[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Comments by JohnLawson
The link to the picture of the Piazza San Marco is broken.
If drunken humans see pink elephants, do Drunken Elephants see pink humans? And what about diversity?
I noticed the unobtrusive random page link a few days ago, and I wanted to let you know that I really like it. The CVP has become so huge that there is no way one can remember everything on it. The random page allows for serendipitous discovery and adventure.
To indicate 'stinky' in notation, how about '*'? And to indicate being run over by the Train, how about '_'? I live a few score miles from PA SGL 312, and I have never seen any critter (aside from a Hunter) carrying lunch in a brown paper bag. Sometimes the brown paper bag contains appropriate liquid refreshment, like Wild Turkey. I try to imagine strategies and tactics, and my mind fogs up. Maybe Wild Turkey would help.
Let me see if I understand 'Lunch' correctly: If a critter loses its lunch, that lunch disappears from the game; it is not lying around to be picked up by some other critter. If a critter drops its lunch, that lunch disappears from the game; it is not lying around to be picked up by some other critter. If a critter steals another critter's lunch, the stealing critter must, of course, already have a lunch. The result is that the stealee has no lunch and the stealer has lunch, not two lunches. Since lunches are not 'conserved' as objects, then they may be considered more as states, say 'lunchvoll' and 'lunchlos'. Did I get it?
I've been looking at the point scheme. The total number of points a player can have for critters next to the campfire is 24 plus 1 for each Shrew that can be promoted to Chipmunk, or 32. If you assume that promoting Shrews is difficult: Then the likelihood of exceeding your opponent's point count by 30 is close to zero. And the likelihood of losing the game even though the opponent's Bear is eliminated for 20 points is close to zero. Furthermore, to achieve the maximum score (32) for Campfire propinquity, there would have to be 16 critters adjacent to the Campfire. Since the train passes through each Campfire square 2 of every 20 turns, orchestrating the 'campout' without some critter getting sqooshed would be near impossible. Another interesting effect is that if each side loses its Hunter (foolishly, since the only way I can see for that to happen is for them both to be squished by the Train), the game can never end, except draw by agreement. Perhaps in this case we need something like a 50-move rule, but instead of a draw, the winner is declared on points. I can see the possibility of an urban variant of PASGL 312 called NYCTA IRT, where commuters jostle to be near the door to get on or off a subway train without being pushed onto the tracks or having their pockets picked. BTW, I noticed no one has actually rated this. I give it excellent for concept. Play is still moot.
I think Joseph is right. It looks like I missed exactly how points were accumulated. I was thinking they would be assessed once, at the end of the game, but assessing them at the end of each ply makes more sense. Then missing Hunters might not be a disaster, because if you outplayed your opponent, your score would eventually exceed his by 30 points anyway. It would probably be undesirable to have two royal pieces. This is another one of those games, like Nemoroth and Captain Spalding Chess, where you need to spend days studying the rules to have a chance. I love this stuff.
I've been meaning to ask how 'PASGL 312' is spoken. Most straight-forward would be 'pee-ay-ess-gee-ell-three-twelve'. I've personally been referring to it as 'Pennsylvania-State-Game-Lands-three-hundred-twelve Chess', but this might be considered hyper-correct. Other alternatives are also possible; which is most appropriate?
'...I guess you can score enough in one turn to win; with the Train coming by, you have 10 moves to load up a square and ten moves to empty it; but some of the emptying moves could go from one Train square to another.' If you are accumulating points fast enough, it may not be necessary to make any attempt to unload the Campfire square if you reach the 30 point advantage before the Train actually squishes your critters. 'Because of multiple occupancy, it's easy to promote a Shrew. However, it takes quite a few turns.' And all that time, your opponent is gathering his critters around the Campfire. (Do critters gathered around the Campfire sing songs and make s'mores?) '...this is baffling to try to play.' This is an alarming admission. I confess that, even after actually playing Nemoroth and Captain Spalding Chess, I am having trouble getting my mind around PASGL 312, and now the inventor is baffled, too. Maybe I'm not as dense as I feared.
