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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote at 07:09 PM UTC in reply to A. M. DeWitt from 06:27 PM:

I have done it but not sure it is a good idea because if you use "view as player B". It won’t be correctly oriented.


Schoolbook. (Updated!) 8x10 chess with the rook + knight and bishop + knight pieces added. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
🔔Notification at 06:36 PM UTC:

The editor Fergus Duniho has revised this page.


Anglojewish Chess. (Updated!) Hexagonal Chess with pieces following curved paths. (Cells: 91) [All Comments] [Add Comment or Rating]
🔔Notification at 06:32 PM UTC:

The editor Fergus Duniho has revised this page.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote at 06:27 PM UTC in reply to François Houdebert from 06:18 PM:

I also updated the seireigi-sprites file one more time so that the promoted Kanjis are all facing the right way (you'll need to rename it to seireigi-shogi-sprites for it to have any effect on the biscandine site).

https://www.chessvariants.com/play/jocly/dist/browser/games/chessbase/res/shogi/seireigi-sprites.png

P. S. GIMP is awesome.


François Houdebert wrote at 06:18 PM UTC in reply to A. M. DeWitt from 05:41 PM:

ok, taken into consideration


François Houdebert wrote at 06:13 PM UTC in reply to H. G. Muller from 04:45 PM:

do you want me to replace the sprites Adam just sent for shogi on the pullreq branch?


Chess. The most popular of Chess variants, Chess itself. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
🔔Notification at 06:02 PM UTC:

The author, Fergus Duniho, has updated this page.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote at 05:41 PM UTC in reply to A. M. DeWitt from 04:48 PM:

Here is my updated version of your spritesheet. (For best results, clear browser cache before downloading)

I also took the opportunity to clean up stray pixels in your other shogi spritesheets.

www.chessvariants.com/membergraphics/MSchuseireigi/jocly-shogi-sprites.zip?nocache=true


Shako_Balbo. (Updated!) Game with Diamond Shape Board.[All Comments] [Add Comment or Rating]
🔔Notification at 05:06 PM UTC:

The editor Fergus Duniho has revised this page.


Electro Chess. Members-Only Every piece has a charge, every square is an electric field. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote at 04:48 PM UTC in reply to François Houdebert from 04:10 PM:

I'll send you an updated pictogram spritesheet that you can use. Currently, the pictogram images still have the Kanji for the Kings since they are pulling from those locations.


H. G. Muller wrote at 04:45 PM UTC in reply to François Houdebert from 04:10 PM:

The Wikipedia has it that the player with the weakest player has the Jade General, and the strongest player the King. I am not sure if and how we should implement that in Jocly.


François Houdebert wrote at 04:10 PM UTC in reply to A. M. DeWitt from 03:55 PM:

I made the modification on my branch,

I'll wait to see if HGM wants us to do the same on the branch that will go into jocly.


Space Spartan. Members-Only 3D Spartan Chess. (3x(6x8), Cells: 144) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote at 03:55 PM UTC in reply to François Houdebert from 03:24 PM:

It not clear to me, when there's an apostrophe, it's the general of jade that corresponds to the blacks, right?

In kanji sets, the player that moves first always has the King with the extra stroke. And it is true that the player who moves first is called Black (or Sente) in Shogi. It's just that in Jocly and the Mnemonic sets by H. G. Muller, the player that moves first has the white piece images by convention to make it easier for chess players.


François Houdebert wrote at 03:24 PM UTC in reply to A. M. DeWitt from 02:32 PM:

you can also swap the 2d in the same *-set-view.js

It not clear to me, when there's an apostrophe, it's the general of jade that corresponds to the blacks, right?


Electro Chess. Members-Only Every piece has a charge, every square is an electric field. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote at 02:32 PM UTC in reply to François Houdebert from 02:08 PM:

You should only have to swap the King kanjis in the 2D Classic Seireigi sprites.

For the 3D pieces its as simple as swapping "sh-king" and "sh-jade" in the 3D piece definitions in the *-view.js files, so no problem there.

P.S. What I said above also applies to the Shogi Jocly implementations that use the King kanji on the biscandine site.

P.S.S. Also you have two extra rooks in your laser cutter SVG.


