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Comments by GaryK.Gifford

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Gary Gifford wrote on Thu, Jan 17, 2008 05:06 PM UTC:
Carlos and David -  many thanks.  g

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Gary Gifford wrote on Sat, Jan 19, 2008 03:04 PM UTC:
Though physical clubs are on the decline there has been an evolution toward the virtual chess club. ICC, for example. is a very serious, large worldwide on-line chess club... and there are many more of these electronic sites. If we take all the on-line members and players we may see that chess is not actually on the decline... but simply transitioning to the Internet era. In my local club, which folded after 10 years of operation, I perhaps played no more than 20 different people over and over again. However, on-line I have played hundreds of games with different players from all over the world.

P.S. My Google search for 'online chess' showed 3,180,000 results.


Game Courier Tournament #3. Vote for which games should be in the third Game Courier tournament.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Jan 31, 2008 05:28 PM UTC:
Since those who don't play time out and lose, and since many have gotten a point from those non-players, then it seems only fair that the players yet to play them should also be elgible for their free 'time-out' point. It is certainly unfortunate that some have signed up, yet do not play. But in all fairness I believe it is only proper to keep assigning them and allowing them to time out.

Pawn Eaters. Win by capturing all your opponent's pawns. Game includes ancient Y-movers, Shaman Rooks, and Pawn-Eaters. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Wed, Feb 6, 2008 10:42 AM UTC:
Yuri - Thanks for the information. I just looked up V. R. Parton's 'Kinglet' (invented in 1953). You are correct. It is very interesting that in Kinglet, pawns promote to Kings. Kinglet may have been the inspiration for Extinction Chess. I will update my rules page to mention Kinglet due to the fact that Pawn Eaters has the same winning condition. However, the game dynamics are very different as only Knights and Pawns are common to both games. Shamanic Rooks, Pawn Eaters, and Old Elephants change things quite a bit... while the goal remains the same.

Janus Chess. Variant on 10 by 8 board. (10x8, Cells: 80) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Wed, Feb 6, 2008 10:07 PM UTC:
Since the pre-set for Janus Chess has Kings and Queens reversed from that in the rules, I wanted to point out that castling long and short are now reversed. But, to castle Kingside with the current pre-set, the Kings would go to 'i' and the rooks to 'h'... to castle Queenside the Kings would go to 'b' and the Rooks to 'c'... At least that is what I think.

Dimension X. Chess on two planes - one with the usual chess pieces, the other with spooky trans-dimensional pieces with strange interactions. (2x(8x8), Cells: 128) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Wed, Feb 13, 2008 09:36 PM UTC:
Hello all... Transdimensional creatures can only land on vacant squares. And on corresponding squares. Like D6 to d6 and visa versa. Please bring up any points of DX confusion so I can help clear any issues. We used to have lots of example jpegs, but I had to remove them :(

Chieftain Chess. Missing description (16x12, Cells: 192) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sat, Mar 8, 2008 10:37 PM UTC:
Joe, I read the last three Chieftain comments and I must admit, that whether you were joking or not, 'Gas Hogs: Warriors of the Silicon Plain' has a nice 'Mad Max' feel to it and does fit your analogy very well. It sounds like a more wild and more fun game, just by the name change. But, if it did have such a name change I think little vehicle figures should replace the current ones (an alternate piece set). This would be going thematic, of course. Yet the game of Camelot seems much nicer than Inside Moves... yet it is exactly the same game! I can picture ''Gas Hogs: Warriors of the Silicon Plain' ' on the toy store shelves... who knows? Take care.

Maces and Horse-apults. Chess with mace pieces and specialized catapults (horse-apults). (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, Mar 10, 2008 03:49 AM UTC:
Hi Charles, Thanks for commenting. Actually, I agree with you that 'it is not much like std chess (play-wise at least)' - What I meant was that piece wise we were dealing with close to Fide chess, i.e., Rooks, Bishops, Knights, Queen, Pawns... So, you are correct when you say, 'the game is substantially altered because of those pieces [Maces and Horse-apults].

You ask, 'Am I right in understanding the mace this way: I move my mace next to enemy pieces. Then on same turn I can take them off the board?

Yes. One of the adjacent pieces, your choice as to which one. Then, on the next turn, you could for example, move your King, but the Mace still gets to remove an adjacent piece. The Mace need not move... its weapon is essentially striking adjacent enemy pieces (one per turn, if possible). Of course, you can move it or toss it with a Horse-apult... or use the Horse-apult to toss an enemy piece over to a Mace.

Also, is it compulsory to remove all pieces attacked by mace?

Yes. But only one gets removed per turn. (one per Mace, that is) And if mace removes piece/pawn that exposes king to check then does that not mean that the opponent can then capture your king?

No - because the Mace capture (assuming he does not move) is free... so, you could move your King out of the way before or after the exposing... or block the exposing. I can add some examples, perhaps tomorrow. I was wondering too what do you think of adding one mace and one Horse-apult to my customizable game : pick piece big chess. I think it will be a bit slower than yours but it might be quite interesting.

That is fine if you give reference to 'Maces and Horse-apults.' If you dont mind - I can add that into the presets for my game.

Yes, that is fine. Best regards, Gary


💡📝Gary Gifford wrote on Mon, Mar 10, 2008 04:31 PM UTC:
Thanks for the comments. They are much appreciated. As a side note: I had an idea to add a 'Pawn Shield Variant' to the rules - in that variant pawns would be immune from Mace capture... but, upon further reflection I will leave that variant out... it is different enough from the intended game that it should not be considered in the same write up.

Of interest, to me at least, is the fact that a horizonal line of pawns will tend to hold off a lone Mace. The Mace could take out one pawn, but then another would capture the Mace (unless the Mace took a pawn at the edge from the adjacent file). This gives us an interesting Pawn dilema. Diagonal pawn chains (where one pawn protects another) are great against standard chess pieces, but week against maces, and horizontal pawns (that offer no protection to each other) are effective against Maces (but not against standard pieces). Piece and Pawn play will need to be carefully calculated.

oops... got to run to a meeting...


💡📝Gary Gifford wrote on Fri, Mar 14, 2008 10:45 PM UTC:
Hello Charles. The Mace (both Maces) automatically capture on each turn, one adjacent enemy piece)... and this does not count as a move. In the notes I wrote this:

'The removed piece must be adjacent to the Mace at its final resting place. If he stays still, he removes one adjacent piece. But, if he moves, then he removes one enemy piece that is adjacent to his new home.'


Pick the Piece Big Chess. In this customizable game, players decide on the pieces to fill two empty slots and those to be dropped during play. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sat, Mar 15, 2008 12:58 PM UTC:
Charles: This is a nice variant concept that reminds me a little of Chess with Different Armies. It offers a good variety of play.

I do have some simple requests in regard to your interesting Maces and Horse-apults piece set:

a) Please call the Maces in your preset Alfil-Maces or Elephant-Maces. Because they have that added movement and the new name would make that more clear.

b) Please call the Horse-apults in your preset Dabbabah Horse-apults or War Machine Horse-apults. Because of their added movement. Also, in your rules you need to mention that Horse-apults capture 'adjacent pieces by displacement' (as does a King.)

In time I would hope to see new graphic pieces for the Alfil-Mace and the Dabbabah Horse-apult. The new graphics would be a Elephant/Mace combo image and a Dabbabah/Horse-apult combo image.

With the new images we could have games with standard Maces and Horse-apults; and Alfil-Maces and Dabbabah Horse-apults on the same board.

In closing, congratulations on creating the 'Pick the Piece Big Chess.' I look forward to watching some of these in action.


Seirawan ChessA game information page
. invented by GM Yasser Seirawan, a conservative drop chess (zrf available).[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Wed, Mar 19, 2008 04:38 PM UTC:
I looked at the home page for Seirawan Chess

http://www.seirawanchess.com/

The new plastic pieces (Hawk and Elephant) look very nice. But, I would have preferred that these pieces kept their earlier names (as we see in Capablanca and Gothic Chess and many other variants) and that they kept logical designs which reflect their piece movement, as in Gothic Chess pieces. When I see an Elephant I think of the one from Shatranj, or even the modern Elephant... but certainly not a Bishop-Knight. Seeing an Elephant move like a Bishop or Knight seems terrible to me.


