Comments/Ratings for a Single Item
Andy, thank you very much for the comment; it was about as good as I could have hoped for. I appreciate especially that you like Fortress. Truthfully, I'd expected the objections to a much larger game would come from people who think 'fort' is too big to play. The methods of playing very very large games in a limited viewing area have pretty much been worked out over the years in computer games [wargames, RPGs, and fusions such as Civilization by Sid Meier]. The method uses 2 'maps', or views of the board, a tactical [close up or 'normal' size view] and a strategic [a very small version of the gameboard, all or a major part of which fits on the screen at once]. This is, admittedly, a departure for chessplayers, because chessboards are so small they easily fit on a computer screen at a 'normal' size. But it works quite well and is very easy to get used to, as long as the game mechanics take into account the need to switch between 2 map sizes. The real question is what sort of game mechanics can make a game with several hundred pieces 'humanly playable.' And in a reasonable number of turns. I think I have one good answer, and it'll be coming up fairly soon.
fortress chess sounds good 100x100 sounds retarded, how will you pl,ay it you will need a gigantic game courier preset or a bike (or segway) to get from one end of the board to the other
fortress chess sounds good 100x100 sounds retarded, how will you pl,ay it you will need a gigantic game courier preset or a bike (or segway) to get from one end of the board to the other
The superlarge testbed game, Fortress Chess, seems to be clunking along rather well, even though it's quite early in the game. The problems forseen are all because I overstuffed the game to test a bunch of things at once. A more streamlined piece mix and setup should solve what's expected to be more annoyance than problem. The last question to answer is the one of combat/capture. It's not unreasonable to think that a good attack would result in 6 captures in a turn, and a really good one to get 12 captures in 2 turns, while holding the opponent to 4-6 total. Is this reasonable? Well, with 16 pieces per side, a loss of one FIDE piece accounts for about 6% of the player's total pieces. With 100 pieces/side, losing 5-10 pieces is the equivalent of losing one piece of lesser or greater strength in FIDE. Conclusion: chess on 'very large boards' is very doable. What's next? Stay tuned [or run and hide, depending on your feelings about this] for the next step up. Is [humanly playable] chess possible on a 100x100 board?
LOL! And here I just thought you were playing Devil's Advocate. I decided to take the question seriously for purposes of an answer because I do think a lot of people will not look beyond the size. If I could squeeze all the basic info to play the game into a couple long comments, fort can't be all that hard. And I still think it's clunky as a game - I deliberately overstuffed it to test out a bunch of features. Finally, I disagree with this statement of yours: 'I was just asking whether the routes for these new multiples of four pieces could become instantly visualizable with enough practice. Your answer was no.' My 'No' was to the question: 'Is this game too difficult, by virtue of its non-visualizeable pieces, to play?' Again I say 'No!' to that. But I do agree with what you thought I said: No, the pieces aren't instantly visualizeable. But anyone can count by 2s really fast on a checkered gameboard... :-D So you are overly optimistic. ;-)
My remarks have been misinterpreted as skeptical criticism. I wasn't asking whether the game was playable. I assume it is. I enjoy the other game I reference, Knappen's Quinquereme, very much -- another inspirational game. Your example of trying to visualize future moves, e.g., knight moves, is another good point about how it isn't necessary for moves to be instantly visualizable to be part of a good game.
For more practice visualizing future moves, I recommend people play actualized potential chess, including my soon-to-be released doubly actualized potential chess, which uses pieces that exist two moves into the future. :-)
I was just asking whether the routes for these new multiples of four pieces could become instantly visualizable with enough practice. Your answer was no. I'm not so sure. As we start playing more with pieces that act on multiples, we might find ourselves becoming fluent with this. So it may be in fact that I am more optimistic than you about the future of your already aesthetically satisfying new game.
Hi, Graeme. Thanks for taking me up on the invite. I believe the game will move along fairly quickly - one thing I did was increase the tempo of the game a little - 100 pieces/8 leaders means that 1 in every 12.5 pieces in 'Fort' can move each turn. With FIDE, it's 1 in 16 at start. Even though I moved only 7 pieces, that's still better than 1 in 14 on the first move. I next plan to do a 20x30, with a more traditional battle line setup. But I need to see how Fort plays, first. I've thought of a central 'fort', and even a small 'city' in the middle of the board surrounded by a besieging army. I suspect that if this game works, we could recast any number of military conflicts as chess variants. The traditional games of non-traditional capture are Ultima[Baroque], Optima, Maxima, Rococo, Fugue... but you are looking at doing a more military game. I recently tried that myself in the utterly ignored SpaceWar, my 12x16 space opera entry into the field. I'd love to discuss ideas with you on that. We might get a game people would actually play! [Even if it's just us. lol] Like your ideas about the possibilities. Got some truly strange ideas about what can be done with an actual 'large variant'. Yes, David, 12x12 *is* small [and I'm doing my darnedest to prove it]. ;-)
Ah, the Voice of Doubt speaks... ;-) Truthfully, you've expressed what I imagine most people would think as soon as they see this game: 'It's too big! How can I ever understand it, much less play it?' Maybe you're right, maybe it is too complicated for anyone to even be able to play... My original answer went on a lot longer, and got nowhere, so I'll give you the short answer: No. This is not too hard to play. It is a bit more complex than FIDE, with a few more things to remember, but it's a lot more straightforward and much easier to understand how to play well than Alice, for example. On a 1-10 scale, with tic-tac-toe as 1, checkers as 2 and chess as 3, this is 4, max. There are 10 piece types, some of which can get modified by 5 movement symbols. Not all that bad, maybe; let's look a bit... The diamond symbols are speed limits for the familiar FIDE sliders. Yeah, you have to count to 4, 8, or 12, but you do that sort of thing anyway in chess, figuring turns in advance, where a knight can get, can this pawn queen before... And the use of the other 4 symbols is as obvious, and they only apply to the modern elephant and dabbabah. It comes down to interest. If you're interested, this is not difficult to learn, given any familiarity with variants, in my opinion.
Hi Joe - Warchess is already taken I think! ;O)
What about Chessgaming?
I am wondering how far Chess can be pushed towards Wargaming without losing the essential Chess features you list. The wargaming areas where Fortress seems a bit light are melee and missiles. I'm currently exploring the possibility in my own designs of replacing the chess 'replacement capture' with a Diplomacy like melee phase where captures result from non-random assessment of a pieces attack/support. Such a system would also enable the introduction of missile pieces that can attack/support from a distance (possibly needing a screen as with the Cannon?).
As for the initial set-up I think mimicking a traditional ancient wargame battle array with a line of skirmishers backed by central infantry and cavalry wings might be worth exploring. And maybe a central fortress?
Another, as yet totally undeveloped idea, is the introduction of 'terrain' via offboard multi-cell static pieces dropped prior to the first proper movement phase.
And I just couldn't resist the invite - even though I'm a pretty poor chess player and an even worse ancient wargamer.
Hi, Graeme. Sheesh, dude, I'd accuse you of reading my notes, except you got the name a little wrong. I actually call the genre Warchess [shorter names make better titles]... :-) Seriously, thank you for the compliment, and you are right; this is an attempt to push chess right to the edge of wargaming, but still keeping it chess and not a combat simulation wargame. The specific chess features that I think are key here are: perfect information; symmetrical armies; no random events [eg: combat results table]; checkmatable [high] king; directional pawns; and the essential 'chessness' of the pieces [in that they are in theory an 'army', but in practice, each piece has moves that are very non-real-world]. I hope you find it worth the anticipation. It still has to 'play well' to be any good. A game that size that plays poorly, or merely 'okay', is a catastrophe. I think fort is a bit of a kludge. I think it has too many pieces [100/side] and an awkward starting setup [too deep]. I'm also trying to test several things at once, which is rarely a good idea. But I think it's got a real shot at playing well in its simplest, easiest form, and is also very tweakable, if necessary. I'm ready to find out now, the invite is up.