François Houdebert wrote at 02:08 PM UTC in reply to A. M. DeWitt from 01:59 PM:

I use gimp. if the general of jade should be white (player a), it could be changed in seireigi-shogi-model.js

keep me posted I'll have to make the change too.


💡📝A. M. DeWitt wrote at 01:59 PM UTC in reply to François Houdebert from 11:25 AM:

Thanks.

Out of curiosity, what program did you use to make the Seireigi Jocly sprites?

I am trying to fix a visual bug involving the 2d Kanji kings in Seireigi's implementation. The King with the extra stroke in the 2D Classic set is used for the player that moves second, when it should be used for the player that moves first.


Buzzy Bees. Members-Only Bees at war on a hexagonal grid. (Cells: 127) [All Comments] [Add Comment or Rating]

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12 Miles for Glory. Members-Only Pawn promotes to common pieces, but returns to turn into stronger ones. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote at 11:25 AM UTC in reply to A. M. DeWitt from Thu Apr 25 08:53 PM:

Note that the SVG for laser cutting is updated with a rabbit.

Also the doc has been improved a bit in jocly.


12 Miles for Glory. Members-Only Pawn promotes to common pieces, but returns to turn into stronger ones. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Board 8x8 Game Mix. (Updated!) Game with fairy Chess, Draughts & Lines of Action elements. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Lev Grigoriev wrote at 07:30 AM UTC:

Big thanks for publishing Û,Û


Univers Chess. A Carrera's Chess variant based on Bruno Violet's Universal Chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
🔔Notification on Fri, Apr 26 05:58 PM UTC:

The author, Fergus Duniho, has updated this page.


Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Fri, Apr 26 03:29 PM UTC in reply to Aurelian Florea from 01:29 PM:

Sorry, I was wrong. The real explanation is that they only jump to capture. It works correctly anyhow.


Hectochess. 10x10 variant that can be played with 2 mismatched Chess sets.[All Comments] [Add Comment or Rating]
🔔Notification on Fri, Apr 26 02:51 PM UTC:

The author, A. M. DeWitt, has updated this page.


Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Fri, Apr 26 01:29 PM UTC in reply to Daniel Zacharias from 12:23 PM:

Ok, I thought it is like in tenjiku shogi!


Ambitious Amphibies. Members-Only Another abnormal side for Chess with Different Armies. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Fri, Apr 26 12:23 PM UTC in reply to Aurelian Florea from 05:22 AM:

They work the same as in the interactive diagram, only jumping over enemies.


Aurelian Florea wrote on Fri, Apr 26 05:22 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Flying pieces still do not fly!


12 Miles for Glory. Members-Only Pawn promotes to common pieces, but returns to turn into stronger ones. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Seireigi. Variant of standard Shogi with promotable Gold Generals, as well as more varied and animalistic promotions. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
🔔Notification on Thu, Apr 25 09:42 PM UTC:

The author, A. M. DeWitt, has updated this page.


Dai Seireigi. Variant of Dai Shogi playable with drops. (15x15, Cells: 225) [All Comments] [Add Comment or Rating]
🔔Notification on Thu, Apr 25 09:41 PM UTC:

The author, A. M. DeWitt, has updated this page.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
🔔Notification on Thu, Apr 25 09:40 PM UTC:

The author, A. M. DeWitt, has updated this page.


💡📝A. M. DeWitt wrote on Thu, Apr 25 08:53 PM UTC in reply to François Houdebert from 07:48 PM:

Looks like it. I have uploaded the new version to the site and have adapted them so the implementation will work properly with the CVP files.


12 Miles for Glory. Members-Only Pawn promotes to common pieces, but returns to turn into stronger ones. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Reche’s Super Faceoff Masquerade. Members-Only Chess with mixed and thoroughly hidden identities. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Thu, Apr 25 07:48 PM UTC in reply to A. M. DeWitt from 05:39 PM:

It should be ok now


Great Bird Chess. Members-Only Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Thu, Apr 25 05:39 PM UTC in reply to François Houdebert from 05:00 PM:

Looks good, save for a few errors:

---------------------
Setup Errors
---------------------

White Kirin and Phoenix are swapped from where they should be in the initial setup

Black King and Great Elephant are swapped from where they should be in the initial setup

---------------------
Promotion/Drop Errors
---------------------

Lance, Running Rabbit, Knight, Gold General, and Great Elephant are currently allowed to promote immediately if they are dropped into the promotion zone (this should not be the case)

Both Pawns in the hand spaces can be selected when multiple Pawns are in the hand)


Windrose Game. Members-Only Windrose Game also known as Danish Viking Chess. () [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Thu, Apr 25 05:00 PM UTC in reply to H. G. Muller from 01:47 PM:

thanks for the advice.