'...but some of the emptying moves could go from one Train square to another.' Also, if you unload a Campfire square to a Campfire square on the other track, the train will be back to that square in 10 moves or so.
My opinion would be that the Cookie Monster's primordial nature would preclude any such politesse. I would expect that both Cookie Monsters would pounce on the mutually adjacent piece, devouring it, and each other, like the Kilkenny cats. We must await gnohmon's ruling for a definitive answer, however.
Based on my slight playing experience with Nemoroth, and considering how many Humans were left unpetrified and unmummified at the end of the game (3 out of 16), I suspect that it matters not which side is winning, the Humans are toast either way.
You could define a handful of basic rule sets that would apply to most chess variants, differing in such things as the effects of stalemate, or repetition. They could then be codified as Rule 0.1, Rule 0.2, etc., but that rather defeats the whole purpose of a Rule Zero, which I understand to be the irreducible minimum that most chess variants have in common. It is also possible to say, 'Rule Zero applies, except for...'
I understand that the Hunter cannot shoot through the Train, and the Deer cannot leap over the Train, but it is unspecified if the Woodchuck chucks wood in a high enough arc to clear the Train.
I will be playing PASGL 312 in the near future, and one of the plans I had considered was the Woodchuck and Fox working as a team against the opponents medium-sized critters. The Woodchuck bonks them, causing them to drop their lunch, and then the Fox darts in and devours them.
Apropos to other discussions about the importance of theme in a chess variant, this is an example of how theme really does count, even if it ideally shouldn't. The choice of the gothic horror theme clearly can strongly attract or repel a player, regardless of the objective merits of the game.
Exactly. The theme is completely arbitrary, totally unrelated to the mechanics of play, really just decoration. And yet, it has an effect on who likes and dislikes the game. This is a strong example for those who believe an appealing and well-expressed theme is important in a chess variant.
I have searched, and I cannot find any rule regarding repetition. Stalemate results in a pass or multiple passes, but I mean voluntarily repeating a position. What happens, if anything? Does it matter if points are being accumulated? Does the position of the Train count?
There is already a ZRF for this game on the ZoG site: http://www.zillions-of-games.com/games/tishai.html
Yes, that's a good enough rule. My feeling was that it didn't matter. Even in a dual stalemate position, with just the Train chugging around, if there are pieces near the Campfire, the score will be incrementing, at least until the critters are squished by the Train. Wouldn't achieving a stalemate position be difficult? With multiple occupancy, it is near impossible to blockade lunchvoll critters, and if one player's critters were all lunchlos, he would be in a very bad position anyway, and possibly lost.
I'm with Joseph on this: too much work for the payoff. Think about keeping it up-to-date; whoever's job that was might have no life in a heavy contribution week. Also, listing all the pieces in a game is redundant to the actual game description. If it were done, it would be most useful to be identified by move, rather than name of piece. This would be a sysiphean labor. You would have to create indices based perhaps on funny notation. The syntax of funny notation is ambiguous, in that although it can describe movement precisely, there is more than one way to describe the same movement in many cases.
There's no reason why better linguistic information could not be included, even if the piece continues to be known by what is now its conventional name.
This is the same unusual placement of partners and order of play that is used by Parker Bros. Grand Camelot, published in 1932. I had thought until now that it was unique in that respect. I have never played Vierschach, but I have played Grand Camelot, and it is a good way to play a partnership game. Peter Aronson also made a variant of his Chaturanga 4-84 with the same seating positions and turn order.
Peter - I just downloaded the ZRF 1.1 dated 8/15, and Black was able to pull three Elephants from his Pajama before I called it quits. I had no trouble running it with Zillions 1.3.1 and Windows 95. I saved a ZSG file if you need it. I did not test for the same situation for the Great Pajama or the Box. The graphics are a big improvement over the alpha version I got a while back.