I've been following the development of Fortress Chess with great interest and eagerly await it being played. It seems to me that this variant is actually going someway to bridging the divide between Chess and Wargaming.
Wargaming rules usually include elements governing missiles, movement, melee, morale and command. Fortress Chess can at a stretch be said to incorporate 4 of these: command through its hierarchy of leader pieces; movement through its short-, mid-, and long-range pieces which can be seen as cognates for (ancient)wargaming's troop types of infantry/cavalry with light/medium/heavy armour; melee through the usual replacement capture; amd morale by the ladder of promotion with pieces getting stronger as they achieve success in battle.
In fact I think Fortress Chess may well mark the start of a new gaming genre - not merely another Big-board CV, but the first example of 'Warfare-Chess'.
I'm looking forward to future developments
Hi, Abdul-Rahman. My 3 comments on this specific topic are on 3/11 [1] and 3/14 [2]. But I'll to try to lay it out in a simple form right here. The piece set is Alfaerie: Many. All the standard FIDE pieces are used: King, Queen, Rook, Bishop, kNight, Pawn; as are the 4 basic ancient pieces: Ferz, Wazir, Alfil, and Dabbabah, although these 4 are mostly combined with each other. All these pieces have their standard moves. Combo pieces: The modern Elephant combines the piece icons for Ferz and Alfil, and may move like either one. The Warmachine combines the icons for Wazir and Dabbabah, and may move like either. In general, any combo piece that contains only basic piece icons moves as any one of the icons. To generate intermediate-range pieces, 5 easy movement rules [patterns] are defined. They are represented by simple symbols. These symbols are combined with the basic piece icons to generate families of pieces. The symbols are: Diamonds: 1, 2, or 3 small black diamonds on FIDE Qs, Rs, and Bs mean those pieces may move only 4, 8, or 12 squares maximum in a turn. Squares: An elephant or warmachine with a square around the central icon mave move as either or each of its components [in either order] in a straight line. [Currently found in Chieftain Chess II] Circles: An elephant or warmachine with a circle around the central icon may move as either or both of its compnents, and may change directions between the steps of its move. [Found in Lemurian Shatranj] 2 Parallel 'Speed' lines: All these pieces are 2-step linear riders. A modern elephant with what looks like an equals sign on its right side may move as an alfil or ferz, then as either of the 2 [not necessarily the same as the first time] again, in a straight [diagonal] line. [Grand Shatranj] Zigzag Speed line: very similar to the 2 parallel speed lines, this symbol looks like a 'Z' on the right side of the piece. A modern warmachine with this symbol may move as a wazir or jump as a dabbabah, then do either again, and may change directions between steps. [Atlantean Barroom Shatranj] The leader units are Guards, plain and fancy. A leader moves 1 square for each 8-pointed star on its icon. Leaders with a grey tint may change directions during their move. If they don't have a grey tint, they are linear movers. The Marshall, 3 stars with grey tint in the center, moves up to 3 squares, changing direction as desired, and may leap any adjacent square to land in the square directly across from the original square. This counts as moving 2 squares, so the piece may only slide 1 more square during its turn. No piece may make a null move. Before any piece can move, it must be activated by a leader. Each leader, including the king, may activate 1 piece per turn. Activation ranges: L1 = 2 squares; L2 = 4 squares; L3 = 6 squares; marshall = 12; king = 99. That's all of it. If anything at all is unclear, let me know.
After Jeremy created the pieces for Fortress Chess, Antoine Fourriere was kind enough to put them into the Alfaerie: Many piece set, so the game is on the board. If you shrink it to around 50% size [I used various methods that gave me between 52% and 45%], you can see the entire board at once. Put it in a second window with the full-size game in the first, and you've got everything, basically. Following is the URL: /play/pbm/play.php?game%3DFortress+Chess%26settings%3Dfortresschess1 Playtest is just beginning. I encourage people to kibbitz the game or leave comments here. And they don't all have to be nice. I'd expect some people would think what I'm doing is ridiculous on the face of it. Feel free to call me an idiot, but please give some reason why. And if you're sure it could be done better, or as good, in a different way, please tell me how. This seems to be a rather new field, and there is a lot of room in it... :-)
The superlarge test game design outline is just about finished. After clearing up a few loose ends, it can be taken to the board. One thing not discussed yet is castling. Because we have those big, beautiful 'forts' in the corners, there is a good place to castle into. So we'll work out some castling options in the rules. The leader rules are quite nebulous. There are a number of ways we can handle leaders; the simplest way is probably the best for now. 'Leaders have specified 'activation ranges'. Leaders can activate any one friendly piece within range.' More realistic/advanced/difficult rules can be looked at later for play balance if necessary. But the simple requiring of activation for a piece to move gives us a lot in controlling superlarge games' tendencies to get out of control. Any leader can move a queen across the board, but how does the queen get back? Leaders are a new class, 'semi-royal' pieces. Loss of one does not end the game, but it does penalize the losing player more than just losing a non-royal piece, because the player also loses movement opportunities. I fully expect using several leaders will prevent the superlarge game from becoming either tedious and boring or going chaotically out of control. [How's that for putting yourself out on a limb?] Now it's time to demonstrate just how well all these ideas will really work. Jeremy Good has generously given me enough rope to han... um, has created a number of new Alfaerie piece icons that will allow testing of all the ideas presented here. Jeremy, thank you. Without your help, I couldn't have done this. [Maybe not everyone will thank you for this.] I'd also like to thank those who poked, prodded, and contributed to this so far, including, but not limited to, Mats, David and Greg. There is one final loose end which I am leaving hanging, for now.
'If you think the piece is worth a Bishop, you will trade it for a Bishop; and in that game, it will only have been worth that much. This is why playtesting without the theory of piece values could never succeed in establishing values well enough to make chess armies that were equal in strength, yet different. (And when I realized in 1976 that playtesting alone, would not do the job, I set out to create the theory!)' - Ralph Betza, in Revisiting the Crooked Bishop
Rose Chess XII is almost complete - not sure if low piece density on a 12x12 board still qualifies as a Large Variant these days :>) My theories on piece values (and how they change as the boards get larger) are part of the background to Rose Chess XII, so it would be reasonable to include a few explanatory paragraphs on the game page. Not sure if I can come up with precise values for the Rose and Bison, however.
Those who prefer their Bisons broken down into Camels and Zebras can check out Samarcanda and its newly posted preset. The Noblemen in this game move like Crooked Bishops.
Hey, Greg, great! Cataclysm looks very nice; we'll have to play a game. I like the low density, and that you're starting to stretch out the piece ranges. We need some good midrange pieces. And 12x16 is a nice size to work with. It's a clear bump up in size, by a factor of 3, giving scope for a lot of ideas. Welcome to insanity in a big way!
I have just submitted my contribution to the large-board CV category (called Cataclysm.) I have tried to create a variant on a large board (16x12) that develops quickly, has more strategy than tactics, has a lot of interesting pieces of similar value that can be exchanged evenly, and does not last hundreds of moves as large board games tend to. The submission should be approved soon. It also features mostly short-range pieces, so it easily fits in the Short-Range Project.
Alright, let's take a look at another piece series that will be on the board, and also what may be a side issue: battlefield promotions. The movement rules we're using allow us to easily create promotion ladders, which are an arranged piece series. So we will lay out a piece series to be used on the board in ascending order of piece power, and that order will be our promotion ladder. Let's consider the modern elephant, generic 'written' description of AF, or a combination of alfil and ferz. It's lowest 'rank' is modern elephant, written here as A/F, to indicate it moves once only, as either an alfil or a ferz. It's board icon is an elephant with an 'X' on its side. When it achieves promotion, by capturing a piece or crossing a line, say, it becomes a 2-step piece, the [linear] shaman, which moves as either A or F or moves twice, in a straight line, once each as A and F, in either order the player chooses. The basic elephant with X icon gets a square box drawn around the X, and it's written A+F. The next promo is to the bent shaman, which moves like the shaman, except that it can change direction between the first and second step of its move. The icon is the elephant plus X with a circle around the X, and it's written A +/- F. The next is to oliphant, a linear, 2-step, modern elephant-rider, symbolized as the elephant plus X with 2 parallel speed lines on its side, written as A/F + A/F. The final one is to twisted knight, the bent 2-step modern elephant rider. The board icon is the elephant and X, with a 'Z' [2 parallel speed lines connected by an angled crossbar] on its side, written as A/F +/- A/F.