I have modified accordingly


H. G. Muller wrote on Thu, Apr 25 01:47 PM UTC in reply to François Houdebert from 12:40 PM:

Should I add : Should I add " ##############" before and after?

Indeed, you should, because you want the extra hand ranks to be colored black as well.


François Houdebert wrote on Thu, Apr 25 12:40 PM UTC in reply to H. G. Muller from 12:30 PM:

19 is the size of handLayout

boardLayout :
0: "##............##" ​
1: "##............##"
​2: "##............##"
​3: "##............##" ​
4: "##............##" ​
5: "##............##" ​
6: "##............##"
​7: "##............##"
​8: "##............##" ​
9: "##............##" ​
10: "##............##" ​
11: "##............##" ​
length: 12

Should I add : Should I add " ##############" before and after?


H. G. Muller wrote on Thu, Apr 25 12:30 PM UTC in reply to François Houdebert from 11:54 AM:

Strange. 13 should be a valid index for an array of length 19. That means the array should have some internal elements that are undefined. What happens if you print

console.log( this.cbView.boardLayout )?


The Church Meeting. Members-Only A test of the strength of the archbishop using a unbelievable setup. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Thu, Apr 25 11:54 AM UTC in reply to H. G. Muller from 11:32 AM:

the array length is 19

NBROWS-row-1,row: 13, 0


H. G. Muller wrote on Thu, Apr 25 11:32 AM UTC in reply to François Houdebert from 10:22 AM:

Uncaught TypeError: this.cbView.boardLayout[((NBROWS - row) - 1)] is undefined

This sounds like an out-of-bounds access on boardLayout. Are you sure you defined that array with sufficiently many ranks? To further diagnose the problem you could add console.log(NBROWS-row-1); just before the access to boardLayout in paintCells; then you could see in the console  what the offending value is.


François Houdebert wrote on Thu, Apr 25 10:31 AM UTC in reply to H. G. Muller from 09:37 AM:

If you'd like to make an implementation of wa shogi, here are some unused jocly-compatible sprites that might come in handy.

To be seen if useful


François Houdebert wrote on Thu, Apr 25 10:22 AM UTC in reply to H. G. Muller from 09:37 AM:

In that case : I get in 2d with pictos

Uncaught TypeError: this.cbView.boardLayout[((NBROWS - row) - 1)] is undefined
    paintCells chu-seireigi-view.js:1509
    paintChannel chu-seireigi-view.js:1530
    draw chu-seireigi-view.js:941

Would this come from using the draw function wrongly in my view : chu-seireigi-view.js ?

Note that I have the impression that with the modified version the result is satisfactory with or without extra hand ranks.

That's why I'd like your opinion on grid-board-view.js, because I thought it would be useful to transfer this modification to the pullreq branch for jocly.


H. G. Muller wrote on Thu, Apr 25 09:37 AM UTC in reply to François Houdebert from 08:41 AM:

I think that all that is needed is to make the 'row' loop run from 0 to NBROWS, and remove the -NBVHND from

this.cbView.boardLayout[NBROWS-NBVHND-row-1][col]

 And then putting the extra hand ranks in the boardLayout defined in the game's view file. I don't think there are any other games yet that use extra hand ranks. I implemented that feature with Wa Shogi in mind.

The paintCells function is not involved in drawing the grid.

I had already looked at the sources, by looking at the chu-seireigi-view.js of the compiled version. Since you build Jocly without uglification all used source files are in there unmodified.


💡📝A. M. DeWitt wrote on Thu, Apr 25 09:34 AM UTC in reply to François Houdebert from 08:41 AM:

Your current setup for this game looks way better, but I did notice a few errors were made while making the new version. I also noticed a bug in the Hectochess implementation.

