Kibbitz Listing
Hypothetical situation illustrating how White could anti-checkmate Blue, starting from board position 1 following the sequence 2, 3, 4, 5, 6.
1
2
3
4
5
6
The quintessence or essential nightrider. Every 2 consecutive jumps as a knight is equivalent to one jump as a camel, hence it is said that its axis of development is (3,1) or (1,3).
The following diagram shows an overview of all its possible paths starting from the r18 square.
In the following diagram only the red development is shown, which allows us to better appreciate the two parallel routes that are formed under the same axis.
1. guard --> circle --> guard --> circle --> guard --> etc.
2. wazir --> circle --> wazir --> circle --> wazir --> etc.
Knightwazirzee: may move as knight, wazir, one of each or twice as one (knight; wazir; knight + wazir; wazir + knight; knight + knight; or wazir + wazir). The 1's signify that the piece can move to those positions on first move, the 2's signify it takes 2 moves to get to that square.
Let's see some examples in detail.
g7 can be reached by 8 paths:
1) f6-f7-g7
2) f6-g6-g7
3) f6-e8-g7
4) f6-h5-g7
5) f6-g8-g7
6) f6-h7-g7
7) f6-e6-g7
8) f6-f5-g7
h8 can be reached by 4 paths:
1) f6-f7-h8
2) f6-g6-h8
3) f6-g8-h8
4) f6-h7-h8
i9 can be reached by 2 paths only:
1) f6-g8-i9
2) f6-h7-i9
f8 can be reached by 7 paths:
1) f6-f7-f8
2) f6-d7-f8
3) f6-e8-f8
4) f6 h7-f8
5) f6-g8-f8
6) f6-e6-f8
7) f6-g6-f8
g9 can be reached by 4 paths:
1) f6-h7-g9
2) f6-e8-g9
3) f6-g8-g9
4) f6-f7-g9
h10 can be reached only by 1 path as a normal nightrider: f6-g8-h10
Diagram showing the Bottom Heart way of moving. It is a slider that can stop at any of the 4 squares marked in the sequence 1, 2, 3, 4.
The following diagram shows the moves of
and
Crabdabbabah = Crab + Dabbabah.
The different colored circles are just to highlight the two different ways of moving but in both it is possible to capture opposing pieces.
Be careful with the detail that "forward" here means "down" when one sees the icons of the opponent's pieces
White's move 16.B b1-b2 was illegal. Also Black's move 19... b g8-f7 was illegal.
Is the wording of The Bishops Conversion Rule confusing?
Yes, it is checkmate. Thanks to you too, Kevin, for having played. Nicely done!
Yes, the new Ubi-Ubi could be named as cuasi-UU or semi-UU. For now, I will keep calling it with its original name.
If the King could still be in check by the Ubi Ubi if it has just captured any piece, what it means is that the King can not actually capture that piece because it's illegal for it to put itself in check.
I did not understand your last question. Could you please clarify it a bit. To improve what?
Aurelian:
Before moving, let's make some considerations.
This variant is still under construction so we have to make some adjustments on the way. In general, I try to ensure that each and every piece retains (as much as possible) the attributes they have in the games from which they come.
Given that White's Ubi-Ubi (UU) from h1 is checkmating Blue's King by h1-g3-e4-c3-a4-b6-a8, I propose that we make an exception to the PREGAME RULE and try to play starting from this setup modifying slightly the UU's attributes: NON-CAPTURING it will move normally according its move rule states, but it will be able to capture ONLY those pieces that in the immediate previous turn had captured any piece of its own, in other words, UU can make a capture only if this capture is a RE-CAPTURE.
For example, in the following diagram:
If White to move, then UUxe8 (a3-b5-d6-e8) would be illegal; but if Blue to move and makes Rxe3 (Rook x Bishop), then UUxe3 (a3-c4-e3) would be perfectly legal. Under this view, the King will always be immune to checks from UU.
What do you think? Would you agree? Do you have any questions regarding the other pieces?
The piece on e1/e8 is the Ultima's Coordinator. Such an icon belongs to the Alfaerie Pieces Set .
Yes, the first piece to be dropped is the Wazir (from A1/A18) and the first "pawn" is the Camel/Pawn (from S1/S18).