[cont'd from prev:] Alright, what have we got? We have: a king and leaders [guards]; queen; rook; bishop; knight; pawn; alfil, dabbabah, wazir; ferz for our basic piece types. That's 11 basic icons, but all or most should be familiar to players. We also have 5 Movement Patterns, 4 of which have specific identifying mini-icons to be used on the piece icons. So we've got 10 or 12 things to remember, and we don't have any medium-range pieces yet. Oof! After a few brief moments of panic, I came up with this: Christine Bagley-Jones made some fide icons with black diamond-shaped spots on them to indicate they were shortrange pieces, moving as many squares as they had dots. If I use those pieces and make each dot represent 4 squares of movement, we have 2 sets of medium-range pieces, moving 8 and 12 squares, at a cost of only 1 new movement pattern and icon. But there's still 13 things we gotta remember now, and we haven't taken this stuff to the board yet. On the plus side, we have a very versatile system with those 13 things, and many if not all are familiar. Each individual component is simple, easily explained, and visually obvious. This could work.
The first part of our 'shortrange pieces for longrange boards' discussion has given us 5 basic piece types with 5 simple symbols for easy combination. Combine the wazir and dabbabah into the warmachine. The dabbabah icon is a wheeled tower and the wazir icon is a plus sign, so the warmachine is a wheeled tower with a plus sign on its side. The generic piece can be identified like this: 'DW'. This identifies the components without specifying any particular movement pattern. Now let's define some movement patterns with the help of this example piece. Then we associate symbols with these patterns. Again, to keep things simple, we'll use the basic movement patterns discussed in TSRP. 1] Or. The warmachine may move as either one of its components, that is, like a wazir or a dabbabah. It steps 1 orthogonally or leaps 2 orthogonally. As this is the simplest movement pattern, it doesn't need anything extra on the piece icon. So a combo icon with no info other than the various piece symbols may move as any one of the pictured pieces. This can be distinguished in writing by the slash '/' symbol. Our piece appears on the board as a wheeled tower with a plus sign on its side, and in writing, it looks like this: 'D/W'. 2] And [linear]. The warmachine may move as either or both of its components, in either order. It may not change direction during this move. To the basic 'DW' icon, we will add a square around the central symbol. In writing, we will indicate this by D+W. 3] And [nonlinear]. The warmachine may move as either or both of its components, in either order. It *may* change direction during this move. To the basic 'DW' icon, we will add a circle around the central symbol. In writing, we will indicate this by a 'plus/minus' symbol: D +/- W. 4] And-Or [two-step linear rider]. Our basic DW piece may move as either of its components, then it may [or may not] move as either of its components again. It may not change direction during this move. The basic icon gets 2 'speed lines' on its side. Written, it uses the plus sign between 2 of the [written] piece symbols: D/W + D/W 5] And-Or [two-step nonlinear rider]. Our basic DW piece may move as either of its components, then it may [or may not] move as either of its components again. It *may* change direction during this move. The basic icon gets 2 speed lines connected by a crossbar, making a 'Z' on the piece side. Written, it uses the plus/minus sign between 2 of the [written] piece symbols: D/W +/- D/W.
You can also add extra pieces on superfluous squares, provided they add up to less than one line.
(See my preset for Dual Chess.)
How do we get a good mix of pieces in a superlarge game without giving the player too much to remember? This is a key make-or-break question. If we want an interesting and playable game, we must do this part very well indeed. I've proposed a 2-part system. It combines a few basic piece types with a few movement patterns to give a range of easily identifiable and usable pieces to complement what we already have. At least, that's the theory. Can I make it work in practice? [Boy, after all this, I sure hope so!] Okay, since the pieces are shortrange, I'll steal the basics from The ShortRange Project piece builder. Our first 4 piece types are the Wazir [1 square orthogonal step], the Ferz [1 square diagonal step], the Dabbabah [2 square orthogonal leap], and the alfil [2 square diagonal leap]. Their piece icons are simple, obvious, easy to combine with each other, and it's very easy to understand the resulting pieces. Now, let's strip the knight from the longrange Fides, and put it in with the 4 basic Shorties, where it really belongs. Yes, it's really a combo of wazir and ferz, but the knight icon is all but universally recognized for standing for that 'wazir then outward ferz' move knights make. And it looks so much prettier on a combined icon. [See the High priestess and Jumping general pieces in the Grand Shatranj Alfaerie set and see what you think.] Now we are 5.
We've discussed the king, and then lower-level leaders, represented by guard icons. What do the armies they lead look like? The standard FIDE pieces will appear, though not a lot of them. They're mostly longrange pieces, so we want some, but not too many. Now we need some medium and some shortrange pieces. Cut-down versions of the FIDE sliders will do for a start, though we may want to do more later. The reasonable ranges for these limited Bs, Rs and Qs would be, say, 6, 8, 12. Now we get to the shortrange pieces. We've got knights, pawns, and leaders so far. Knights cover 8 of the 24 squares immediately [within 2] around them, and none of the 8 adjacent squares. This is known as a very porous defense. Kings and guards [leaders] cover the 8 adjacent squares, and nothing else. This is known as the limited, or 'speed bump' defense. It only slows up your opponent a little. We'll let some leaders move an extra square, but this doesn't do much for our defense of these leaders against pieces that move many times as fast. And pawns are not noted as dynamic or flexible defensive units. We need some reasonably powerful shortrange pieces to complement our long and medium range ones. But we've already got a complete set of FIDEs. How much more can we comfortably deal with?
Thank you, David! That is a very useful bit of info to have; even with DSL, the loading of all the pieces is annoying.
HOW TO TRICK THE [Exclude Pieces not in Setup:] BOX. Entering 'Shatranj Kamil*' in the Game Courier Game Logs [Game Filter:] produces the usual abandoned games and game(s) of 'Shatranj Kamil X'. Both Ferzes and Pawns promote on the 10th rank to Great Elephants, which are not in the original setup.
Replacing /10/ in the game preset with /4{.EF}{.ef}4/ put two Great Elephants (White and Black ) in the middle of the board, adding these pieces to the Available Pieces list near the bottom of the page.
Typing @-e5; @-f5 in the [Pre-Game:] BOX deleted those annoying extra pieces from the game board, before the first move was made. The starting position in my test game will demonstrate that the initial setup is correct AND the Great Elephants are still listed under Available Pieces.
[EDIT 2009] Typing 'empty e5 f5' in the [Pre-Game:] BOX is now the correct procedure.
One area that I think needs some exploration is the multi-move turn. In the games I'm aware of, the extra moves are just sort of tacked onto the game with no real attempt at rationale. Some games you move 2 pieces/turn, some more, some depend on what your opponent did; sometimes the same piece can move more than once, and capture, in other games if a capture is made, no other move can be... Anyhow, no real attempt has been made to explain why one rule or rule set was chosen over another. Being as conservative and traditional in my outlook and design philosophy as I am, I felt the need to change that, at least for me. So, in Chieftain, I changed 1 king to 4 leaders, and you *still* get as many moves per turn as you have leaders left. Still? Well, chess has 1 leader with unlimited command control range - you lose that leader, you don't get to make any more moves, game over. But only 1 supreme leader, controlling pieces anywhere on the board, mostly unlimited-range pieces, and a rather small world, only 8x8, to play on - this FIDE chess is a very modern game reflective of the world we find ourselves in today. Chieftain goes way back, when small bands of people grouped together in tribes, and there was no 1 leader of all the people for every circumstance. Commands were issued over shouting distance, and to individuals. The superlarge I'm contemplating will fall in between these 2 extremes. The 'high king' will be, like the FIDE king, checkmateable for victory purposes and have unlimited command control range for any 1 piece per turn. There will also be 2 more lower levels of leader, generals and captains. These will command different numbers and strengths/types of pieces, with command control ranges that would be roughly 5 and 10. I'd also throw in a marshall, with the same command powers as the king. These powers would include the ability to activate at least 1 local piece, as well as the 1 unlimited-range activation.
