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Because they are so weak, the Feeble/Weakest pieces would do well on a
3x3x8 board, I think.
Oops. It seeme I misremembered what the Spirit told me in my dream, for when I tried to play the game it was too easy to end up in an impasse with no good way to break it; and the reason was clearly that the Go Aways were not performing their intended role. Then I tried a few games in which the Go Away moved by leaping two squares Rookwise or by moving one square diagonally, and things seemed to work much better -- in fact, just about exactly right, in conformance to the original vision of the game. It is funny how the Wounded Fiend seems to be such an unimportant piece, when it was the original inspiration for the game. Under 'Interactions', it should be added that 'Leaping pieces can cross unharmed a square seen by a Basilisk, for their talons never touch the ground and therefore the Basilisk does not see them.' The interactions are so complicated! I need to make a chart to see if I left anything else out.
If we created higher dimensional analogues of the Feeble/Weak/Weakest pieces, would we be able to make a playable higher-dimensional CV with them (perhaps even a Chess For Any Number of Dimensions)?
I am grateful for your effusive comments. There will be more on the subject, as I like the game and have analyzed the Weakest K versus Weakest King endgame -- it was very interesting. But at the moment, I've gotten out a chessboard and some coins (with which to mark mummies and statues) and am studying the play of the Game of Nemoroth.
A Wounded Fiend (not 'friend' unless you are a truly scary creature) is impeded by mummies, as indeed a Rook would be. Notice also that it cannot retrace its steps because of its own ichor, and therefore, as Azgoroth once said, 'carries within it the seeds of its own destruction'. (The endgame where each side has one Wounded Fiend and nothing else can be quite interesting.) This game is tough to get used to. For a while I thought I had made a major rules error, but in fact when a Leaf Pile engulfs, the mummy does not appear until it moves on, and so the Leaf Pile is vulnerable to being engulfed by an enemy Leaf Pile. If it were not so, the first player would attack with Leaf Pile (engulfing his own Human for greater speed) and win by force.
Okay, but I don't believe that the Chancellor is worth less than the Q. The midgame forking power of a piece that moves in 12 directions is quite amazing, the Chancellor has exceptional ability to save an inferior game by giving perpetual check, and finally, the drawn cases of K+Q versus K+P are wins in the endgame K+NR vs K+P. Of course there are positions that favor the Q, but all in all, my experience says they are equal.
I wish I had thought of this! The idea of finding the weakest possible pieces that still provide a chess-like game is inspired. For some reason, it reminded me of my attempt to create a <a href='../newideas.dir/construction.html'>chess variant construction set</a>. The concept of a flipping move to switch between capture-only and move-only is something I never thought of. On the whole, a well-thought-out, and aesthetically pleasing game. I must try it out sometime!
Question: can a wounded friend move over (but obviously not stop on) a square occupied by a mummy? i am not sure. if anybody wants to try this game with me by email, send to [email protected]
Here's an amusing possible solution to the problems with this variant:
combine it with <a href='../other.dir/alice.html'>Alice Chess</a>.
<p>
Here's how it might go. You add a second board, like in Alice Chess,
except the 2nd board has reversed checkering: a1 is white, not black.
When a piece's move would otherwise cause it to move to a square of a
different color, it instead lands on the equivalent square of the
other board. Thus Knights always switch boards when they move, and
Bishops never switch boards.
<p>
There are a number of ways to handle switching boards:
<p>
<ul>
<li>Alice Chess-style. The move on the board on which the piece
starts must be legal as in orthochess, and the square on the other
board must be empty.</li>
<p>
<li>The Plunge. A piece moving to another color may only to move to
a square that is empty on their current board, then they plunge through
the board to the equivalent square on the other board, capturing any
opposing pieces they land on, except for Pawns who may not plunge to
occupied squares.</li>
<p>
<li>The Switch-a-roo. A piece makes a normal orthochess move on the board
on which it starts, and then, if the destination square is of a different
color than the piece's starting square, it moves to an equivalent
position on the other board. If the space on the other board is occupied,
then the piece occupying that space is moved to the space just landed on on
the board that the moving piece started on. This version actually allows
Bishops on the 2nd board.</li>
<p>
<li>The Last Square. The piece's move is as normal, except that if the
piece would land on a color of square different from which it started, the
last square of its move is the equivalent space on the other board, and the
move does not pass through what would be the final square of its move in
orthochess. The last square on the board on which the board-changing piece
moved from may be occupied by a friendly or opposing piece -- it doesn't
matter as the moving piece does not pass through it.
</ul>
<p>
I don't know which would be best.
