a military sense, there isn't a good way to project future game states, and this I believe would keep a calculating machine from becoming significantly better than all humans to the extent that a human or human team could win against the AI. This is what I'm curious about. Is there a ceiling to ability in complex enough abstracts and does this mean humans can win against the best machines in such games?


Joe Joyce wrote on Thu, Dec 14, 2017 09:12 AM UTC:

Aurelian, I've read the first part of the paper V. Reinhart linked a bit after our comments. My math was always bad, but I think this is a relevant paragraph in the paper:

Instead of an alpha-beta search with domain-specific enhancements, AlphaZero uses a general-purpose Monte-Carlo tree search (MCTS) algorithm. Each search consists of a series of simulated games of self-play that traverse a tree from root s root to leaf. Each simulation proceeds by selecting in each state s a move a with low visit count, high move probability and high value (averaged over the leaf states of simulations that selected a from s) according to the current neural network fθ. The search returns a vector π representing a probability distribution over moves, either proportionally or greedily with respect to the visit counts at the root state.

I believe that it would take a truly remarkable neural net to significantly outperform all humans either individually or as teams playing as a general staff, because the sheaves of probability explode from each potential group of moving pieces interacting with each different board or even different entry squares or entry times presented.

Let me offer you a link to a website under construction that steps through the first "day" of a purely combinatorial abstract strategy combat simulation, which includes 24 sequential "daylight" turns alternating between blue and red, and a lesser number of "night" turns to finish all combat, separate the 2 sides, "rally" troops - return 1/3rd of each side's losses to the owning player to drop by friendly leaders. Marked reinforcements come in between turns 8 & 9 (4 turns for each side) on their assigned entry areas, are unmarked and move normally from the start of the next daylight turn. The sequence above is repeated again, with on-board sides each being reinforced twice, once on daylight turns 29/30 and again on 39/40. After a second night, a 3rd day with no reinforcements is played. If none of the 3 criteria for victory has been achieved by either player, both lose. Otherwise, a victor or a draw is determined.

http://anotherlevel.games/?page_id=193 (please wait for it to load - thanks! Said it's under construction!)

Note terrain blocks movement and is completely variable. There are a handful of elements I put in each version of the scenario, a "city" of around 10 squares in the center of the board, a "mountain in the northwest quadrant of the board, a "forest" in the south, a "ridge" running from NE to SE of the city's east edge, a light scattering of terrain to break up and clog up empty areas on the board, and a dozenish entry areas. Nothing need be fixed from game to game. How does even a great neural net do better than any human or team every single time? There are far too many possibilities for each game state, and truly gigantic numbers of game states, in my semi-skilled opinion.


Joe Joyce wrote on Fri, Dec 15, 2017 12:31 AM UTC:

I agree, Aurelian. I think it's obvious that neural nets could 'easily' (with much hardware, time, and $$) play games like I've described at human level, and possibly a bit beyond. My point is that there are far too many indeterminacies for even the best neural nets to successfully predict game states (ie: what the opponent, or even the AI itself, will do in a couple of turns) for the software to consistently outperform the best humans or human teams. The game tree for even a specific game of Macysburg (a 32x32 abstract strategy war game riff on the Battle of Gettysburg during the American Civil War) is ridiculous. If AlphaZero depends in part on the exact board configuration, that can/does change significantly game to game. And predicting future game states does not work except in the most limited of circumstances. The best the AI can achieve is a generalized knowledge of how terrain affects movement and combat. It can apply those rules very well in limited situations and be a brilliant tactician, but so can humans. The AI clearly has the potential to be better at tactics, but how much better? And I don't think the AI can be significantly better in strategy without teaching us more about strategy. I think that people find it very hard to understand the total range of possibilities. The game starts with about 42 pieces on the board, all of which can move every turn, if they have a nearby leader. And there are 3 reinforcement turns which bring in another ~42 pieces each time. Excpect to have ~100 pieces maneuvering in the middle of the game. Exactly where each type of piece stands each turn, the exact order in which they are moved, exactly where terrain is in relation to each piece, as well as what the terrain is - different pieces get different effects - determine what attacks can be made each turn, and changing any of those conditions changes what happens *each turn*. I maintain that unless quantum computers work exactly as advetrised, the AI *cannot* effectively predict future game states to any overwhelmingly useful degree. Thus, based on monte carlo statistical approaches, such Ais can be at best only marginally better than the best humans/human teams.