These are the salient points, as I see them: - There are so many good variants it's hard to even agree on a list to select from. - Large variants should be carefully considered because of playing time considerations. - Subsequent PBEM tournaments could have different themes. My proposal: - Select the variants from the top three finishers of the 38, 39, 40, and 41 square contests. This gives 12 selections to choose from, and most are not famous or recognized variants. Their playablility is proven, they are relatively small, and should generally be done quickly. I like the idea of holding a different PBEM contest each year, if there is interest. Possibilities include a Large Variant theme (selected from the Large Variant, 100 square, and 84 square contests); a Betza theme (all Betza variants); an Aronson theme. The games selected for these contests should not overlap. Other possibilities include a history theme (Shatranj, Xiangqi, Shogi, Makruk, etc.); a Shogi variant theme (Tori, Chu, Wa, etc.); etc. Count me in.
Jean-Louis said: '10x10 should not be that difficult to get : it is the regular board for International Checkers, even though people plays Draughts in US (a much simpler game), with Internet, Int Checkers board should be easily available.' That's what I would think, too, but Ben and I have seached and searched, and international draughts boards seem to be unobtainable in the US. We have no desire to pay trans-Atlantic shipping charges, so if anyone knows where to find them here, please enlighten us. Thanks.
The URL is misspelled. It should be: http://homepages.ed.ac.uk/rjhare/shogi/dai-shogi/intro.htm
In the original statement about the contest, Glenn Overby said: 'The goal is to get some of the better new or obscure variants more play and exposure (although there will be room for more usual games as well).' Since one of the goals is exposure, I would not like to see XiangQi or Shogi, but wouldn't mind variants such as Gothic, Omega, or Grand Chess. These are widely played, but not played by millions. In my opinion, machines are out. One can play against ZoG or other programs anytime one wants, and it is not satisfying to me. A revote on a winnowed list makes sense. It would be OK to add games that were written in on the first vote. If the participation of machine players is disputed, add that to the second round vote. Finally, consider playing only games that were voted for by the people who enter the contest. If some variant gets 100 votes, but no one who voted for it enters, throw it out.
Of course you're right: there is no way to enforce a ban on machines, or even detect them, so why even make a rule. All the same, I prefer playing people (OTB if possible), not computers. A game against a [known] computer does not feel 'real' to me.
If it is decided to play only the games voted on by participants, there is actually no reason to hold a second separate poll. The entry process could include voting, and we wouldn't know for sure what we were playing until all the entries were in. That might be fun.
For comparison's sake, I quickly calculated some piece densities: Shogi 49.4% XiangQi 35.6% Timur's 50.0% The density of any 9x9 variant with an extra piece is 44.4%
The measurement that was used by Gabriel Vincente Maura to justify the design of his variant, Modern Chess (Ajedrez Moderno), http://www.chessvariants.com/large.dir/modern.html is kind of interesting. This is taken from the booklet that came with my Modern Chess set, 'Mathematical Thesis of Modern Chess', 50 p., 2nd English Edition Revised, 1974. He defines the maximum mobility of each piece as the number of squares it can move to from its best position on the board, that is: K=8, Q=27, B=13, N=8, R=14, P=2 The maximum relatve mobility for the total of each player's pieces is the sum of the maximum mobilities of all the pieces, divided by two, because there are two players. Thus: (K+Q+2B+2N+2R+8P)/2 = (8+27+26+16+28+16)2 = 60.5 He defines the maximum mobility that the chessboard offers simply as the number of squares. He wants the maximum relative mobility of the pieces (60.5) to be equal to the maximum mobility offered by the chess board (64). Since the numbers aren't equal, he declares FIDE Chess to be defective. Needless to say, for Modern Chess, with the addition of the Marshall, both numbers work out to 81. Some example calculations for other variants: 'mobility' board Grand Chess 98 100 Timur's Chess 86 112 Xiang Qi 59.5 90 Shogi(unpromoted) 45.5 81 Shogi(promoted) 75 81 I believe that this is little better than numerology, but it's still fun to play with.
Maybe. I live in northern New Jersey, USA. Where are you?
I'm actually playing an email game of this with David Short, the inventor. We're only on move 8, too soon to have an opinion yet. Mostly I'm trying to figure out how to develop, and haven't really had to address most of the special powers. Note that a subset of this game was entered in the 84-Squares Contest as Schizophrenic Chess.