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Gary Gifford wrote on Wed, Mar 19, 2008 10:00 PM UTC:
This is a request for help in obtaining a list of games that include introducing pieces to the game via gating. An unofficial definition in review follows, and is only to be used for now as a guideline for looking for games that employ gating. If you help add to the list, please also include the applicable letter. For example, Catapults of Troy and Shatranj of Troy use method 'b.' Time Travel Chess and Cannons of Chesstonia use a restricted version of 'd.'

Gating - 1. v. A specialized version of a drop, where a piece or pawn [in reserve, i.e., a pocket piece] is dropped onto a vacant square as designated by the rules for that specific game. A gated piece, for example, could possibly enter a game by one or more of the following methods as designated by the rules: (a) the starting space of a piece or pawn that just moved; (b) a space which was just vacated by a pawn or piece (not necessarily the starting space), (c) a vacant space which is under the influence of a pawn or piece (a projected gated piece); (d) dropped onto a designated vacant space, or one space of a set of spaces (as with a Shogi drop). (e) use another method, such as the roll of dice to introduce a piece. Typically only one of these methods would be expected to exist in a given game which deploys gating. Note that gating is often a two-piece move, akin to castling in standard Fide chess.

When citing a game, please include author and date invented. Many thanks for helping with this project, sincerely Gary


Seirawan ChessA game information page
. invented by GM Yasser Seirawan, a conservative drop chess (zrf available).[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Mar 20, 2008 03:03 AM UTC:
If the gating issue does not work you could always use the Trojan Horse method to get the Chancellor, ArchBishop, Amazon etc on to an 8x8 board. The end-result can be made to achieve the same effect (see Shatranj of Troy for an example of how the Horse works. However... you would not want to simply recreate the Seirawan game... it would need a different setup or different pieces to avoid plagiarism.

Actually, by using the Trojan Horse you could drop the Chancellor or ArchBishop or Amazon (etc)on a square other than the horse's initial starting point. You could also stipulate ... 'must be droped not passed the 4th rank,' or something like that if you wanted to avoid drops within the opponent's camp. The Trojan Horse method was introduce in my Catapults of Troy several years ago... I do not know if there are any earlier examples...


Gary Gifford wrote on Thu, Mar 20, 2008 05:06 PM UTC:
You are correct about 'd' being a standard Shogi drop.

Gary Gifford wrote on Fri, Mar 21, 2008 02:39 AM UTC:
Charles, wrote: '...why use a knight compound anyway: Just drop a real Elephant (modern type)and war machine/wazir and maybe 2 ninja pawns - thats a bit more subtlety than just going crazy with powerful knight compounds.'

Great comment! Especially when talking about an 8x8 board. I agree wholeheartedly.


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Gary Gifford wrote on Fri, Mar 21, 2008 02:42 AM UTC:
Many thanks Antoine for listing your games pertaining to gating and drops. 
They have been noted.  Best regards, Gary

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Gary Gifford wrote on Fri, Mar 21, 2008 04:40 PM UTC:
Richard's comments regarding the Chancellor and Archbishop (and hopefully an Amazon) are well-founded. In playing with them on an 8x8 board we introduce a lot of power in a relatively small arena. However, both players will have the same pros and cons, though White's initiative could be expected to go up (but to what extent?). One idea is to have a variation that introduces only one of the above mentioned pieces in a game. Thus, the possibilities of (a) IAGO 8x8 Chancellor Gating, (b) IAGO 8x8 Archbishop Gating, (c) IAGO 8x8 Amazon Gating. Another way to keep power distribution reasonable is Substitution, i.e, remove the Queens and replace with Chancellor, Archbishp, or Amazon.

There are many possibilities... but the idea of having lots of physical pieces to set up CVs seems fantastic to me. I look forward to the day when we could acquire USCF size Ferz, Wazir, Elephants, War Towers (Dabbadahs (sp?)) etc.

An IAGO system 10x10 board and piece set is also something that I look forward to seeing.


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Gary Gifford wrote on Sat, Mar 22, 2008 11:11 AM UTC:
je ju's idea has merit, but I disagree with the game selection aspect that states [a first vetoed game] 'will be replaced by any other game chosen by the person who originally chose the game that got vetoed. The replacement may not be vetoed by anyone.'

The reason I think that is bad is that the person might have two very bad games. He can submit his least dreadful game first, if it gets vetoed he can then submit his more dreadful game. If he is the only one that likes those games; well, it hardly seems to be a good thing.

Another reason is that a person might have a game that everyone thinks is fantastic. Then 1 player vetoes it... thus disappointing 7 players. Better I think, would be a veto of 4. A game is submitted, but it would take 4 players to reject it, not 1. If half the players don't like a game, then that seems to be good reason to offer a replacement.


Gary Gifford wrote on Sat, Mar 22, 2008 03:22 PM UTC:
I think a player should be allowed to nominate one of his(or her) own games, or nominate a game of another instead. Being allowed to nominate one's own game opens interest up to players who may have invented a long forgotten (or overlooked game)... and, unless it happens to get 4 vetoes it sees the light of day.

To see an event with, for example, 8 players, each of who have brought 1 game to the table of their own design would be interesting, I think.


European Chess. A multiplayer, different armies form of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Tue, Mar 25, 2008 09:34 AM UTC:
Rich, yes, European Chess also reminds me of 'Cosmic Encounters' [another game]. But, there is a good reason for that. At the end of the page they state 'Finally, I would like to thank Peter Olotka and the Cosmic Encounter community. The boardgame Cosmic Encounter was my main source of inspiration for the different countries in European Chess.'

Also, did you realize European Chess's Ottoman Empire (The Turks) army starts with what is essentially gating?


Maces and Horse-apults. Chess with mace pieces and specialized catapults (horse-apults). (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Thu, Mar 27, 2008 08:51 PM UTC:
Hi Carlos - Yes, as the rules indicate, 'Pawns can promote to any non-king piece.' And yes, a Horse-apult can toss another of its kind... friend or foe. As a note, I'd like to toss a pawn (my own) into the promotion zone, promote it to a Mace, and wipe out an adjacent enemy King... that would be a fun conclusion to a game. Best regards.

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Gary Gifford wrote on Thu, Mar 27, 2008 09:12 PM UTC:
Joe, you write: 'Juan has made a proposal [pairing designers and novices] which may be too ambitious, but we can test out his idea at the garage.'

I think Juan's idea is fine and does not seem overly ambitious to me. We would just need to see if enough designers were interested and enough first-time designers were interested. If not, then the garage is an option.

In regard to defending your games... do they really need defended? Just list your critic's points, then use logic to tear them down. It should be a simple task. In event you cannot tear down a point, then (in that case) you would likely need to say, 'I think you are right about this aspect.'

I think it is best for a critic to play a game before attacking it... but there is a lot of the 'Green Eggs and Ham Syndrome' and they will be quick to say they do not like it without trying it. Perhaps some required reading is in order for all would-be game critics?

P.S. Another idea is to take a critic's points and apply them to one of his (or her own games)... the results can be interesting.


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Gary Gifford wrote on Sat, Mar 29, 2008 02:20 PM UTC:
Thanks Roberto for the very interesting comment. I was fairly big into checkers about 10 years ago and had read several books on it. Did you know that there are actually checker openings?

Anyway seeing that computers have solved a game (essentially a problem with 500 billion billion possible positions (5 x 1020); then I cannot help but wonder how many possible positions our various CVs have. With some of the very large games it must truly be a phenomenal number. Also, having large numbers of piece types... well, take Chess with Different Armies for example, the computers can have fun there. And Chu Shogi... wow!

In closing, the number for checkers is much higher than I would have expected.


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 Fri, Apr 4, 2008 09:24 PM UTC:
GATING - I was thinking that the Valkyrie piece in Odin's Rune Chess might be the initiator of Type C gating, or at least something related to it i.e.

(c) a vacant cell which is under the influence of a pawn or piece (a projected gated piece)

The Valkyrie moves as does a Queen, but can essentially capture one of its own pieces and then relocate that piece to any space that the Valkyrie had just traveled through. Of course, the relocated piece was already on the board... so this would not be conventional gating.


💡📝Gary Gifford wrote on Sat, Apr 5, 2008 01:42 PM UTC:
Graeme, yes, I see that 'e' includes castling and the Valkyrie maneuver is related to that.

'(e) be teleported to another cell on the board (example: castling).'

