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Larry Smith wrote on Sat, May 10, 2008 06:14 PM UTC:
Passing powers around would make the game rather complex, and difficult to comprehend. Though the rules for such 'passing' should make this a rare event, and it should be consider a turn in itself.

Might I suggest that such 'passing' could be accomplished by allowing the power to move according to its movement to another friendly 'stack'. Only one disc would be allowed to do this. And no other move would be allowed during this turn. And a piece would not be allowed to be reduced to a Pawn.

Though the 'passing' of powers might create a potential draw, where players merely move discs from one stack to another. So the restriction that a player not be allowed to make 'passing' moves back to back might be applied.

Another 'passing' rule' could be when a capture is made. Any extra powers might be moved to other friendly pieces. This could also be restricted to their position according to the capture, the powers would move from this position, according to its particular movement, to the friendly stacks. This could be seen as a 'reward' for suffering the threat of this captured piece. ;-)

But I think that such 'passing' of powers will be un-necessary. The game might start with rather weak pieces, but it will quickly build up some very powerful ones. Several having the ability to perform checkmate alone, even if against a powerful King.

Also, there might be the introduction of new movement powers, like the Camel. Just assign a unique color this movement power. There are several vacant cells on the starting second rank available for such new pieces.

I am working a Zillions implementation for this game. The hold-up is the planar moves. These tend to really bog down the engine. I'm working on some new code which might help.

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