Hey, Eva's right! The Dutch page turns into English at the Pawn section.
No. There is no such move in the standard rules of chess. You can only get another Queen by promoting a pawn.
My first question so far involves Ash trees. Given: - All the squares comprising a tree lead through a series of adjacent squares back to the root. - Ash trees grow by Knight moves. Then I assume: - Ash squares that are a Knight's move apart are considered adjacent. If: - An Ash tree grows from b1 to c3 to d5, stops, and then grows to b4. And: - The Ash square d5 is killed. Then: - Ash square b4 dies also, even though it is diagonally adjacent to c3. Is this correct? My second question involves underbrush. When a deciduous tree is killed or injured, the underbrush squares left behind are neutral. Is it true that neutral underbrush has no way to grow? My third question involves the Huckleberry. Once per game, the Huckleberry can expand by leaping onto any friendly grassland square. Is this Huckleberry distinct from the original Huckleberry, resulting in two equal royal pieces?
Ben Good and I actually played four games of Nemoroth. Two ended early due to oversights, but below you will find the score of the first game we played. The notation is a combination of mine and Mousambani's, but should be readily interpretable. This game was moderated by Ralph Betza, who let us know right away when we had done something wrong. You will not see the illegal moves that had to be redone. The major problem with illegal moves involved the Basilisk and Ghast, and forgetting that their powers affect the owning player as much as the opposing player. This is obviously not an example of fine play, and is presented as is. Nemoroth Lawson vs. Good S: 4-28-02 1. Bd3~c2,e2 Hab6 2. L:Hb2 Wa5 3. Lb3(Mb2) Wb5 4. Lb4 L:Hc7 5. L:wb5 Ld6(Mc7)~ 6. Gf3 Bf6~e7,g7 7. Gh5 Hd6* 8. Ab3 Be4~d2,f2* 9. Bc5~b7,d7 Ag8!,pHg6,Le8,W^,H^* 10. Ae1 Bd5~e6 11. Ae1!,pHc3,pHe3,pHg3,Lg1 Ha5 12. Ac4 Hb4 13. Ac4!,La6,Bc6(~b8,d8),Be6,pHc2,Ha4 Bd4* 14. Bb5*~a4,c4 Be2 15. Ad2 Bd3 16. Gf3 Bc1~d2* 17. Gd1 Ben's comment: After 16...Be1~d2, 17.Gd1 still wins the game. I can play 17...Bf2 which in fact is forced), but the B will still be compelled on move 18 and will have no moves left. a b c d e f g h +------+------+------+------+------+------+------+------+ | | | | | | | | | | | pa | | pg | l | | a | | 8 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | | | | | | | | | | ph | m | ph | ph | | | | 7 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | | | | | | | | | L w | | | pl | ph | | ph | | 6 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | | | | | | | | | | B | | | | | | | 5 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | | | | | | | | | ph | | pA | | | pH | | | 4 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | | | | | | | | | | | | | | | pH | | 3 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | M | | | | | | | | H |pH pH | | pA | | | H | H | 2 | | | | | | | | | +------+------+------+------+------+------+------+------+ | | | | | | | | | | W | | B | G | | | L | W | 1 | | | | | | | | | +------+------+------+------+------+------+------+------+
It was suggessted on the Bishop Conversion Rule page that it could be used with Modern Chess. http://www.chessvariants.com/varvar.dir/bcr.html I dug out my Modern Chess set because I remembered that this issue had been addressed in the rules. According to the Mathematical Thesis of Modern Chess, by Gabriel Vicente Maura, (2nd revised edition, 1974, page 34 note), once during a game a player may do 'the adjustment of the Bishop'. This move allows the player to interchange the positions of either Bishop and the adjacent Knight. Like castling, neither piece may have moved, and the action counts as a move. This may be done only once per game, and both players have to agree to allow this move before the start of the game. This move is not allowed by the World Federation of Modern Chess, but the author recommends familiarizing oneself with playing with Bishops on different colors. This 50-page booklet also contains a justification of the design of Modern Chess based on mobility calculations, and two photographs of Mr. Maura with his chess set.
