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Macrochess. Missing description (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Georg Spengler wrote on Sun, Jan 4, 2015 07:11 PM UTC:
This is one of the "closed" category of large chess variants, that is, there are a lot of weak pieces, so the game develops slowly. If you like such kind of games - i do - this is one of the best.

It usually begins with a kind of vanguard skirmish involving pawns and alfils (and maybe one or two dabbabahs), in case both players try to advance in the middle or on the same side. This phase is quite pleasent and interesting.
Next comes a longwinded phase of consolidation and defining the front lines, advancing the rest of the pawns and the weak pieces like knights, camels, zebras and the 1-step-sliders. This phase may be tedious for some, it requires strategic thinking rather than tactics. I like this phase and also the next one.
In the 4th phase the players try to break into the enemy's line-up, usually with the weak pieces backed up by the strong one's from the rear. Far reaching minor pieces like zebras and bishops are becoming quite prominent now and often manage to get traded with more powerful pieces.
After most of the weak pieces are traded, the game becomes very tactical. For dull players like me here the game is getting arduous. 

The initial set-up is a good solution, but why are the knights closer to the rim than the camels and zebras? The logical order should be: zebras on the rim, then the camels, than the knights, isn't it?
Initially I also thought, that ferz, wazir and guard standing on the rim are misplaced, too. But thats ok. They are flank fighters, only slowly getting to the middle of the board, so they don't disturb the opening game. Or they stay at home to protect the king.