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Comments by GaryK.Gifford

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Catapults of Troy. Large variant with a river, catapults, archers, and trojan horses! (8x11, Cells: 88) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Dec 14, 2003 08:45 PM UTC:
Ed is correct about the Mate-in-2. The King could simply move onto the Catapult. I can't believe I missed that. Ed, thanks for pointing out the King's escape. Sincerely, Gary (inventor of Catapults of Troy)

💡📝Gary Gifford wrote on Fri, Dec 19, 2003 12:47 AM UTC:
In regard to the previous two 'C of Troy' comments. White's C2 Catapult should really be a 'Catapult/Pawn' combo piece. Then the King has no escape as the Catapult is already occupied... the intended mate holds true when the piece correction is made. Again, a special thanks to Ed for pointing out the mistake. I will make a new diagram in the near future to replace the incorrect one. gkg

Contest: the 9 Queens Problem. Put 9 queens and 1 or 2 pawns such that queens do not see each other. Send your solution before Feb 29, and win a book![All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Jan 9, 2004 10:09 PM UTC:
I am disappointed to see that a solution was posted as it ruins the challenge for problem solvers that have not yet solved it or were still trying for 1 pawn solutions. I sent in a solution several days ago with 9 Queens and 1 pawn and was looking forward to winning a book. Now I see these answers here... they should have waited until after the contest ended before posting them.

Gary Gifford wrote on Sat, Jan 10, 2004 02:26 AM UTC:
Roberto: Thank you for explaining your mathematical excitement over the very interesting problem. I solved the problem in a matter of a minute or two. But I did not use math (at least not a a concious level). I had a strong hunch that a central pawn would be best to isolate 2 pawns on the rank, and then 2 on the file... I believed that the 'knight move' pattern optimized Queen placements for this problem... the Knight pattern is certainly abundant in the solution and I think that a mathematical solution should somehow incorporate the 'knight move' aspect of Queen placement. Best regards, Gary

Time Travel Chess. Pieces can travel into the Future. Kings can also return to the Past! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Fri, Jan 16, 2004 02:21 AM UTC:
I was just wondering if the Larry Smith time-warp chess variant has been submitted to the editors. And if not, why not... Best regards to all...gkg

[Subject Thread] [Add Response]
Gary Gifford wrote on Fri, Mar 5, 2004 05:36 PM UTC:
I suppose we've all had our share of poor sports.  Recently I was playing
2 games at ChessVariants (both against the same opponent, at his
invitation).  After several moves (which were made quickly on both our
parts) I was down a pawn in one game.  Later, after I went up a piece, I
noticed that both games disappeared.  I sent an e-mail to my opponent to
see if he knew what happened.  Yes, indeed.  It seemed that it was too
hard to enter moves into the Courier so he deleted both games.  Funny that
while he was a pawn up the entering of moves was not a problem.  Anyway,
it just makes me feel a little better to vent this.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Apr 4, 2004 02:11 AM UTC:
After reading over additional Shanghai Palace comments I realized something interesting in reference to the introduction of the game. For those who do not know, there is a brief story about students arguing over what was better, Chess, Shogi, or Xianqi. A wise man combined all three, asked the students to play it and then asked them to answer as to which they thought was best. And perhaps that wise man's action was indeed wise. For if the students' responses were 'that to merge the 3 games is to lose the beauty of each' then indeed they have learned a lesson, perhaps the lesson that the wise man already knew. However, that is not a lesson that I conciously intended. In fact, if you play this game you will realize that Cannons are more powerful than they are in Chinese Chess. And that a Western Pawn can support a Chinese Pawn. That the Queen can sometimes exchange herself for a Shogi Pawn to very good effect. One very respectable player/inventor who I admire referred to Shanghai Palace Chess as a 'Frankenstein Monster.' I am hoping it is, perhaps, more of an ugly duckling (although I happen to see beauty in it). I do hope, however, that players will give this game a try. Then, if they hate it, they have at least experienced it... felt the gravity of it. Perhaps I should finish the short story about Shanghai Palace Chess... I am now very curious as to how it ends.

💡📝Gary Gifford wrote on Sun, Apr 4, 2004 02:35 AM UTC:
In regard to a Zillions version of Shanghai Palace Chess, a programmer friend of mine is [was] working on script. However, he just got swamped by tons of work-related programming and it may be a while before he can complete the ZRF. I think a ZRF is desperately needed for this game, as first impressions (with no actual game-playing basis) certainly seem to run on the negative side of the scale. Perhaps some would be willing to play via Game Preset? I will let ChessVariants know the moment the ZRF is ready.

💡📝Gary Gifford wrote on Sun, Apr 4, 2004 01:11 PM UTC:
I dedicate this comment respectfully to Dr. Suess, for reasons which will soon become clear. I started to write this as an e-mail response to a player/inventor who suggested that I make changes to S.P.C. But I feel it will do more good here, as a comment for all interested to see. Because of the story associated with Shanghai Palace Chess, i.e., that of a wise man teaching three students a lesson so that they will better respect Chess, Shogi, and Xianqi, I feel that I must really leave it as it is. If it is not liked, then that perhaps is its purpose, to put more focus on the other three games. To change the Western, Chinese, or Shogi elements further would destroy the entire concept... would make the wise man's lesson meaningless. I know that the game is quite playable. And for the game tester and me it was quite fun. Enough so that we put Shogi and Xianqi aside for 2 months and played Shanghai Palace Chess face-to-face (on a real board) for 2 months before I submitted the game. To glance at it and think about it for a few minutes and then refer to it as a monster or a chaotic mess [in contrast to playing 20 or so games of it]well there is certainly a big difference regarding the basis of perception... sort of like reading a movie review and commenting, as opposed to actually going out to see the movie. I think Doctor Suess would see the negative comments regarding S.P.C. as the 'Green Eggs and Ham' syndrome. Would you play it on a train? Would you play it in the rain? I would not play it on a train. I would not play it in the rain. I do not like Shanghai Chess. I do not like it, I must confess. ,,,, Anyway, I think that about sums it up.

💡📝Gary Gifford wrote on Sun, Apr 4, 2004 11:11 PM UTC:
In reply to Mark Thompson's recent and welcomed comment. Mark, yes, other setups were experimented with. The first was as you suggested. But since western pieces could advantageously exchange themselves for Shogi pieces the game was much more volatile. Thus the shift to the cultures starting off facing each other. A second variation had a Gold General on D2 and F2 and a Silver General on E2 (this was mirrored for Blue). Western pieces were also arranged different. In that setup, blue had a hard time if red played a certain opening. In fact, it seemed that red could almost win by force. The posted setup neutralizes red's big opening advantage. I think there will be a pre-set for Shanghai Palace Chess in the near future. Also, Larry Smith has expressed interest in helping with a ZRF for Zillions. I think that players who give this game a try will find it strategically and tactically challenging. There are opening patterns, traps, combinations... In response to an earlier comment comparing the making of Shanghai Palace Chess to being somewhat like trying to make a beautiful woman by 'combining all the best qualities of a beautiful blonde, a beautiful brunette, and a beautiful redhead into one woman' [and this was stated in a negative tone] But give me the jpegs of those women and I can use a photo/paint progam to... well, anyway I bet I could get one heck of a darn nice image.

💡📝Gary Gifford wrote on Tue, Apr 6, 2004 03:46 AM UTC:
Gee Whiz Fergus... how can I refuse a challenge like that? As the one lady [composed of three] concept is related to Shanghai Palace Chess by way of your analogy, I have made a composite and sent it to you. Best regards, Gary

Review: 303 Tactical Chess Puzzles. Book of Fred Wilson and Bruce Alberston to train chess combination skills.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Apr 8, 2004 12:34 AM UTC:Good ★★★★
This is in regard to '303 Tactical Chess Puzzles' by Fred Wilson & Bruce
Alberston.  Luckily I won this book... I say 'luckily' because based on
the very negative EricL review who could possibly want the book?  However,
I am pleasantly pleased with the book and I gave it 4 stars (out of 5) on
Amazon.com.  How could this be if the other review is accurate?  Simple, I
find the problems in the book to be stimulating.  The diagrams are large
and clear, easy on my aging eyes.  As for the errors... they aren't much
to write home about.  In fact: In reference to the 203-11-26 EricL review,
Puzzle # 8: A basic double threat problem.  The answer in the book is a
simple typo... it is no big deal to me.  I solved the problem and the typo
didn't upset me.  #10. I agree with the authors and white wins, even if
black replies other than indicated.  In the EricL suggestion Black gets a
Rook at the cost of a Queen and a Pawn... might as well resign.  #12. The
authors were teaching about'Removing the Guard', amazingly, after having
done a few other 'remove the guards' I saw a 'mate-in-two' for this
position in a fraction of a second.  In a chess tournament I'd have
played that in a heart beat, it was so clear and it wins the game.  True,
the mate-in-one is best... but would it make much difference in a
tournament?  No. It is still a good brain excercise.  You still learn to
calculate and force a win via a nice combo.  If you find a nicer combo,
great.  In a review elsewhere I saw that someone complained that playing
for black, black pieces were still starting at the top of the diagram and
that wasn't realistic if playing a game.  How silly.  'White at bottom'
is a standard.  If that bugs somebody they should set up a board and then
sit down at the black side.
Anyway... the book has 100 diagrams for 'Advanced Beginners', 100 for
Intermediate, and 100 for 'Tournament Players'.  At the end there are a
few pages dedicated to Defense, a few on Computer Chess,  and a small
section about a Philidor game.  Overall, I find 303 Tactical Chess Puzzles
to be a very enjoyable book.  If I have enough chess students this summer,
there will be a chess class for the city... and this book will certainly
help.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Thu, Apr 8, 2004 03:17 AM UTC:
This is in regard to the Fergus analogy pertaining to Shanghai Palace Chess, and about the associated challenge (better known as the composite lady image challenge). I find the image interesting and I may have my artist friend enhance it. There is also a new image (of a face) which is part of another Fergus challenge. But this 'composite imagery stuff' is not really related to Shanghai Palace Chess... at least not directly. It is merely an analogy run amok. The image has no place in the chess variants pages. But for those of you intrigued by the concept of the image you may like chapter 4 of my book, The Bermuda Pie-Angle. Chapter 4 is called, 'Ladies, Earthly and Otherwise.'