Joe Joyce wrote on Sat, Dec 16, 2017 08:01 PM UTC:

"Aurelian Florea wrote on 2017-12-15 EST

@Vickalan

I will make sure that machine learning does invade the chess variants world. :)!"

Good! Make me an opponent for Macysburg and its bigger (and smaller) relatives. ;) I need a good opponent to learn from.

"V. Reinhart wrote on 2017-12-15 EST

I think it's pretty much hopeless for anyone to argue that humans can win against computers in any type of game. Our only chance of winning a game is to play it before it gets studied by computers. So people like @Aurelian and @JoeJoyce will need to stay busy inventing new games faster then people like @GregStrong and @HGMuller can program this stuff!!"

I actually agree that AI on good hardware will generally outperform humans, eventually. And for games, I suspect the AI will start with something very like AlphaZero as described by HG Muller below. If not, it will be something better.

I do think, however, people grossly underestimate the size of the game space AZ must evaluate each turn for a more complex abstract, or just how much the possibilities expand with each additional ply investigated. The ‘best moves’ often depend on enemy intentions and *exactly* where each piece winds up in 2 – 3 turns, and may depend on which order you move your 50 or 100 or 250… pieces each turn.

"H. G. Muller wrote on 2017-12-15 EST

Note that AlphaZero is not just a neural network. It is a tree search guided by a NN, the NN being also used for evaluation in the leaf nodes. The tactical abilities are mainly dependent on the search. The NN is just good at deciding which positions require further search to resolve the tactics."

The key to how well the AI does on commercially available machines in a few years (under reasonable assumptions) depends heavily on just how good the neural net is “at deciding which positions require further search to resolve the tactics,” I believe. That may be enough of a handicap for humans for a little while.

 

Aurelian Florea wrote on 2017-12-16 EST

Actually I'm more in it for the mathematics of chess variants…

Grin, that comment may have been a mistake! I would truly like to understand just why the Command and Maneuver games I’ve designed work as well as they do. In considering the introductory scenario A Tale of Two Countries: Intro, the first thing I noticed was that there are an amazing number of essentially equivalent moves available each turn, of which the player can only make 8. Which 8? It’s a small game, 12 x 24, with only 36 pieces/side at start, and while there are replacements and reinforcements arriving during the game, 36 units is probably the largest size either army will ever be.

 

I totally accept for the sake of argument that the AI will be a tactical genius in Tale, but I question the strategic elements because it seems to me that future game states are indeterminate, because while the AI may/will make the best tac moves this turn, the human probably won’t. So how does the AI ‘guess’ the game state in 2 or 3 turns, say 3 – 6 plys (player turns) deep?

 

In Macysburg, the situation is probably worse, at 32 x 32 and 84 pieces/side, all able to move each turn, arriving in 4 even-sized groups around the edge of the board over 20 turns, with ‘rally” allowing 1/3rd of the captured pieces to be returned to the board.  

 

The pieces dance back and forth seeking advantage. Where a piece is on the next turn is often difficult to determine. And ‘combat,’ standard chess capture, is totally dependent on the exact locations of every piece. While you can figure out/guess some of what your opponent might do in reply to your current moves, you really can’t do predictions accurate enough to put your pieces in motion for a couple turns and expect to have them all positioned right to demolish the enemy without taking equal losses.

 

For humans, there’s a very strong indeterminacy that provides the necessary ‘fog of war’ in the game. Why would the AI do so much better at penetrating that indeterminacy?

