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The 40-squares chess variant design contest: Winners
The winners are known for the contest to design a chess
variant on a board with exactly
40 squares.
22 games were submitted in this contest, and the jury, consisting of Ralph Betza
and Ben Good evaluated the games on
originality, playability, and
more. The two jury members independently made a selection of those games they
found best. These two lists
directly gave a clear winner for the contest, as the game that was placed on
position 1 by Ben Good was
placed on an ex aeqo position 1-3 by Ralph Betza. The places 2-5 from the final
ranking are given to the
games, that ended on positions 2 and 3 from Ben Good's list, and the other two
games on Ralph Betza's
top-three list.
Winners
The winner of the contest is:
- Philosophers Chess. By Darren
Izzard.
And the runners-up are:
- Cuarenta. By J. Mark Thompson. Selected by Ben
Good.
- Magician Chess. By Jonathon Whittle. Selected
by Ralph Betza.
- Chromopolis. By Alexandre Owen Muniz.
Selected by Ralph Betza.
- Smegi. By Fergus Duniho. Selected by Ben
Good.
Congratulations to all winners!
Honorary commendations
From the comments of the referees, a number of `runners-up' were selected. Some
of these games have been
mentioned by one, some by two of the referees as being among their most
favorite from the competition.
The order is alphabetic:
Thoughts on Judging, by Ben Good
At the beginning I thought that originality would be the most important
thing when judging the entries. But I soon discovered that playability is
most important; it doesn't matter how original or clever a game is if it
isn't fun to play. I felt as judges it was our job to rate the games as
they were submitted, as games meant to be played and enjoyed, not as simply
a collection of ideas that might be used to make a bigger, better game.
Likewise I didn't consider how good a game would be if a few of the rules
were changed around to make it better. If it didn't work as submitted, it
wasn't considered a winner. One of the first things I learned as a judge
was that you can't judge a game just by reading the rules. A lot of games I
thought looked like good candidates to win turned out to be real duds, and
some games I thought looked uninteresting on the first read were among my
favorite to play.
As anyone whose ever designed a small chess variant knows, the biggest
challenge is to create enough interesting action on the board without things
being too crowded. If a game was so crowded that right from move one I had
trouble just finding a legal move or finding a move that didn't immediately
lead to material loss, I considered it a weak game. I was most impressed
with games that I felt would not really be improved by making a bigger
version of it - it meant that the inventor successfully handled the
limitation of only having 40 squares to work with. Another problem with
small games is draws. The general rule of thumb is, bigger games are less
likely to draw, and conversely, smaller games are more likely. I dislike
draws, so I tried to pick games I thought were less likely to draw. This
was difficult to test for, however, because draws are most likely to occur
when both players are playing at a high level, so I had to use my best
judgment.
I would like to caution everybody against taking this contest too seriously.
I took the judging seriously and did the best job I could, but it is just
a contest. It was intended to be fun and informal and to get some new
creative chess variant ideas exposed to those who are interested. Thanks to
everybody who entered, everybody who playtested with me, everybody who made
`Zillions' files for the entries, and Hans for hosting the contest.
Philosopher's Chess
The thought/philosopher combination is simply a brilliant idea, and combines
well with the standard chess pieces. The enlightening philosopher is an
added bonus. My experience in small games has been that often players make
even trades for no other reason than to clear up space (often leading to
everything being traded off quickly and a draw). In this game, however, one
has to be careful when trading because if you leave your opponent with an
enlightened philosopher without getting one in return you have just lost the
game. Very fun to play and very well thought out.
One minor detail: I don't understand the rule that an enlightened
philosopher two moves away from the opponent's king doesn't give check.
Although there's nothing wrong with the rule, it seems confusing and awkward
to me, and I can't think of any reason why it's necessary.
Cuarenta
Thompson's board is very clever, more so than I gave it credit for at first
glance. Without cheating the contest rules in fact or in spirit, Thompson
has created a game that essentially feels like its on a 9x9 board. Just
like in checkers, you don't really think about the fact that half the
squares, for all practical purposes, are not really there. The result is a
game that doesn't feel cramped, even though there are plenty of pieces.
The mobile pawns definitely give the game flexibility. I must admit that I
originally predicted that the rule of `pawns can't capture each other' was a
bad idea because it would lead to lockups and stalemate positions. In fact,
just the opposite occurs. Because the pawns don't have to worry about
capture from their counterparts, it gives them more options in where they
can move. I also miscalled the `camel promotion rule': I originally
predicted it was a useless rule because camel's are so weak and that players
would never both with it, opting to promote on the last rank. But I was
wrong. The number of games where I was checkmated by camel promotion is
embarrassingly high, and there were several games where camel promotion was
the difference in the game.