David, you always did like the small boards... ;-) 16x24 is a nice size to play on. I'm almost done realigning the pieces around on it, and I'll save it for later developments as I'm pretty committed to minimum side lengths of 20 squares for the example superlarge. I'd probably drop the corner fort feature on the 'small' board, and maybe do something interesting in the middle of each end; put a 'fort' with a few guards and the king there, likely. Create a sort of Eastern version, maybe. Anyway, when I'm done putting this initial 16x24 board together, I'll check the 'exclude' box and send you the URL for you to play around with, too. Any ideas on how movement will work? Multi or single? Ranges? I still have to work on the intermediates, too. My first thought was cut-down FIDE sliders. These pieces will work. I'm not as sure about building up shortrange pieces. And I don't want to get into any tricky stuff with pieces, no fancy captures or special powers, just 'capture as you move, by replacement'. For a big game to be easily playable, the parts need to be as simple as possible. That will probably always be the hardest part of the design for me, staying simple enough for good/great playability in the final product.
CHECKING THE 'Exclude Pieces not in Setup:' BOX will spare my 56K modem the task of loading around 1200 piece GIFs. I have not been following your recent Big Games because of this loading problem, also Windows 98 has bottlenecks associated with holding that many pictures in RAM. My 1280x1024 screen can display all of a 24x16 board, so this is where I would:
remove the groups of pieces in the lower left [a1-e5] and upper right [t20-x24] corners,
go for a GIANT Burmese Chess (Mir Chess 32) setup by pulling the a-f file pieces down 3 ranks and pushing the s-x file pieces up 3 ranks,
remove the now-empty ranks 1-4 and 21-24 to get a GIANT Courier Chess board. Perhaps bring the center groups closer together (gap of 6 ranks instead of 8).
Well, you should have been expecting a weird response! By the way, my previous post wimps out on the crucial subject of medium range pieces: the Half-Rose can advance (3,3) or (4,0) or (6,0) along its twisted journey.
Hello, David. Like your numbers and basic concept for piece numbers and placement. Following is the URL for my testbed 24x24: /play/pbm/play.php?game%3DFortress+Chess%26settings%3Dfortresschess1 The setup is basically just weak pieces so far [still need several icons made for this], and sketches in the general outlines of the force sizes and dispositions. Currently I plan to put small, powerful forces in the corner forts, weak and medium-strength pieces in the corps flanking each army, maybe add a few pieces immediately behind the army on the board, keeping them short and medium range pieces, and put the high king, his marshall, guards, and the elite troops and reserve behind the steward wall. This setup minimizes the initial effects of unlimited sliders, and will have about 80-100 pieces/side, of which about 25-30 or so pieces will be 'fortress' pieces, ie: formations of wazirs and stewards, and their leaders. I will also add an alternate frontline setup, with only one flanking corps per side, on opposite flanks. Finally, the formations of wazirs and stewards are the forerunners of a new type of 'piece', consisting of several mostly shortrange pieces and a leader unit specific to them that they must be in 'contact' with to move. These would be 'Autonomous Multiple Pieces', or AMPs. While the 2 examples I've discussed so far are simple and slow, if these amps evolve a bit [a 3rd piece would be 6 forward-only ferzes and their leader - to make it a better attack piece, up the number of its components allowed to move each turn], their natural habitat would likely be on boards of side 30-50. I see them evolving specific organs [pieces] for attack, defense, and movement. But they are for later, larger games. I'd call those variants 'Amoeba Chess', but that name is taken by a game [by Jim Aikin; preset by A. Sibahi] that has a board that changes shape slowly, so maybe I'll go with something like 'Puddle Chess', where 2 groups of 1-celled critters fight it out for control of a splash of water on a city sidewalk. First, however, I have to finish this 'proof-of-concept' 24x24 game. [Anybody taking bets on how the game comes out? I got a couple bucks to put down... ;-) ]
I am thinking of lines of 12 Pawns (or 10 Pawns flanked by a Ferz on each end) on the 5th and 12th ranks on a 16x16 board. Could be as little as two lines of ten pieces each on ranks 3 and 4 (also 13 and 14). That results in 32 pieces per side and 75 percent empty squares. Perhaps Pawns could promote on ranks 3 and 14. Time to crunch some numbers ... first some 8x8 board values:
Pawn=100, Ferz=170, Silver General=280, Commoner=400
(FA)=250, (WD)=275, Knight=300, Free Padwar=320, Lion(HFD)=525
Cannon=250, Bishop=300, Rook=500, Archbishop(BN)=700, Queen=900.
Now I am going to adjust these values for 16x16 by using multipliers scaled by the square root of two (16/8). Observe:
[0.707] Pawn=75(?), Ferz=120, Silver General=200, Commoner=275
[1.000] (FA)=250, (WD)=275, Knight=300, Free Padwar=320, Lion(HFD)=525
[1.414] Cannon=350, Bishop=425, Rook=700, Archbishop(BN)=1000, Queen=1250.
[Hey, David. Looking forward to seeing your designs at larger sizes. Apparently we have some agreement on pieces.] How do you get enough piece variety in a superlarge to make the game worthwhile without overloading the player with reams of rules? One way is to establish some basic piece types and modify each of them with a few different movement rules. To make this work, you must have a good, clear, simple, easily understandable symbology to go along with your good, clear, simple, easily understandable and short [for playability] rules. So we start by using David Howe's Alfaerie icons, something that is most likely very familiar to anyone who plays variants and would be reading this, and if not, the info is easily accessible. They are clear, simple, easily distinguishable, and easily modifiable, all great virtues for any game designer. Then we add a few simple symbols to the mix, that modify the piece moves. What sorts of pieces will we have? Let's look at '8 of Everything' [which actually has 8 of each FIDE piece, but 24 pawns per side] for some ideas. It's got 8 kings and 24 pawns, 32 pieces that move 1 square/turn. It's got 8 knights, which move 2 squares/turn. It's got 24 bishops, rooks, and queens, which as unlimited sliders, move up to 23 squares/turn. That's it. Now, admittedly, the bishops, rooks, and queens can move any number of squares up to their maximum, but there does seem to be a gaping hole in movement ranges between 1, 2, and 23. We want some intermediate-range pieces [well, I do, anyhow] to justify blowing the FIDE board up to 9 times its proper size. And a decent piece mix; Bs, Rs and Qs are all right in their place, but with all that space, we want a decent amount of shorter-range pieces, including some cut-down FIDES and some shortrange point and area covering pieces. Finally, we want a few kinds of leaders. Top dog is the king, but we will also use other leader pieces. Every leader will be allowed to move 1 piece under its command and within its [limited] command range every turn. This should take care of little problems like how we work multi-move turns and how to tame queens that can move 23 squares/turn.
My thanks to M. Winther for starting this thread back on [2006-04-22].
My chessvariant activities take me farther and farther away from the FIDE piece set. I have a few general ideas on using Shatranj strength pieces on a 16x16 board, with stalemate counting as a victory. Perhaps 30 to 48 pieces on each side, arranged in two 'ISLAND KINGDOMS' surrounded by empty squares. See Chess on a 12 by 12 board for a similar (but smaller) setup.