George takes it further by stating, 'The Castling comparison is apt among the 'a' to 'e' definitions of 'Gating'.'

Of interest is George's follow up statement,

'Castling is now-necessary encumbrance, complication, accepted widely in majority of CVs as making better play.'

And that sentence belongs in a book.


[Subject Thread] [Add Response]
Gary Gifford wrote on Mon, Apr 7, 2008 09:50 PM UTC:
To me it looks like you are entering the 95.5 Trillion world that George Duke has put a lot of effort into.

For me, personally, the number of games already here at ChessVariants is enough to last me past my lifetime. I see no need for infinite boards and infinite pieces.


[Subject Thread] [Add Response]
Gary Gifford wrote on Tue, Apr 8, 2008 02:24 AM UTC:
Joe: You write in regard to PotLuck, 'I believe this event would be considered a Chessvariants Email Athlon Event - the first ever.]'

Would not the CV Tournaments be considered such events? After all, they had lots of players, lots of games, and I think each started in one year and finished in the next. The first two even had cash prizes.

PotLuck seems more like 'Bring games you like and lets have a round robin.' Nothing wrong with that of course. And I applaud the concept and implementation. It is a great idea and I'd loved to have participated but I am currently a bit exhausted from CV3, playing in an ongoing Chess Thematic Tournament, and playing in a final round of a Shogi Tournament.

At any rate, I wish all participants the best in this PotLuck event and I will be watching from the side... with great curiosity as to the outcome.


Gary Gifford wrote on Tue, Apr 8, 2008 03:56 AM UTC:
Joe, of course you are right.  Let me know if you need help building your
pedestal.  :)

Ninety-one and a Half Trillion Falcon Chess Variants. Missing description[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Apr 10, 2008 08:27 PM UTC:
I like 10 x 10 boards. With side frames the same 10 x 10 board can become other boards, for example: 9x10 (uncommon) 9x9, 8x8, 9x8, 8x10.

Catastrophic 8x8 Chess. Mathematician Missoum gives a new type of chessboard.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 11, 2008 08:33 PM UTC:
From the rules this looks like a game that I'd like to see Einstein comment on. From what I see I have no idea as to how this game is played. But, also, I have no desire to play it. Clarification is needed. Perhaps the page should be called, 'Catastrophic Rules?'

Gary Gifford wrote on Sat, Apr 12, 2008 01:37 AM UTC:
If this is simply theory, and not a game - then I think it should be clearly defined as theory (and not a game). And, I think it should be written in layman terms.

In looking at is from a theoretical aspect it reminds me a bit of Time Travel Chess, however, with no King revisiting its past self. With the revisiting King aspect removed, and indeed pieces moving into the future (beyond 1 move on a given turn) removed, then I see the theory as simply being little more than the chess tree concept with 'bad' and 'good' branches identified. But I can see no actual theory in this... at least not how it is currently presented.

If we take a pure mate-in-three chess position, which has only 1 correct [pure] solution, then any moves that deviate from that line are bad (or less good)... but not necessarily catastrophic for the initiator. However, the person on the receiving end of the mate obviously experienced a catastrophe in his or her game at an earlier point. With the mate-in-3 scenario, the solver may obtain a mate-in-4 or a mate-in-5, for example [thus, having made inferior moves still avoids catastrophe for him or herself].

The idea of chess as a fabric consisting of a material/time continuum in a constant state of flux which in most cases deviates from an initial state near of equilibrium to a state that can be viewed as catastrophic for the dark or light element is an interesting concept.

The game known to many as 'Take Back Chess' in which players get to take back their last move in hopes of avoiding catastrophe is related to this topic. Though that version often allows one to avoid certain immediate disasters (a knight fork, an overlooked checkmate, for example) ... it does not enable one to avoid disasters that occur due to the gradual culmination of small subtle errors.


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Gary Gifford wrote on Sun, Apr 13, 2008 03:45 AM UTC:
I would like to buy variant pieces... but, after some thinking about it... likely won't. I made my own years ago out of sets that cost less than $5. Some cutting of plastic, some glue. They came out looking pretty good. But, I hardly ever get to use them in face to face games... heck, I have trouble getting Shogi, Xianqi, Go, and Navia Dratp games going... and I have sets of each.

If I had extra money I would gladly buy variant pieces simply to support the cause. But the wife doesn't work and there are 4 kids... lots of bills, high gas prices, etc. Still, if I saw an IAGO Game Pack in the store, I'd likely not be able to resist taking out the credit card and buying it... if reasonably priced. But then, it would likely sit next to my Shogi, Xianqi, Navia, and many other games, waiting for the day when an opponent would show up.


Gary Gifford wrote on Sun, Apr 13, 2008 02:17 PM UTC:
To sum up my take on variant pieces:

1. It would be great to be able to buy them

2. The CV market appears to be too small to justify a large production run

3. A production run would undoubtedly exclude many players' desired pieces and desired boards

Rich, you ask, 'But if you happen to play someone a game, and they like it, how will they be able to get the equipment to play it by themselves?'

That is a fair question. And it would be great if they could buy the pieces, board, or even the actual entire game. The first variant set I made was for my Pillars of Medusa. A few guys played it at work. It drew a crowd. However, even if they could buy it, would they? And if they could buy pieces, they'd likely get the rook/knight bishop/knight, queen/knight combo pieces... but they'd still have trouble because they'd need an 11 x 11 board a Medusa piece and a Morph piece. So even if they could buy variant pieces, I think they could always end up with a variant that they like that they simply wouldn't be able to buy all the pieces for.

I played Maxima using pieces made of bottle tops with the CV graphics glued inside... it matched the CV pre-set and was thus great visually.

I played Shogi with probably 8 different people face to face over the years. All liked it, but we always used one of my 2 sets. Only one of the 8 players bought Shogi. It was the same with Xianqi. I played against a man from Viet Nam on his set. I liked the game a lot and made 2 sets of my own (one traditional Chinese style and one 3D Staunton style for teaching Fide players the game). Later I ended up buying a large wooden Xianqi set, an imitation jade set, and a magnetic one that resides on the refrigerator. One of the people I played, a former member of Mensa, bought a set.

There is, however, a very small market for Shogi and Xianqi in the U.S. If it were not for their popularity in Asia I doubt that companies would be keen on producing those sets. As a sad note... I believe the market for other CVs is even smaller.


Gary Gifford wrote on Sun, Apr 13, 2008 04:14 PM UTC:
Doug - Thanks for the comment and link - that 3D printing method would
indeed be great.  I suppose if I live long enough I'll actually be able
to print (or have someone else print) interesting game pieces.  The dragon
on the video link was impressive.

Gary Gifford wrote on Sun, Apr 13, 2008 06:10 PM UTC:
For the disks, graphic images (such as used in pre-sets) I think would be far more preferable than letters. Otherwise one can simply buy a package of wooden disks and letter them.

But perhaps you could offer both options, with the graphic pieces higher priced?


Gary Gifford wrote on Sun, Apr 13, 2008 10:21 PM UTC:
Larry wrote, 'Graphics on the discs ... this is highly labor-intensive. Someone has to cut out all those little graphics. And it has to be neat, so they can't be rushed. And wage slaves are not cheap. ... the price of printer cartridges lately?'

Larry is right, of course. My first Xianqi set was made using the method he describes. Making one set for myself wasn't bad... but making a lot of sets, or a set with a lot of pieces by that method would be tough.

An alternative would be to have a printer print adhesive sheets with circular pull outs. Send the ordered sheets and 'blank' disks to the people who order them. This reduces the in-house labor to shipping sheets and disks. No printing (it is at the print shop), no gluing, no cutting... etc.

These days there are many games that use the adhesive sticker method in which the customer adds the sticker.


Raumschach. The classical variant of three-dimensional chess: 5 by 5 by 5. (5x(5x5), Cells: 125) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, Apr 14, 2008 09:44 AM UTC:
They are too close to say which is better. In fact, depending on the monitor used, one may look better on Monitor A, but look slightly worse on Monitor B.

[Subject Thread] [Add Response]
Gary Gifford wrote on Tue, Apr 15, 2008 04:24 PM UTC:
I have been playing chess since I was 5 years old and personally never found the draw aspect to be an issue. I suppose at the GM level it might be, but where I'm at, and the tournament players and club players I've seen there are relatively few draws. The higher rated players typically beat the lower rated players.

