Check out Symmetric Chess, our featured variant for March, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Comments/Ratings for a Single Item

Earlier Reverse Order Later
[Subject Thread] [Add Response]
Andy Thomas wrote on Sun, Jan 29, 2006 09:08 AM UTC:
http://americanchess.tripod.com

Simply scroll down the page and you'll see it there at the bottom.

Hi,
As some of you know, i've been working on a game called, 'operational
chess.' I have a new variant which is closer to the original idea for the
game. 

After a lot of experimenting on victory conditions in the first version, i
came up with the idea of each side having 3 outposts and 2 strongpoints for
this 2nd, 'objective chess' version.

If you've played the original version (which i later nicknamed,
'carnage') you probably noticed that virtually every piece on the board
was under attack at the start. The missiles and bombers were usually the
first to go.

To make it more interesting for these powerful pieces, i re-implemented
the 'backline' rule from american chess where pieces on your own 1st
rank (or backline) are immune to your opponent's strongest pieces.

The board was enlarged to 17 files by 11 ranks and in contrast to the
original operational chess, almost none of the pieces start the game under
attack; and the attacks which can be made at the start are not worth
doing.

The rook and bishop (tank and cavalry) can leap 1-4 squares along their
traditional counterparts' axis; orthogonal for the tank and diagonal for
the cavalry. So these pieces don't have nearly the mobility of their
traditional counterparts, but their ability to move 'through' other
pieces gives them a different kind of ability.

Many pieces have a gun-capture (rifle-capture) capability. These are all
at varying ranges: Helicopter-4, Strongpoint-3, Tank-3, Cavalry-3,
Infantry-2, and Outpost-1. This gun-capture capability is along both the
orthogonal and diagonal for all such pieces.


The 2-star, 3-star, and 4-star generals can move 2, 3, or 4 spaces in any
combination of directions. The 3-star and 4-star generals in particular
are able to approach the long-range gun-capture units outside of rheir
8-way firing lanes.

In any event this new version of Operational Chess is much closer to what
i'd originally intended it to be. I have submitted the .zrf .zip file to
the editor here, and to zillions-of-games.com, and have put it at the
website: 

http://americanchess.tripod.com

simply scroll down the page and you'll see it there at the bottom.

The early game starts with the infantry establishing short, range-2 firing
lanes while the helicopters, tanks, and cavalry move up for support. The
generals also move off of the backline and try to get within striking
distance of the long-range gun-capture pieces of the opponent. With the
relatively short range of virtually every piece on the board, pieces can
flow back and forth behind the main line of combat, organizing attacks and
counterattacks. 

A well-placed gun-capture piece can typically threaten 3 or more of the
opponent's pieces along its 8-way firing axis. 

The infantry can form pickets in the late to mid-game; 2 squares apart so
their gun captures interlock.

It's difficult to stop a concerted attack against your outposts. It is
much easier to defend your 2 strongpoints. Nonetheless, if given the
opportunity you can bolster the defense of your outposts by moving some of
the nearby pawns up 1 rank before your opponent gets the chance to do the
same.


The end-game involves multiple pieces supporting each other on a final
attack against the opponent's strongpoints. If you've done well you'll
also have missile and/or bomber superiority.


I hope you enjoy it.

thanks for your consideration,
andy

Earlier Reverse Order Later

Permalink to the exact comments currently displayed.