 

When I considered the paths - world lines - of the pieces in Tale, I saw that they were chaotic in the same sorts of ways that mathematical chaos is explained for the non-mathematical mind. Some strategically or tactically located pieces of terrain act as strange attractors, pulling in pieces from all over the board. Pieces that start off next to each other may all follow the same general (parallel) world line or split apart to end up almost anywhere on the board. And starting with the same board configuration, you may get some similar world lines from game to game, or wildly divergent ones.

 

Agreed, just in this description, I’ve given handles with which to attack the problem, and good statistics helps - a lot, I’d imagine. But isn’t there some sort of limit to how accurate a projection an AI could make? If AIs could truly predict the future, there’d be an awful lot of very rich programmers, no? ;) Doesn’t the strong presence of chaos wash away the ability to predict accurately? And isn’t that the AIs best weapon?

 

Finally, just for the record, the games I’m describing I’ve designed only because I wanted to play them, not to defeat computer players. I’ve long been fascinated by the idea of a  genuine, workable fusion of chess and war games, and for humans at least, these games work well, according to the people who managed to play them with me (some discussion on boardgamegeek.)


Game Courier[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Jan 5, 2018 12:01 AM UTC:

Got this when I saved a test game preset:

Your settings have been saved as DoubleGOmove1. To access these settings for a game, use this URL:

FAILED to REPLACE the row for this settings file in the GameSettings table. This may affect the information available about your settings file, and this failure should be reported to Fergus Duniho for correction. Tell him that the following line of SQL failed:

REPLACE INTO GameSettings(Game, Settings, Redirect, Author, Rules, Coded, Lastmod) VALUES ('Double GOmove', 'DoubleGOmove1', '', '', 'http://www.chessvariants.org/index/msdisplay.php?itemid=MSgochess', 0, 1515093310)


Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Jan 6, 2018 04:14 AM UTC:

A minor quibble here about board size: it can be considered a mutator. There are variants which propose placing an 8x8 standard chess set-up in the middle of a 10x10 or 12x12 board. This does change the game a fair bit. Now, with a 10x8, you can use it a few ways. You might have a file a rook can step to on either side of the standard 8x8 set-up, or you could 'play the long way' and set up with 6 rows of 8 squares empty between the 2 sides, or even move both sides up 1 square, so they ar the standard distance apart, but there is an extra row behind each side. Circular boards have long been used, also, for example. But what you are really doing here is examining how board geometry affects play and affects the utility of various pieces (eg: on a Byzantine circular board, bishops are nerfed and rooks are enhanced. In other words, you're playing Chess with Different Boards.


Granlem Shatranj. This is a mash-up of Grand Shatranj & Lemurian Shatranj with a 3 moves/player turn option.[All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Sat, Jan 13, 2018 07:20 AM UTC:

Thanks, Kevin. Man added to the piece descriptions. I've used a specific, systematic iconology to represent how the shatranj-style pieces I use move, which can be found in the chess variants wiki under Joe's strange notation. Once you know the symbols, you can tell exactly how the piece moves from the icon. Grin, it covers everything except the man.

The test game I'm currently playing is moving a little slow. The center is developing differently on both sides, but nothing is really happening on the 2 wings. I think this game really wants 3 moves per player-turn. The combination of short-range pieces and limited command areas plus not allowing any piece to move twice in a turn keeps the game from getting crazy, but does allow a much faster game and a different one, as ther is no great incentive to develop the wings in the beginning of the game that I can see. The restricted 3-move option should provide a decent and non-chaotic game.


Game Courier Ratings. Calculates ratings for players from Game Courier logs. Experimental.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Apr 23, 2018 05:42 PM UTC:

Actually, I found that when I played competitively a few years ago, the more different games I played, the better I played in all of then, in general. This did not extend to games like Ultima or Latrunculi, but did apply to all the chesslike variants, as far as I can tell.


Piece names (What piece is this?)[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Apr 24, 2018 03:01 AM UTC:

Is there a name for the WNH piece?


Joe Joyce wrote on Tue, Apr 24, 2018 07:47 AM UTC:

Apologies, George, but HG is right about the "H", if not the "D". :)  The WNH seems like a very nice knight companion in larger variants. I was actually wondering what might make a nice activator piece for 4 knights. The WNH popped into my head maybe 12 hours later. Thanks, both of you.