Is it legitimate to use Chieftain Chess as a springboard to superlarge games? Let's look at some numbers. My superlarge testbed is 24x24, for 576 squares. FIDE is 8x8 for 64 squares. CC is 12x16, for 192 squares, exactly 1/3 the size of the superlarge and 3 times the size of the standard, a perfect halfway point. While this guarantees nothing, it is a good sign. Our only concerns now are that there is some kind of discontinuity between large and superlarge that invalidates the extrapolations, or that I just screw up doing the extrapolations, and get bad results. I consider the second more likely. Pieces: FIDE/CC = 16/32 so triple the size, double the piece count... gives us 64 pieces as a reasonable number. This is a bit higher than our goal of around 50 pieces per side, and a bit lower than I expect the final tally for the game I'm looking at. I figure around 100 or so per side. [Background info: This game has been in concept for a while. It's a large/superlarge variant of Gary Gifford's 6 Fortresses. Hi, Gary! Remember what happened with our argument on Go and Chess? Now I got myself in the same situation with Mats about large boards and compound pieces. Glad you got me thinking about a very large version of 6F a while back - thanks!] Types of pieces: FIDE/CC = 6/5 This, I believe, is one of those tricky extrapolations - at least, I hope it is, because I plan to seriously bend if not break this one in my test game. I certainly don't expect to have only 4 different piece types in an example superlarge chess variant. In fact, I am going to try to cheat, and introduce a range of pieces, by adding not just some more pieces, but classes of pieces. The correct extrapolation here is to *not* have a large number of different piece types that are difficult to keep track of; one could comfortably keep track of maybe 10 different kinds of pieces. To add the variety of pieces a superlarge should have [otherwise, why bother?], we'll have to find a workaround.
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.
Large boards are certainly difficult to work on successfully; with all that scope, you have much more room for error. And you also run into a problem of scaling vs. playability. Any sorts of simplistic extrapolations to large size will run into a host of problems, many of which translate to tedium. A certain creativity is called for, a walk off the beaten path. That walk may often end tangled in brambles or floundering in a sinkhole, but sometimes it will lead to places you only thought you'd see in your dreams. I've seen some of David Paulowich's ideas. I think he'll come out with a game that meets his high standards and is in keeping with his design philosophy. I'll wish him luck, but I doubt he'll need it. I will, looking seriously at superlarge variants, games in the 20x20 to 30x30 range, just above my posted games range of 8x8 to 19x19. Got some practice, and think there are some guides to successful [2D] supergames. Moving multiple pieces per turn should speed the game up. Don't get carried away with pieces or piece types. Too many of either makes the game unplayable. Strict scaling to a 600 square board would give each side 150 pieces, which is probably ridiculous. Around 50 pieces is probably a good number as a general rule; this seems manageable. Balance the pieces to the size of the game. Using standard FIDE pieces and piece ratios is probably a bad idea. 'Eight of Everything' chess would fit nicely on a 24x24 board: PPPPPPPPPPPPPPPPPPPPPPPP RNBBNRRNBBNRRNBBNRRNBBNR xxxxQQQQKKKKKKKKQQQQxxxx All FIDE rules are in effect except: 1 castling, as the Ks and Rs are not aligned for it; 2 victory, which has new conditions, primarily by capturing all your opponents kings before you lose all yours; 3 movement, because you must move a different piece for each king you have remaining on the board each turn, or you lose. It's even got 64 pieces, fitting nicely with our general principle. But I don't think it would play very well. It violates too many other principles to be a realy good game. Enough for now, more later.
Hey, Andy, your question in our game about 10x10s prompted me to do 2 'kitchen sink'-type large game presets, a 10x10 and a 12x12. Because I had an overstock of shortrange pieces, most of them my own, I used them in the presets. Jeremy Good and I are pushing pieces in both. Should you be interested in taking a look, here are the URLs: /play/pbm/play.php?game=Lemurian+Great+Shatranj&log=joejoyce-judgmentality-2007-52-159 /play/pbm/play.php?game=Lemurian+Greater+Shatranj&log=joejoyce-judgmentality-2007-53-827 The non-standard pieces are described in 'Two Large Shatranj Variants' and 'Lemurian Shatranj'. On the 12x12, I tried to create a smallish, balanced, very powerful shortrange army. Each rank back increases in power. While the 10x10 has decently strong pieces, its unusual feature is the different pairings of pieces. There are 8 pairs of identical pieces, and those 16 pieces, along with the remaining 4, also form 6 families of similar pieces. These include 4 pairs of colorbound pieces which form 2 families. I'm trying to break a few stereotypes with these games. Probably just proving I'm crazy instead.
i really like bug board cv's and am actually building one that is based off hawaian chess and mideast chess and centennial chess
The discussion on board sizes in the Infinite Chess comments is very interesting for what it does not have, in spite of several versions of 'infinite' chess and the efforts of George Jelliss and Ralph Betza. There is nothing that approaches infinite, although Ralph Betza's 'chessboard of chessboards' [64 8x8 chessboards arranged in an 8x8 array] with its 512-square sides and over a quarter million squares does give you a little area to play in. But all the 'infinite' boards have limitations on how far away from other pieces any piece can move [making Mr. Betza's behemoth the largest actual board discussed]. They have flexible boundaries that can stretch and extend in any direction, but all the games have a finite number of pieces, so there is a maximum area the pieces can occupy if they are required to be within a specified distance of other pieces. Even if the requirement is merely being within some distance of one other friendly or enemy piece, and the pair of pieces go racing out across the 2D plain, 2 pieces don't take up a lot of room. And the rules tend to be written so that isolated pair cannot happen. The average size of these boards is probably under 20x20. Even with more pieces, the size probably wouldn't get much above 30x30, the total board area being near 1000 squares. This is wargame size. A chess board is generally about 100 squares in area (~30-300), and a wargame, about 1000 (~300-3000), very roughly. While there are some exceptions, this is accurate. Just not precise. Apparently, 'infinite' for chess variants means 'as big as a wargame.'
Tony, just saw the Go preset in 'What's new'. Thank you. Joe
For those who wished for a Go preset to try Chess variants on, here it is (19x19): http://www.chessvariants.org/index/msdisplay.php?itemid=MPgo Let me know what other features you would like, 9x9 board? The piece set I am using was created by Larry L. Smith for his 3-d ZRF's and only has the standard chess set. If anyone wishes to have other pieces, perhaps they could create some (they are very small and easy to modify).
Gary, I'd be very happy to have you and anyone else who wishes playtest this baby bear. Thanks. Joe
Joe: I do not mind play testing your GoChess on a 9x9 board. My statement regarding that this type of game was not for me was in reference to a 19 x 19 standard Go Board with future Wazirs and Ferzs dropped onto the board... to play test such a game on a 9 x 9 grid is fine with me... However, should there be others who want to play test the game,by all means give them preference over me. I wish you well with this game.
Go Chess; hard to think of many outside of Vulcans or mentats, or somesuch, who would actually play this game. It has every feature/suffers from every flaw of big CVs. If done right, it may even add a new sin to the big CV list. *It's extremely logical. You're in control. You can build every piece and board position step by step yourself. *It's excruciatingly slow. You have to build every piece and board position step by step. It'd take Deep Blue to have even a chance at 'mentally' organizing the chaos on the board to plan even a little ahead. HAL wouldn't have a chance. ;-) *You will have a large number of pieces and types of pieces to contest with, making for rich tactical opportunities and strategic play. *You will have to wade thru legions of the opponent's pieces before you even get close to the king. This last contrast has a direct bearing on any large CV. There is always the temptation to load up the board with pieces; they look so empty with 100 - 200 empty squares and 30 - 50 pieces. But you can cut to the chase fairly quickly; you don't have to exchange your first two rows of pieces with your opponents before you can get down to serious maneuvering. Being up a queen in Grand Chess is far more meaningful than being ahead 7 - 6 in queens in '8 of everything' chess. But not all big games have to feature goodly numbers of power pieces. Try a big game with pieces that only move 4-5 squares at most; see what that's like. Different piece strengths give different game flavors. Most large games have pieces that move across the board, knights, and the king/man piece(s). That's so one-sided. How many pieces is too many? Most would say it's a matter of taste, but I think measuring piece numbers against playability will at least give use a useable product, which is a consideration. I think it's a sin to put pieces on a board just to fill in spaces. Either get rid of the spaces or find a more creative use for them. David Paulowich has used the first method, of getting rid of spaces, and creates tight, intense games on 8x8 boards. I've attempted the second, with some unusual board design, but so far met with less success. Doesn't mean I'm wrong, just means I have to try harder. Now, with all that being said, I kinda like GoChess. Anyone interested in discussing rules attempting idea playtesting? A 9x9 to 13x13 would be a decent size to try things out. Done right, it could be almost choked with pieces of widely varying powers in semi-random starting positions. So I've got nothing (other than what's in the first paragraph;) against large games with all the trappings. I'll offer all my opponents in this debate a new big CV, goChess, to atone for my heresies. Except you, Gary. :-) For you, I got another game, Lemurian Shatranj, featuring some new moderate-range pieces, because you already said goChess is not your style. I promise you'll find Lemurian Shatranj intriguing, buddy. :-) Enjoy Joe
I like your idea, Joe. There is another variant somewhat germane to this discussion, and that is 'Diffusion Chess' by the brilliant and highly creative Alexandre Muñiz famous in part for the invention of the Windmill piece. Someone should definitely create a GO Board for the Game Courier preset so we can try out some of these nifty chess-go variants. http://www.chessvariants.org/32turn.dir/diffusionchess.html
I do believe Joe is on the right track now regarding GO and Chess Variants. Changing GO pieces to Wazirs and Ferz would make it a Chess and GO Variant at the same time. But that is not a game for me. GO has been played as it is for about 4000 years, and I still enjoy playing GO by its intended ancient rules. To get Chess, I simply play 'Chess.' But Go variants are out there. Games like Pente, Go-Moku, Orthello, etc. There is certainly room for Joe's new GO-Variant idea.
