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Schizophrenic Chess. Game on 12x7 board with Left and Right Schizzys, Bobbers, Teleporters and other exotic pieces. (12x7, Cells: 84) [All Comments] [Add Comment or Rating]
George Duke wrote on 2009-08-18 UTCGood ★★★★
Schizophrenic was Generation 2 CVPage, out of 4 Generations of the many-headed hydra so far, by dint of Schiz's year 2002. If having a Left Schizzy, estimated value 5.437, and a Right Schizzy both remaining, be reluctant to trade one for a Squire, who moves like a Rook. However, try to do so, if down to just one Schizzy in exchange for a Squire, when the opportunity remotely presents itself, and especially for one of the paired opponent Schizzies, smashing that deadly tandem twosome to bits -- or cutting it up in half. http://www.chessvariants.org/piececlopedia.dir/taxonomy.html

George Duke wrote on 2007-11-01 UTC
1998 Upchess' one type piece moves according to the Rank it is on. The Bobber in Schizophrenic Chess the first time it moves is a one-step Queen(=King nonroyal). Its second move allows up to two steps Queenlike(Lavieri's Lion-Man et al.) Third one- two- or three-step Queen. By its 11th Move it is full Queen and stays that way on the 12x7 board. The moves of Left Schizzy and Right Schizzy depend on whether they are in files a-f or g-l. Obviously the two reverse each other's pattern, either moving like a Queen from one half of board or an Omega Chess Wizard plus Knight from a starting square in the other half of board. Schizophrenic year 2002 thus is taken to have drawn on Upchess.

Ben Good wrote on 2002-12-07 UTCExcellent ★★★★★
well, i had been holding off on making comments about contest entries until the judging was done, but since everybody else has started it's obviously not a big deal... <P> this game is a lot of fun and the pieces are neat. i eventually plan to put the teleporter and the bobber in the piececlopedia. i've found that the 12x7 board weakens the B and N about equally, altho of course there is no N in this game, the royal knight is a different piece altogether and on a smaller board is worth much more than a rook. (as a side note, i've found that the 16x8 board in short's doublechess weakens the N and B about equally). <P> i was initially skeptical of the 12x7 board because i've found that boards with odd numbers of rows in games not using shogi pawns are unbalanced because whoever moves first usually has an easier time taking control of the center row and thus gaining an advantage. had short used standard chess pawns this would've been a problem, but i've found that the crab effectively eliminates this problem. <P> one curious aspect of this game is that it is the first (and only) game i've seen where castling is usually a liability rather than a help. this is because castling puts the king in the middle of a stretch of empty squares which are then vulnerable to teleporters (altho the special teleporter rule helps against this, i'm not sure if this rule is implemented in the zrf or not). when i played zillions i lost every game by teleporter attack until the game in which i didn't castle.

Mike Nelson wrote on 2002-12-06 UTCExcellent ★★★★★
This game is quite excellent in the exotic pieces category. A more playable version of Existentialist Chess (itself a deliciously wierd game). <p>I'll hazard a guess about the comparative non-use of 7x12 boards: the non-square board weakens the Bishop (or the diagonal move component of other pieces). Of course the larger than 64 squares board weakens the Knight, but 7x12 may unbalance the values so that the Knight is stronger than the Bishop. Perhaps some designers tried this board and the resulting games didn't feel quite right. <p>By the way, I don't feel that unequal Knights and Bishops are a design flaw (I used them by intention in my own entry), just that it won't 'feel right' to some. <p>For my own part, it just feels natural to start with a square board as a basis and add or subtract squares to get the desired square count.

David Short wrote on 2002-12-06 UTC
Sorry about the redundancy in the teleporter rules. At first I was only
going to let the teleporter go back to the corner squares if they
were occupied by an enemy piece and let it explode, removing both the
teleporter and the enemy piece, and later decided to extend that to any
square on the player's own first rank occupied by an enemy piece. 

I won't give myself a grade here because obviously I am biased.
No one else has a comment for my game? I think I've created some rather
interesting and unique pieces here, don't you think? Bobber, Schizzies,
Teleporters, Crabs. It amazes me how few entries in this contest 
actually went for the most obvious configuration of either a 7 by 12
board, or a 12 by 7 board. 

I look forward to reading other comments to my game.

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