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Board:
Standard 8x8
Initial:
Pieces: W(royal-WF)e1, B(royal-WF)e8
Designs: B=3, BR=9, fcFfmW=2, N=3, R=5, royal-WF=12
Zorkmids: 0
Reserves: none
Turn:
Credit:
Add a zorkmid
Action: one of
Move a piece
Transfer a reserve to board adjacent to a not-in-check royal piece
Buy a designed piece when no royal piece is in check
(have enough zorkmids; less than 16 pieces in reserve + on board)
--> payments for pieces are rounded UP
Design: one of
Change a piece design
Do nothing
Goal:
Checkmate the last royal piece after capturing the others
Differences from chess:
No EP (?), no promotion, no pawn double step, no castling
Designs (multiply the atom's base cost by modifiers; sum the modified atoms):
ORTHOGONAL DIAGONAL KNIGHTWISE
Atoms: Atoms: Atoms:
W = D = H = 1.5 F = A = G = 1.5 N = 3
R (WW) = 5 B (FF) = 3.3 L = 3.3
Nr (NN) = 5.5
Modifiers: Modifiers: Modifiers:
f = s = 0.5 f = 0.7 f = 0.7
b = 0.2 b = 0.4 b = 0.4
m = c = 0.6 m = c = 0.6 m = c = 0.6
wide = narrow = 0.5
Official whole-piece modifiers:
Colorbound = 0.9
Royal = 4
Unofficial:
Relay = 2
Doublemove = 6
Black starts the game with 0.5 zorkmid in its treasury.
The stronger power csipgs chessses should be played with a different deployment rule: buying pieces is done in the design phase (i.e., instead of changing a design), not in the action phase. In particular this means a player can buy a piece and simultaneously deploy or move another piece.
Optional: have pieces bought in the design phase.
This game may well have a winning strategy for one of the two players.
Agreeing to a draw is illegal.
As far as I can see, any sensible play should end this game in a win for a player after some time.
Both players estimate the cost of a proposed atom, or the modifier multiplier. The highest estimate is used. After that, during the rest of the game the new atom or modifier can be used with this cost or multiplier.
For instance, a player can propose an `Chinese Knight' atom. This is a piece, moving like a Chinese Knight: the difference with a normal knight is that the chinese knight does not jump. (See the rules of Xiangqi.) The player estimates that this Chinese Knight atom costs 2 zorkmids, while its opponents gives it 2.4 zorkmids. After that, the Chinese Knight atom can be added to pieces for 2.4 zorkmids. The same modifiers (narrow, wide, forward only, backwards only, capture only, move only) as for knights apply for Chinese Knights. So, if a player buys a piece that can move and capture as a wazir and capture as a Chinese Knight, the cost of that piece would be 1.5 + 0.6 * 2.4 = 2.94.
As another example, a player could propose a runner-modifier. Applied to an atom, it means that the piece can continue to move in the specific direction, until it comes to an occupied square. So, a rook is a running-W, and a bishop is a running-F. The player proposes a multiplier of 5, while its opponent, proposes a multiplier of 4. Then, after this, the runner modifier can be used with multiplier costs of 5 (which is probably too much.) A piece that moves and captures as a running dabbaba and as a bishop would cost (5 * 1.5 + 3.3) * 0.9 = 9.72, i.e., 10 zorkmids. (Note that the 0.9 modifier is applied as this piece is color-bound.)
After the setup is revealed, white starts the game, which is played further as standard csipgs chess.
A player can buy a normal chess army, although the pawns do not promote in this game.
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For author and/or inventor information on this item see: this item's information page.
Created on: April 22, 1998. Last modified on: May 19, 1998.
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Last modified: Monday, December 22, 2008