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Joe Joyce wrote on Mon, Feb 27, 2017 09:21 PM UTC:

I like this idea. It's a natural extension of the easy version of 4D (said very tongue in cheek.) This does imply that with a little work the game is playable, and probably won't exhibit chaotic behavior, unplayability, generally through chaos, being the bane of many 4D efforts.

I'm guessing the knight will not be as relatively powerful in this as in H4 because the board is a bit tight for knight moves. But the knight is the only fully 4D piece in either game, so I think it gets a significant boost in power from that, compared to FIDE. Conversely, the bishops lose some power, I believe, since they are now restricted to 1/3 of the board, rather than 1/2. And yes, I know they aren't really restricted, but for each move, they hit proportionally less of the entire board.

Finally, the pawns. In H4 they are forward-sideways wazirs, which effectively makes them (very) minor pieces. I'm not familiar with Glinski's pawns, though I prefer them (and thus the board grain orientation) to other versions. The board orientation and pawn moves seem to cry out for Glinski's interpretation. But this means the pawns cannot get to the outside columns of big hexes without capture. And that means they can be (and are in some sense?) flanked without the pawns having any preventive recourse.

All in all, I like the idea, but suspect it could use playtesting to work out the rough edges. The designer in me wants to increase the size of at least the 3 central coulums of big hexes, and spread pieces as well as pawns across the backs of the 3 central big hexes. Or mess with the knight's move, making it 2 ortho moves and a diagonal out finish (or the diagonal part first, and then finish on the same hexes "from the other side".) Or even add a row of 5 big hexes across the middle of the board, and keep everything else the same. While 2 of the 3 increase the pawn distance, they might mitigate enough other things to be worth looking at.

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