Rules of Chess FAQ. Frequently asked chess questions.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 9, 2004 09:31 PM UTC:
A 2317 rating... impressive, but I am very skeptical. In a recent comment Ryan Goebel stated 'I have benn [sic] wondering how good other people are please tell me your rating mine is 2317 and i am 10 years old.' That is very impressive, approaching a youthful Bobby Fischer status (perhaps already there). But when I searched the official rating lists I found no Ryan Goebel listed. There was another Goebel in the age 6 to 12 group. But he was rated 534 (far below the norm). The highest Goebel I found was rated 1530 (which is about the average rating of USCF tournament players). Ryan, if you want, please send your USCF ID number so I can verify your youthful Fischer-like strength... if it is a real thing, I want to know about it. But for now I must remain skeptical. As for me, my rating is only about 1830. That is a Class 'A' player... the next level up (2000) is Expert (the Brits call it 'Candidate Master' which is a nicer title. At 2200 we have Master. At 2400 we have Grand Master. Ryan, if you are 2317 at age 10, I want to read about you in the Chess Life magazine. I hope you can shatter my skepticism. We could use another Bobby Fischer (chess talent wise, not personality wise).

Gary Gifford wrote on Sun, Apr 11, 2004 04:15 PM UTC:
Ryan, you should still be listed on the official USCF ratings list. And to reach a 2317 rating you would not be able to 'keep low.' Thus your Bobbby Fischer like level of play is most baffling to me... and I still remain skeptical. Your USCF ID number could validate what you say... do you even have a USCF ID number? If you are indeed close to the highest rated 10 year old on the planet... then I really want Chess Life to do a story on it, and they'd love to. I would like to be shown to be wrong, but I think this 2317 rating story is no more than National Enquirer material. Please provide the ID number by e-mail to me so I can proove myself wrong. Thanks. Sincerely, Gary [really hoping that I am wrong]

Gary Gifford wrote on Mon, Apr 12, 2004 04:56 PM UTC:
Ryan: Your last comment said a lot. Without an ID number you can not play in Official Tournaments, and cannot have an official chess rating. I am dissapointed... but as I thought, the 2317 rating only seems to exist in your own mind.

Comments on Grand Chess. Notes on Grand Chess and a variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Apr 15, 2004 04:08 PM UTC:Excellent ★★★★★
I agree with both Michael Howe and Roberto Lavieri.  To me, Grand Chess is
such a great variant that it deserves to stand as it is, unchanged, right
up along side Chess, Xianqi, and Shogi.

Hole Chess. Variant on a board of 44 squares with two holes that pieces can be dragged into. (7x10, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Fri, Apr 16, 2004 02:39 AM UTC:
I just caught Chuck's comment about the Hole Chess sample game. Chuck wrote, and I quote, 'In the sample game, I'm not so sure Yellow has a forced win after 8... Kc9. It looks to me as if Red is OK after 9. Qd6/@d8+ Qd8/@d6.' I just looked over the position. Chuck is 100% correct. His suggested reply certainly saves the game.

Shanghai Palace Chess ZIP file. Download these files to play this blend of Chinese, Japanese and Western Chess with Zillions of Games.[All Comments] [Add Comment or Rating]
💡Gary Gifford wrote on Sat, Apr 17, 2004 02:38 PM UTC:Good ★★★★
First, a special thanks to L. Lynn Smith for creating the ZRF for S.P.C. Note that Mr. Smith added a second setup option to the ZRF (but you can read about that on the updated S.P.C. page). The primary weakness of the ZRF seems to be its failure to understand Cannons. It seems that it will exchange these in a heartbeat. Not a good idea. In S.P.C. Cannons are very powerful. They can threaten mate, threaten to win a Shogi piece for a deadly drop, etc. I am hoping that a way will be found to improve the Cannon situation. On the bright side: (1) the ZRF seems to abide by all the rules (2) the ZRF shows that the blend of Western, Chinese, and Japanese chess into one unified game does work, and works quite well (3) the ZRF enables players to gain understanding of the game (4) when and if there is a world S.P.C. champion, he or she is likely to be human, not computer.

Catapults of Troy. Large variant with a river, catapults, archers, and trojan horses! (8x11, Cells: 88) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Apr 18, 2004 02:44 PM UTC:
I have made a note to add Michael Schmahl's concise statement to the
rules, i.e., A catapult can launch a piece occupying it to an empty square
on the same rank or file. It cannnot launch diagonally.  Note that the
rules do have examples of legal Catapult moves and launches.   On a
different note, a reminder that the first checkmate problem has an
error... the Catapult on E2 should have a Pawn on it.

💡📝Gary Gifford wrote on Wed, Apr 21, 2004 04:13 PM UTC:
To answer Carlos:

1. Yes, a bridge builder can move onto a bridge, and from there add/remove
adjacent bridges.  2. Yes, a bridge builder can cross a bridge, and from
there add/remove bridges to the river on the 3 squares'behind' him
[adjacent to him].  But he can only do 'one' add or delete at a time. 
Also note that a bridge builder can remove a bridge that an opponent's
piece is standing on.  That piece effectively 'falls into the river' and
is removed.

💡📝Gary Gifford wrote on Wed, Apr 28, 2004 04:37 PM UTC:
I intend to elaborate upon the Catapults of Troy rules in the very near future. This will include more detail regarding Catapult-related activity and Bridge Builder Activity. I would also like to add an 'arrow' Troy Horse image to the piece set. The arrow Troy Horse would be used at the start of the game to remind players that an Archer is inside. After the Archer is dispensed, the 'non-arrow' Horse Image will replace the arrow-image Troy Horse, thus showing that the Troy Horse is empty.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Wed, Apr 28, 2004 09:08 PM UTC:
A note for anyone who is about to play Shanghai Palace Chess from the 'blue side': Currently the Game Courier will show the pieces upside down when blue is at the bottom. Although I just completed a game this way with no problem, it was quite awkward seeing the Shogi piece vectors oriented 180 degrees out of phase. So, you will need to be extra careful when making moves. When you play blue from bottom using the Zillions ZRF you will need to select the second piece set to have the pieces orient properly. Also, if you play this game it is very important to remember that the King is a Chinese King. He can easily be mated by a single Cannon since he cannot move diagonally.

Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sat, May 1, 2004 09:50 PM UTC:
This was suppose to address Shanghai Palace Chess- somehow it went to the wrong subject heading.... Anyway, in Regard to Shanghai Palace Chess's game courier, I don't think that the courier change buys us much. Now, for example, if the player with Red looks at Blue's Shogi pieces he will still have to mentally flip the vectors. The Silver is the most likely to be confused since it looks like it can go back one space instead of forward one. I imagaine the Blue player will have the same problem. L. Lynn Smith might have a solution as he handled this problem in his ZRF. Meanwhile, I am checking on having a Shanghai Palace Chess tournament. I have a nice trophy picked out. Should the event be approved I will post more information regarding it and the intended prize. It is probably best that the courier 'flip situation' get resolved before any tournament would get started. Best regards to all...

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, May 3, 2004 04:45 PM UTC:
For anyone looking at move couriers for Shanghai Palace Chess, please note that the board with the new 'Fergus' piece set is not set up correcectly at this time. For those interested, the new Fergus pieces include Chinese simulated wood international graphics pieces, western pieces, and the familiar modern Shogi pieces. This makes for a nice alternative set. On a different note: A special thanks to Fergus, Tony Q., and I believe L. Lynn Smith for resolving the 'Piece Flip Problem' and another thanks to Fergus for putting together the alternative piece set.

Hole Chess. Variant on a board of 44 squares with two holes that pieces can be dragged into. (7x10, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, May 8, 2004 12:39 AM UTC:
This is in response to Jeff's comment.  Thanks for commenting. I too like
the physical board inwhich pieces actually fall throught the hole in the
board.

As for the pawns behind the holes, yes they have a sad lot in life.  But
they still protect 2-squares and shield the guys behind them, at least
till they get dragged into a hole.

Jeff asked, 'Have you considered using Berolina Pawns?'  No.  I did not
know what Berolina Pawns were until after I submitted the game.  And even
when I read about Berolina pawns it did not occur to me that they might be
nice in Hole Chess.  I suppose you could challege someone to a game and
state that you want to use Berolina pawns.  The Game Courier won't mind. 
I would not mind watching such a game.