gnohmon writes: Is it clear that growing from a1 to a7 means occupying a2 through a6 as well? I think so. I also interpret 'momentum' to mean, if you grow your Pine Tree two squares on the NW diagonal, it will continue to grow at the rate of two squares per turn until it autostops, or is stopped, and that every square on that diagonal will be Pine Tree squares between the origin and final squares. That is, for a Pine Tree on a1, growing to c3 means b2 is also a Pine Tree square. The second turn it grows to e5 and d4 is also a Pine Tree square. The third turn it grows to g7 and f6 is also a Pine Tree square. The fourth turn, it can no longer continue moving two squares per turn, and so autostops.
You have a good point about including a person for scale. The Wa Shogi page is already done, but you may get to savor my physiognomy in future photographic posts. Part of the reason few people appear, of course, is that most of us are solitary, so there's no one to hold the camera.
I agree, the larger pictures were not as good. I had been concerned about load times, and made them smaller, but they are not useful at that size. The difference in file size is about 100k vs. 200k. I uploaded new ones that are the same resolution as the Tori Shogi picture page, and corrected the indexing.
Yes. I actually own them all, purchased in 1985 and 1986 as a wedding present to myself when the pound was $1.08. (And my wife did *not* get an annulment!) There will be longer and longer waits between them, as they take longer and longer to set up as they get larger. Tai Shogi really does take two hours to set up, if you're a novice (and who isn't?)
Will you occasionally post the entrants as registration proceeds, or will the pairings come as an utter surprise?
As a refinement, if you have access to a quilter, you may be able to borrow his/her rotary cutter, cutting mat, and strip templates to make the squares. It will be much (much!) faster and more accurate, if the tools are available. (If you decide to buy the tools, it becomes a SplurgeSplurge chess variant set.)
LCC wrote: 'But still, I liked the background music of the article.' FYI, it's the third movement of Beethoven's 'Moonlight Sonata'.
There have been so many points made here I cannot comment on them all, but I will mention some that have drawn my attention. FYI, I have also volunteered to be a judge. Am I to be classified as a newcomer or a veteran? It seems the proposed critia are based mainly on contributions to the CVP. I am not blessed with that sort of creativity, but I have been a regular visitor and commentor for five years, and I have been interested in chess variants for 40 years. Furthermore, I seem to be of approximately average playing strength among variantists. There are two good ideas that are mutually exclusive. One is Fergus's idea that the top five games advance in each of the three pools of eleven. The other is Mark's suggestion that the pools are too large, and six or seven games per pool would be better. Perhaps the protocol should be left to Hans in this case, because it depends on how many judges are available. When it comes to dividing up the games, there are several ideas. I like David's idea of balancing out the pools by format of game. I think it is a good idea to separate both contributions by the same person into different pools. Of course any contributor who also judges should not be allowed to judge their own game. I emphatically think it is NOT a good idea to segregate the games designed by 'novices' and 'veterans'. It seems clear to me that a pool of 'veteran's' games would be more competitive than a pool of 'novices's' games, and would result in skewed first round results. As a judge, I would expect some guidance on the criteria I would be using to rate. I expect to play, as David suggested, at least two of each game (ideally more, if the nature of the game was eluding me). I assume I would play with the other judges of my pool, or with the inventor, if he makes himself available as David has. As the prospect of playing 22 large and complex variant games simultaneously is daunting, I am already beginning to extricate myself from my other gaming activities to make time.
No. Quoting from this page, 'When a pawn moves two squares on its first movement, then this must be without capture, i.e., two squares straight ahead, and the square that he passes must be empty, as must be the square he moves to.'
I've been playing the ZRF to familiarize myself with the rules. I've noticed that the bomb is only 'turned on' when a Flag occupies one of the free red corners, and is 'turned off' agin when the Flag no longer occupies that square, whether it is captured or leaves voluntarily. The written rules are ambiguous on this point, and I want to be sure this is what you intended.
