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Game Reviews by GregoryStrong

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Switching Chess. In addition to normal moves, switch with an adjacent friendly piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Jul 15, 2004 09:26 PM UTC:Excellent ★★★★★
This is a really neat one! I wonder, though, how this changes the value of the pieces!?! A bishop can now change color. Maybe that makes the bishop better than the knight. But then again, one of the problems with the knight is that it must change color when it moves; I guess that is no longer true, either. And the pawns had the least mobility to begin with, so they benefit most, yes? And that brings down the value of all the other pieces, since they are all relative to the pawn...

Twenty-First Century Chess. An updating of Chess for the video game generation, on a 10x8 board with Barons and Jesters. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Aug 5, 2004 10:07 PM UTC:Good ★★★★

This is, indeed, a very interesting game! I did just notice, however, another game with this name on George Jelliss' A Guide to Variant Chess site. The site indicates that this game was published in Variant Chess in 1991. I don't know if this is a problem or not, but I thought I would point it out.

Please understand, though, that I do not mean to diminish the creativity of this game in any way. The Jester is a particularly good innovation, and helps to diminish the value of opening books in a big way!


Mainzer Schach. Large variant with Janus, Marshall, and different setup. (11x8, Cells: 88) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Aug 17, 2004 08:32 PM UTC:Good ★★★★

I would like to second David's comments, particularly regarding the pawn promotion. You have created a new piece combining all moves which can only be attained by pawn promotion; I see little reason to offer under-promotion. You already have to have an Amazon piece in the set, so you shouldn't need the option to promote to weaker pieces for that reason. Also, the more promotion options you allow, the slower computer programs which play the game become. The more promotion options there are, the more legal moves there are, and the larger the search tree becomes.

I do think this game looks interesting, though. I like the starting array, especially the symmetry. I'll post a Game Courier invitation shortly, and give it a try...


Kristensen's Game. A conscious attempt to restructure Chess from 1948. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Oct 2, 2004 04:30 PM UTC:Poor ★
I haven't given a game a 'poor' rating yet, but I really can't give
this game anything else.  The first thing I think when I look at this is
'Isn't there ANYTHING about the game of Chess that was ok as-is?'  He
changed the number of files, the number of ranks; changed the move of the
Rook, the Bishop, the Pawns (no enpassant) ...  He re-arranged the pawns! 
He doubled the number of Queens!!!  And then there's the barrier pawn,
which might make center-play more interesting, but boy is it nothing like
a 'normal' Chess piece.  And no resigning?!?  I won't even comment on
that one.

On the up-side, yes, he did add symmetry, but I just can't see giving it
a 'good' rating.  It just looks like an extreme over-reach that wasn't
all that well thought-out.  Of course, I must admit that I haven't played
it (yet) ...  It is possible that my opinion would improve.

Double Chess 16 x 8. On 16 by 8 board. (16x8, Cells: 128) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Nov 22, 2004 09:48 PM UTC:Excellent ★★★★★
Noticing that I haven't previously commented on this, I must also give this an 'Excellent.' This varient is much more fun that I expected; the openings seem tame because the board is so large, but due the large amount of material, things become deadly in short order.

Archchess. Large chess variant from 17th century Italy. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 8, 2005 12:02 AM UTC:Good ★★★★
I have played this game many times now, and consider it to be very good. It would rate 'Excellent' compaired to other CVs of its era (I like it better than Carrera's Game.) I think Archchess would be even better, though, on a 10x8 board.

Courier 'de la Dama'. Courier Chess with a Modern Queen and Crooked Bishops. (12x8, Cells: 96) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 8, 2005 12:41 AM UTC:Good ★★★★
I had not noticed this page until George Duke's recent post.  I like the
alterations made here (at least in the first game.)  I will add it to
ChessV shortly, because it already supports Courier Chess, and this is an
easy addition.