💡📝Gary Gifford wrote on Sat, May 8, 2004 10:26 PM UTC:
In answer to Carlos Carlos's question: 'If the white bishop is on d4, and a black piece is on f4, does the e4 hole count as a square? if not, then the bishop could suck that black piece in. i am guessing that the bishop cannot suck orthogonally like this, but can you confirm?' Answer: The Bishop [Promoted Shogi Bishop] can only suck items diagonally. A piece on the other side of the Hole (Horizontal or vertical from a promoted Shogi-Bishop) is effectively one square out of range. One analogy would be that of removing a step from a stairway. If I can take one walking step at a time I will still fall through the Hole. The 'non-step' is not a 'step' but it still occupies the space of 'one step'. Does that help? Pawns diagonally behind the hole also cannot suck items through a hole for the same reason. I.e., their influence of attack is over the Hole itself.

💡📝Gary Gifford wrote on Sun, May 9, 2004 08:36 PM UTC:
I have given Jeff Rients' 'use of Berolina Pawns in Hole Chess' idea some additional thought. Since those pawns could move in front of a Hole they could block [at least temporarily] one of the most dynamic themes of the game, i.e., the use of a direct central vertical force to suck pieces through a hole. For that reason I believe that the western pawns, as presently defined in the game, are prefferable.

Doppleganger Chess. Pieces and their doppelgangers are connected for capture and promotion! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Wed, May 19, 2004 04:23 PM UTC:
Mr. Moussambani, Great question. The answer is like that of the pawn
situation: Thus,for illustration...
Four rooks are in play. A rook is captured by the opponent.  The
opponent now removes any one the three remaining enemy rooks.(capturer's
choice).

As Mr. Moussambani stated, 'It's much more simple, and a logical
extension of the pawn capture rule...'

Another question, that might arise is: could a King ever move into check
by capturing a Rook that was protected by another Rook?  Or, for example,
take a Knight that was protected by another Knight?  Yes.  Because the
King is instantly capturing 2 pieces, thereby 'getting out of check' by
actually moving into check for an instant.  Technically the King is moving
out of check.

Hole Chess. Variant on a board of 44 squares with two holes that pieces can be dragged into. (7x10, Cells: 44) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Jul 17, 2004 01:39 PM UTC:
I thank Erez Schatz for his Hole Chess comment and his most welcomed statement about the central pawn. At this point in time I agree 100% that the pawn should be allowed to move. I came to this conclusion after having played a few games of Hole Chess with Carlos Carlos [who, for the record, is a very tough opponent]. I certainly wanted to move that pawn in our last game and it was very aggravating to have it stuck there. After the 44-Squares contest ends I will be amending the rules slightly. The Pawns behind the holes will be allowed one diagaonal move (of one square), with no need to capture. This will allow the players to create 'pawn majorities' on one side of the board and will increase the likelyhood of pawn promotions. If anyone wants to play Hole Chess now, or in the near future, I recommend that they play using the upcoming pawn rule change. Best regards to all, Gary G.

Hexagonal Hole Chess. Hexagonal variant using new pieces, holes, and barriers. (Cells: 91) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, Aug 2, 2004 04:49 PM UTC:
A thanks to Michael Howe for taking the time to comment.  Mr. Howe
writes,'The hole and the engineer are very interesting, though I think
the engineer's ability to reposition a [Hole or Barrier] to any hex on
the board might be too much -- perhaps repositioning should be restricted
to the engineer's sphere of influence.'    Mr. Howe's idea is certainly
one to consider should the game prove to be too volatile. However, I am
hoping that the Engineer and Teleporter will have enough threats against
them [via holes] to offset their strengths.   Also, Teleporters will be
blocked by Barriers... so that will be part of the fun, cutting off these
beasts.   Mr. Howe also writes in regard to the Teleporter, '... I'm not
sure I like the idea of a piece that can reposition my pieces anywhere on
the board -- it cuts into the idea of positional play.'  My response is
that the Teleporters are just like the Engineers, except that they move
pieces instead of Holes and Barriers.  By being able to move pieces
Teleporters are a constant threat to  positional stability.  Thus one
could argue that there is a need to be very careful in regard to
positional factors, to be much more positionally alert than in, for
example, traditional chess.  In regard to Mr. Howe's comment that two
Teleporters could end up in a repetitious loop... for a draw...'  That
would not be likely because one Teleporter would simply move the target
piece to a Hex that the other Teleporter could not target.  Best regards
to all, Sincerely, Gary K. Gifford

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Thu, Feb 3, 2005 10:59 PM UTC:
If there is enough interest and if none of the Senior Members of ChessVariants are opposed to it I would like to host a Shanghai Palace Chess Tournament (using the original version of the game). Note that if you use the Zillions engine you can gain a good understanding of the game, However, if you expect the Zillions engine to help you win games you will be disappointed as this is one game that so far the human mind is [for the most part] much better at.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Mar 12, 2005 04:55 PM UTC:
I don't know much about ZRFs (other than I have been impressed by many) but in Odin's Rune Chess if the Valkyrie capture/relocation of its own Kings is seen as a 'negative' capture to be avoided, then wouldn't Valkyrie capture/relocates of other friendly pieces also pose a programming problem? Also, would Zillions willingly move one King into Check on purpose as part of a combination to win the game or even material? I would think that the Valkryie aspect could possibly be seen as a 'special castling' condition available for all friendly pieces. And since Kings must be captured, perhaps the entire 'Check' aspect can be witheld from the ZRF... after all, the checks are essentially meaningless and it is actually not wise to announce check. It is the capture of the second King that really counts. Again, I know nothing of Zillions ZRF coding, but peraps some of my comments will trigger some good code thought. If anyone wants ODIN gif images for gaming use let me know and I'll send them after adding transparent green to the existing gifs. Best regards. Sincerely, Gary K. Gifford

💡📝Gary Gifford wrote on Sat, Mar 12, 2005 11:43 PM UTC:
I am glad to hear that Michael Nelson's ZRF coding for Odin's Rune Chess
is going well. I am anxious to see the result.  Thank you Michael, for
undertaking the task. 

Michael wrote: is it legal to use the Valkyrie swap to make a null move?
That is if a Valkyrie on c6 swaps the other Valkyrie at c9 back to c6,
then you have made a move but the position on the board hasn't changed.

Michael is correct to not allow a 'null-swap.'  But also it is important
to note that the 'move/relocate' aspect does not mean the relocated piece
has to land on the start square of the Valkyrie [or King acting like a
Valkyrie]  it can be any square in that Valkrie piece's travel.  Someone
might then wonder, 'Couldn't the one Valkyrie relocate the other to a
square other than its start square?  Or the Valkyrie King relocate the
other King in the same manner?'   As for relocating the second Valkrie
[to other than the 1st Valkyries' start square] this would be the same as
if we simply moved the 1st Valkyrie to that relocate square, so it makes no
sense to do such a swap. Technically that move would be allowed; but there
is no point in it. 

Michael stated 'In most CV's the answer is 'No', so I have coded
accordingly: a Valkyrie cannot swap positions with the other Valkyrie and
a King using a Valkyrie move connot swap positions with the other King.'

Yes, that is the correct assumption.  But for other pieces note that it
need not be a position exchange.  The relocate square can be any through
wich the Valkyrie traveled, plus its start square. 

Another issue may need pointed out.  If one side cannot move, it is not a
stalemate.  The non-moving side simply losses. - gkg

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Mar 27, 2005 02:28 PM UTC:Excellent ★★★★★
I give Bario an Excellent in regard to game concept and ease of play. There is, however, the question of capturing an unkown piece. If we look at the rules literally the captured piece would never be defined because the player would never move it. Eventually we would know what it is due to the process of elimination as other pieces show their identity. But another way of playing is to consider a captured piece as a piece that is 'moved' off of the board and must therefore be defined at the time of capture.' It is an important difference as the remaining Barios in play will have their identities revealed faster if captured pieces must be defined.

Gary Gifford wrote on Sun, Mar 27, 2005 02:40 PM UTC:
I have already rated the game so am not repeating a rating here.  In regard
to the issue of two 'same-color square' Bishops I believe that should be
allowed.  The Bario intro states, '... one should be able to play this
game on a normal chessboard with the traditional set of chess pieces.' 
This still seems to allow for same-color Bishops and I think it makes the
game more interesting to allow this.  In regard to rules I would like to
see:
a) captured pieces are not defined until known by deduction
b) Bishops of the same color squares are permitted