Just the fact that the camel can even function effectively on a 40 square
board is testimony to how well the board is designed. Since all the pieces
are colorbound, it puts them on equal footing. It is a game of generally
weak pieces; the bishop is the most powerful. Only the frog is additionally
limited, he can reach only half the squares. (My one complaint is putting
both frogs per side on the same subset of squares, this is like making all
your bishops white-squared in regular chess. One frog on each half would
have been much more interesting, or perhaps allowing the frog a single step
non-capturing move.) The game is also interesting because the relative
values of the pieces change as the game goes. Not surprisingly to anyone
who's played xiangqi, the cannon loses value as the game progresses. The
frog, which is the weak piece to begin with, does also. The main thing
however is that the pawn becomes worth much more, it is fairly mobile and
becomes much easier to promote in the endgame. Trading a frog for a pawn is
almost always worthwhile in the endgame, and often a pawn is better to have
than a camel or cannon.
Smegi
A very fun game to play. The `limited drop' rule is very clever and one
that I've never seen before in any other game. It is also very appropriate
to this game: drops make the game more exciting, but unlimited games would
probably make the game too sharp - for example, a brain sitting in the back
row with a piece with a piece in front of him would be a sitting duck to
numskull drops. The obvious drawback of this game is its resemblance to
Smess.
Convergent Chess
The key to the success of this game is the extra mobility given to the pawn.
This keeps the game from locking up into a position where neither side has
any real way to attack. The limited rooks allow the a- and f- pawns to get
in the game right away. The alternate method of winning - occupying the
opponent's royal squares - adds definite interest to the endgame and makes
draws much less likely.
Eric's 40 Square Fiasco
With a very simple rule, the inventor successfully got the standard chess
army (minus 3 pawns) into the game without things being too crowded. If
things are too crowded in your own end, it's probably your own fault for
dropping on pieces too fast. Fun to play and a standard chess set can be
used. Biggest drawback is starting the kings on corner squares, it
automatically directs the direction of your opponent's attack. My
experience has been that games with the kings in the center to start are
always better.
Diamond Chess
Unique board leads to many interesting combinations. The vizier can
checkmate a king unaided. I think this game, however, would be better as a
41-square entry, the `hole' in the middle of the board is rather obtrusive
and limits opening possibilities.
Holywar
Another game with interesting pieces and combinations. Having the players
choose their starting setups gives the game variety. Unfortunately the game
suffers a bit from being crowded.
Black Holes
Well, despite my above claim that I judged games based on how they were
submitted and not how they could be with a few changes, I had to let this
one slip in. Originally I had this game ranked second. Even though I had
only played a handful of games across the board, I was very impressed by the
complexity and richness of the game, as well as the playability in such a
small space. I had concerns, however, that with unlimited holes a player
might force a draw by constantly putting up a huge barriers of holes around
his king, even if he is was down in material (I still haven't resolved this
either). To aid me, I requested that somebody make a Zillions of Games file
for me so I could do additional playtesting. Peter Aranson took up the
challenge. After I downloaded the file, the first thing I noticed is that
Peter made the file so that holes can capture each other. I had not been
playing that way. This changed everything.
I went back to the rules. The rules have the disadvantage of not being well
written. I've tried to be sympathetic to that kind of thing since English
is not everybody's first language (and I don't speak anything else), but in
this case the rules often let implied things go unsaid rather than
specifically stating them. (On a side note, Lorinc's idea of referring to
the entry holes as `white holes' and the exit holes as `black holes' is very
confusing, since `white hole' already refers to the holes owned by White.
It's a bad idea and should be ignored.) As far as I could tell, however, it
was in fact Lorinc's intent that holes should be able to capture each other.
I went back to playtesting.
Unfortunately, the game does not work nearly as well with this rule in
place. The holes become the most powerful piece on the board, which makes
the other pieces largely irrelevant. Zillions would regularly trade a piece
for a developed hole. I also had a disproportionately large number of games
that ended in draw by repetition of moves: Zillions would develop a hole
from the back rank to the middle of the board where it was in a threatening
spot. I would capture with a hole on my back rank. Zillions would then
drop a hole back in the empty spot on the back rank. I would have no choice
but to drop a hole in the back rank as well. Zillions would move the hole
out to the middle again. I would have to capture it. Etc etc.
I highly recommend that everybody try this game without allowing holes to
capture. A rule limiting the number of holes per side might be a good idea
too, perhaps 20 per player.
Variant, most enjoyable for children
The game that received the award for being most enjoyable for children is Pachessi, by Peter Aronson.
Instead of the announced prize, we let Peter choose between a few prizes,
(including the announced CDrom),
and he received a set of Chessapeak
Porta-Challenge.
The game was choosen by Wim Bodlaender, with assistance of Klaas Lenstra.
Written by Hans Bodlaender; comments of Ben Good.
WWW page created: October 26, 2000. Last modified: December 18, 2000.
Last modified: Monday, December 22, 2008