I also like the 12x8 board, and suspect that it may be a great board for
CVs that has not been adequately explored.

As for the second game, I have not played a game with a crooked bishop, so
I can't speak to playability.  I can say, though, that I am not sure at
all how to program such a piece into ChessV in any 'good' way.  For what
I mean by good ways vs. bad ways, I will need to get into some detail about
ChessV architecture.  I will start this (complex) discussion on the ChessV
thread sometime in the future.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 22, 2005 09:57 PM UTC:Excellent ★★★★★

This is a very interesting game. I look forward to playing it in GCT #2.

Below is a list of mobility values for all the pieces in Pocket Mutation, as well as a few Chess-With-Different-Armies pieces at the bottom for comparison. The 'average mobility' column is a Betza Mobility Calculation with a magic number of 0.7. This is probably the best estimation of the value of the piece. The second column is the average number of checks this piece delivers on an empty board without being counter-attacked. The third column is the average number of different 'directions' in which this piece attacks. The fourth column is the average number of squares attacked on an empty board.

Average # Directions Attacked Average Empty Board Mobility
Average Mobility Average # Safe Checks
Class Piece
Class 2
Knight 5.25 5.25 5.25 5.25
Bishop 5.93 5.69 3.06 8.75
Class 3
Rook 8.1 10.5 3.5 14
Nightrider 7.96 9.5 5.25 9.5
Super Bishop 9.43 5.69 6.56 12.25
Class 4
Cardinal 11.18 10.94 8.31 14
Super Rook 11.16 10.5 6.56 17.06
Class 5
Queen 14.03 16.19 6.56 22.75
Chancellor 13.35 15.75 8.75 19.25
Cardinal Rider 13.89 15.19 8.31 18.25
Super Cardinal 14.68 10.94 11.81 17.5
Class 6
Chancellor Rider 16.06 20 8.75 23.5
Super Chancellor 16.41 15.75 11.81 22.31
Super Cardinal Rider 17.39 15.19 11.81 21.75
Class 7
Amazon 19.28 21.44 11.81 28
Super Chancellor Rider 19.12 20 11.81 26.56
Class 8
Amazon Rider 21.99 25.69 11.81 32.25
Misc
Fibnif 5.69 2.63 5.69 5.69
Waffle 5.75 2.25 5.75 5.75
Woody Rook 6.5 3 6.5 6.5
Charging Knight 6.78 2.63 6.78 6.78
Short Rook 7.51 7.5 3.5 11
FAD (colorbound) 8.31 5.25 8.31 8.31
Charging Rook 8.48 7.88 5.03 12.91
Half-Duck 8.56 5.5 8.56 8.56
Bede (colorbound) 8.93 8.69 6.06 11.75
Fourfer (FR4) 10.57 7.5 6.56 14.06
Colonel 12.64 10.5 9.19 17.06
N2R4 14.86 15.75 8.75 19.25


Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Feb 24, 2005 04:49 PM UTC:Excellent ★★★★★

Very nice! The author has done an excellent job of defining a Fischer randomization system for Capablanca's Chess (actually this piece mix goes back to the 1600s with D. Pietro Carrera -- see Carrera's Chess.) It is obvious to me that the design has been carefully considered from both a game-designer's perspective and a software developer's perspective.

I'm not sure I like the idea of renaming the pieces, though. There are already too many different names for these pieces, and I think the goal should be to standardize the names, and I believe Capablanca's names of Archbishop and Chancellor are probably the best choices.


Falcon Chess. Game on an 8x10 board with a new piece: The Falcon. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Mar 4, 2005 01:51 AM UTC:Good ★★★★
I have not played Falcon Chess yet, but the Falcon is a very clever piece, and I look forward to seeing how it plays. Unfortunately, with GC Tournament #2 starting soon, I need to focus on those games for now, but I will definitely try FC sometime reasonably soon. I am glad it has a GC preset! I am (personally) ambivalent about ZoG support, but I'm not sure I see what can be gained by not providing a ZRF.