GO CHESS Was well into the second mile of my walk, just past the local police and fire stations, when my comment to Gary about Go being just a ferz and wazir movement away from chess ran through my head, bringing the following train of thought. Play a game of Go. As you put your stones down, mark them with either an 'X' for ferz or a '+' for wazir. A stone gets an X if it is not connected to any friendly stones when it is placed. It gets a + if it is connected to one or more friendly stones. Captured pieces lose their markings. When the Go game is over, the captured stones are used to fill territory, the Go score is calculated, and the captured stones are removed from the board. Then the chess game starts. White moves one piece either along a line to the next intersection, W, or diagonally across a square to the opposite corner intersection, F. Last person with pieces wins the chess game, and scores one point per piece left. The total score is figured as the sum of the two. Still not chess, but getting there. Okay, no king? Make all the pieces pretenders. The last one left on a side gets promoted to king, with a king's W+F move. Still not chess? Drop the Go scoring. Play Go only for chesspiece placement, using all the rules of placement, capture, and when the game ends; but no score. More pieces? Allow a friendly piece to move onto and combine with another friendly piece. The N is a W-then-F mover, for example. Combos of Fs could build alfils, elephants, and bishops. Combos of Ws are dabbabahs and rooks. You could even set aside a certain number of moves at the beginning of the movement portion of the game to be used only for combining moves. You might even restrict all combining moves to this part of the game. You could have to make a single king, also. Now, you place your piece atoms and fight to destroy your opponents atoms in the placement stage, build your complex pieces in the combo stage, then play chess in the movement stage. This is Go morphed into chess, but where did it cross the line?
Okay, Gary, I stand chastened. 'Scum of the Earth reporting for barnacle-scraping duty.' I meant no offense in relating what most 19th century men thought about the general abilities and capacities of women and children, conveyed in the form of a game deliberately dumbed down to allow for their 'innate inferiority'. And I included computers in that disadvantaged group with Los Alamos chess - a 6x6 game dumbed down for the early computers. I was implicitly contrasting statements from the past with what we know now. I don't think I could beat today's computers, either. You wouldn't need a Deep Blue to beat me, a shallow HAL would be more than adequate. ;-) Your note made my morning. I'll try to be better, but I'm not a serious person, so I may slip. I am, however, a serious designer - you know I'd love to design games professionally, but it's a killer field to break into with no computer skills. So I enjoy what I do and maybe some day, I'll get lucky. In the meantime, I have a deep interest in the theory and practice of game design. And this topic of big board CV's, while I undoubtedly will never make a penny selling chess variants, is something I find extremely interesting and very useful. You've seen a couple of my non-chess games, Spaceships and 4War. I see very strong connections between them and chess, on more than one level. 4War grew out of Hyperchess. And I'm just starting to explore a Spaceships chess variant. So I don't see a sharp line between 'genres'. They cross-pollinate. I'm very interested in this topic, but I'd like to see a number of approaches to big board variants. For example, I oppose adding pieces because there's more room on the board. (This is undoubtedly a minority position, however. So I'm working to get the viewpoint adequately represented and examined.) And I oppose having a large number of different pieces because you've got all these pieces you just added because you had more room and now you're trying to figure out what to do with them. This affects playability in many ways. And I think playability is the first consideration of game design. Not the only, but the first. Enjoy. Joe
Joe, when you tell a joke, remember to keep the humor density above 50%, otherwise you have a JV (Joke Variant) which is hard to laugh at and can offend. Of course, when this happens the JV inventor usually comes back and says something like, 'Wake up, I was joking.' Or, 'You took me seriously?' So, how are we to know that the GO comparison to large CVs is not a joke? In fact, that is more humorus to me than is the ladies/kid comment. As for your statement: '... after the 2 extremely bitter and hard-fought draws I've played against zcherryz, if you think I'd seriously maintain men are innately better than women at chess, you're crazier than I am.' Response: I think you implied that particular conclusion with your computer, kids, ladies 6x6 statement. Interesting that your Zcherryz draw is only mentioned after-the-fact.
Hi, Gary! You always take me so seriously. :-) 1 You've defined 'large, medium and small' in reference to FIDE. Okay, then I stand by my initial statement. ;-) 2 On women, children, and early computers: When I did a bit of research on 6x6 a while back, as well as Los Alamos Chess, I ran into variants from the 1800's that were specifically designed as easy chess for the ladies and (precocious?) children. First, I will say, for the record, I am a New York liberal, living smack dab in the middle of the NY metro area, on the east bank of the Hudson River. Then I will (gently) point out that the line you object to was sarcastic, and that NY liberals (even if they are only fake liberals and don't really mean it) are not likely to seriously espouse such a position. Second, after the 2 extremely bitter and hard-fought draws I've played against zcherryz, if you think I'd seriously maintain men are innately better than women at chess, you're crazier than I am. And as far as kids, I'm 58. I have a 32 year-old son and a daughter who will be 25 in 25 days, and comes off our car insurance! As far as I'm concerned, probably most of the people on this site are kids. And I can tell ya, I'm certainly not beating them all. :-) On the serious side, we do have a few points of agreement, in that we both apparently feel (from what you said) that 8x8 is actually the smallest decent size for a game. [Before the winners of the 44, 43, 42... square contests kill me en masse, let me admit to a number of awesome small exceptions discussed some other time.] And we can agree to call 10x10 and 20x20 'large'. But I still maintain that a large board gives much greater scope for elegant simplicity. Too many pieces can muddy the theme; you might as well play a wargame. [I design those, too.] As always, these discussions with you get me thinking. Enjoy! Joe
I had figured I'd comment no further on this subject.... but, I can't resist on a few points. Joe stated: '...And 10x10, or 20x20, is not 'large' - for square, even-numbered boards, 8x8 is about the smallest size that gives a decent game -' Response: Board size is relative. Most chess players would consider a 10 x 10 variant (100 squares vs 64) to be large. 20 x 20 also is large, relative to an 8x8 board (which appears to be the 'standard' of measure since we are talking about chess variants. Joe continues: '.... clearly 2x2 and 4x4 are useless,' Response: I'll not argue that. Joe continues, ' and 6x6 is 'the easy game for the ladies and children' Response: Ouch! If the Polgar sisters could hear that, and Maria Ivanka (9 times Hungarian Woman's Champion. And if the young child prodigies could see that statement...' So, I disaprove of that statement. Many women and children do quite well, very well, on the 8x8 board. I am confident that gender and age do not limit ones performance to certain small games. Joe continued: For odd numbered boards, 5x5 is useless, and 7x7 is Navia Dratp. Response: Navia Dratp makes use of a 7x7 battlefield. But there is a 1 x 7 Keep behind the north and south edge... as well as a 'graveyard' and 2 economic crystal-regions per side. So a mere 7x7 board is a little misleading. Joe also writes: 'Please, define your terms. ;-)' Response: I mainly wanted to defend the honor of ladies and children in this comment, following the 6x6 remark. I have no terms to define. Best regards to all.
