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Chaotic (Polymorphous) Chess. Play Chess with dice and flip the dice each turn to mutate the pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
(zzo38) A. Black wrote on Mon, Dec 15, 2008 07:05 AM UTC:
Here is a example game of Chaotic Chess: 1. partial 2 Two g1 - f3 1. = King on f3 1. partial 2 One b7 - b6 1. = Five on b6 2. partial 2 Two b1 - c3 2. = King on c3 2. partial 2 One e7 - e6 2. = Five on e6 3. partial 2 One e2 - e3 3. = Five on e3 3. partial 2 One h7 - h6 3. = Five on h6 4. partial 2 One d2 - d3 4. = Five on d3 4. partial 2 One d7 - d6 4. = Four on d6 5. partial 2 Five d3 x d6 5. = One on d6 5. partial 2 One c7 x d6 5. = Four on d6 6. partial 2 Three c1 - d2 6. = Five on d2 6. partial 2 Four d6 x d2 6. = Two on d2 7. partial 2 Five d1 x d2 7. = Four on d2 7. partial 2 One f7 - f6 7. = Three on f6 8. partial 2 Three f1 - d3 8. = Five on d3 8. partial 2 One g7 - g6 8. = Three on g6 9. partial 2 Five d3 x g6 9. = Three on g6 9. partial 2 Five h6 x g6 9. = Four on g6 10. partial 2 One g2 - g3 10. = Five on g3 10. partial 2 One a7 - a6 10. = Five on a6 11. partial 2 Four a1 - d1 11. = Five on d1 11. partial 2 Five b6 x e3 11. = One on e3 12. partial 2 One f2 x e3 12. = Four on e3 12. partial 2 Three f8 - g7 12. = Five on g7 13. partial 2 Four e3 x e6 13. = Five on e6 13. partial 2 Three c8 x e6 13. = Five on e6 14. partial 2 Four d2 x d8 14. = King on d8 14. partial 2 Three f6 x d8 14. = Two on d8 15. partial 2 Five d1 x d8 15. = King on d8 15. partial 2 Five e6 x e1 15. = King on e1 16. partial 2 Four h1 x e1 16. = Five on e1 16. partial 2 Four h8 x h2 16. = King on h2 17. partial 2 Five g3 x h2 17. = Three on h2 17. partial 2 Two b8 - c6 17. = King on c6 18. partial 2 Five e1 x e8 18. = King on e8 18. partial 2 Four g6 - h6 18. = Five on h6 19. partial 2 Three h2 - c7 19. = King on c7 19. partial 2 Five g7 x c7 19. = Four on c7 20. partial 2 King d8 x c7 20. = Two on c7 20. partial 2 Five a6 x a2 20. = Four on a2 21. partial 2 One b2 - b3 21. = Three on b3 21. partial 2 Two g8 - f6 21. = King on f6 22. partial 2 Two c7 x a8 22. = Three on a8 22. partial 2 Four a2 x a8 22. = Five on a8 23. partial 2 Three b3 - f7 23. = King on f7 23. partial 2 King f6 - e5 23. = Five on e5 24. partial 2 King c3 - c4 24. = Five on c4 24. partial 2 Five a8 x e8 24. = King on e8 25. partial 2 King f7 x e8 25. = Five on e8 25. partial 2 Five e5 x e8 25. = King on e8 26. partial 2 One c2 - c3 26. = Five on c3 26. partial 2 King c6 - b7 26. = Five on b7 27. partial 2 Five c4 - c6 27. = King on c6 27. partial 2 Five b7 x c6 27. = Three on c6 28. partial 2 Five c3 x c6 28. = Three on c6 28. partial 2 Five h6 x c6 28. = Four on c6 29. partial 2 King f3 - e4 29. = Three on e4

(zzo38) A. Black wrote on Sat, Nov 22, 2008 04:00 AM UTC:
I made Zillion file of Chaotic Chess.
Download ChaoticChess.zrf: http://zzo38computer.org/Zillions/ChaoticChess.zrf
You also need the Z_GenImg library: http://zzo38computer.org/Zillions/Z_GenImg.zip

Larry Smith wrote on Mon, Jul 12, 2004 11:42 PM UTC:
Actually, having either right-hand and left-hand dice on the field would
nicely add to the complexity of the game.  Whether one player has
right-hand and the other left-hand.  Or either player has a mixture of
both(I like this one).

Since the entire(or at least 5/6) die is visible, the players ought to be
able to determine their potential.  