One can avoid draws in chess by playing against much stronger players. And if you do play a much stronger player and get a draw, chances are that you will be happy to have gotten it.

On a related note, I took another look at Navia Dratp recently. With its unbalance armies, and three ways to win it seems that draws are unlikely in that game. Even at the bare king level (Navias only) the two pieces would race towards the opposition's first rank and the one who won the race would win.

I think Chess is fine as is. If someone is disatisfied with it then there are certainly plenty of other variants to play. I still hope Navia Dratp will catch on someday. I think it is a fantastic variant and it should satisy the draw haters.


Coherent Chess. Variant on 9 by 9 board with special knights. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Tue, Apr 15, 2008 08:57 PM UTC:
This appears to be a very good variant. At a glance I was wondering about a Bishop pinning a Rook to a King on move 1... then I noticed that the Pawns are not actually Pawns, but move like Kings that are immune from check and lack promotion ability. These specialized pawns rendering the pin as not very effective.

Because the Pawns are very different from Fide-pawns, I think the pre-set would be better if Pawn graphics were replaced with one of the many King-like graphics. If I played this game I would constantly be battling my mind's desire to see the Pawns as Pawns.

On a similar note, the Knight piece is not a Knight, so a different graphic to remind us of this would be good.


[Subject Thread] [Add Response]
Gary Gifford wrote on Wed, Apr 16, 2008 02:55 AM UTC:
Several of us at CV, myself included, came to believe that it was harder to
avoid a draw in Shatranj than it was to avoid a draw in chess due to that
lack of fire power.  I believe that was one of the reasons Joe Joyce
created Modern Shatranj with more fire power than the original, that is, so it would be less drawish.

[Subject Thread] [Add Response]
Gary Gifford wrote on Wed, Apr 16, 2008 03:15 AM UTC:
I had discussed briefly with Rich the possibility of having a Maces & Horse-apults IAGO World Tour event to start the first week of May and end no later than September.

There is no entry fee and the winner would receive a chess book and a certificate indicating they were the winner.

The game is very easy to play and plays rather fast due to the power of the Maces.

A minimum of 4 players is needed to run this event... which we hope to be round robin. The game pace will likely be 1 move/4 days to ensure timely completion. Vacation time will be taken into account.

If anyone is interested, please indicate in this thread by April 22. Thank you.

P.S. I will not be playing in this event.


[Subject Thread] [Add Response]
Gary Gifford wrote on Thu, Apr 17, 2008 11:59 PM UTC:
I believe chess would be no more popular if there were no such thing as draws. Of course, I have no way to prove that. I have seen chess clubs die out in this area; and at the club levels draws seem rare. I believe chess is not popular because intellectual games are not popular (at least in Western civilization). Monopoly and Hungry-Hungry Hippos are more popular.

I believe we can change the rules and come up with a truly fantastic variant (like Navia Dratp)... and yet still, it won't be popular (relatively) because it is 'intellectual' in spirit. That is why the late Donald Benge, creater of Conquest, advized me to never try to market a chess variant.


Gary Gifford wrote on Fri, Apr 18, 2008 01:37 AM UTC:
Jianying Ji is correct; as is Charles Daniel. Getting back to Donald Benge, he took Conquest to Germany were it did (does) much better there than in the U.S. The German's even had Donald create a new version of his game which used Catapults and Siege Engines.

In regard to the 'intellectual games' aspect, our local mall had a GameKeeper store. Fantastic! I loved it. Strategy games upon strategy games... Donald asked me to see if I could get his Conquest in there... I tried but to no avail. Why? Possibly because the manager knew what I didn't, that GameKeeper was going to be short lived. It is no longer there. The near by Build-a-Bear store continues to thrive... it appears that there is a much bigger market for stuffed animals than there is for games that stimulate our minds.

Our group of CV players is a small group. A group with keen minds. It would be nice if we were larger in number... oh, I still think draws have virtually nothing to do with the relatively low level of interest. After all, Chess was very big in Russia and neighboring countries at a time when it had very little interest over in the U.S. So I think it is a cultural thing. I think the introduction of video games, for example, has robbed us of many potential chess and CV players.


Gary Gifford wrote on Sat, Apr 19, 2008 12:31 AM UTC:
I will continue to play by FIDE's Official Rules of Chess. As I've stated before, draws don't bother me.

For us players below GM level, chances are that many subtle errors were made throughout the game. Your opponent is not playing perfect chess, so if you want to avoid draws just play better chess.

Instead of re-inventing rules that have worked for hundreds of years, simply become stronger at the game. That is my opinion.

As a side note, in my novel, Cosmic Submarine, there is the equivalent of the Desert Pub Chess (here at CV) played. There is always a winner. Reason: When there is a draw one player must concede, or both must eat a bowl of desert sand. The one who finishes first wins the game and the loser is sent off into the desert to die. Most players will concede, rather than face the life-threatening bowl of sand. Regardless, the score is always 1-0 or 0-1.


Gary Gifford wrote on Sat, Apr 19, 2008 06:57 AM UTC:
Hi Rich... Thanks for the update, I stand corrected.

So now I looked at this site:

http://en.wikipedia.org/wiki/Draw_(chess)

which addresses the draw issue. I don't mind #6 under the section entitled: 'Grandmaster draw problem.' Basically, it has been used for soccer (by FIFA) and is this:

'3 points for a win, 1 point for a draw, and 0 points for a loss. This system discourages draws since they would only be worth 2/3 of their current value.' Unlike BAP (mentioned below) there is no color bias.

The BAP system is a bit comical to me as some players have very keen Black Defensive Systems and would rather play Black anyway. That is how I was when I went to the World Open in 1980. I had a keen French Defense and therefore loved playing from the Black side of the board. I had no losses with the French, and just 1 draw with it. In my opinion, the BAP system is biased. Also, such a system would be bad in final rounds of a tournament.

At my level of play draws have yet to be an issue, even in correspondence games where players have several days to think.

If I needed to pick a anti-draw system, FIFA's 3-1-0 seems best to me.


Gary Gifford wrote on Sat, Apr 19, 2008 02:21 PM UTC:
Jianying Ji, thanks for the great link, a lot there. And I read there about a problem with the 3-1-0 system. It involves draw/win swapping! Yes, that is terrible. I can see that happening when young Bobby Fischer played in tournaments against many Russians. He had complained about them drawing then, but under this 3-1-0 system, collusion would hurt him even more in the rankings (assuming what he said was true). Of course, I've seen people buy wins and get an unearned 1 point. And a player once tried paying me to throw a game so he would win... made me all the more glad that I crushed him like the chess bug he was.

Regarding the 3-1-0 flaw see:

http://chessbase.com/newsdetail.asp?newsid=4209

I am again thinking that since we are below the GM level, it might be best to keep the 1-0-1/2 system.

There is a Bruce Harper proposal that I like a lot. If there is a draw, a new game is played using the remaining clock times. If that game is drawn, a new game is played using remaining clock times, etc. Finally someone will win, even if by time default. That is great for over-the-board... but many who like to get the most out of their clock time would likely not like this. It would likely tend to speed chess up so that, in the event of a draw, a player would have some descent time for the next possible game. Harper's system doesn't seem meaningful to correspondence games.


Gary Gifford wrote on Sat, Apr 19, 2008 07:18 PM UTC:
I like Bruce Harper's approach much better than the flat six minutes with follow up time reduction for color pick. Thus, if I had White in a 1 hour each game, and drew, and I had only 10 minutes left and my opponent had 22 minutes left, then I would get Black(?) and have 10 minutes and my opponent would get his 22 minutes for the new game. Quite fair... we both have an hour for the entire event... what we don't know is whether we will need a second round or possibly a third.

Both players would certainly want to avoid a draw. Of course, if one player had 40 minutes left and another had 5 minutes left, then the one with 40 could certainly play for a draw as he'd have a nice time advantage in the tie-break game. A flat time might be acceptable for correspondence games. For on-line real-time games however, there is often server lag and 6 minutes seems too quick.


Gary Gifford wrote on Sun, Apr 20, 2008 02:00 PM UTC:
Bruce Harper's approach, having a replay after every draw, is not a problem for real time play. For correspondence play it seems ineffective. But the reason it works for over-the-board (or real-time on-line) is that the initial time factor is a constant.