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Mar 11, 2005 03:01 AM UTC:Excellent ★★★★★
Looking back, I noticed that I had not rated this game, so I now correct
this oversight with an 'Excellent' rating for my personal favorite
variant.

I hope that Ralph re-emerges soon, because I am concerned that his
inventions might become overlooked without his continued input.  But I
will continue to do what I can to promote CWDA, though, such as voting for
it's inclusion in Game Courier tournaments, and providing the best
possible CWDA support to ChessV, for analysis of different army match-ups.
 Sometime in the not-too-distant future I will provide a great deal of
information here on what I have learned from computer analysis of the
major CWDA armies.

Regarding the Pawn promotion rule:  I would recommend a change to this
rule.  The current rule says a pawn may promote to any piece in either
army at the start of the game.  Here's the problem:  What about the
match-up of Nutty Knights vs. Nutty Knights?  Since no piece in that
entire army may move backward faster than one square at a time, even if a
pawn promotes to a (very powerful) Colonel, it still probably can't move
back into the frey quickly enough, seriously decreasing the value of pawn
promotion.  I would suggest the alternate rule:  A pawn may promote to any
piece (other than Pawn or King) in the player's army at the start of the
game, or in the standard Orthodox Chess army (Fabulous FIDEs).  This
always provides the option of promotion to Queen.

Grand Chess. Christian Freeling's popular large chess variant on 10 by 10 board. Rules and links. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Fri, Mar 25, 2005 09:55 PM UTC:Excellent ★★★★★
A fantastic variant, and my favorite variant on a decimal board. I think placing the pawns on the third rank, rather than the second, is important for decimal variants to get the game moving and interesting before dozens of moves have past. Even giving second-rank pawns a triple-space initial move still doesn't seem to accomplish the this. Omega Chess games, for example, seem to take forever to develop to a level with noticeable tension. Grand Chess also allows pawns to promote on the 8th rank, as in Mecklenbeck Chess, and this provides additional tension without making the game so dynamic that it hard to visualize. Finally, giving the back rank to the Rooks reduces or eliminates the need for castling, and I consider this a very good thing, too.

Golem Chess. Variant where the Queen is replaced by the Golem, a piece that must be captured twice to remove it from play. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Apr 24, 2005 11:25 PM UTC:Excellent ★★★★★
Very interesting!

Half-golem capturing adjacent half-golem:  It says 'If a piece other than
a Golem captures a Golem, the capturing piece is removed from play, and the
Golem is replaced by a Half-Golem of the same ownership as the Golem.' 
But it also says 'A Golem or Half-Golem may always capture an adjacent
Golem or Half-Golem.'

What happens here?  And likewise, if a half-golem captures an adjacent
full-golem, is the capturing piece also removed?

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Apr 26, 2005 12:03 AM UTC:Excellent ★★★★★
The Beta of SMIRF is quite nice! Good user interface, nice set of features, and intelligent play. It would be nice if you would consider making it open-source.

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]
Greg Strong wrote on Sat, Apr 30, 2005 08:43 PM UTC:Excellent ★★★★★
I really like this.  It adds an element of chance that so many other board
games have, but the probability of disappearance is low enough that you
can still play a game without worrying about it too much...  It's Chess
with a little extra element of risk.  Also, having the Bermuda Chess Angle
in the center of the board is nice, because it helps to equalize the value
of the squares.  The squares around the perimeter, which are normally
weaker, now have the added advantage of safety.

The number 10 is not all that prominent, and as a contest entry, that is a
slight weakness, but as a game overall I still rate it 'excellent.'

P.S.  I am taking Statistics for Engineers this semester, so that may be
coloring my view of the game a little.