Anybody ever seen a WNH anywhere before?


Joe Joyce wrote on Tue, Apr 24, 2018 02:52 PM UTC:

Thanks, Greg! Grin, kind of embarrassing when you've played the game... Gryphon is certainly a better name than knight cannon or knight catapult, which I was considering. George, thanks for reminding me about the names trebuchet and catapult. Clearly I remembered them unconsciously, It was bugging me. It is such a nice piece someone should have used it somewhere, but that is true of many pieces. And it does fit very nicely in The ShortRange Project, George, filling one of the many holes in the piece lists. Note it hits 16 squares, with a max range of 3, falling neatly between pieces like the FAN, WDN, DWAF hitting 16 squares with a max range of 2 and the AF+AF and DW+DW pieces, hitting 16 squares with a max range of 4. Or conversely, between the A+F and D+W, range 3, footprint 12, and the A+/-F and D+/-W, range 3, footprint 20.

Where does thre Gryphon rank in power in the above group of pieces?


Game Courier Ratings. Calculates ratings for players from Game Courier logs. Experimental.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Apr 27, 2018 02:55 AM UTC:

Stupid question: Could you rate wins as +2 and losses as -1, and would that help?


Something is off[Subject Thread] [Add Response]
Joe Joyce wrote on Sun, May 13, 2018 09:57 PM UTC:

I couldn't get into the site for some hours this (Sunday) afternoon. I got blank pages repeatedly. I tried going into active games where I was to move, and got odd error messages and extremely truncated pages. Finally I was able to move in a game a while ago. When I tried again just now, the site came up fine. I use Mozilla Firefox.


Something is off[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, May 15, 2018 12:05 PM UTC:

Another game that no longer exists is

Great Shatranj joejoyce-cvgameroom-2018-94-353 1 day, 0 hours ago

Falcon King Chess. A shortrange variant on an 8x8 board featuring a pair of royal Falcons.[All Comments] [Add Comment or Rating]
💡📝Joe Joyce wrote on Sun, Jul 15, 2018 12:44 AM UTC:

I don't know why they have code. I never use any code - I can't. Instead I erase all of it. I always make presets that are just dumb boards and pieces. When they were made, they worked. Whjen I look at what I put in, there's only this in the introduction box:

<p>This is a pair of experimental games featuring entirely shortrange pieces. There are two presets, ShortChess and Falcon King. ShortChess uses the standard FIDE king as the single royal piece with a Falcon "queen"; Falcon King has a pair of royal Falcons on each side.
</p>
<a href="/play/pbm/play.php?game%3DShortChess%26settings%3DfutC1">
  <h3>ShortChess
  </h3></a>
<a href="/play/pbm/play.php?game%3DFalcon+King+Chess%26settings%3DfutC2">
  <h3>Falcon King Chess
  </h3></a>

This is what you get when you try to get the presets:

Syntax Error on line 287
The function BIL has not been defined.        

 
287 for to fn join #piece L #from

[Subject Thread] [Add Response]
Joe Joyce wrote on Fri, Sep 7, 2018 02:19 PM UTC:

"Myers-Briggs was, in its original essence, the work of a salty and extremely committed mother-in-law who needed to understand what the hell was going on with her daughter’s romantic choices."

https://www.theringer.com/2018/8/31/17800414/myers-briggs-personality-brokers-merve-emre-book

This topic has come up before on this site, so I thought this might be of interest.


4D chess with Allen Pan and Phisics girl (aka Diana)[Subject Thread] [Add Response]
Joe Joyce wrote on Thu, Nov 8, 2018 06:05 PM UTC:

Interesting video. The game in the video falls between our two games, Ben, in its approach to 4D. Personally, I think the 3D board is too gimmicky; I rarely like boards that don't display rotational or reflection symmetry. And I think that the 2D 'double grid' 4x4x4x4 board would make it easier easier to see moves in my version, but for yours, Ben, the 3D-style boards might just be better... what do you or anyone with experience think?