For example, assume the following situation:

(1) players have 60 minutes each / that is a 2 hour game.

(2) at move 40 the game ends in a draw by stalemate

(3) player A used 35 minutes; player B used 40 minutes

(4) The tie-break game is set up and starts with 25 minutes for A and with 20 minutes for B.

(5) That game ends in a draw after 50 moves by perpetual check

(6) player A has 8 minutes left. Player B has 5 minutes left

(7) The crowd gathers around for the fast tie-break game.

(8) Player B gets in trouble and loses on time.

The 1-0 result is obtained within the 2 hours alloted for the round. While other players played 1 game in their 2 hours, some played 2 and some played 3. But 2 hour rounds remained 2 hours and there were no 1/2 - 1/2 results posted.


Gary Gifford wrote on Sun, Apr 20, 2008 06:10 PM UTC:
Bruce Harper has draw rules that make use of a 1/3 point:

http://www.chess.bc.ca/team.html

A quote from that site:' ... tested an anti-draw rule, in which each player had two hours at the start of the first game. If the first game was drawn, each player received 1/3 of a point, then a second game was played with colours reversed, using the remaining time. This continued until one player won, with the winner getting the other 1/3 of a point. '

So, I guess the way I recalled it deviated from reality. I gave someone a full-point, but the method was awarding 1/3 points? I think I prefer my all or nothing way as an anti-draw system.


Gary Gifford wrote on Mon, Apr 21, 2008 03:14 AM UTC:
I don't think we need to add time. The idea is to discourage draws to the point that there will be no 1/2 point. Players will need to budget their time when this method is employed. It would be like losing on time... it happens.

If I am playing in this system and I see we are heading for a draw, then I better a) offer the draw to start the new game or b) move fast to have enough time for the tie-breaker.


Gary Gifford wrote on Mon, Apr 21, 2008 10:01 AM UTC:
Something like a 5 minute add could be added - but I think it defeats the purpose. Using this timing concept the idea is to conserve some time for the possible tie breaker. If I paly a game and save no time for the endgame, thinking I will win in the late middle game, then guess what? I lose on time. I don't get to say, Tournament director, please give me 5 more minutes so I can win this.

A possible solution keeping the way I propose is to use a 3 or 5 second time delay in the tie-breaker should either player have less than 5 minutes on their clock.... something like that. Some experimenting can be done. There can even be a few different options.

As far as a last round thing, most players I know like to know where they stand throughout an event. So settling the score during each round is far more desirable than wrapping up the mystery after all rounds are done.

Given a choice between the 2 types of events... draw or drawless, I still might be inclined to choose the draw one. I think below GM level draws are typically not an issue and players do not seem to mind hard fought out draws. But I certainly would not object to the other (drawless) system.


Gary Gifford wrote on Mon, Apr 21, 2008 04:09 PM UTC:
In response to Rich's Bronstein clock question. I am not familiar with the Bronstein clock specifically, However most of today's digital clocks have a built-in time delay feature that can easily be set. The player's time does not begin to chip away until after the elapsed time, which resets after each click of the clock button. Thus, with a 5 second delay, if I have only 2 seconds on the clock, if I can keep moving within the 5 second delay I will not run out of time.

[Subject Thread] [Add Response]
Gary Gifford wrote on Mon, Apr 21, 2008 08:25 PM UTC:
In Navia Dratp there are two Red Gulleds per side that move in the recently discussed North/NorthEast/Northwest fashion. The Gyullas Turtle also moves in that fashion. The difference in the two identically moving pieces has to do with crystal collection.

Such pawns are hazardous to Pawn Shields which are very important in FIDE type chess variants. They are also hazardous in regard to 'outposts' such as the famous 'Knight Outpost.' Perhaps that is why Navia Dratp only gave two of these specialized pawns to each side?


Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Apr 25, 2008 10:10 PM UTC:
In regard to the comment, 'What can you say about the poor Knight? It doesn't get any weaker as the game goes on, it's just that the other pieces get stronger while the Knight stays the same.'

That may often seem like the case, but it is often not the case (at least not in FIDE chess). There are many end-games, for example, when one player has a Bishop of color opposite to that upon which his opponent's pawns rest. And, the other player has a Knight which can attack that player's pawns. I have won many such end-games. In fact, there are end-game books which clearly point out the scenarios in which knights end up being decisively better than Bishops.


Nuclear Chess. When pieces take, the square becomes impassable and all surrounding pieces disappear. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Tue, Apr 29, 2008 03:27 AM UTC:Excellent ★★★★★
This game is quite fun... though I think White's initiative might be a bit stronger... anyway, I played the Java applet here: Game Page:

http://www.angelfire.com/pq/YAHOSHUAH/nuclear.html

And had a fun quick 4 games. I think the applet might not be very strong... but you get a good idea of the explosive and addictive nature of this game.


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 Sun, May 18, 2008 02:31 PM UTC:
Carlos, it is true that one need not move out of check in Hole Chess. And I'd like to be able to update the rules to make this very clear. But Hole Chess is one of those early games that I cannot go in and edit.

That being said, the only clue in the rules is that there is mention that a King can move into check, and that a King could even move next to another King (but would then be captured). If a King can move into check, of course, it stands to reason that he could stay in check.

I would really like to update the rules to make 'captured king' the ONLY winning condition. That would simplify things.


[Subject Thread] [Add Response]
Gary Gifford wrote on Mon, May 19, 2008 11:11 PM UTC:
I do not consider Tzaar to be a chess variant. Of course, I don't consider Go to be a chess variant either, where as some players do.

Gary Gifford wrote on Tue, May 20, 2008 03:55 PM UTC:
If we start with a game of Shatranj - it is easy to vary it and reach Chess, Shogi, Xianqi... etc. I can easily see these three games as Shatranj variants.

Many of today's CVs begin with Chess and vary from it. But, I do not think this is (was) the case with Tzaar.

Of course, one can keep varying pieces, boards and rules to the extreme... and by doing so end up with something that no one would recognize as having come from chess. In this manner, for example, an artist could start with a drawing of a rabbit and create a horrific beast, by increasing the size, replacing fur with scales, replacing ears with bat ears, fluffy tail with long reptilian tail... etc... when the artist is done we have nothing that would be considered as a rabbit variant (though it is). Only by means of such an analogy could I see Tzarr as a chess variant.

But does it matter? And would I object to it to being added at CV, for example? No, I would not object. But, like Go, I would consider it to be an allowed exception due to its strategic nature.


Gary Gifford wrote on Wed, May 21, 2008 07:37 PM UTC:
Jianying Ji - your planet analogy for chess variants, I think is interesting... but how is it that such and such CV is associated with Ceres (the largest asteroid - therefore not a planet and thus not a CV by the analogy) and as for Pluto, it was classified as a planet, but is now just the largest known member of the Kuiper belt and no longer a planet. Thus, what would have been a CV is no longer one....

The point here is that someone can say Chess is to Earth as Tzaar is to Ceres... but these associations are clearly arguable.


Piece Values[Subject Thread] [Add Response]
Gary Gifford wrote on Thu, May 22, 2008 09:37 PM UTC:
Rich suggested '...evaluating entire configuration of pieces, rather than a single piece.'

I believe that is correct [that is what programs like Fritz and Chess Master seem to do... evaluating the two configurations and giving a score for the deviation] but also I would say, evaluate the pieces within the given position. The values are relative and change with every move.

The lowly pawn about to queen is a fine example. The Knight that attacks 8 spaces compared to one that attacks 4 is another, as is the 'bad' [blockaded] Bishop.

Another concept is that of brain power. For example, the late Bobby Fischer's Knights would be much more powerful than mine... not in potential, but in reality of games played. Pieces have potential, but the amount of creative power behind them is an important factor.


[Subject Thread] [Add Response]
Gary Gifford wrote on Fri, May 30, 2008 10:29 PM UTC:
Ten years ago the world's top bridge playing computer (named GIB) defeated the vast majority of the world's top bridge players.

And today's top programs, as would be expected, have high national bridge rankings. In 2005 and 2006 a Dutch bridge magazine (IMP) discussed matches between five-time computer bridge world champion Jack and 7 top Dutch pairs (including the European champions of the time). The program defeated three out of the seven pairs (including the European champions). Overall, the program lost by a small margin (359 versus 385 imps).