Well, it's not exactly on this site, but.... http://www.chessvariants.com/link2.dir/chessplusdeck.html
Had I understood that the comment pages would now display my ID instead of my name, I would have not used such an anti-mnemonic ID.
Regarding chess sets for variants, there are also styles other than Staunton that could be combined with a Staunton set, if you don't mind some stylistic inconsistency. Possibilities include Bauhaus and Art Deco styles, illustrated here: http://chessandmore.com/r617p.htm http://chessandmore.com/p2220p.html Echoing Ben, Henk van Haeringen's wooden Exchess sets are also nice, go nicely with medium quality boxwood and ebonized boxwood Staunton sets, and the prices are fair for the quality. The shipping cost from the Netherlands, however...
Look at: http://www.schoenberg.at/6_archiv/designs/designs_chess_e.htm http://www.usc.edu/isd/archives/schoenberg/painting/gamehtms/noritter10.htm
In the original concept of the Pizza Kings, the Meatball (Queen) was a WFDAN. This was, in practice, too strong, and I weakened it to a WFDAfN, which seemed to be just right for that army. (This was one of those cases where the theme had to yield.) Also, I've lately been playing Exchess, which includes a piece (Veteran) whose movement is K+N. On an 8x8 board, I find it to be almost as useful as a major piece (Q, B+N, or R+N), and if you can get it across the board, it is excellent at supporting threats by the more long-range pieces. I would expect a Pancake to be similar in strength. Since we now have the Bakery Bombers, as well as the Pizza Kings as CWDA experimental armies, maybe players' appetites have been whetted for the other armies I suggested, the Beer Batterers and the Avenging Appetizers.
While it is convenient to have universally understood conventional names for common variant pieces, it will always be true that variant designers will want to use ad hoc names that fit the theme of their variant. Additionally, there *are* conventional names for the most usual first-order atomic moves (Ferz, Wazir, Alfil, Dababbah, Knight, Camel) and second-order moves (Rook, Bishop, Queen, King) built from them. Add the nearly universally understood use of 'rider' and 'leaper', and it is easy to describe most variant pieces. I am in agreement with Mike Nelson in supporting the universal use of Ralph Betza's funny notation in move descriptions, and I further believe that an effort to standardize the syntax of funny notation would be worthwhile. Once the syntax is consistent, so that a given move can be validly descibed in ony one way, the Piececlopedia could be upgraded to a database, where, e.g., one could enter a query for 'ADF' (but not 'AFD' or 'FAD') and get a list of all the names of pieces with that move and what variants they are used in. This seems like an enormous labor, but there is now so much material on the CVP that no one can be familiar with it all, and this will aid designers in discovering if their new variant has been anticipated by someone else.
There are more current developments, like 'zB' for Crooked Bishop. I try to find them and add them here.
Pages I have found with extensions to Funny [Betza] Notation: http://www.chessvariants.com/piececlopedia.dir/rhino.html http://www.chessvariants.com/dpieces.dir/diffknights.html I'm sure there are others.
IMHO, the purpose of Funny [Betza] Notation is to make move descriptions easier to understand. When you add operators, the move descriptions start to look like symbolic logic expressions, and thereby become more opaque to the reader. When that occurs, the variant author will also describe the move in words, and the main reason for using the notation has been obviated. We could also consider extending Funny [Betza] Notation to cover movement on triangular, hexagonal, and higher dimensional boards. We could also extend it to include the nature of the board and the opening array. Then a variant could be described by a list of statements in Funny [Betza] Notation (or FBN), sort of a Backus-Naur Form for CV's
Maybe what we need is 'Betza Notation' and 'Betza Notation Lite' :-) And just to make it more complicated, why not have arbitrary state indicators? They would have no definite value, but be assigned by the variant inventor. So, for instance, in Optima, Michael could say up front that certain symbols designate the manner a piece captures, or such states as 'armored' or 'loyal'. A 'method of capture' indicator could actually be a worthwhile extension for descibing Ultima-like variants.
Hey! I was gonna do that and now you've spoiled it!