Gary Gifford wrote on Sun, Mar 27, 2005 07:50 PM UTC:
Here is an awkward Bario likelyhood: Suppose we have a White Queen and a
White Bishop a Knight-move away from the Black King.  Now suppose Black
makes the last (or second-last) Bario move so that all pieces are known. 
Cycle #2 begins and all Barios return to undefined disk status.  It is
White's move.  Could White now use his 'former Queen Bario' or 'former
Bishop Bario' as a Knight and take the Black King?  If not, could they
become Knights and move away from the Black King?  Or, would Black's last
Bario revelation be illegal because it is like moving into Check (but only
if White creates a Knight)?
Also, assume a Queen is off the board prior to Cycle #2.  When cycle #2
hits does a 'on-the-board' Bario get to be moved as a Queen?  It seems
this would be the case... but the rules do not address this issue.  I
think we somehow need to come up with an addendum that addresses the
several unknown issues so that cv players will be playing by the same
rules.  This will certainly be needed for a zrf version and for potential
tournament play.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, Mar 28, 2005 09:45 PM UTC:
This is in regard to the question about a King next to a King moving (when the King desired to move is adjacent only to only a friendly King). A King will not take advice from another King, so a King only next to a King will not move. I have written an addendum which addresses this and a few other issues. Hopefully it will be posted in the near future. The basics are that: (a) Valkyries will not move Valkyries (this is like a non-move), (b) Kings (when acting like a Valkyrie) will not move the other King (this would be like a non-move) and (c) Kings will not take advice from other Kings. I think the addendum covers a few other issues. Also note that Mike Nelson made a nice zrf of Odin's Rune Chess. I don't think it is posted yet, but when it is it will give you an excellent idea of how to play and will give you some nice tactical skills. It took me several games before I could defeat it on the low levels.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 1, 2005 05:19 AM UTC:
CarlosCarlos and I are currently playing Bario. I changed my Bario disks to Crescents because Carlos correctly pointed out that when a new cycle begins White and Black need to have their Barios recognized. We are playing such that captured pieces do not get to return as Barios. From an e-mail discussion with one of the editors I believe that the rules will be enhanced in the not to distant future and that the pre-set will start with different Barios for white and black and that there will be a captured piece holding zone (similar to in Chessgi). Carlos and I are using the castling rules from Fischer Random Chess and we are also permitting each side to use two same color Bishops, if desired. In regard to beginning a new Bario cycle, when one player's Barios have been identified and the other player is down to 2 Barios (which are deduced to be different by looking at the captured pieces) then as soon as either one of those pieces moves, both are known and the new Bario cycle therefore begins. Thus, a player needs to keep his King away from possible 'new' Bario lines of attack, e.g., if Black King on g8, White Queen on f6, and Bario cycle begins with white to move, White could make the f6 Bario a Knight and take the Black King (this would be illegal, so Black's previous move would be illegal as it would be like moving into check). I intend to make diagram examples to explain some of the interesting Bario situations.

Gary Gifford wrote on Sat, Apr 2, 2005 05:52 PM UTC:
Tony Quintanilla suggested that I add the following from my e-mail to him
earlier this week.  It consists of rule enhancements that Carlos Carlos
and I came up with during our game which is in progress as I wite this. 

Aa acknowledegment here to CarlosCarlos for his suggestions regarding
enhancing Bario rules. 

(1) The Barios for White and Black need to be different.  I suggest White
and Blue Cresents as they are part of the piece set in use and the board
looks quite nice when they are implemented. The reason they can't be the
same (like identical color disks) is that when cycle #2 starts all
non-pawn and non-King pieces revert back to Barios.  And when a future
cycle happens Barios will nolonger be neatly placed in a player's back
row.  A white Bario on d5 could be next to a Black Bario on e5... gray
disks just won't work. So we need to see who has the 'White' Barios and
who has the 'Black Barios' when the cycles begin.

(2) There needs to be a holding zone (for captured pieces and Barios). 
This allows captured Barios to sit and await their identity to be revieled
and prevents them from re-entering the game in future Bario cycles.
CAPTURED PIECES DO NOT RETURN (EXCEPT THROUGH PAWN PROMOTION, SEE RULE 8).
 Thus, for example, if Black captured White's Queen we would see that
Queen in the holding area and when cycle 2 or 3 started an
'on-the-board' Bario could not become a White Queen. (Note: see rule 8
regarding pawn promotion). 

The Chessgi Pre-set board will work for the purpose have having capture
zones.  

(3) A captured Bario need not be identified at the time of capture.  But
can be later identified while in the holding zone.  Thus, assuming white
has only 2 Barios left and that all pieces in the capture zone are known,
and assuming that white's Barios must be a Bishop and a Knight by process
of elimination (but we don't know which will be which).  Assume that Black
now captures one of these Barios.  It goes into the zone as an
'unidentified' Bario.  The remaining White 'on-board' Bario still has
the potential to be a Knight or a Bishop.  As soon as it moves its
identity is revealed, as is the identity of the captured Bario in the
zone.

(4) Castling is as in Fischer Random Chess.

(5) You may elect to have both starting Bishops on same color squares.

(6) If one Bishop is captured, then during a new Bario Cycle start the
remaining 'on-board Bishop is allowed to become a Bishop on a different
color square.  For example.  If white had a Bishop on g1 and a rook on h1,
after these became Barios he could move the h1 Bario to g2 and identify it
as a Bishop.  In the previous cycle he had a dark squared Bishop, in this
cycle he has a light-squared Bishop.

(7) Regarding 'Bario checks while on the move' at the beginning of a
cycle:  Three logical options quickly come to mind.  I prefer option A
first, then B, I don't care for C.

Introduction to the situation: When a new cycle begins the player on the
move may have a Bario which could now be identified such that it can
capture the opponent's King.  For example, Black King at g8, White Queen
at f6; pieces revert to Barios, White plays f6-g8 (he made his f6 Bario a
Knight).  Thus, in traditional chess we would have an illegal position at
the beginning of the Bario Cycle, i.e., Black in check with White to move.
 Three reasonable options are:

[OPTION A] The player in check is checkmated because he can't move out of
check, block it, or capture the checking piece as it is not his move.  In
essence, the player on the move could capture the King.  {I like this
best}  

[OPTION B] the player on the move identifies the Bario and announces
'Check' but does not move (the Bario check counts as the move in this
case); the player in check is now allowed to move out of Check or capture
or block the offending Bario. (Seems like a good alternative to rule A)

[OPTION C] The position is declared illegal (as if the one player moved
into check) and the player in check must make another move.  But what if
that was the only move that he could make? Stalemate? Option C seems to be
the most problematic of the 3. It could require a positional take-back.  (I
Don't care for rule C).

(8) Pawn promotion:  The Bario page states the use of only 1 chess set and
furthermore states you can only have one Queen, 2 rooks, etc.  But what
about pawn promotion?  I suggest that a pawn can promote to any friendly
captured piece (as in Freeling's Grand Chess.) Promotion could even be to
a Bario (in its unidentified state) if you had a Bario(unidentified) in the
Zone. 

**** A note in closing ****

I think these rule enhancements will enable players to enjoy Bario with
minimal confusion.  Until a time when rule 7 is standard (as to A, B, or
C), players should agree on one of the options at the start of the game. 
I strongly prefer option A.

Best regards to all.  Gary K. Gifford

Gary Gifford wrote on Mon, Apr 4, 2005 05:03 PM UTC:
This is in regard to 2 other comments. (1) 2005-04-03 Mark Thompson had the
impression that '... when a player defines his last piece, all of THAT
PLAYER's pieces go back to being undefined' but also pointed out that
the rules don't actually state to limit it to the player's own pieces. 
CarlosCarlos and I had discussed this matter and came to agreement [at
least for for our game] that when the last Bario was known all pieces
would then revert to Bario.  This prevents a Bario reset from taking place
on every turn when a player is down to just two Barios (or 1 undefined on
board and 1 undefined in the holding zone).  In our way of playing when a
player is down to his last Bario it will be known and will therefore
remain seen as its last designated piece asignment... even if the other
player must reset his or her Barios.
(2) 2005-04-04 Larry Smith stated, 'I like the idea that ALL the quantum
on the field must be defined before the cycle starts again, and ALL fall
back into the un-defined state when the last one is actually
moved(defined).'   The rule Carlos Carlos and I are using does not
require that last Bario to move, only that it 'be defined.'  Thus, in
our game I currently have 2 Barios undefined.  If I move 1 the other is
known and CarlosCarlos can then define one of his remaining 2 Barios and
the new cycle will start (with all Barios being reset.  I do not want that
to happen so I am refraining from moving either Bario as moving 1 will
define both.  Larry Smith's rule idea would allow me to move one and
still avoid a new cycle, even though the remaining Bario would now be
known ( 'defined by deduction' in this case).

Gary Gifford wrote on Tue, Apr 5, 2005 05:07 PM UTC:
I slightly disagree with Larry Smith's comment which is: Quote: 'An
un-moved quantum would merely be a potential and not an actual.  It
would need to be moved to be realized.  In other words, it must be
'observed' to be that particular piece, not just surmised.'-End Quote.
I look at it this way, for example: If a remaining Bario can only be a
Rook.  Then it is a Rook.  When it moves, it will move as a Rook.  But,
for the sake of Bario one could make the rule read that 'The last Bario
must be moved and transformed into the intended piece, even if that piece
is already known.'  That would be a clear rule.  But they way the rules
are currently written, pieces need only to have their identity correctly
'defined.'  Thus, by simple logic we can correctly define a Bario when 2
exist, and 1 moves.  Is it any different than dropping a coin on a table
and being asked to define the 'face-up' and the 'face-down'?  If I see
Heads face up, I can define Tails as face down (also, I can point out this
is no trick coin.  In Bario we are using a standard chess set, so we know
the possibilities).  With the coin toss, as with 2 remaining Barios, there
is no need for me to see the final hidden item.  Labeling that hidden item
as as a 'quantum with potential' does not alter the simple reality of
the situation.

On a second note, Larry asks, 'If all quantum are neutral, would a player
be allowed to capture them?'  He then states, 'I would opt for this.'  I
agree with Larry 100% here. But in using his arguement from above, should
one really be allowed to capture a mere 'quantum potential?'