Piece Values[Subject Thread] [Add Response]
Gary Gifford wrote on Sun, Jun 1, 2008 09:53 AM UTC:
In response to GD's previous comment, his very last line, '...for serious CV play, and in turn the designer needs to try to keep the game somewhat out of reach for Computer.'

From what I have seen in regard to both variants and programmers, it seems logical to conclude that any game a human mind can play, a program can be written for. The program may be flawed, but the bugs can be worked out.

In my opinion, designers need not worry about computers. If you make a great game, likely someone will get a computer to play it. That is not to say all great games end up having associated programs... but they could.


Gary Gifford wrote on Mon, Jun 2, 2008 08:44 PM UTC:
When GD writes: 'Computers will never write rhymed lines this century where every syllable matches in rhyme like: ''The avatar Horus' all-seeing Eye/ We have a star-chorus rallying cry.'' Granted most would not like style of writing, but still Computer cannot do it, rhyme every word with meaning.'

I bet if you offered a $20,000 reward we'd see many programs coming to meet the poetic challenge within a matter of months. You can read about computer generated writing here:

http://www.evolutionzone.com/kulturezone/c-g.writing/index_body.html

Anyway, I believe that computers are up to such a poetic task... it just takes a motivated programmer.

Back to CVs: Chess is a great game. And just because computers can play it far better than most, are we to discard it? I don't think so; not as long as humans vs. humans and enjoy the game while doing so. The same goes with other variants.

As for the poetry, just because computers don't write that style certainly doesn't motivate me to do so.


[Subject Thread] [Add Response]
Gary Gifford wrote on Wed, Jun 4, 2008 04:29 PM UTC:
Assuming a computer is in good working order and that it has a program for
the game in question, then if it cannot play the game well, it is only
because it is lacking something in its code.  With refined codes near
optimization - the programs will defeat the humans.  If a human cannot
accept that, then he (or she) can simply play other humans to have a fair
brain-to-brain playing field.

Gary Gifford wrote on Wed, Jun 4, 2008 10:44 PM UTC:
I still maintain that when computers do not play a game well it is not the fault of them or their logic, but rather that of the programing involved. It might be very difficult for a programmer to develop a sharp program... as in the case of the non-chess variant, Go; and in the case of the very interesting Arimaa. But, once the right approach is found and optimized, watch out.

P.S. - Arimaa has a nice web-site devoted to it (even has an animated tutorial with music); and has World Championships for humans, and another World Championship for computers (thus encouraging programmers to create a winner). I can see where this game would be difficult to program, after all, do the human programmers even know what is the best strategy/tactic in a given position?

Anyway, time is on the side of the computers.


Single Combat Chess. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sun, Jun 8, 2008 03:26 PM UTC:
Risk Godstorm and Risk 2210 A.D by Avalon Hill, (as well as the original Risk) boardgames seem to have already employed the concept that Single Combat Chess aims at; of course, without using chess pieces.

Gary Gifford wrote on Sun, Jun 8, 2008 05:24 PM UTC:
I agree, Rich. But the concept is essentially the same. For example a Queen of 9 points fighting a Rook of 5 points... or having 9 (1 unit pieces) fighting 5 (1 unit pieces). In both cases statistics come into play with chance favoring the stronger piece (or group of pieces).

[Subject Thread] [Add Response]
Gary Gifford wrote on Mon, Jun 9, 2008 09:49 PM UTC:
I guess it is a sad day, that is to see the CV site posting political
opinions (reference 2 comments down). What next?

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 Mon, Jun 9, 2008 11:26 PM UTC:
Thanks for commenting George. I can understand your rating of 'poor' as you admit to find 'overwrought and over-complicated Rules' (to your mind at least. Which I suppose doesn't surprise me. It seems other CVers have no problem playing CoT (in a tournament, no less)... amazing, they can grasp it. Of course, you seem to not grasp the simple Hole Chess either... so I am not really that shocked. AF made a nice Zillions game of CoT. Perhaps if you played it you might learn this game which is currently too complex for you.

Sissa. Move exists of moving a number of squares as rook and an equal number of squares as bishop.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Mon, Jun 9, 2008 11:38 PM UTC:
It is ashame that the Bison is not mentioned in the nearby Sissa comment, where GWD hints at self admiration [due to the Falcon aspect.] After all, it is a fact that the Bison precedes GWD's patented Falcon and is nearly identical, though the earlier Bison movement is described in more simple terms.

King's Guard Chess. Pawns move like kings and only Pawns may capture. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Jun 13, 2008 10:04 AM UTC:Excellent ★★★★★
This appears to be a very good CV! I really admire the capturing concept and the need to coordinate and defend from double attacks. It is not often that we see something profoundly different. The closest thing that comes to mind [to me in regard to the guards)is the dual-capture mechanism which is seen in Robert Abbott's Coordinator piece {from the game of Ultima), and also used in Maxima by Roberto Lavieri. But your variant is different enough to give it a very 'original' feel... and overall, of course, the game, in total, is very different from those games.

Great job!


Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Sat, Jun 28, 2008 10:17 PM UTC:
George, Congratulations on having many fine Rococo wins and on being the current number 1 ranked Rococo player.

I have never played Rococo, but in looking over the rules page it does appear interesting and challenging.

I do disagree with you when you state, '5 or 10 CVs deserving own tournament or even entire website. Rococo would probably be the only one developed under CVPage auspices worthy of those entitlements.'

I disagree because game 'likes and dislikes' are highly a matter of opinion and preference. Fergus's Mortal Kombat Shogi, for example, in my opinion, is an excellent game that seems to be a natural evolution of Shogi and easily deserves its own tournament and website... but, that likely may not be the opinion of many. There are a lot of games here that I believe are great, Templar Chess, Maxima, Modern Shatranj, to list just 3 examples. And I could list many more, but, my list would just be my opinion.

I do agree that it would be nice to see a Rococo tournament.

Again congratulations on your Rococo standing.


Makruk (Thai chess). Rules and information. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Tue, Jul 1, 2008 04:02 AM UTC:
I just made a nice wood Makruk set over the weekend. Will try to get a photo of it in a day or two. Update: Jpeg images sent to CV on 1 July.

pbmMakruk[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Wed, Jul 2, 2008 08:46 PM UTC:
I cannot seem to open (or get to) the Makruk preset to extend an invite. I am also aware that some others are having this problem. I checked some other games and noticed the same issue. It seems that the preset has taken on some sort of HTML identity that cannot be accessed.

Any solutions? Thanks.


Makruk (Thai chess). Rules and information. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Thu, Jul 3, 2008 03:21 AM UTC:
Thank you very much for making a new preset. It looks nice, but it would be even better if the Bishops were replaced with Silvers (there is an Alfaerie (sp?) version of them).

Gary Gifford wrote on Thu, Jul 3, 2008 02:50 PM UTC:
Excellent. The graphic that you just used is the one I had in mind. The 5 dots indicate the movement of a Silver General (from Shogi - which happens to move as does the Makruk Khon (Thon)and the moon is alchemy symbol for silver.

Very good. Now the brain doesn't have to make Bishop to Khon conversions. Many thanks.


[Subject Thread] [Add Response]
Gary Gifford wrote on Fri, Jul 4, 2008 01:00 AM UTC:
This is an interesting idea. I played in the Kasparov vs the World event and got to see what that was like. Irina Krush gave excellent advice and there was a dispute at the end when her advice did not get posted at a very important point. In protest she withdrew.

Anyway, that aside, for a CV event it would likely be best to take one who appears to be the best at a given game and have them play in the event. Certain games are not easy for me at all. Alice Chess is one example. Joe Joyce's very large games would be another. For me to attempt to play those games against a large group (or even an individual) would likely prove embarrassing.

As for needing to be a GM, I'd have to agree with George Duke that it is not that important in long duration events where there is a lot of time to analyze. Purdy, the former world champion postal chess player makes that point clear in his writings. In fact, when he began postal play he was losing postal games to a much weaker player; then he realized that deep correspondence analysis was much different than that seen quickly over-the-board.

When one individual plays a large group of people [where each member submits a move each turn - there is a resulting bell curve with middle-of-the road moves being played by the group.

With advisers suggesting moves we have a different scenario entirely. For instance, with three advisers, each is likely to continually submit very good moves. In that scenario the group has a relatively good chance of beating the individual.