Agree with gnohmon that there is an imbalance. Suggest reversing e-side
escalator and transposing one side's royals (e.g., Kd1 and Qe1).
My comment that Black was ahead was based on R+B vs R+N multiplied by pawn
promotion. The B vs N is probably just a wash -- maybe giving White some
early play but moving towards Black in mid-end play.
Leaving rubble pieces behind as the TronQueen slides is the problematic part, because (and I've run into this problem again and again) there's no (direct) way to generate a move that creates more than one piece. The solution that leaps to mind is to have so-called 'empty' squares be dummy pieces with no images, and turn multiple ones into Walls at the appropriate time (which is also problematic, but doable). That's probably what I'll have to do, but it means reimplementing all the Chess moves so that chess pieces are trading places with dummy pieces instead of moving to empty squares. Capturing means trading places with the captured piece and turning it into a dummy. There are lots of things that could go wrong and strange bugs that would surface. The two-board approach meant that the dummies could cover the underboard while the chess pieces moved about on the overboard. When you play the game, you only see one board. The second board occupies the same pixels. It's just an implementation device.
Don't use two boards... I suggest you download Rubble Chess (another one of my inventions, Z'd by Peter Aronson) and take it apart to find out how it worked. All you need to do is make variants of it where the <foo> leaves behind Rubble Pieces, for <foo> being any chess piece. (I don't think pawns would work very well, but...) You can also make special starts where the board starts full of walls (rubble chess start), etc... --Adam
The trouble with my Zillions implementation is, a piece that captures a Wall disappears until you make the board redraw itself. When the computer plays against itself, it's not a problem. But when a human captures a Wall, he needs to hit Ctrl-F twice or something. It would be an easy, easy thing for Zillions Development to fix. I guess it's my own fault for trying to make two boards, one on top of the other. I just thought it would be more elegant that way.
Um, okay, but Black has 2 doublings on each flank and W only one; and 1...a7-b6 already exploits a doubling to tie W down a tiny bit. Have you considered slanted escalators on a 9x9 board? On the 8x8 board, it seems to me that the clumsiness of Bishops should be regarded as an opportunity to find some other piece that fits the game better. Perhaps not as strong as a Rhinorider. Pieces have to use their own movement powers, so isn't it more of a staircase than an escalator? And so wouldn't ascending pieces get tired? It's too late at night, I'm getting silly.
gnohmon, you're wrong about a few things. first of all, while black rooks can control double files if they are on the a,b,g, or h files, a white rook on the b-file would control both the a-file and b-file, and likewise a white rook on the g-file controls both the g-file and h-file. Download the ZRF and you'll see. Bishops may seem weak but they may yet have a purpose in the game. It may be true that their ability to penetrate the other side of the board and attack is more difficult, but they'll still be pretty good as stay-at-home defenders. Note however that white bishops at a3 or h3 control very long diagonals (bishop at a3 attacks e8, bishop at h3 attacks d8) and while black may be able to control the outside files with his rooks faster, white should be able to occupy the escalator squares more quickly. In order that white does not get an overwhelming advantage in the game, I gave black the first move. Time will tell if the game is balanced sufficiently or not. Incidentally, if anyone who has ZILLIONS OF GAMES would like to play either SLANTED ESCALATOR CHESS, or SPINAL TAP CHESS http://www.chessvariants.com/large.dir/spinal-tap-chess.html or both, with me by email, drop me a line at [email protected] We can email each other the notation and record and save our games with ZILLIONS. What I really like about SLANTED ESCALATOR CHESS is that not only is there interesting connectivity around the board, but that it's going to be a bit challenging for each side to try to navigate the board to get to the other side and get a good attack going. Should make things very interesting!
Changes made as best I understood.
<p>
Alas, the Happy Editor song can never be written down or recorded, lest the
secret society of web editors silence y
Very interesting. 1. At first sight, the board seems unbalanced because a Black R at b6 attacks both b2 and c2, but a WR b3 does not get its power doubled. I would suggest that in the long run this advantage is much greater than W's advantage of first move. 2. The Bf1 can't go to c4, right? Perhaps Bishops should be replaced by something else. (Not zFF, that would increase Black's advantage.) 3. A Knightrider on a6 attacks both f2 and e2, right? And a Rose on h6 attacks both d3 and e3, and therefore... interesting.
It recently occurred to me that I might have named the Zombie an Iron Golem so that its dissolution by ichor would be a nethack reference. But perhaps that would have been inappropriate after all. Lovecraft never played a game of Nethack in his life.
Yes, I'm afraid that recursion (drat and drat again) must be explicitly
forbidden, which is too bad because it sounded like fun.