Dave's Silly Example Game. This is Dave Howe's example of a user-posted game. (2x2, Cells: 4) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, May 1, 2005 04:16 PM UTC:Excellent ★★★★★
Yes, the page-submission system is definitely excellent! I was able to get Opulent Chess up in a matter of minutes. I suspect a LOT of games will be posted in the future ...

Decima. Variant on 10 by 10 board where you win when you have 10 points on the 10th row. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, May 1, 2005 04:32 PM UTC:Excellent ★★★★★
Very nice!  You were able to submit an update with the user-submission
system, and the editors had no problem moving the existing comments to the
new page.  It is indeed a new age at the CVP!

The idea of Decima is very nice.  The number 10 is included in an
interesting way, via the point values, and these values also have a very
nice way of helping to level the value of the pieces.  What the material
value of the pieces should be relative to the pawn would be very difficult
to determine.  But, this helps to add interest to the game ...

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, May 7, 2005 02:36 PM UTC:Good ★★★★
Wow!  It's hard to say anything about this game but 'Wow!'  
The sheer scale of it has an audacity and boldness that must be respected.
 This game will not be playable by computers until quantum computers become
a reality, and probably not by humans until we've had a few thousand more
years of evolution.  Still, this page made me laugh a great deal, and the
extensive use of the number ten cannot be denied!

Mitosis Chess. Each captured major piece in this game returns to the board as the two or three pieces it originally consisted of. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, May 18, 2005 02:23 AM UTC:Good ★★★★
Ok, this is definitely interesting... I really cannot picture how it would play, but would be interested to try. This game surely has a bizarre kind of leveling effect. The combination pieces, normally worth more, are worth less in the sense that they can be captured and the player gets pieces of equal mobility in compensation. Of course, a seperate rook and bishop is worth less than a Queen, etc., but in this game it might actually be preferable to lose a Queen rather than losing a Knight. I will probably whip up a Game Courier preset so I can try this one ...

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]
Greg Strong wrote on Sun, Jun 19, 2005 06:18 PM UTC:Excellent ★★★★★
An excellent and very enjoyable game!

A couple of questions, though.  Addendum item #2; I thought I understood
what was being said here, until the sentence 'Because of this rule, of
course, 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?

Also, I assume that the Forest Ox cannot use it's optional riffle capture
to capture a friendly piece.  Correct?

Thanks!

Manchala Chess. On 10 by 10 board with new pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Jun 30, 2005 09:33 PM UTC:Poor ★
This game has a line of pawns on the third rank, and super-pawns on the second rank (pawn+knight). These pieces can defend each other like crazy, and you would have to sacrafice your pawns like crazy to smash through so formidable a defense. And the remaining pieces aren't very powerful at all. It seems to me that defense is clearly superior to offense in this game.

d10 Chess. Roll a ten sided die (d10) every turn to determine which pieces may be moved. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Jun 30, 2005 10:03 PM UTC:Good ★★★★
This is an interesting way to add some element of chance to the game of Chess, as well as some additional strategy; you have to not only figure out possible continuations, but also what the chances are at each stage. But, your rules are simple enough that it is not hard at all to determine the probability of being able to move any given piece. It also has the nice side-effect of leveling piece values.

Extra Move Chess. Double-move variant based on limitations of Zillions of Games. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Aug 30, 2005 11:47 PM UTC:Excellent ★★★★★
Yes, this game definitely deserves the rating of 'excellent.'  I am in
the middle of my second game against Fergus, and I've seen enough to be
confident in my assessment.  I love Marseillais Chess, but I think that
this game is a significant improvement.  Although many of the restrictions
added in this game are related to facilitating computer play, I think the
rules added are an improvement even for human play.

Marseillais Chess has a couple of problems, in my opinion.  For one thing,
I think the game suffers from the fact that although the double-move aspect
makes the game sharp and violent, you still have to cower well behind the
enemies' pawn line... Because the same pawn can move twice, including a
double-move on the first move, you have to hide all your pieces on your
first three ranks; otherwise you sacrifice them to enemy pawns which are
extremely viscious, especially if they have not moved and thus are
elegible for an initial double-step move.  Also, the double-move aspect
makes riffle capture possible, and thus makes the game very aggressive and
unstable... which I like, in general, but you still have to run and hide so
a mere pawn doesn't run you down.

