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Having had a look at the game again, I suspect that taking over a Checkmated player's pieces in a game that has not only reintroduction of captured pieces but so high a starting piece density might be going too far down Shogi's no-endgame path.
Good idea, it would also work with Yonin Shogi and 125% Shogi.
Subvariant: kings can be captured and dropped. Player loses when he have no kings (kings in reserve are not counted) and gives all his reserve pieces to opponent, wich captured last king. Rule that prevents from dropping pawns to checkmate here should be complicated, but it can simply be ignored. It'salso intersting to play other multiplayer games with crazyhouse mutator in this way.
There is a typo in the diagram - one player has no Silver - and by 'W' you mean Lance, right? Haven't tried it yet but it seems that the large number of long-range pieces will overpower the game more than in Yonin Shogi. Plus it doesn't have the rules Yonin does about handling check and mate, which IMO is the best way to do it - but on the other hand, entirely removing the pieces of a defeated player from play seems like it might make the endgame more interesting and help control the large number of long-range pieces. (Question: are the mated player's in-hand pieces also retired from play?)
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