Hi, Gary. A good part of our difference is merely a semantic debate. I, too, agree with the ideas you express: 'My point was simply that large boards are a good home for long-range pieces and more types of pieces.' That's 100% accurate, and I agree with you. My problem here is how you define 'large', and if greater numbers, longer ranges, and more different pieces are required by larger (not 'large') boards. The point about Go is that a 19x19 board is small enough that 2 players merely putting unmoving stones on the board one at a time in alternating turns is a good game. And it isn't even chess. My 16x16 4D game uses only a standard FIDE piece set, with close to FIDE moves, and starts with a piece density of 12.5% My 9x21 game starts with a piece density of 19%. Grand Chess, as well as 2 of my large shatranj variants, all start with a 40% piece density on a 10x10 board. Maybe my argument here is one of aesthetics. Larger boards do not require larger numbers of pieces. Elegant simplicity is a valuable goal in game design, for it increases the playability of the game. And 10x10, or 20x20, is not 'large' - for square, even-numbered boards, 8x8 is about the smallest size that gives a decent game - clearly 2x2 and 4x4 are useless, and 6x6 is 'the easy game for the ladies and children' and early computers, so 8x8 is the bottom. For odd numbered boards, 5x5 is useless, and 7x7 is Navia Dratp. Still not much room below 8x8, and 7x7's can have their bishop setup problems. Please, define your terms. ;-) On piece 'powers' - this is where I was tongue-in-cheek, in describing pieces with diminishing *linear* ranges. On a 4x4x4x4 board*, you can only possibly go 3 at most from your starting position in any one direction, but you have a lot of directions in which to go. A simple rook, moving linearly, can reach 12 positions on this board. A knight, in the middle, can reach 23, using only its 'L-shaped' move. Even from a corner, it reaches 12. *Of course, the board is actually physically 16x16, divided into 4x4 sections, and movement rules simulate the 4x4x4x4 board, but you could use Great Shatranj pieces, none of which move more than 2 squares, quite successfully on that board. I am not arguing against any position as much as I'm arguing for mine. If you say 10x10 is big, and requires at least 25 pieces per side to maintain the 50% starting density, and we need amazons at least, then I'm arguing against you. ;-) Enjoy. Joe (and I know I left a lot out, but next time)
Jeremy: Thanks for the game compliments for Joe and me. Much appreciated. On your other note: I looked briefly at Gess, and noticed that those stones move and that I will need to revisit the rules to get a better feel for that game. In regard to the other conversation (with Joe), Joe stated, 'I look at a game as (almost always) having 3 components, pieces, rules and board. Go stones, X's and O's, chessmen, they're all the same in this view, the game pieces. The difference is in the rules: the 1st two games' play involves placing the pieces on the board in an advantageous way; chess already has the pieces on the board, play involves moving the pieces advantageously.' Response: But GO stones, X's, and O's, unlike chess pieces, lack mobility once placed... it is the 'zero-mobility' that is of interest here. My point was simply that large boards are a good home for long-range pieces and more types of pieces. Saying that this is not the case by using GO for comparision is where I disagree, simply because GO (as it has existed for 4,000 years) is simply not a Chess-like game. The fact that pieces do not move is very important here. So I am more inclined to look at Turkish Great Chess from the 1700's, Freeling's Grand Chess, Trice's Gothic Chess, etc. when discussing Big Board CVs. And though GO uses a big board, it still is not a CV. On a related note, I am playing a game of Duke of Rutland. It is a large variant with conventional pieces and one excpetion piece (moves like a Rook or King) ... to me that board's size is almost crying for more mowerful pieces and a few different piece types. To replace existing pieces with shorter range ones, or to reduce the exisiting (limited variety) would make that game worse.
Hey, Jeremy - yes I have looked at Gess, and I think it's an excellent idea that hurts my head. Simple, brilliant, and leading to possibly mind-boggling complexity. I like it and I'm afraid to play it. I see LL Smith wrote a zillions implementation for it; I'd recommend checking it out. Michael Howe mentioned being interested a year ago... maybe someone is now. I suspect it's easily as much a game of pattern recognition as it is a game of chess. ps: if you like my games, you're easily impressed - admittedly, I like 'em, but everyone who knows me knows I'm easily impressed - enjoy ;-) pps: Gess is a great example of an 18x18 with delightfully simple pieces and rules. I'm almost tempted to play it.
Hi, Gary. Okay, you said: 'I am inclined to agree with the opinion that larger boards can more easily accomodate pieces with greater mobility... and that multi-move turns are more at home on such boards... as are larger numbers of different piece types.' Me, too. I just felt that two things were being fluffed over. One is how big 'big' is; and the other has to do with designing increasing numbers of pieces and powers as you increase board size. I personally feel 8x8 is small; but I don't agree that larger boards mean more pieces. I think an often more elegant solution is to use a few pieces on a large board. This allows the workings of the pieces and the board to stand out more clearly. This is, of course, personal preference only. Where I differ from you is in 2 other statements: 'But still, I would not consider the GO stones as chess pieces any more than I would consider the 'X' and 'O' of tic-tac-toe to be pieces' and 'The fact that GO pieces work well on a 19 x 19 board has no signifigance to chess pieces.' Those two statements go right to the foundation of my design philosophy. When I first decided to design games seriously, I thought about what any game was, how to look at it, and where I could stake out a unique position. I look at a game as (almost always) having 3 components, pieces, rules and board. Go stones, X's and O's, chessmen, they're all the same in this view, the game pieces. The difference is in the rules: the 1st two games' play involves placing the pieces on the board in an advantageous way; chess already has the pieces on the board, play involves moving the pieces advantageously. The above is a gross simplification, but this post is already long. I'll finish by suggesting that Go pieces are only a shift from wazirs and ferzes. In conceptual space, Go is fairly close to one 'side' of chess, and 'Little Wars' or Axis and Allies are roughly on the other side of chess, fairly close, along the complexity line. Tic-tac-toe is on the other side of Go from chess and the other games along that complexity line. Enjoy. Joe
Hi, Joe and Gary. I'm a huge fan of both of you and your chess variant contributions. There is a chess / go combo that really has me fascinated and I'm wondering whether either of you have checked it out. It's called Gess. http://www.chessvariants.com/crossover.dir/gess.html
Joe: Thanks for the elaboration. It clarifies things quite a bit. As for GO, I am familiar with it and am currently playing a game of it over the internet. But still, I would not consider the GO stones as chess pieces any more than I would consider the 'X' and 'O' of tic-tac-toe to be pieces. The fact that GO pieces work well on a 19 x 19 board has no signifigance to chess pieces. I am inclined to agree with the opinion that larger boards can more easily accomodate pieces with greater mobility... and that multi-move turns are more at home on such boards... as are larger numbers of different piece types.