'Favors Black, you think? Then perhaps you will be willing to offer me substantial odds as we play a game for some enormous stake of money, perhaps a penny on a1 doubled on each successive square?' I had almost put the above statement into the story of getting a regular chessplayer to play Chigorin Chess, somewhere after the part where 'variant rhymes with deviant and that starts with d and rhymes with t and stands for trouble.', and way after the part where the regular chessplayer says with a sneer is that some kind of fairy chess.... (I'm not suggesting that you're the offensive non-PC 'regular chessplayer'; the misinformation about relative values of N and B is part of general unwisdom, that's all.) Read any monograph on the Chigorin Defense. You'll find that many players now believe the N to be superior in the early stages of the game, which agrees with my findings on the theory of chess values so I think it must be right. Given the advantage of the first move to go with the advantage of fast development, the *white* side in Chigorin Chess probably has a large advantage. In order to Castle K-side, Black needs to move two Pawns and two Bishops; and one of those P moves looks suspiciously like a weakening move. White can go 5.O-O at the earliest, but Black can choose to go 3...O-O; think about it! And, of course, this is the whole point of Chigorin Chess! You can get a 'regular chessplayer' to play, because he will want to prove that the Bishops are so much superior...
Shall we go with Tony Paletta's suggestion, and avoid all temporary powers
when calculating overprotection? It does make it simpler, and importantly
improves clarity.
You have trapped me and won the game of game-making! You suggested recursive, and I said 'sure, okay', and then you hoisteded me with me own petard by pointing out a most ingenious paradox, more ingenious than Doctors Einstein and Schweitzer. I am bereft, like an apprentice to Pilate. Where can I find an mp3 of busy editorial beavers whistling the 'Happy Editor' song as they undo a previous change?
Wow!! Who said theme doesn't count in abstract games? I want to play this, but I think I'm going to be disapointed when the pieces remain silent. I want to see a ZRF, but not too soon. Whoever does it needs to do a good job on the graphics, not to mention audio, to do the game justice. 'What eldritch noise did I hear?' Perhaps the screech of the El.
I thought this page was good becuase it gave you all the rules. They wer eeasy to understand and showed diagrams for furthur clarification
This variant seems to favor Black materially by at least a pawn.
Apart from the paradox problem, the need to take into account temporary powers makes assessment of overprotection a bit complicated. I would suggest ignoring temporary powers in assessing overprotection.
Absolutely great, in coherence of theme and originality!
This is something new in a way, or at least something not often done. It
is a game where the two sides, while having the same movement, have
different board topologies to deal with in the opening and midgame, and I
think it an interesting idea. Now, if there was just some way to determine
if it was balanced . . .
I've heard vague rumours that this game, or a game very much like it, is still played at Miskatonic University... The excellent rating applies to presentation and originality. I have not playtested this game (yet). Truth be told, I'm not sure I *want* to! :)
Busy editorial beavers have made the requested edits to this page, all the
while whistling the 'Happy Editor' song.
<p>
Ok, I read the part about having to be attacked to be overprotected, but
somehow it didn't sink in. But there's still a lovely paradox here.
<p>
Consider:
<blockquote>
White has Pawns on <b>a3</b>, <b>b4</b> and <b>c3</b>, and a Rook on
<b>b1</b>.
<p>
Black has Pawns on <b>a6</b>, <b>b5</b> and <b>c6</b>, a Rook on <b>b8</b>,
and a Bishop on <b>d6</b>.
</blockquote>
The white Pawn on <b>b4</b> is attacked by one piece, and defended by
three, so it can move and capture as a Wazir. Which means it attacks the
black Pawn on <b>b5</b>. The black Pawn is then attacked by one, and
defended by three, so <em>it</em> can now move and capture like a Wazir.
But this reduces the white Pawn on <b>b4</b> from being overprotected by
two to being overprotected by one, which means it can no longer capture
the black Pawn at <b>b5</b>. But if it can not capture the black Pawn at
<b>b5</b>, the black Pawn isn't attacked, and so can't capture the white
Pawn which suddenly overprotected by two, which means it <em>can</em>
capture the black Pawn. But it can't . . .
When Nemoroth finally appears, you will be amazed by the piece called the Wounded Fiend, and the distant resemblance to the Tron Queen. There must be something in the air that makes people come up with similar ideas at nearly the same time.