Gary Gifford wrote on Tue, Apr 5, 2005 09:21 PM UTC:
I can see arguements for both concepts; i.e., Mr. Smith's idea that the Barios actually need to be moved to be considered as 'defined' and the other idea (which CarlosCarlos and I are using) that indicates a piece only need to be known. So far I see no problems with the rules that CarlosCarlos and I have employed. As far as getting down to 2 Rooks, 2 Bishops, or 2 Knights, players would simply avoid that for as long as possible to keep the identities secret. In the Penswift vs. CarlosCarlos game we both now have 2 different Barios as our last Barios. [Of course, if we had a Bario of ours captured we could each get down to 1 undefined Bario... but when it moves the one in the capture Zone would be revealed to prevent it from entering the game]. Perhaps there should be 2 variations of Bario? (1) Bario,Logical Deduction Variant and (2) Bario, Quantom Variant {of course, the names could be changed). The course of time would tell us whether one was desireable over the other, or inform us perhaps, that each was equally enjoyable. Regardless of which variant (or both) surface, one thing is certainly true. The rules themselves are of a Bario language. Full of potential, but remaining undefined, or atleast defined with definitions not agreed upon by all. So, what will the final established rules be? Mr. Smith, I salute your logic. I think we are seeing the same things in Bario, just disagreeing on how our observations should be used to develop a set of standard rules.

Gary Gifford wrote on Wed, Apr 6, 2005 02:32 AM UTC:
CarlosCarlos and I seem to be playing Bario Chess under what Larry Smith would call the 'Full Field Deductive Reset' variation. While all the options he mentions are possible, I prefer to see the rules standardized. If not, then it seems that there needs to be at least 4 sets of Bario rules. However, that would not be difficult because diffences are minor... even though their impact on the game is major.

Gary Gifford wrote on Wed, Apr 6, 2005 04:34 PM UTC:
Larry Smith asked 'What happens if the quantum has been reduced to a
single piece and the player has only a single potential?' Answer: In the
Deductive variation we know what the final piece is (or more correctly,
what it would be if it were to move) unless an undefined Bario is in the
capture Zone. In the first case, for full-reset, if the opponent still has
Barios in play then the first player could even reveal his last Bario.  It
would be irrelevant and play would continue until reset time... which
would be determined by the opponent in this case.  In case 2, the Bario is
still unknown (as we don't know what the capture zone Bario is, or the one
on the board).  In the 'Deductive, Full-Reset' game that is now in
progress, the single Bario scenario is a non-issue in either case.  If the
identity is known, and it is the last Bario to be known, then the new cycle
starts.  

Note: In deductive variants of Bario, when a player only has one known
Bario (or 2 of the same, like two rooks in Bario guise)when a new cycle
starts he should just use the actual pieces and not the Bario piece image.

Gary Gifford wrote on Wed, Apr 6, 2005 10:36 PM UTC:
Woah! Hold the horses. Mr. Smith wrote, in part '.. the quantum might remain a quantum although it has moved as a specific piece. This will be applicable if players have a single quantum, either apiece or shared, regardless of the number of potentials in hand. The quantum would be moved as the desired piece and yet never be replaced by such.' This is way off of how CarlosCarlos and I are playing. As the new preset shows, each side has their own Barios. They are not shared. And when they move they are instantly identified and replaced with the appropriate piece. In fact, a second Bario might then be realized (in the Deductive variants) and replaced by the applicable piece. For example, In the CarlosCarlos game I had 2 Barios (undefined) on the board. These are seen as 'White Crescents.' I moved one from g1 to g2. It became a Rook. The only thing my remaining Bario (on A1) could be was a Knight. So I replaced the Crescent with a Knight. I now have no Crescents (unidentified Barios) and CarlosCarlos has 2. If he moves either one, both will be known and upon completion of his move all our Barios will reveret to the 'Unknown state.' But my Barios are seen as mine and CarlosCarlos's Barios are seen as his. You can play over our game up to now and see what is going on. The rules we developed are quite easy to understand. Also, I see no need to call Barios 'quantoms.'

Gary Gifford wrote on Thu, Apr 7, 2005 12:19 AM UTC:
Of course I am not laying claim to Bario... though if I am seen as a
'Quantom' one might see that as a possibility.  As to wanting people to
play by the rules I am using... nonsense.  Reading my previous comments
will show that this is not the case.  In fact, the other day I commented,
and I quote, 'Perhaps there should be 2 variations of Bario? (1)
Bario,Logical Deduction Variant and (2) Bario, Quantom Variant {of course,
the names could be changed). The course of time would tell us whether one
was desireable over the other, or inform us perhaps, that each was equally
enjoyable. Regardless of which variant (or both) surface, one thing is
certainly true. The rules themselves are of a Bario language. Full of
potential, but remaining undefined, or atleast defined with definitions
not agreed upon by all.'

I also commented, 'So, what will the final established rules be? Mr.
Smith, I salute your logic. I think we are seeing the same things in
Bario, just disagreeing on how our observations should be used to develop
a set of standard rules.'

To me, none of this sounds like I am trying to claim Bario.  Or to force
others to play by rules CarlosCarlos and I are using.  Apparently my
salute to logic was pre-mature.

Gary Gifford wrote on Thu, Apr 7, 2005 11:48 PM UTC:
In the penswift/CarlosCarlos game a 'full-field reset' has taken place. 
We are using Player-defined Barios.  If we were using nuetral Barios, such
that they were up for grabs by the player on the move, then I would have
had to avoid the reset as my King would be under heavy Bario attack.  This
is not a criticism of the nuetral Bario concept... it is only a note that
may help Mr. Smith in figuring out his rules for nuetral Bario use.  At
this point in time I remain in favour of Barios that belong to the
players.

However, in regard to Mr. Smith's desire to create a very complicated
game, I would suggest the idea of getting together with David Short, the
creater of Existentialist Chess and creating a Bario version of that game
(if David Short was open to the idea.)  If Mr. Smith (like the creator of
Bario) is hoping for the creation of a complex game, then I think that a
Bario Existentialist Chess (or a Existentialist Bario Chess) would be hard
to top for complexity.  But, again, if that were to be attempted I think
that David Short should be contacted.  I believe that Existentialist Bario
Chess would be a most complex game, much more so than we are likely to get
from Bario which begins with a standard chess set, and is really a variant
of Fischer Random Chess with hidden pieces and resettable pieces.  Of
course, those factors do make for a tremendous difference in the 2 games.

Existentialist Chess. 10x10 board with many different pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Apr 7, 2005 11:58 PM UTC:
This comment pertains to both Existentialist Chess and to Bario. Bario was supposedly an attempt to be a very complicated chess game. But in my opinion it does not come close to the complexity of Existentialist Chess. So, while a complex version of Bario is being worked on (involving 'nuetral quantoms') I was thinking, what about an Exitentialist Bario (or Quantom) Chess? That game, I think, would perhaps be the most complicated game ever. If David Short is interested I suggest he read over the recent Bario comments to get an idea of the 'Bario/Quantom' Factor. Perhaps he and Mr. Smith could share notes and creat a truly wild game? Just an idea. Best regards to all.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 8, 2005 02:02 AM UTC:
Sorry that my last Bario comment was incorrectly interpreted as a distraction by at least one individual. It was not intended as such, but perhaps some people are easily distracted. Should David Short be interested in that 'Existentialist Bario Chess' project I am sure he can accomplish it fine on his own. And I would be glad to assist him, but only if requested to do so. In regard to other Bario projects, best regards to all involved with them. Meanwhile, the variation CarlosCarlos and I are playing is working fine and seems quite intersting, while not being difficult to understand.

Gary Gifford wrote on Sat, Apr 9, 2005 01:56 PM UTC:
The quantom mathmatical factors would change on every half move and I think
that making the calculations manually might be a bit tedious at times.  To
determine, for example, whether a quantom belonged to white or black, may
detract from the fun of the play. Aside from that, the game should be
enjoyable.  But I imagine in most cases the Bario numeric aspect could be
easily seen to be + or - and so no actual calculation would need to be
made.

A good strategy in this game would be to move (define and identify) the
quantoms that you had marginal control over... thus making them pieces
that your opponent could not control.  Another logical move would be to
capture quantoms whose numeric value favored the opponent.

To make Mr. Smith's proposed game more impressive (perhaps he already has
this in mind) I suggest not using a 'standard' chess set of Black and
White at the start of the game... but rather nuetral pieces (that will/can
become black or white).  This would allow the following, for example: 
Assume an endgame with White having King, 2 Bishops, 2 Knights.  Black
having: King: 1 Knight, 2 Rooks.  Also assume there are 3 unknown quantoms
on the board (ones that in the simple deductive variation would be 2 Black
Bishops and 1 Black Knight) .  With White previously having his Queen and
2 Rooks captured, what could he make of a Bario? [Note: In the
deductive/assigned variant these 3 Barios would already belong to
Black]... Using the nuetral quantom and neutral piece-color concept White
could make a third Knight or third Bishop.  And later a fourth knight or
fourth Bishop.  Thus, we would still be playing with a 32 piece set, but
only the King and Pawn colors would be true White or true Black at the
start of a game.  Of course, the quantoms behind each pawn are so
obviously under each players control there is no danger of the opponent
controlling these during cycle 1.  

It is the first new cycle that the undefined color aspect would really kick
in.  I would not mind playing this tye of game.  But I would not want to do
the math each time.  Of course, for most cases the Bario control would be
obvious and no calculations would be needed except in cases where the
quantom value was near '0.'  When it is at '0' is the Bario up for
grabs or off limits?  I may have missed that answer in an earlier
comment.

I think this has the potential to become a great game.