---------------------
Chu Seireigi Setup Errors
---------------------

White Kirin and Phoenix are swapped from where they should be in the initial setup

Black King and Great Elephant are swapped from where they should be in the initial setup

---------------------
Chu Seireigi Promotion/Drop Errors
---------------------

Pawn, Lance, Running Rabbit, Knight, Gold General, and Great Elephant are currently allowed to promote immediately if they are dropped into the promotion zone (this should not be the case)

White Copper General is put in same place as Black Lion in hand spaces, resulting in the hand space setup looking asymmetrical (White Copper General should be placed between the Great Elephant and Running Wolf)

(Also, because of this bug, a "King" may sometimes appear in current hand space of extra White Copper Generals/Black Lions for some reason...though this thankfully doesn't affect anything)

---------------------
Hectochess Castling Error
---------------------

When attempting to castle, the Champion's starting squares (b2/b9 and i2/i9) and queenside Knight starting squares (c2/c9) are not checked to see whether a piece is occupying them or not.


François Houdebert wrote on Thu, Apr 25 08:41 AM UTC in reply to H. G. Muller from 07:02 AM:

The change in paintCells was necessary because the grid wouldn’t display. May be that a better modification is possible, but I don't think I'm in a position to make it.

After a few modifications, current result

I don't know if you'd like to have a look at sources : latest to check grid-board-view.js


H. G. Muller wrote on Thu, Apr 25 07:02 AM UTC in reply to François Houdebert from Wed Apr 24 09:15 PM:

I guess the drop model still needs some tweeking. The square painting on the hand ranks should be the same as that of the other hand squares. Now there seems to be no coloring at all, so that the rim texture shines through. I suppose the logical way to do this is that the square-painting array that has to be defined in the game's view file should include the extra ranks.

It is also not clear to me why the 'counter piece' in the lower-right corner is larger than the others.

[Edit] The array boardLayout defined in the view file is accessed in two places in grid-board-view.js, inside nested loops over rows and columns. The loop over rows was modified to skip the extra hand ranks. I suppose this was a bad idea; especially in the 'paintCells' function it should have run over all ranks, requiring the boardLayout to also specify how the cells in these extra hand ranks should be colored. There is a second routine 'paintInCoordinates' that also loops over all cells, which does more complex things and might need more subtle modification than just changing the loop limits. But it seems this function is not normally used.

The handLayout[-1] in the view file appears to have a 16 where there should be a 17, which causes misplacement of the 'counter piece' on 15 rather than 16.


François Houdebert wrote on Wed, Apr 24 09:15 PM UTC in reply to H. G. Muller from 05:59 PM:

I gave it a try here. I think It looks better this way.
@Adam: apart from the adjustments linked to the changes, what do you think?


H. G. Muller wrote on Wed, Apr 24 05:59 PM UTC in reply to François Houdebert from 04:18 PM:

No, you have to write something like

Model.Game.handLayout[1] = [0,2,4,6,8,10,12,14,30,46,62,...];

if you want the first 8 'hand squares' for white to be at the bottom, and the rest along the right edge.


Electro Chess. Members-Only Every piece has a charge, every square is an electric field. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Wed, Apr 24 04:18 PM UTC in reply to H. G. Muller from 01:51 PM:

It's good to know that you can use the bottom squares for that. Does it mean that we have to specify something like Model.Game.handLayout[1][{2:18,4:17}]; // eg : square 2, hand 18 for the white for each piecetype?


H. G. Muller wrote on Wed, Apr 24 01:51 PM UTC:

Note that it is possible to control the way the captured pieces are placed next to the board by defining arrays Model.Game.handLayout[color][handIndex]. This array should contain the square numbers where you want the first captured piece of the given color (1 or -1) and hand value to be placed. (A second piece will be placed at sqr+color, and after that counters will appear between the two shown pieces.)

Currently the default assignment is used, which places the white pieces on the first 'file' on the right of the board, the hand number equal to the rank number (which starts at 0). By defining a handLayout you could also use the ranks under or above the board to place pieces, thus requiring fewer extra ranks.

E.g. with a single extra rank (instead of the 4 you have now) you could place 6 white pieces below the board, and 14 white pieces to the right of the board.