Hey, Gary! Agreed Go is not a chess variant. It is at once much simpler and more complex than chess. I was using it as an example of a 'large' board game that has about the simplest, least powerful pieces possible. They just exist, they don't even move. The game is played 1 stone at a time. For those of us who are not experts, there isn't even a clearly defined end to the game. But it is an awesome game, and conceptually much simpler than chess. On a big board. Consider it a point in game-space, that nebulous conceptual area where all games reside, just outside a boundary of chess. It's like 'Little Wars' in that respect, using much of the trappings of chess-like games, but being clearly outside the boundary. So we can define 'chess' by triangulation, if you like, or not, if not. As to my statement about the size & range trend, it was in strict reference to my designs. I apologize for not making that clear. Specifically, with reference to Hyperchess, Walkers and Jumpers, and my large shatranj variants, the statement is [reasonably] true. BTW, I hope you like the new piece designs for Grand Shatranj, Gary. I will admit to being somewhat tongue-in-cheek in my whole approach to this topic, though. Just because they're attacking my whole design philosophy of minimalism and simplicity is not reason enough to get all exercised. ;-) Enjoy. Joe
I doubt that there is much value in discussing GO in relation to chess variants large or small. There are many large chess variants with a variety of 'moving pieces' and Kings. GO is simply not a chess variant. But, perhaps Joe is being sarcastic? In regard to his statement that 'the general trend is the larger the board, the fewer the pieces, and the ranges in 'linear' distance often decrease' ... that certainly seems opposite of what I've seen. But, subtle jokes and sarcasm are plenty in the comments these days, so, perhaps Joe is just having some fun here.
Gentlemen, let me stick an oar into these murky waters. My first question is: what do you mean by 'big board'? If you accept FIDE as the standard, then anything above 8x8 is 'big'. I would argue against that and the ideas that you need really powerful pieces, or even many pieces, and more than 1 move per turn. (At least up to, say 25x25 ;-) At 19x19, Go does quite well with merely putting non-moving pieces on the board one at a time. I've worked at 'large' sized boards (10x8, 10x10, 9x21, 16x16) and, now that I'm looking at it, the general trend is the larger the board, the fewer the pieces, and the ranges in 'linear' distance often decrease, but that's because the 9x21 is conceptually also 3x3x3x7 and the 16x16 is similarly also 4x4x4x4, so you can't go very far in any one 'direction'. Okay, you might think that last bit is all bs, but Go still elegantly demonstrates you don't need powerful pieces for a large board. And the 9x21 game (189 cells) is a chancellor chess variant using only the standard 9 pieces and pawns per side of chancellor chess. The 16x16 game (256) uses only the standard 8 pieces and pawns of FIDE per side. Andy Thomas has made some excellent points. I think he's right in all of them. I just need to know what size we're talking about, and am curious about the line between chess and wargames, like say 'Axis and Allies'. I would recommend HG Wells book 'Little Wars' as an excellent example of what is clearly over the line. (It's also got great photos.)
Hello to all, I am wondering if here at non extreme competition site some answer is given. Stirred recently the BrainKing site because of claim? of some to have seen Fischer on large chess variant of Gothical Chess? Does know anyone about this? Game found here showing http://www.gothicchesslive.com/javascript/game.php?gameid=750 Can other say if Fischer is playing the one here? Sorry my Englisch is not the better!
(Just uploaded a little improvement on my Twinmove Chess.)
Double-move variants might be quite functional, at least if the double-move is constituted by a pawn move followed by a piece move. I've implemented this on an 8x8 board with regular pieces. This idea should be applicable on big boards, and with other pieces, too. There exist two variants of Twinmove Chess (zrf). In one variant pawn moves are compelled, until there exist no more pawn moves, when the pieces can continue moving without being preceded by a pawn move. In the other variant the player may abstain from the pawn move, and instead move a piece, but then he has lost his double-move.
Incidentally, I am amazed how relatively easy it is to create fully practicable chess variants. I didn't know this before. This occupation can be viewed almost as an art form. I now better understand why there exist chess variant societies, chess variant journals, and this very site. Actually, it reminds me of medieval alchemy, an activity that mixed rational 'scientific' content with imaginative creations. It is something about this mixture which is quite compelling. -- Mats
Hi Mats, the Help -> About should show: Version 1.3.4 - 0302, and User: Donationware Version - donate ! Otherwise you are starting an outdated version, e.g. within an old second SMIRF folder. Reinhard. http://www.chessbox.de/Compu/schachsmirf_e.html P.S.: SMIRF does not play like a fool. But it is answering in 0 seconds, if there is no valid key. The Donationware has its permanent key included.
Has somebody managed to get SMIRF to function under Win98SE? It runs, but plays like a fool, and one cannot change time-setting. I've deinstalled, removed old ini-files, an reinstalled. But it doesn't work. Mats
Mats, happy to see, that SMIRF is running now. But it seems, as if you have installed it into an existing folder containing outdated *.INI files. So unistall SMIRF, delete that folder and install again. Then you should be able to set bigger timings, too. Regards, Reinhard.
>fully-functional for playing ALL Capablanca chess variants.
You must be pulling my leg. SMIRF immediately loses piece always, and I cannot set playing time to higher values.
Hi Mats! Since some week SMIRF's development environment has been changed from Borland C++ Builder 6 to Borland Developer Studio 2006 - and it still is beta. Thus it easily could happen, that not everything is as it should be. Nevertheless any bad experiences there not have been reported yet beside of your missed DLL. It would be helping to learn about that DLL's name. Thank you! P.S.: please note your OS version, too. Thank you. P.P.S.: there is a new setup now including the file 'borlndmm.dll'.
'Can't get SMIRF to work because there is a dll missing.' ____________________________________________________ Please notify the developer of SMIRF, Reinhard Scharnagl. He really cares about correcting flaws. Meanwhile ... 1. Try to run the program again. [Note- It will not run.] 2. Write down the name of the missing file when the error message pops-up. 3. Download the missing file for free from any of several web sites that provide this service. 4. Repeat process until all missing files are retrieved and the program runs. Dependencies are required, supporting files. This is a list of dependencies for 'SmirfGUI.exe'- activeds.dll adsldpc.dll advapi32.dll apphelp.dll borlndmm.dll cabinet.dll cc3270mt.dll comctl32.dll comdlg32.dll crypt32.dll dbghelp.dll dbrtl100.bpl dnsapi.dll gdi32.dll imagehlp.dll kernel32.dll lz32.dll mlang.dll mpr.dll msasn1.dll msi.dll msimg32.dll msvcrt.dll netapi32.dll netrap.dll ntdll.dll ntdsapi.dll ole32.dll oleacc.dll oleaut32.dll oledlg.dll rpcrt4.dll rtl100.bpl samlib.dll secur32.dll setupapi.dll sfc.dll sfcfiles.dll shell32.dll shlwapi.dll user32.dll userenv.dll vcl100.bpl vcldb100.bpl version.dll w32topl.dll winmm.dll winspool.drv wintrust.dll wldap32.dll ws2_32.dll ws2help.dll wsock32.dll The list of dependencies for 'SmirfEngine.dll' is unneeded since all of those files are already included in the first list.
Anyway, it's possible to get Zillions to play well too, if one applies some tweaking so that it moves the centre pawns in the opening instead of hopping about with the light pieces, and also, to persuade it to castle. I've made those tweakings today in the 8x10 variants, downloadable here. Maybe I'll publish this after all, because it plays somewhat better than earlier publications.
I am thinking of implementing Hans Åberg's Capablanca variant, too, because it implies an improvement of the castle rules.
(However, my implementation has an advantage, namely that the engine more readily castles, thanks to tweaking, but I will not publish this zrf on this site because it is redundant.)
Mats
SMIRF http://www.chessbox.de/Compu/schachsmirf_e.html This is currently the strongest program available that is free and fully-functional for playing ALL Capablanca chess variants. It loads Embassy Chess (MBC) and several other games automatically at the push of a button. Gothic Chess, having a US patent, requires payment. Allegedly, the best opening setup is found in this game: Optimized Chess 8H x 10W http://www.symmetryperfect.com/shots/opti/ Of course, there are many ways to approach 'big-board CV's'.
Andreas, thanks for this information. What surprises me is that there exist no zrf of these two variants although they are easy to implement. Mats
at a certain point with large boards and many pieces, a variant should probably have multiple moves per side at a time, instead of 1 move per side... or the pieces should be really powerful... if you have a large board with single-moves and weak pieces, time can become a factor... some people might think it takes too long to play so i would imagine that, when designing the 'ideal' large board chess variant each of us attempts to factor these considerations in board size piece power moves per side time
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