Gary Gifford wrote on Sat, Apr 9, 2005 10:54 PM UTC:
In a Quantom Variant which allowed a player to obtain 3 or even 4 of the 4
Bishops, Knights, and Rooks, and both of the 2 Queens we would need
markers for the Quantoms (checkers, dimes, pennies, etc. would suffice).
But we would also need 2 chess sets to allow White and Black to get their
third Bishop, third knight, etc.  

A danger in this game [of nuetral Quantoms] is that the
'Player-on-the-move' immediately after the reset has a strong initiative
(in an otherwise equal position) because he can likely 'define and move a
Quantom' to gain control over one or more of the other Quantoms.  And, if
pieces were of nuetral color and he had lost a Queen during the opening
phase, he could now define the Bario (Quantom) as a 'Queen.' (Whereas in
the Deductive/Dedicated Bario variant, a player could not make a Queen this
way, as his lost pieces are off the board and pieces that were just on
board remain reserved for their owners, plus the color-dedicated Barios
remain the property of their owner throughout the game... however, they
can be captured.)

But it is important to note that being the one to initiate a cycle reset
can be extremely hazardous to one's chess health in a 'Neutral Quantom /
Neutral Color Variant.'

Crown Prince Chess. One Knight on each side is replaced by a Crown Prince. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sat, Apr 23, 2005 03:02 PM UTC:
In regard to the hassle of making new pieces, or flipping existing pieces upside down, cutting them, etc., a quick and inexpensive way to make a new piece for a variant is to make a paper pyramid of 4 sides (counting the base, which is an equilateral triangle). Start by drawing the base on paper, then draw a triangle out from each of the three sides of the base-- so you can cut out the image and fold it to make a pyramid. [I also add some tabs to make the result sturdy). Draw or paste the proper move courier image on the 3 upright faces of the pyramids. Though these 'piece pyramids' can sit directly on a board, I cut a hole in the base and then place it over a proper color pawn from a spare set. This gives the piece a good height. I made these for Caissia Britannia (formerly British Chess) Lion and Dragon pieces and it works out quite well.

[Subject Thread] [Add Response]
Gary Gifford wrote on Sat, Apr 23, 2005 03:21 PM UTC:
Here are 2 methods of making pieces.  They both avoid flipping existing
pieces upside down, cutting them, etc.   The first is for long-lasting
sets (like a lifetime and longer). And the second for making a quick
inexpensive Temporary set. 

Long Lasting Method:  For permanent pieces I find Sculpy (elastic polymer)
to be great.  You can fashion a piece (as if in clay) then bake it and it
will become hard like ceramic.  You can also make molds of existing pieces
(for example: make a mold of a knight and bake the mold).  Now you can make
Sculpy Knights and modify them before baking, for instance: you can make
the Unicorn piece this way, or the Prince (cross-less King).  The Sculpy
method lets you make pieces without destroying exisiting ones.

Temporary Method: A quick and inexpensive way to make a new piece for a
variant is to make a paper pyramid of 4 sides (counting the base, which is
an equilateral triangle). Start by drawing the base on paper, then draw a
triangle out from each of the three sides of the base-- so you can cut out
the image and fold it to make a pyramid. [I also add some tabs to make the
result sturdy). Draw or paste the proper move courier image on the 3
upright faces of the pyramids. Though these 'piece pyramids' can sit
directly on a board, I cut a hole in the base and then place it over a
proper color pawn from a spare set. This gives the piece a good height. I
made these for Caissia Britannia (formerly British Chess) Lion and Dragon
pieces and it works out quite well.  Of course, I suggest this method only
for sets used temporarily, for example, if you want to have a 3D Caissia
Britannia board set up for tournament game analysis.

[Subject Thread] [Add Response]
Gary Gifford wrote on Sat, Apr 23, 2005 03:25 PM UTC:
In relation to '10' entries, I was wondering if my 'The Bermuda Chess
Angle' was going to be added to the contest.  It was submitted over a
month ago.

The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Apr 30, 2005 10:10 PM UTC:
I appreciate Greg's comment. In regard to the '10' factor it only plays in the board size (10 x 10) and number of pawns per side, & number of pieces in the 1st and last ranks. <p>On another note: I just wanted to point out that I cut and pasted the text from my Word.doc into David Howe's easy-to-use submission form and used that to get the game page. A nice, painless method. Quick too. <p>I also see that I can now upload graphics; and I did upload one for the game setup... but I don't know how to get it into the page, or if a CV editor has to add the graphics. <p>If I can add graphics myself I will update the Bermuda Chess Angle page with illustrated examples. <p>I encourage those with unposted games to give David's submission form a try (a link to it appears in one of David's recent comments). <p>Best regards to all, Gary

💡📝Gary Gifford wrote on Sun, May 1, 2005 01:46 PM UTC:
I have updated the game page with a setup graphic and with 5 illustrated positional examples pertaining to piece disappearances, checks, and/or King capturing. I also changed the game objective from 'delivering checkmate' to 'capturing the opponent's king.' The reason for this change becomes easy to understand from the examples.

💡📝Gary Gifford wrote on Sun, May 1, 2005 06:17 PM UTC:
This is to thank Mike Nelson for taking time to comment and also to confirm
his correct conclusion regarding the following two scenarios. 

Mike asked:

1. If a Knight leaps another piece on c3 and c3 is the BCAF, then both the
Knight and the piece leaped over disappear?

2. If a piece captures another piece on d5 and d5 is the BCAF, the
captured piece does not reappear?

The answer in both cases, as Mike correctly deduced, is that both pieces
vanish.

An easy way to visualize this would be to imagine the BCAF (Bermuda Chess
Angle Factor) as creating a momentary hole in the board.  A piece
presently on the hole will disappear, the piece moving onto [or through,
or over] also disappears.  Immediately after the disappearances the square
returns to normal. 

Also see the game rules (Rule #3 and Rule #4).

💡📝Gary Gifford wrote on Wed, May 4, 2005 03:11 AM UTC:
Ian, thanks for the comment and for the eyebrow raising question, i.e., 

Is Chesslantis the the same thing as Ultima Thule?

The answer, of course, is 'no.' Ultima Thule was, according to the
ancient Greeks, a habitable region very far north (the most north of
regions on planet Earth).

On a related note, perhaps Chesslantis is seen as having been 'myth
placed' in the introduction.  But I believe it helps create atmosphere
for the game.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, May 7, 2005 02:30 AM UTC:
This is to answer the question posted about which pieces can be dropped in Shanghai Palace Chess. Only the Shogi pieces and Shogi pawns can be dropped. The Shogi pieces can be quickly identified by their angled point. If you have Zillions you can play the game and see how pieces are dropped. However, note that the zrf currently mishandles cannons in a horrific manner.

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, May 8, 2005 01:42 AM UTC:Excellent ★★★★★
My 'excellent' applies mostly to the presentation of this game. The illustrations, the writing, the very high intellectual look... all top rate. Unfortunately I presently do not understand enough about the game to comment on its specifics or on its playability. At first glance I thought that it was a work of sarcasm. And maybe it is... I just can't be sure. With a person's name like Salmon Chase I even thought perhaps we were being taken on a wild fish chase (up stream no less). But Salmon Portland Chase actually did exist. So, I find this work very intriging. Enough so that I imagine if Douglas Adams were still alive he may have been tempted to write, 'The Hitchhiker's Guide to Salmon P. Chess.'

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, May 8, 2005 01:51 PM UTC:
Mike Nelson created a very strong Odin's Rune Chess ZRF. The Zillion's Engine understands the strange pawns, the Valkyries' ability to relocate pieces, the Kings' reliance on other pieces for advice, etc. In my opinion it is an excellent ZRF. But as for where the ZRF is, I don't know. I thought Mike submitted it about 2 months ago. Perhaps it resides in a folder somewhere, waiting to be posted. I'll send an e-mail to the editors and see if they have it. Also, it may be posted at Zillions by now.

Monster Bluff Chess. On 10 boards put together, with putting stakes on squares. (32x24, Cells: 640) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, May 9, 2005 04:20 PM UTC:Excellent ★★★★★
Quite an attractive game. I am wondering what Mr. Holmes will bring us down the road. On a different note: Dale, remember to register as a ChessVariants member and then add your personal info. Impressive creations so far... I look forward to more.

Chess with Batteries. Special Battery piece which augments the powers of other pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, May 9, 2005 04:33 PM UTC:Excellent ★★★★★
I find this game to be quite challenging. Like Maxima and Ultima, it has a futuristic feel to it... like something people would be playing in the year 3000 (if there still are people then, of course). The Battery concept seems very original (I am not aware of any games that have such a piece). Despite Roberto's claim that the ZRF plays poorly, it certainly gives me a run for my money.

Shikaar. Missing description (9x9, Cells: 79) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, May 12, 2005 04:49 PM UTC:
An initial setup diagram should be added to this page.

The FIDE Laws Of Chess. The official rules of Chess from the World Chess Federation.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, May 16, 2005 03:18 PM UTC:
'When a player lets go of his piece but doesn't hit the clock can he take the move back?' The answer is 'No.' Also, if you touch a piece (that is yours) you must move it [if the move is legal] and if you touch your opponent's piece you likewise must capture it [if legal]. An exception is if you say 'Adjust' or say the French equivalent word. When the clock has not been hit, the move is still valid. Unfortunately the time loss is quite real and there is no obligation to point out that a person's clock is running.