Gary Gifford wrote on Fri, Jul 4, 2008 02:55 AM UTC:
There seems to be two scenarios here: 1) a Group vs. an individual CVer

2) a GM vs an individual CVer

I think in scenario one, that most of us here would defeat a large group that all submitted moves with the most common move being used. This being due to the bell curve principle which would weed out terrible moves and brilliant moves... leaving the CVer to face average moves.

In scenario 2, a CVer may do well against a GM. It depends on the game. The further away from chess the better the CVer's chances. The GM can't count on his memorized ECO lines, his tactical pattern recognition... and, the CVer will be likely not to blunder. Would the GM win? I honestly don't know. But I would not think it to be a sure thing.


[Subject Thread] [Add Response]
Gary Gifford wrote on Fri, Jul 4, 2008 02:35 PM UTC:
I enjoyed watching the demo - but for me I would like to be able to slow it down. I wanted to look over the position but the moves just kept coming at a pretty good clip. I had no time to really think about what was going on.

Had it been a game I was already familiar with, that speed would have been fine.

Is there a way to adjust speed and pause play?

Anyway, I think your demo idea is a good one.


Gary Gifford wrote on Fri, Jul 4, 2008 03:58 PM UTC:
Many thanks for the explanation. The relatively fast play is good to bring viewers up to the present position.

In regard to any archived games, a method similar to that used here, would be nice, if not hard to implement: http://www.chessgames.com/perl/chessgame?gid=1044044

Note: At that link we see a java player that allows the user to click forward or backward in a game. The game shown is Fischer vs. Addison (Cleveland Open, 1957) Fischer was only 14 years of age.


[Subject Thread] [Add Response]
Gary Gifford wrote on Fri, Jul 4, 2008 10:10 PM UTC:
This link:

http://www.chessgames.com/perl/challenge?help=1

goes to a page that shows how their voting for moves works. Also note that they have two methods.

In regard to Rich's comment below, quote:

'4. After both teams have made their moves, players have a set time to decide whether to switch teams. This is done in secret and simultaneously.'

Personally, I do not like the concept of switching teams.


Gary Gifford wrote on Sat, Jul 5, 2008 01:09 PM UTC:
Rich: I do like the Vox Populi system for both:

(a) The World vs. Mr. (or Mrs. X) and

(b) Team Canada vs. Team Brazil; Joyce's Juggernauts vs. IAGO Intellects; CV Alfaerie Lovers vs. CV Stompers (for examples).

In regard to switching, I do not like people switching teams, in example 'b', players from the Canadian Team moving over to the Brazil Team (or visa versa)once they thought their team was losing.


Makruk Set Photos. Photos of handmade Makruk set by Gary Gifford.[All Comments] [Add Comment or Rating]
📝Gary Gifford wrote on Thu, Jul 10, 2008 04:11 PM UTC:
Note that the red king and red queen pieces should be switched in regard to starting location. For Makruk, Kings start on d1 and e8; Queens start on e1 and d8.

I have created a second Makruk set from metal hardware. It needs painted prior to photographing.


📝Gary Gifford wrote on Sun, Jul 13, 2008 07:23 PM UTC:
I added an image of a metal Makruk set (made from nuts and washers, etc.)

Feedback to the Chess Variant Pages - How to contactus. Including information on editors and associate authors of the website.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Fri, Jul 18, 2008 07:49 AM UTC:
If your King is in check you must do one of the following: (a) move your king out of check, (b) block the check (interpose), or (c) capture the checking piece or pawn. b and c do not work in cases of double-check and b will not work against knight checks.

You could not checkmate your opponent while leaving your own king in check.


Indistinguishable Chess. Player pieces indistinguishable from each other. Board squares are indistinguishable. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Oct 26, 2008 08:30 PM UTC:
Mr. Muller: Thanks for the comment. You are correct, of course; in that the game could easily be implemented for computer play... and I suppose that such an implementation would at least provide a good workout for a human. But for a match such as Kasparov vs. Deep Blue, the machine would be playing Chess and the Human would be disadvantaged due to playing Indistinguishable Chess. I could easily make a pre-set for I.C.... but I imagine, at home, a dual-color set would be referenced by a player. I like your draught version idea using the marking on the reverse. In fact, in a physical chess set with solid bottoms, all the white pieces could be marked as B or W on the bottoms. If you do not want to create a separate game, I would be glad to add your Muller Variation to the I.C. page.

Mr. Smith: Also, thanks for your comment. You are correct that removing the grid is an option. I actually considered that for a while. But rejected it because, in the endgame especially, it seems it would be easy to place a piece or pawn off-center and the chaos factor would kick in with pieces ending up in the wrong place in a face-to-face encounter... but again, a computer would always be seeing the correct algebraic coordinates. If you want, I can mention a 'Smith Variation' with grid-less board in the rules.

-------------------------------------------------- For 'fun games' and 'practice games' I have no objections to the PCs or CV couriers for this game. But for something like a rated match, I think face-to-face is the only fair system.

I suppose a program for I.C. could have different levels, where the weaker levels would have random forgetfulness factors... but then, how would you convey to the computer that it was wrong and penalize it? It could, of course, keep a true-reference position to compare to its random forgetfulness.


💡📝Gary Gifford wrote on Sun, Oct 26, 2008 09:27 PM UTC:
Mr. Jepps: Thank you for your idea involving the use of 1 set. Your suggestion - to take a 'standard chess set and switch the colors to every other.. so a White rook on a1, a Black Rook on a8, but then a Black Knight on b2 and then a White Knight on b8. .. etc' is yet another possible variation in setup... and I take it you would use a checkered board too? At any rate, your version could certainly play havoc with one's mind. As the brain would have to battle conflicting information.

I personally would still prefer to use a uni-color set because if I were playing standard chess I would not want my mind to start playing tricks on me with the idea of certain White pieces actually being Black pieces and visa versa. Others however, may not be bothered by this. One thing is certain, the chess positions would be very very wild... and each one an illusion. If okay with you, I can add the 'Jepps' setup idea to the page somewhere.


💡📝Gary Gifford wrote on Mon, Oct 27, 2008 01:21 AM UTC:
Mr. Jepps: Yes, I have seen images of the two-tone pieces. I Believe they were intended for Shogi-like play when captured pieces could switch sides. Current Shogi pieces are actually the same for each side, except for an extra mark on one King. But the direction the pieces point indicates White or Black's property.

For Indistinguishable Chess, two tone is not needed... but you are right, all pieces could be set to face the same way. One player would see all Black and the other would see all White.

I received your 'ok' to add your earlier 1-set idea to the rules page... I'll likely do that tomorrow.

Thanks again.


Indistinguishable Chess. All pawns and pieces appear the same in color and size, for both sides. The board has no 'dark' squares.[All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Nov 2, 2008 09:34 PM UTC:
Joe: I just read your comment... many thanks. In regard to the pre-set, Should there be one? Could we trust people to play using all White pieces on a white board? In regard to knowing the Flying Hippopotamus Opening, which I take is a joke (but maybe not), I do know the Old Hippo opening. Davide Rozzoni, established chess author Bill Wall, and I collaborated on a chess book called, 'Winning with the Krazy Kat and Old Hippo.' More information is here http://www.lulu.com/content/3292224 and Chessville's Rick Kennedy has written a review on it which should appear sometime in the near future. I also list the chess variants website in the back... so perhaps there will be a few chess players visiting CV.

Getting back to 'Indistinguishable Chess,' I did mention it at a chess club last Thursday. To my surprise the club teller of tall tales stated that he bought a white board, 2 sets of white pieces, and played this game... but that no one could beat him because they couldn't remember all the pieces like he could.


💡📝Gary Gifford wrote on Mon, Nov 3, 2008 05:42 PM UTC:
Mr. Muller: I thank you for your comment but I disagree with the statement, 'The tiniest reminder of where the pieces are would be enough to make them remember 100% accurately during the entire game.' I do agree that such reminders are very helpful. But, the truth is club players over-look much game information, perhaps the most common being long-range bishops. Now, if we remove some visual information (such as square colors and piece colors) the club player's brain must put in some extra energy to enhance this lower visual input. Since his mind is working harder, and since he is, by nature of the game, going to miss things, then it seems he will be missing more.