Also, when the pawns start advancing across the board, and the game begins
in earnest, the ability of any piece to move twice, and thus to conduct a
riffle-capture, leads to a highly tactical game wherein the material drops
like crazy, minimizing the strategy ...

Extra-Move Chess prevents the same piece from moving twice, and eliminates
the possibility for two captures on the same turn.  I believe that these
restrictions make for a more strategical game, while maintaining the speed
and excitement of other double-move variants.  I highly recommend this
game!

Stanley Random Chess A game information page
. Missing description[All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Sep 26, 2005 10:30 PM UTC:Poor ★
Many people have denied that this is a joke.  Several people have claimed
to be active players, and have further claimed that games and tournaments
of it have been played on various forums (such as Brainking.)  So I'm not
convinced that it is purely a joke (although much of the text is obviously
intended to be fictional and funny.)  But, despite the fact that we have
pages and pages of text describing this game, no rule set is actually
given.

So, I think one of two things needs to happen.  If it is, in fact, a real
game, then the actual rules need to be posted here, in addition to all the
nonsense.  Or, these pages should be removed, as they have no place here. 


If it is a joke that the authors deliberately deny is a joke, for the
purpose of laughing at anyone who is fooled, than that is cruel and a
clear abuse of the webspace that the editors of this site generously
provide largely at their own expense.

Or, if it is not a joke, but the rules are 'top secret' then it should
also be removed.  The message 'I know something that you don't know, and
I'm not going to tell you' is also not an appropriate use of the bandwith
that is being paid for by others.

Dragon Chess (tm)A game information page
. Commercial board game played on a large board with a new piece -- the Dragon.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Jun 13, 2006 12:10 AM UTC:BelowAverage ★★
When I looked at this game, I was very pleased by the appearance of the
pieces, and, although I, like Fergus, find Staunton pieces easier to use,
on account of their familiarity, I think I will purchase a Dragon Chess
set anyway, just to have the pieces at my disposal to facilitate making
physical representations of other Chess variants that I do enjoy.

I was not particularly impressed by the game itself, however.  Unlike
Jianying, however, I do not think it needs to be a radical deviation to be
good or to be successful.  Gothic Chess is no radical deviation and yet it
seems plenty popular, as CVs go.  And I'm not sure that throwing out the
opening book, while that is of concern to more experienced players like
us, even entered into their thinking.  My criticism of the game is more
related to the specific implementation.  The main 10x10 board... ok, good,
clearly that board has been tested in many successful games such as Grand
Chess.  But why add the extra battlefields on the side?  It is not as
though the setup or rules encourages any pieces to move there; I see them
remaining largely unused.  And a pawn would not want to go there (only
possible by capture) as it would then have to capture again to get out of
there, which it would have to do in order to promote.  But, conversely,
the fact that a pawn would not want to go there is not enough incentive
for other pieces to go there.  You would still move a pawn into such an
area in order to capture a piece, even if it means giving up on promoting
that pawn.  The board doesn't seem to be well thought-out.

It also looks like the text of the rules wasn't thought out at all.  For
example, they list material values for the pieces, but they left the
values of the Chess pieces as-is, and added the Dragon in at a value of 4
pawns.  For starters, on such a large board, the Bishop and Knight are
obviously not of the same value any more.  Beyond that, all the standard
chess pieces are valued incorrectly.  Should be more like: pawn=1,
knight=2.5, bishop=4, dragon=5, rook=6, queen=10-12.

But I'll probably still buy a set just for the pieces.  I wish I had
acquired an Omega Chess set before they all ran out.  Anyone have an Omega
set they want to sell?!?

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