Gary Gifford wrote on Mon, May 16, 2005 09:11 PM UTC:
Tony is correct in that to approximated FIDE rules, when an illegal move is made in Game Courier that piece should be considered as 'touched' and would have to be moved, if it could make a legal move. A Game Courier that does not allow illegal moves is actually more kind than is FIDE. For example, in one of my face-to-face over-the-board games I placed a player's King in 'Check.' I announced check (but in official USCF tournament games such an announcement is not required and often not made). My opponent did not hear me and he then moved his Queen (but left his King in check.) Under the 'touch rule' he still had to move his Queen, if possible. So in this case he had to block the check with his Queen... and he lost his Queen as a result. A very harsh payment.

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, May 20, 2005 04:26 PM UTC:
If someone is into games enough that they want to rate them, then in my opinion they should be a CV member anyway. P.S. Just for the record: I am one of many who finds Salmon P. Chess excellent, but I have previously submitted that comment.

Gothic Isles Chess. Fictional historic variant, with Dragons, Wizards and Champions. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Jun 5, 2005 04:09 PM UTC:
Love the board/piece images and the pseudo-history gives the game a nice touch. A comment regarding the quickest mate of 3 moves must be in error as the rules state: 'White moves first, and makes eight moves, none of which may cross the center-line of the board (marked by a heavier line), then Black makes eight moves with the same restriction, and then play alternates without the restriction.' I will hold off on rating the game at this time as I've not played it yet. But it looks promising.

The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Tue, Jun 7, 2005 04:37 PM UTC:
In response to Mr. Gilmans' comment regarding how the latest Bermuda Triangle theory could get into the game, it already is. In the last paragraph of my rules introduction we read '...the rising of frozen hydrocarbons which makes the board density so sparse [by releasing methane] that pieces simply fall through.'

Toccata. A hexagonal variant inspired of Maxima. (Cells: 76) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Tue, Jun 14, 2005 11:58 PM UTC:Excellent ★★★★★
I had a chance to play several games of this already and they were interesting and fun. The game reminds me a little of Chinese Chess mixed with Maxima. At first I expected the hexagonal aspect to be overwhelming and intimidating, but that wasn't the case at all. Nice job Roberto!

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Jun 19, 2005 06:58 PM UTC:
This is to answer Greg Strong's good questions.  

Q1 ... a King cannot do a 'move/relocate' function with the other
King.'  Why is this?  If King #1 is adjacent to a Valkyrie, can it not
make a move/relocate move like a Valkyrie?  And if the other King is
in-line, why can it not move/relocate that King?
A1: The answer is that these would result in meaningless or 'null'
moves.  For example.

Imagine this set up on a certain file: Where '-' = space and
1 = King 1 and 2 = King 2 and V = Valkyrie.  

- - - - 2 - - - 1 V    Here, if a King (next to a Valkyrie) could relocate
the other, we could get:

- - - - 1 - - - 2 V    It is as if no move was made.  Or, we could get

- - - - 1 - 2 - - V    But this is positionally the same as 

- - - - 2 - 1 - - V   Inwhich we just moved King #1.

Note that Mike Nelson deserves the credit for initially realizing the
redundancy and null factors.  He discovered this while working on the
Odin's Rune Chess Zillions .zrf.  I agreed 100% with his conclusions and
his zrf rule implementations.


Q2:  I assume that the Forest Ox cannot use it's optional riffle capture
to capture a friendly piece.  Correct?
A2: Yes.  The Forest Ox only takes down the enemy, even when using its
horns for the optional adjacent square capture factor.

Note the the Odin's Runes Chess ZRF plays correctly by the rules so one
can get a good feel for the game using that (if he or she has a registered
copy of Zillions).

Thanks for commenting.

[Subject Thread] [Add Response]
Gary Gifford wrote on Tue, Jun 28, 2005 12:47 AM UTC:
A beautiful chess set indeed.  But I saw it listed at a lower 29.99 pounds.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Fri, Aug 5, 2005 04:14 PM UTC:
Christine Bagley-Jones, thanks for the Excellent rating. I too think it is a very fun game and quite playable. I wanted to have a Shanghai Palace Chess tournament with a trophy for a prize... but the interest never seemed to be there. Perhaps someday.

[Subject Thread] [Add Response]
Gary Gifford wrote on Fri, Sep 23, 2005 09:56 AM UTC:
I voted for the '10 Contest' entries a good ways back.  But I am not sure
if my votes registered. Is there a way to check? Thanks.

[Subject Thread] [Add Response]
Gary Gifford wrote on Sat, Oct 1, 2005 01:52 PM UTC:
I have seen game loading for Shatranj to be very slow... enough so that I
thought I might not get to see the complete board.  I thought it was my
dial-up, but today I noticed that other players have reported slow game
loads.  I also went to look at an Altair game in progress... it took much
longer to download than the Shatranj.  Game downloads used to be very
quick (seconds).  Now it seems that about 2 minutes (on my PC) is needed.

Two Large Shatranj Variants. Missing description (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Oct 2, 2005 05:45 PM UTC:Good ★★★★
The idea seems quite good to me.  I even like the opening story because it
has me wondering how many great games were lost through natural disasters,
sinking ships, etc.  Some board graphics (with initial piece placement)
would be a great plus to the rules page.  After seeing these games played
I may very well upgrade my comment to 'Excellent.'  I look foward to
seeing game couriers for these variants.

On a related note: Despite these Shatranj games being great and grand, we
should also be aware  that there are several large Shogi games.  The
largest that I am aware of is called 'Tai Kyoku Shogi.'  It is (was)
played on a 36x36 board with 402 pieces per side.  Hard to imagine.

The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Oct 2, 2005 06:09 PM UTC:
I just noticed that all the graphics are missing for the Bermuda Chess Angle page. Could the links have been broken? Has this happened with other games? The page without the graphics is rather bland.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Oct 23, 2005 12:42 AM UTC:
To answer lordking's chess question: When a King is in check there are three possible legal actions (aside from resigning): 1) capture the checking piece, 2) move the King out of check, or 3) block the check. Regardless of which action is taken, the King must not be in check after the move is completed. If the King cannot get out of check he is said to be in 'checkmate.'

Shatranj. The widely played Arabian predecessor of modern chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Oct 30, 2005 01:17 PM UTC:Good ★★★★
I like the 'Bare King' concept and am a little surpprised that it did not continue down with the evolution of today's orthodox chess. Also, though Shatranj seems not to be very popular today, I wonder if the rule variant cited by Pritchard, i.e., 'A stalemated King may be transposed with one of its other pieces, as long as this does not result in check' is being used in the game courier? But I imagine it is not. Pritchard's variant is mentioned on the ChessVariants page. I imagine we are not employing it in our game courier games. If it is being used, however, I would like to know as it could completely change the endgame in certain situations by changing a forced stalemate to a win.

Geodesic Chess. Variation of hexagonal chess on a geodesic sphere with a few new pieces added. (Cells: 279) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Oct 30, 2005 01:32 PM UTC:Excellent ★★★★★
The idea of playing on a sphere (composed of hexagons) is quite interesting. If I were to play this game I would like to try playing it on a 3D modeling-based program, such that I could click on the sphere and rotate it to view the various sectors. But maybe it is easier to use two 2D projection maps.

Queens or Castles. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Tue, Nov 1, 2005 10:20 PM UTC:
Comment no longer applies due to reconstruction and rewrite of this game.

Shatranj of Troy. A Shatranj variant with Shogi-like drops, a Trojan Horse (with 6 pieces inside),. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Thu, Nov 17, 2005 05:44 PM UTC:
I have read several comments about Shatranj of Troy and also few e-mails that are not posted as comments. Thank you to all who have commented and e-mailed. I will try to briefly address two issues here. (1)Regarding no Bishops - I wanted to keep original Shatranj pieces - thus the Elephant stayed, as did the Ferz, Knight, Rook, and same pawns (with a promotion difference). Aside from the Trojan Horse, the 2 pieces added seemed logical orthoganal counterparts to the Ferz and Elephant. (2) Trojan Horse, captured with cargo - I think the 'Captured with Cargo' concept is logical and a bit exciting. Somewhat double-edged. I like this as it motivates a player to develop logically and not charge hog wild towards the opponent without paying consequences [should his Trojan Horse be captured]. A player can use the Trojan Horse to place pieces behind his pawns, in front of them, a bit of both. This would constitute a logical opening phase, i.e., initial setup. It would also make a captured Trojan Horse much less valuable to the opponent, i.e., by quickly emptying the cargo. However, a player can neglect piece placement to a desired degree and boldly venture towards the opponent with one, two, (or more)pieces inside the Trojan Horse for a deadly attack. Personally, I think I'd position all of my pieces except 1, and then use the Trojan Horse and that housed-piece as a dangerous attacking weapon. Best regards to all. And thanks again for your feedback. - Gary

Shatranj of TroyA Zillions-of-Games file
. A Shatranj variant with Shogi-like drops, a Trojan Horse (with 6 pieces inside).[All Comments] [Add Comment or Rating]
💡Gary Gifford wrote on Sat, Nov 19, 2005 04:43 PM UTC:Excellent ★★★★★
Hats off to L.L. Smith on his creation of this challenging ZRF.  I have
play-tested it and am amazed at the variety of tactics the program has
employed... the most humorous being what I call a 'marching double-camel
mate.'  In another game I forced a Rook triple wazir mate... quite fun.

