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John Whelan wrote on Sun, Dec 13, 2015 12:27 AM UTC:
Looking at Sac Chess, I'm not sure it's ideal. There are alot of different pieces, maybe too many. A computer would have no trouble keeping track of all the move options, but a human might. And the board is so crowded that it might actually limit move options. <P> I agree that a big board and more pieces might help some; but it might be better if more of pieces were more modest in their power levels, and if there were not so many capable of sweeping clean across the board for a surprise mate. <P> Agree with your idea that Shogi-like drops might help. I also like your idea of limiting the Shogi-like drops to the near board, so that such drops are more strategic and less tactical. <P> Another idea might be that if the power of a piece depends not only on its position, but on its orientation (i.e., which direction the piece faces), like the Rotating Spearman in <a href="../large.dir/contest/cenchess.html">Centennial Chess</a>, then this likewise increases move options and board complexity. <P> I once had the idea that a system that allowed each player to make 2 moves per turn, with separate pieces, might (with appropriate limitations on the double-move to prevent rapid shifts in the state of the board) increase the difficulty level for computers. In FIDE Chess there are roughly 30+ legal moves per level in mid-game, but if each player is allowed to pick a combination of 2 such moves, then the number of legal options per turn increases into the high hundreds. This, however, is just an idea. I don't know if it would actually work this way. <P> I did however construct a 2-move variant, partly with this idea in mind, which I call <a href="http://www.chessvariants.com/index/msdisplay.php?itemid=MS2prongedchess">Two-Prong Chess</a> . It should work with most chess variants, and I find it enhances large-chess variants by making them more dynamic. My subjective experience trying it, is that it feels much like regular chess, and probably does not interfere overmuch with the strategic powers of a human player.

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