The dice that I'm making will be equally divided between right- and
left-hand.  How they are distributed in the initial set-up will be the
option of the player.  I'm planning to torture one of my nephews with
this game at the next family get-together. ;-)

I'm still using standard chess fonts for the faces.  This does not
preclude Michael Howe's suggestion(a really good one) of applying other
piece types to the faces.  For example, the Bishop symbol could also stand
for a Cardinal or the Rook symbol for a Marshall.

But I would like to make a Zillions implementation of this game.  So
establishing a few basic guidelines will help in this endeavor.  I've
already got the basic graphics for the game.  They are 3D so that the user
can see the sides of the dice.  These cubes will only have pips.

Laurent Dubois wrote on Mon, Jul 12, 2004 09:36 PM UTC:
Hi Larry,

oui, le français est ma langue maternelle;

you are right, I did not take into account the configuration of the dice;
in any case, it can be a matter of convention or left to... arbitrariness
;)

About Fischer's Random Chess, among others, really, I don't discuss the
pertinence of the variant per se, which is perfectly respectable and
interesting, but its practicability in competition because of the
dissymmetry between the games it causes.

'All good things' on board,
'All good things' in space ;)

Best wishes
Laurent

Larry Smith wrote on Sun, Jul 11, 2004 01:24 AM UTC:
Parlez-vous français, Laurent?

I think that there may be some confusion in translation.  

I have a good idea of what you mean by 'displacement', but I am not
absolutely sure.  I note that you are determining a difference in the
subsequent face-value according to distance.

But the possible faces will be determined by the dice type.  Did you know
that there are left-hand and right-hand dice?  This is based upon the
order of the faces in relation to two opposing faces.  

This is further explained at the following site: 

http://homepage.ntlworld.com/dice-play/DiceStandard.htm

So, players might have different types of dice on the playing field. 
Unless the specific type was determined beforehand.

And just an aside, I would not consider any reasonable game arbitrary. 
Regardless of the amount of chaos present. ;-)

This includes Fischer's Random Chess.

Laurent Dubois wrote on Sat, Jul 10, 2004 02:22 PM UTC:Good ★★★★
Thank you so much for your comments. I take advantage of the occasion to
say my pleasure and pride to be a chessvariant member despite of my
limited background in this field. 
Moreover, really, 'chaotic' or 'polymorphous' chess was just an
unexpected possible development of the idea of playing dominoes with
dices. This is probably the reason why I did not develop much time in
exploring more deeply the richness of this variant. Your comments are
incentive.

Conventions:

1 = Pawn
2 = Knight
3 = Bishop
4 = Rook
5 = Queen
6 = King

In case of multiple kings, they simply have to be mated one by one;
don't
forget that the extreme sensibility of the least move can quikly turn an
areopage of kings into an army of pawns!

About pawns precisely, some necessary movements, like a gear, will give
occasion to any piece to come to life again.

Displacement: you use a column/range method, in this precise order, as in
move's notation. For example, a bishop that starts from d3 to go to h7
with an up-face value of 3 and a player-value of 1, will stay with its
up-face value of 3 and a player-face value of 1; but if it went from d3
to
g6, it will become: up-face value 6 (king in our convention) and
player-face value of 2 (knight in our convention).

Initial position: (let's note that the chaotic nature of the variant
appears in the existence of multiple possibilities of initial positions
themselves!). In order to avoid a quick plethora of kings, I suggest that
the player face of the pawn be a bishop.

Larry Smith wrote on Sun, Jul 4, 2004 12:22 AM UTC:
Just a few suggestions:

The rotation of the die could be based upon the direction which the piece
moved.  Orthogonals would give the piece a single option.  Diagonals would
give the piece two options.  A Knight-oriented die would always have two
options.

The optimal orientation of these faces, clock-wise or counter-clockwise,
might prove interesting.  How would each die be initially oriented on the
field?

The presence of multiple Kings might be handled in several ways.  I would
opt for check-mating the last King, and the capture of all others.  This
would allow the option of creating a King in response to a check.  Greatly
increasing the potential depth of the game.

About the potential of Pawn promotion:  A piece which moves to the last 
rank and becomes a Pawn, whether or not by choice, would then be given 
the option to freely promote to any face.

Castling might prove un-necessary or impossible, unless this was allowed 
without any rotation of the two effected dice.  I would opt for this.

Larry Smith wrote on Sat, Jul 3, 2004 11:16 PM UTC:
A very interesting concept.  I would assume that it is not allowed to move
the King-oriented die until there is at least another.

I'm actually making a set for this game.  I have a bunch of blank
half-inch cubes which I use for such purposes.  But instead of marking
them with pips, I'm considering standard chess fonts.  I might draw them
with a felt-tip or print out a sheet of these symbols and cut-and-paste
them on the faces.

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