The Camel/Pawn may move like a standard Pawn or like a non-capturing only-forward Camel. Okay? All the 8 Pawns from the starting setup are standard ones so they may make the double step initial move and are subject of being captured en passant. I did not move my "d" Pawn twice for strategy reasons that I can not reveal!
The piece placed on f1/f8 is the most powerful of this setup; it may move and capture like QUEEN and also may move and capture like CAMEL; it is similar to the Amazon; so enjoy it!
The Ajax Falcon is NOT a leaper, so just like the Korean Elephant must also have the path clear to reach the 2nd diagonal square (labeled 3 on the diagram), but the Ajax Falcon can also move and capture at any square along the path to their 3rd square.
Therefore the Ajax Falcon can stop on it's 1st diagonal square (labeled 2 on the diagram), provided the first orthogonal step is empty; giving the Ajax Falcon the Korean Horse move capability; or it can just move and capture on it's first orthogonal square (labeled 1 on the diagram) in the path of it's Korean Elephant move, just like a Wazir.
Finally the Ajax Falcon has a one 'non-capturing' step in the remaining diagonal directions (red circles in the diagram), like a Ferz, to complete the one-step movement characteristic of the Ajax pieces.
[Diagram and text taken from Ajax Falcon Chess.]
In this particular case, both players have to know the two important writings 'Nachtmahr' and 'Passed Pawns, Scorpions and Dragon' by Jörg Knappen and George Duke, respectively, to move properly the Quintessence or Essential Nightrider [c1/c8] and the Dragon [e1/e8]. Since the third piece that must be dropped is nothing less than the Lion [Chu Shogi's Shishi], players will have to be familiar with this game too.
Reviewing this starting setup, we see it's perfectly legal because there is no any undefended pawn that may be capturable at the first turn. The pawn on f2 is protected by the c1-Quintessence Nightrider via c1-d3-f2, while the pawn on f7 is protected via c8-d6-f7.
Look out! After 1... p c7-c6, the h2-pawn is pinned.
For Blue:
1st: the pawn on S1 at any turn between the 6 and 10 (including 6 and 10)
2nd: the pawn on T1 at any turn between the 16 and 20 (including 16 and 20)
3rd: the pawn on U1 at any turn between the 26 and 30 (including 26 and 30)
4th: the pawn on S2 at any turn between the 36 and 40 (including 36 and 40)
5th: the pawn on T2 at any turn between the 46 and 50 (including 46 and 50)
6th: the pawn on U2 at any turn between the 56 and 60 (including 56 and 60)
7th: the pawn on S3 at any turn between the 66 and 70 (including 66 and 70)
and so on.
For White:
1st: the pawn on S18 at any turn between the 7 and 11 (including 7 and 11)
2nd: the pawn on T18 at any turn between the 17 and 21 (including 17 and 21)
3rd: the pawn on U18 at any turn between the 27 and 31 (including 27 and 31)
4th: the pawn on S17 at any turn between the 37 and 41 (including 37 and 41)
5th: the pawn on T17 at any turn between the 47 and 51 (including 47 and 51)
6th: the pawn on U17 at any turn between the 57 and 61 (including 57 and 61)
7th: the pawn on S16 at any turn between the 67 and 71 (including 67 and 71)
and so on.
If anyone is interested, the preset can be accessed here.
If you like to try Coherent Chess 2, the preset can be accessed here.
Of course, I'm willing to play both versions at the same time!
In order to make the gameplay a bit more dynamic, guards could be replaced by sliding generals while bishops replaced by dragon horses.
The following diagram shows all possible routes the quintessence may run starting from r18:
We can see that there are 8 'pure' and 8 'impure' trajectories. The first are indicated by guards of a same color. The second by a mix of guards and wazirs. For example, the guard-wazir-yellow path starts from r18 then follows by GU_r s20 - GU_y q21 - W r23 - GU_y p24 - W_y q26 - GU_y o27 etc. Note that white wazirs are a sort of hinges.
What do you mean for 'more limited quintessences'? Would the above two classes fit in the idea you have in mind?
Quoting you.