A Pawn or piece must be attacked in order to be overprotected. I said that, right? 'and dynamic' ... 'where checkmating the opponent could also checkmate you!' means that the enemy K is defended several times (but of course not attacked) so that when you attack the enemy K it becomes overprotected and gives check to your nearby King. I could have made that clearer, right? But you're correct, even the closest reading of this doesn't really say whether it's recursive. Yes, why not recursive, gosh darn it and gosh darn it again? If you could overprotect an unattacked piece, this would 'merely' be a new (and perhaps an excellent) form of Relay Chess. So, should add a line that the powers gained by an overprotected piece can be used to overprotect another piece. Should add a line 'therefore you can destroy your opponent's overprotection by moving your attacker away'. And should add the explanation of how giving check[mate] can check[mate] yourself. Better now?
This looks like fun! I particularly like that once you overprotect a Pawn
by two (easy enough -- just take an unattacked Pawn and give it two
supporters), suddenly it captures forward and to the side.
<p>
I find myself wondering if overprotection is calculated recursively. That
is, when determining overprotection, is overprotection taken into account?
<p>
Consider the following:
<blockquote>
White Pawns at <b>a3</b>, <b>b4</b> and <b>c3</b>;
<p>
Black Pawns at <b>a6</b>, <b>b5</b> and <b>c6</b>.
</blockquote>
Assume white's move. Can the white Pawn on <b>b4</b> capture the black
Pawn on <b>b5</b>? If you apply white's Wazir capture first, then it
can (since it is overprotected by two, black not having a Wazir capture
as it is only overprotected by one), if you apply black's Wazir capture
first, it can not (since then the white Pawn will only be overprotected by
one). Curious, no?
Author's note: I'd like to see this in Zillions. --Adam Norberg
I recently sent in a nomination to make this game--a well-established,
widely-disseminated, thoroughly-played design--a 'recognized' variant. If
you agree, send the editors an email. :)
This appears to be an excellent game, with a lot of thought and effort. Is it a chess variant? Not really, even though it uses chess pieces. It's a mathematical (topology) abstract game, and you might find many fans for it in rec.games.abstract -- give it a try! Many abstract mathematical games become popular and widely played, but the market for them is not 'chess variant' people. I haven't tried Chain of Fools, but if it's as good as it looks you'd be doing yourself a big favor by taking the game over to rec.games.abstract, where you can find folks who will really appreciate it.
I think I was a little unclear about my idea. A stepping piece would move
on a chatter line if one of the squares that it could move to was on that
chatter line. Thus, a player with a King on <b>a3</b>, and a Bishop on
<b>a1</b>, with the Bishop having a clear move to <b>h8</b> could move the
King all the way to <b>h8</b>. Which is why it could be hard to run down
the King without disposing of the Bishop first.
<p>
But in any case, your suggestion to exclude the King and Pawns from this
behavior is probably wise, leaving it for various Faerie and CDA pieces in
their stepping moves.
thank you for the rules for space chess. I too lost the directions to my
set years ago. My set was purchased at a game store in 1994as well, looks
extactly like the one you have placed on the web, but the box it came in
says 1981 Pacific Game Company,INC. no. 1420
Just as a note from the author: Ed's variant of doing queen attacks does work well, also. But don't get too trigger-happy- it's good defense. Make sure you don't get blindsided by a bishop in the classic variant! The major downside to the queen shot variant is that then you can't reasonably use a bishop to move in for the kill; you pretty much have to lose two pieces to the shotgun, unless you use knights well... -- Adam Norberg (sgamer [att] swbell [dott] net )
I had not played chess in 40 years. It was a great refresher; covered all
the rules in a straight-forward manner. Nice job.
I would like to announce that I am going to be running an Omegachess tournament by email on Richard's Play By Email server at http://www.gamerz.net/pbmserv In order to play in the tournament you must have a PBM userid. Check out http://www.gamerz.net/tutorial.html and http://www.gamerz.net/commands.html if you are new and want to sign up for a free userid and password on the server. You do not have to have ever played Omegachess before on the server to compete in this tournament. If you would like to play in the event please email me your PBM userid to [email protected] I have not yet decided exactly how I am going to structure the Omega tournament. It will probably be a round robin tournament, with between 4 to 8 games in the first round, and a certain number of players advancing to a second and final round. I would also like to announce that I am also going to run a chess tournament on PBM too. This is traditional orthodox chess! This tournament is open to the first 25 players who email me to enter. I will be creating five 5-man sections. Each player will play a total of 4 games, 2 as white and 2 as black, one game against each of the other players in the tournament. The 5 section winners will then advance to a final 5-man section for the championship of the tournament. In the event of a tie for first place in a section the first tiebreaker is head-to-head result. In the event of a draw or a 3-way tie where A beat B, B beat C and C beat A, all tied players advance to the finals and a larger final section will be created. Again, to compete in this tournament you must have a PBM userid. You may enter both tournaments if you like. When emailing me please make sure to specify which tournament you are entering. Thanks again and good luck!!
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