As a side note, when in the Navy a group of us were sitting at a table with a chessboard (no pieces). A shipmate acted as if he made the move ' 1. Pawn to King Four.' So I responded with a phantom move. He then made move two... etc. We had quite a crowd gathered around to watch this game with no visible pieces. In relation to your comment it was easy to visualize where the pieces resided. At one point, late in the middle game, a guy came by and took his hand and swiped at the board. Some of the spectators yelled 'No!' and it was interesting because we could visualize our phantom pieces falling over, falling off the board and table. We had to mentally re-set the board. But we were then able to play the game to its conclusion.


Pillars of Medusa. A variation of Turkish Great Chess plus two additional pieces, the Morph and the Medusa. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Jan 11, 2009 05:02 AM UTC:
Mr. Smith - Thank you very much for commenting. Though I have a few simple counterpoints:

1) You say 'The Bishops are colourbound.' Reply: Yes, Bishops, by definition, typically are colorbound.

2) You say, 'The board is too big, discriminating the weak pieces.' Reply: I imagine one can always view weeker pieces as being discriminated. For the number of pawns and pieces the board is certainly not too big. I base that statement on having both played and having observed the game being played on a real set with actual players sitting face to face before the game ever came over to CV.

3)You say, 'White has an advantage with symmetrical Sword play.' Reply: My testing of several over-the-board games and watching strong chess players play this live indicate this is not the case. As in Chess, symmetry usually does not last long.

4)You say, 'The new pieces are ridiculously powerful, especially the Medusa.' Reply: Both sides have the same power. And the big board you don't like helps keep the power from being too great a factor. The non-fide chess pieces, aside from Morph and Medusa, exist in Turkish Great Chess (under different names)and are no more powerful in this game than in that game and in the many other games we see them in. The Morph is not that powerful, just a shape shifter that starts out like a Bishop. As for the Medusa - again, both sides have one and need to use it wisely. Again, in watching and playing the game, the idea of too much power doesn't seem to hold up with what is seen in actual game play.

As a final point... I have won many games with the Black pieces. In fact, I don't think I've yet lost with them. If White has the advantage that you point out, well I certainly don't see it.

If you want to play a game as White against me to prove your point, I'll gladly take up the Black army. My guess is that even if you manage to win with White, you will have no easy time of it... in fact, you might even lose.


💡📝Gary Gifford wrote on Sun, Jan 11, 2009 05:59 AM UTC:
Mr. Smith. Thanks for attempting to clarify. Note that there is no need for a second rating of 'Poor' from yourself (the first one counts and continues to count just fine for a long time).

I do not understand now, when you now say 'Bishops are colourbound as a pair.' Yes, isn't that normal for Bishops? Each side has 1 white square bishop and 1 black square bishop. And Bishops by nature stay on their color.

Also, I do not understand when you say, 'It doesn't matter if play can be assymmetrical. Assymmetry evens out.' I really don't see what you are trying to get at. The possible piece and pawn placement is astronomical. What exactly is 'evening out?' Have you some actual game move lists and or positions (from real games) to serve as examples?


💡📝Gary Gifford wrote on Sun, Jan 11, 2009 02:44 PM UTC:
Mr. Smith. You stated, 'I meant that your Bishops are on the same colour.' Reply: I look at the rules setup and see 4 bishops (2 for each side) and on different colors. I look at this preset (/play/pbm/play.php) and see the same setup. However, I found that another pre-set was setup wrong. So your Bishop criticism it seems, was to one of two pre-sets, not to the true setup as seen in the rules. I fixed the error.

Regarding your White advantage and asymmetry equalizing statements you also say,'I don't need examples.' Reply: But an example (if it existed and if it was not an exception to the rule) would clarify and tend to validate your statements.

In your most recent comment you give me credit for a little equation that I have nothing to do with and as I see it, has nothing much to do with the game. You go as far as to give another persons' different answer to the equation. An example of a game position would be relevant. Showing us a zero and a 1/2 tells us nothing about the game.

Yesterday you mentioned,'... and I didn't say that the Morph was powerful.' But it seems you did, indirectly. Because there are really only 2 new pieces in that game (the Morph and the Medusa) when compared with Turkish Great Chess. So, with simple logic we see:(a) your statement that new pieces are ridiculously powerful and (b)we understand that the Morph is one of two new pieces then (c) we conclude the Morph is ridiculously powerful.

On a final note from me this time around, you implied that perhaps you would not play the game against me using White pieces because I would have an advantage due to playing strength. So that brings us to another point... the point that playing strength actually influences the outcome of a game. I would go as far as saying that the stronger player will generally win at Pillars of Medusa, regardless of color... with the occasional exceptions due to an oversight, but not due to game mechanics.


💡📝Gary Gifford wrote on Sun, Jan 11, 2009 08:50 PM UTC:
(zzo38) A. Black - Yes, a very good catch! You are 100% correct. I do not recall who played that game, but White thought he had checkmate, announced it, and Black missed the save that you found. I must admit that I did not notice the save either, but now that Medusa move can certainly be seen as the saving move. You are the first person I know to catch that! Many thanks.

Man and Beast 21: Lords High Everything-Else. Systematic naming of pieces that do not fit in any of the other articles.[All Comments] [Add Comment or Rating]
Gary Gifford wrote on Wed, Jan 14, 2009 05:36 PM UTC:
Charles: You wrote under a 'Gryphon Aanca Chess' comment, as follows (which is only a partial quote)

'At last I've rediscovered the variant that uses the Noclaf and Retnuh - you'd have been perfectly entitled to tell me earlier in a comment on Man and Beast 21...'

True, and I would have had I known you were searching for those pieces. But be assured that I was not withholding information. I was ignorant of the fact that there were 21 Man and Beast articles. I only noticed the Noclaf Retnuh comment of yours because I received a 'Gryphon Aanca Chess' e-mail notice of a comment.

I did, moments ago, briefly look through number 21 and was amazed at how much content you have there. Unfortunately they have no selection 'Amazing' in the rating box so I will have to postpone a possible rating. I will go back later and read M and B 21 in its entirety and then possibly read the first Man and Beast and then, perhaps others. Thank you for taking all the time and energy gathering and putting together what looks to be a great amount of piece-related information.


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, Jan 19, 2009 05:39 PM UTC:
Hi Yu Ren Dong, and thank you for your recent comment in which you state two points, (1)The Kings are too weak to face Shogi promoted rook. (2) The Chinese Elephants are also too weak to face other pieces.

Thank you also for your suggestion, i.e. (A) let the kings also move diagonally and (B) the Silver Generals move to occupy the original squares of the Chinese Elephants.

Reply: That would change the game quite a bit. Each player would have much stronger defense capability. Attacking would be more difficult, defending would be easier.

If you want to make your suggested variation (which perhaps many would find better) I have no objection.

Note that there is a Zillions file for this game. The last I knew it mis-handled Cannons, but it still played by the rules and was still rather fun, I thought. ... Thanks again for your ideas.


Time Travel Chess. Play Time Travel Chess on the Game Courier![All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Mon, May 25, 2009 08:11 AM UTC:
To my knowledge it still works to send the king back in time. There was never a special function or code for this. You just view the earlier position using the standard pre-set feature, then add the time traveling king to the game.

Dimension X. Chess on two planes - one with the usual chess pieces, the other with spooky trans-dimensional pieces with strange interactions. (2x(8x8), Cells: 128) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sun, Nov 1, 2009 06:03 PM UTC:
To answer the recent question. 'Can pieces stuck in a web still check?' It really doesn't matter if we see them as checking or not. Because check is irrelevant in Dimension X. One wins by capturing the opposing King and a checking piece in a web cannot capture a King. As indicated in the Rules under '1. ...a King may move into or be exposed to check....' Have no fear of checks from pieces stuck in a web. Also, Cobras in webs cannot spit, crabs in webs cannot pinch, and effectively, Fide pieces in a web are not really checking.

Bishop Knight Morph Factor. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Wed, Feb 24, 2010 12:35 AM UTC:
Mr. Flowerman, thank you for taking time to comment on the game and for asking about other morph variants. I do not know if there is a Bishop to Rook morph game, but there are certainly other morph variants. My first variant, Pillars of Medusa has a piece that can morph into whatever it captures. I think my favorite morph-based chess variant is Steve Jackson's 'Proteus.' That game makes use of dice for pieces. See more at: http://www.sjgames.com/proteus/

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