Hannibal Chess. Chess with added Modern Elephants (ferz-alfil compound) on 10x8 board.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Wed, Dec 12, 2018 09:16 PM UTC:Good ★★★★

This is a very nice-playing modest variant. I've greatly enjoyed my games of it. I can absolutely recommend this game as an excellent variant tournament choice. It gets a lot of mileage out of a pair of fairly simple changes. The initial set-up is excellent; it gives good play. The weak piece is a very nice choice, and provides a nice companion/foil for the bishop and knight.


Almost Grand, a very modest variant[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Dec 18, 2018 08:26 AM UTC:

If you read what Christian Freeling has said about Grand Chess, you might buy the argument that Grand Chess is one of the most excellent modest variants. Late night ideas - am writing a reply about Hannibal Chess, and got sidetracked to a slight variant of Grand Chess which I will have to exorcise before I can go to sleep. (Sorry, Kevin, I'll finish your reply tomorrow. ;) In considering what Christian thinks about his design, I came back once again to the idea that the piece set is not complete until you use the 3 king + rook/bishop/knight pieces also. So Almost Grand replaces the queen with the centaur (N+K), the archbishop with the dragon bishop (B+K), and the chancellor with the dragon rook (R+K), and all else is as Grand. This army is a little weaker than Freeling's, mostly from losing the ability to leap over adjacent pieces. Clearly it works for all the Carrera-Capa variants, and might actually help those games a little by toning down the power of the queen equivalents plus losing the archbishop's ability to checkmate without the aid of any other piece. I admit that after playing Grand Chess, playing Carrera-Capa made me feel claustrophobic!

Now this is such an obvious idea someone must have done it before. Can anyone point me to such a game?

 


Hannibal Chess. Chess with added Modern Elephants (ferz-alfil compound) on 10x8 board.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Tue, Dec 18, 2018 10:31 PM UTC:

Thank you, Kevin, and Ben is right, I do occasionally push the boundaries of chess a bit more than most, and also the definitions. To me, Hannibal is about the minimum acceptable change for a game. It adds a simple shortrange piece and changes the board minimally, just enough to fit the colorbound pair. The idea is minimal, the play is excellent. I meant it about this being a decent tourney game. It's straight-up hardnosed chess, no gimmicks.


Almost Grand, a very modest variant[Subject Thread] [Add Response]
Joe Joyce wrote on Tue, Dec 18, 2018 11:31 PM UTC:

Hi, HG! Thanks for the reply. Grin, I agree Grand Chess et al is a very immodest variant. But then Christian is the Ralph Betza of abstracts. He is the one who makes the distinction between variants of chess and variant chesses. And if FIDE wasn't so firmly enshrined in the psyche of the West, that would be a distinction with very little to no meaning. But as it is, make one little change, you are a heretic, and your audience size goes down at least 5 orders of magnitude.

I looked at Elven, and read some of the comments. If you don't mind my saying so, I think it would make a nice partner to Hannibal in a site tournament. It has that power that most here like, and has the kicker of the Chu Shogi Lion, a moderately terrifying piece which is rather unknown here, isn't it? Hmm, if I were to introduce that piece, I'd start by pairing it with my Lemurian hero and shaman, and Greg has a piece (griffin?) that has a similar movement to the hero... heh, one of the problems I have in discussing chess variants is that it gets me thinking of variant designs. Anyway, apparently I can claim Almost Grand as a very modest variant of Grand Chess, and even make a play for Almost Capa. And with that last, I can make the claim I seem to be pretty good at finding the obvious. ;D

Merry Christmas, all, and I hope your Chanukah was happy!

 




Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
Joe Joyce wrote on Sat, Aug 17, 2019 02:37 AM UTC:

This completed game from Game Courier has errored out. Can it be recovered? Thanks, Joe

https://www.chessvariants.com/play/pbm/play.php?game=Janus%20Chess&log=joejoyce-david_64-2008-52-143


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