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