'I'd be curious to hear any thoughts/analysis you might have for the CC2 game that we recently finished (about 4 weeks ago). It was quite a long game, and a lot happened in it. I already mentioned the blunder at move 43 as the last opportunity that I missed, but I'm sure I misplayed some earlier positions as well. It took far too long for me to complete development (the Black queen was a particularly useless, passive piece), and by the time I came close to doing so, there were too many threats piling up, leading to an unpleasant, defensive position.' [shatteredglass-sissa-2014-185-035]
'I really cannot say enough about the sheer diversity that is added to this game by the randomized and asymmetrical opening setups, combined with having 7 distinct major pieces. Each game seems to have its own unique 'feel', which is especially pronounced in the opening and early middlegame but continues to influence the strategies of both sides as the game progresses.' [sissa-shatteredglass-2013-355-674]
Peculiarities of this variant you point out determine that some basic notions of chess [like development of pieces] are not fully applicable here. From the first move players face the enormous challenge of finding the best strategic plan, and move after move they are the architect of their own destiny. So, I don't think the Blue queen was a particularly useless, passive piece.
In general, the game elapse more or less equaled until 28... p d6-d5? that cost to Blue one pawn. It was better 28... p h7-h5.
Another history would have been after 43... a c5-a3 44.C h1-d1 p h7-h6 45.K e2-f2 r a8-a6 46.R b6xa6 c c7xa6 47.K f2-g3 a a3xc4 48.P d3xc4+ c a6-d6, etc.
After 1.P b2-b3, Blue could have chosen a different strategic plan by moving 1... p e7-e6, with the idea of replying 2.DH c1-b2 dh d8-f6 or 2.DH c1-a3+ dh d8-e7.
White to move.
The rook on d2 is obstructing the sissa's checking path d1-d4-a1. It is SEMI pinned. Rg2, Rf2, Re2 and Rc2 are illegal moves; but Rb2, Rd3 and Rd4 are legal since the rook itself obstructs the checking path. On the d column the illegality begins at d5 and follows to d6 and d7.
Might White make Rxd8+? Is the movement of the pieces on the board an untimed, instantaneous action? Or like in the real world they spend some time to go from one another square?
The position is taken from this game: sissa-judgmentality-2009-182-888
Aanca's legal moves from f6:
1)f6-f7-g8-h9
2)f6-f7-e9-d11
3)f6-g6-i5-k4
4)f6-g6-h7-i8
5)f6-g5-i4-k3
6)f6-g5-h3-i1
7)f6-f5-e4-d3
8)f6-f5-g3-h1
9)f6-e6-c7-a8
10)f6-e6-d5-c4
11)f6-e7-d9-c11
12)f6-e7-c8-a9
Gryphon's legal moves from f6:
1)f6-g7-h7-i7-j7
2)f6-g7-g8-g9-g10
3)f6-h5-i4-j3-k2
4)f6-h5-i5-j5-k5
5)f6-g4-h3-i2-j1
6)f6-g4-g3-g2-g1
7)f6-e5-e4-e3-e2
8)f6-e5-d5-c5-b5
9)f6-d7-c8-b9-a10
10f6-d7-c7-b7-a7
11)f6-e8-e9-e10-e11
12)f6-e8-d9-c10-b11
Jeremy: I have continued thinking on drops subject and believe it is perfectly possible that Black maintains the option of making not only the first but every.
What we need is to establish the drop order of both players with a dephasing of one turn between them, something like this:
Black's:
1st at any turn between 6 and 10 (including 6 and 10)2nd at any turn between 11 and 15 (including 11 and 15)
3rd at any turn between 16 and 20 (including 16 and 20)
and so on.
White's;
1st at any turn between 7 and 11 (including 7 and 11)2nd at any turn between 12 and 16 (including 12 and 16)
3rd at any turn between 17 and 21 (including 17 and 21)
and so on.
Everything is possible in this beautiful world!
Regarding castling, I maintain my initial proposal:
- If the king falls on the corners, there is no need of any castling;- If he falls on b1/b8 or g1/g8, then the king would remain there and the piece on the nearest corner to him would leap to c1/c8 or f1/f8.
- If he falls on c1/c8 or f1/f8, then the king would remain there and the piece on the nearest corner would leap to d1/d8 or e1/e8.
- Finally, if he falls on d1/d8 or e1/e8, castling would be similar to FIDE's. But in this case he could castle with the piece placed at either corner by walking two steps towards the respective piece, and then this piece leaping the king to the adjacent square; exactly as in FIDE chess happens.