Stairchess. (Updated!) Chess on a ladder-alike tilted board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Wed, Apr 24 07:48 AM UTC in reply to H. G. Muller from 07:02 AM:

Talking about the background it doesn't seem to work on my device even though it used to work. Interactive Diagrams that use backgrounds like Eurasian Chess, Chak, VaoQi don't seem to have backgrounds on my device.


H. G. Muller wrote on Wed, Apr 24 07:02 AM UTC in reply to HaruN Y from 06:49 AM:

I beat you by 4 minutes! :-)

It is interesting how we both chose a different rectification of the board; mine spoils the coordinates, yours spoils the moves of the pieces. In your representation it would in principle be possible to use a whole-board image as background that has the original diamond-shaped cells.

I tried using the Atlantic SVG set through fen2.php, but this set is not suitable for use on a black-and-white board. (Alfaerie doesn't do so well either, on the dark squares...)

[Edit] Concerning Pawn: Ah yes, I had overlooked that detail in the description. Thanks!


HaruN Y wrote on Wed, Apr 24 06:49 AM UTC:

Stairchess960

files=8 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/ squareSize=50 graphicsType=gif symmetry=rotate royal=K whitePrefix=magnetic/W blackPrefix=magnetic/B firstRank=1 rimColor=#13131c darkShade=#424249 oddShade=#717177 lightShade=#a1a1a4 coordColor=#d0d0d2 borders=0 shuffle=N!BRQK Koval Pawn:P:frlmK*fceW:Pawn:a2,b2,c2,d2,e2,f2,g2,h2,,a7,b7,c7,d7,e7,f7,g7,h7 Kovalry:N:flbrFrflbNfrblCfrblZ:Knight:b1,g1,,b8,g8 Koval Bishop:B:vRfrblNN:Bishop:c1,f1,,c8,f8 Zig-Zag:R:frblsQ:Rook:a1,h1,,a8,h8 Koval Queen:Q:RfrblBfrblNN:Queen:d1,,e8 Koval King:K:WfrblFfrblNisO2:King:e1,,d8

To BenR: Maybe this can be both?

To David mRcpR: Why is that a problem? What about Pawn on h-file which cannot move forward?

Edit: I didn't see HGM's Interactive Diagram when I was creating an Interactive Diagram for this.

To HGM: Shouldn't the pawn be iiflmnDflmWflceF?


H. G. Muller wrote on Wed, Apr 24 06:45 AM UTC:
files=15 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png lightShade=#000000 darkShade=#ffffff firstRank=1 borders=0 useMarkers=1 rimColor=#c0c0c0 holeColor=#c0c0c0 symmetry=none royal=K hole::::a1-d4,l5-o8,e1-f2,a5-b6,n3-o4,j7-k8,a7,c5,e3,g1,i8,k6,m4,o2 pawn:P:iiflmnDflmWflceF:pawn:g2,h2,i2,j2,k2,l2,m2,n2,,b7,c7,d7,e7,f7,g7,h7,i7 knight:N:N:knight:i1,n1,,b8,g8 bishop:B:B:bishop:j1,m1,,c8,f8 rook:R:R:rook:h1,o1,,a8,h8 queen:Q:Q:queen:k1,,e8 king:K:KisO2:king:l1,,d8

Territorial Chess (Go-King!). Members-Only "Territorial Chess," a revolutionary fusion of two timeless strategic games: Chess and Go. (21x21, Cells: 441) [All Comments] [Add Comment or Rating]

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Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Wed, Apr 24 05:06 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Done!


Stairchess. (Updated!) Chess on a ladder-alike tilted board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
David Cannon wrote on Wed, Apr 24 03:29 AM UTC:Good ★★★★

This is an excellent concept. There's just one tweak I'd like to see. Pawns on the a-file cannot move any further to the left, so that could be a problem. One way to remedy that might be to divide the board vertically down the middle, giving pawns on files A-D a move to the RIGHT, and on files E-H to the LEFT, as you have currently done for all pawns.


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]
HaruN Y wrote on Wed, Apr 24 12:08 AM UTC in reply to H. G. Muller from Sat May 15 2021 07:06 PM:

How about switching Diamonds & Onyxes?


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