When you play you will see the contents of each Trojan Horse, but not any
captured pieces.  However, simply click on a vacant square and you can see
what you can drop there (providing it is legal to drop something).  You may
want to keep a note of what pieces the ZRF has captured.

When a Trojan Horse is captured and dropped, it is easy to tell the
original from the dropped horse (important because of the retained cargo).
 For example, if we see two blue Trojan Horses on the board, the original
has a blue T and the captured Horse has a white T.  That is a clever idea
as you can quickly see which Horse controls which cargo... there is no
confusion.

I have played about 12 games of this thus far.  Play has been dynamic in
each case.  And each game has been very different from the others.  The
shortest game, thus far was 9 moves.  The longest 40 moves.

In closing, well done Larry!

Shatranj of Troy. A Shatranj variant with Shogi-like drops, a Trojan Horse (with 6 pieces inside),. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Tue, Nov 22, 2005 05:56 PM UTC:
Charles Gilman wrote that he had an idea for a 'Byzantine array' but with the Knights as Trojan Horses containing pieces NOT in the array. He then wrote, 'Would you be happy with me posting such a variant as long as I credit you for the Trojan Horse?' Answer: I have no problem with others using the Trojan Horse. And if the use of it was inspired by 'Shatranj of Troy,' then a reference to that game and me as author would be much appreciated. Also, note that it was my simpler Trojan Horse (Troy Horse) of 'Catapults of Troy' that led to this more heavy duty horse with a cargo of 6 pieces, instead of 1. I look forward to seeing the Byzantine variant.

💡📝Gary Gifford wrote on Thu, Nov 24, 2005 10:18 PM UTC:
I have created a game courier for Shatranj of Troy by editing a Shogi pre-set. It seems that the pre-existing Shogi 'move enforcing code' has remained in tact and thus messes up this game courier; Any one know what I need to do to fix this? I tried deleting the Shogi code and re-saving... but the code seems to remain. If you click on 'Move Pieces Yourself' you can't, and instead see code and a syntax error.

The link to the new malfunctioning game courier is as follows: Thanks in advance for your help in getting this to work. Sincerely, Gary

Link to preset


💡📝Gary Gifford wrote on Sat, Nov 26, 2005 12:38 AM UTC:
Thank you very much Antoine, for fixing the bug(s) in the pre-set. I just tested the 'move feature' and it is indeed working. I realize that it does not enforce rules; but I am happy and thankful that moves can be made and that the positions and captured pieces can be kept track of. Once again, thank you very much for fixing the problem. Best regards, Gary

Queens or Castles. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Nov 26, 2005 04:23 AM UTC:
Three items of news for Queens or Castles:

1) Least important: On the Rules Page I placed a 3D computer graphic (that
I made) showing how I think a real 3D Diplomat piece would look (based on
the related Diplomat Alfaerie Graphic).

2) I made a preset for this game.  See following link.  Graphics in the
preset do not match those in the rules 100% as I did not see a link to the
miscellaneous piece set that included the Jester and Diplomat.  But the
substitutes are easy to understand. Rules are not enforced by the
pre-set.

/play/pbm/play.php?game%3DQueens+or+Castles+%3F%26settings%3DQueensCasltes

3) I've tested the most recent L.L. Smith ZRF (Beta version) of this game
(not yet released).  L. L. Smith has done a great job in getting some
tricky functionality to work properly ... I am aware of some of the behind
the scenes tinkering with code, and Larry is certainly an impressive and
respectable coder.  Hopefully we will see the final ZRF in the very near
future.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Nov 26, 2005 06:37 AM UTC:
I have just completed a non-enforcing pre-set for Odin's Rune Chess.  It
can be reached via the following link.  The pieces retain the correct
orientation for black and white when the board flips.  This is important
because the pawns move in their depicted vector pattern.

/play/pbm/play.php?game%3DOdin%27s+Rune+Chess%26settings%3Dodin-runes

Queens or Castles. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Nov 26, 2005 07:35 PM UTC:
Michael: I am glad you are satisfied with the 3D Diplomat. I have just added your name in the graphic intro since you created the Alfaerie Diplomat image. I also added your name in the crediting notes. I think the Diplomat piece image you created is a very nice graphic. Simple,yet highly symbolic, and relatively unique. It is a great piece. Now, if I could only get it into the Queens or Castles game Courier pre-set.

Transmitter Chess. Drone pieces have no movement until activated by one of three friendly Transmitters. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, Nov 28, 2005 10:45 AM UTC:
Christine Bagley-Jones correctly pointed out that I neglected to state what rank pawns promote in. They are to promote in the last rank in this game. I will add that information at this time and give you credit for pointing out the oversight. Thank you for that and your overall comment.

💡📝Gary Gifford wrote on Mon, Nov 28, 2005 10:25 PM UTC:
Yes, J Andrew Lipscomb is correct. Wazir King movement should be, and now is a part of Action 'C' as was intended, but left out as an oversight on my part. I have given Mr. Lipscomb credit in the rule notes, in the form of a special thanks for finding the omission.

💡📝Gary Gifford wrote on Mon, Nov 28, 2005 10:53 PM UTC:
I have just created a game courier pre-set (non rule enforcing) for
Transmitter Chess at this link:

/play/pbm/play.php?game%3DTransmitter+Chess%26settings%3DTransmitter

Although I did not find an existing set of pieces to 100 percent match
those in the rules, the ones used are still easy to identify.

💡📝Gary Gifford wrote on Tue, Nov 29, 2005 09:58 AM UTC:
(zzo38) A. Black stated 'Good game, but I think even blank Drones should be able to move, maybe like pawns but cannot promote.' I appreciate the comment ; and if desired two players could agree to play that way using the pre-set. But I do not like the idea of a double-pawn fence that would result from having Drones with pawn movement at the initial setup (as it currently stands). I personally like the idea of mindless, remote controlled blocks that need an initial radio transmission to trigger their movement, and can change with additional transmission commands. I also like the idea that when a transmitter is captured, the Drones [with its image] shutdown and require another trigger. As it stands now, with moveless 'block' drones, there is real incentive to use transmitters to the utmost and take down your opponent's transmitters.

Case Western Reserve University Medieval Society Games PageA website
. Case Western Reserve University Medieval Society Games Page.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sat, Dec 3, 2005 05:29 PM UTC:Excellent ★★★★★
The Case Western Reserve link offers much historical data regarding chess, e.g., there is a great deal about pieces used in Shatranj. On a related note: I had felt bad about using a Camel image instead of a War Engine (or War Machine Image) in my Shatranj of Troy, But, I just checked this wonderful site and was delighted to learn that the 'Jamal' (not a typo) was first introduced with the first variation of Shatranj Kamil (bout 1000 years old variant). The Jamal (Camel) moves exactly as I happened to depict in Shatranj of Troy. So, it seems that by coincidence the Camel image I chose is quite appropriate.

Shatranj of Troy. A Shatranj variant with Shogi-like drops, a Trojan Horse (with 6 pieces inside),. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Dec 3, 2005 05:50 PM UTC:
In regard to the Shatranj of Troy Camel: From the Case Western Reserve Historical Chess link I found that the 'Jamal' (not a typo) was first introduced with the first variation of Shatranj Kamil (this is supposedly a variant about 1000 years old). The old Jamal (Camel) moves exactly as I happened to depict it in Shatranj of Troy. So, it seems that by coincidence the Camel image I chose is quite appropriate.

Balbo's Chess. Odd-shaped board, bishops as powerful as knights.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Dec 4, 2005 03:21 AM UTC:Good ★★★★
This game seems like fun and is a bit different.  I did not see a game
courier for this game but believe it highly deserves one, so I made one. 
It does not enforce rules.  It can be found at the following link.


/play/pbm/play.php?game%3DBalbo%27s+Chess%26settings%3Dbalboa

Shatranj Darwinian. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Dec 4, 2005 07:41 PM UTC:
Should anyone want to play Shatranj Darwinian I have created a non-rule
enforcing Game Courier Pre-Set at the following link.  I had to substitute
a piece image for the Nymph-Horse.  Overall, the existing set-images work
well and do not justify creating a new one.  

/play/pbm/play.php?game%3DShatranj+Darwinian%26settings%3DShatranjD

Bario Shogi. A shogi game with pieces that can be change typed. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, Dec 5, 2005 09:59 PM UTC:
I think the rules need expanded to include diagrams and some examples as to what is going on. I like Shogi and Bario; but these instructions to combine the two are very confusing to me. A short sample game, or short set of opening moves plus an end-game diagram would be a great help. Also, in English, what does Kara happen to mean? Just curious, thanks.

Color Square Shogi. Shogi with color squares you place at beginning of game. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, Dec 5, 2005 10:28 PM UTC:Good ★★★★
I didn't get the big picture the first time I read the rules, but now I do and this game has tremendous opening variety. I think the game would be more challenging if players placed 'both a piece and a color' during their turn. This would allow players to try to weaken color-bound pieces, or strengthen their own color-bounds. Also, with 40 dark squares and 41 white squares, we have a light-dark balance. I think the game would be much more dynamic if there were only 17 dark squares per-side (or some other value below 20). Or perhaps each player gets 15 dark squares and 5 orange squares (orange being a square which no piece can come to rest upon). This could introduce a very dynamic imbalance factor. The use of Fischer Random Setups for colors and/or pieces is a possibility (as someone else commented). Also, the use of a setup shield (like in the 3M Game of Fuedal (to allow each side to set up secretly) would be an interesting aspect. Any way, I think this game has lots of potential.

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