How would you code a piece from Henk van Haeringen's Exchess called the Herald? It is normally a straight-forward FA in Funny Notation, but on its owner's first rank it becomes FAsW. Another challenging example would be the Ultima ruleset where the range of a piece varies with the rank it stands on.
On a hex board, I would consider using clock hours for the six 'orthogonal' and six 'diagonal' directions.
Regarding the Moo-rider, I am not clear on one thing: is it optionally either a Mao-rider or Moa-rider on any given turn, or do you get to choose either the moa-path or mao-path between each touch-down point on a single move? I get the image of a cow on a motorcycle.
You could call it 'Maa-rider'! So, if your game includes moariders, maoriders, mooriders, and maariders, you'd better not make any typos in the rules, and you would have to provide handicaps for dyslexic players. ;-)
Hey, you could set the rules to music! 'You say moarider and I say maorider. You say moorider and I say maarider. Moarider, maorider, moorider, maarider, Let's call the whole thing off!'
Nice pics! I actually own this game, and my impression was the swirliness was there due to cheap manufacturing techniques. I haven't dug mine out, but I believe you would find the swirls are due to the waves of liquid plastic flowing into the mould, and are radial to the sprue, where it flows in.
I'm pretty sure Luiz Carlos Campos should be judging Group B, since he has submissions in Groups A and C. Since both Luiz and Mike Nelson have submissions, if theirs are selected for the next round, that will leave the judging to Michael Howe and me, unless we have more volunteers, or a CVP editor wants to get involved at that point.
I remembered that David Short had *not* volunteered to be a judge. Here is the quote for his comment on the 84-square Contest page: David Short said, on 12/11/2002: 'While I am too busy to offer my services as a judge for the contest itself, I am willing to play-test my entries with any judge in the contest. I am willing to play by email with anyone who has ZILLIONS OF GAMES.'
Michael, I felt a little funny when I thought I was the only judge for Group B, for much the same reasons. But getting more than three judges per pool may be optimistic, so I'm willing to make do. And, as it stands, it could be just you and me judging the final. However, this contest has been so delayed and formless, I think judging should proceed, even if there is only one judge for a pool. It's at the point where a debatable result is better than no result. I've also looked at all the games, and there won't be any difficulty finding games worthy of the prizes. If some inventors are unhappy, that is the nature of what is an unavoidably subjective process. I have resolved to treat any complaints like a baseball umpire: don't explain and don't retract.
The rook is a corvine bird, like the crow or raven. It is a homophone for the Rook in chess, and therefore the subject of folk etymology. Rooks also steal small, shiny objects to decorate their nests, whence the slang term 'to rook' meaning 'to cheat'. English speakers also refer to that piece as the Castle, probably more commonly than Rook.
Hans, I noted an email in the editors' mailbox from George Duke volumteering to judge Group C. If he could judge Group A, or Mike Nelson move to Group A, that would give us three judges for each group. That would be great. Completing the first round by March 31st seems a little optimistic, but might be possible with dedicated judges. Then, we need to decide who judges the final pool.
I'd think flushes would not only be common, but unavoidable. They would be easier to get than three-of-a-kind. And four-of-a-kind would be harder to achieve than a straight flush.
The voting has been very close all along. How will you deal with a three-way tie, if it occurs?
Isn't this kind of like Peter's Chess with Cyclical Armies? http://www.chessvariants.com/other.dir/cyclical-armies.html And I like the idea of polypiece Ultima or Rococo. How about Polypiece Optima? Or Nemoroth?
I had noticed the same, and commented on it. See the response from the inventor here: http://www.chessvariants.com/index/listcomments.php?itemid=Invasion
Extrapolation? You mean like to Chess with Different Armies? Or to some version of Hex Chess? Or how about Nemoroth?
If you mean, 'Can King plus Knight checkmate a lone King?', the answer is no. The minimum force needed to checkmate a lone King is a Knight and a Bishop, and it is difficult. A mate position can be set up with just two Knights, but the lone king cannot be forced into it. Three Knights or two Bishops can also mate a lone King. If there are Pawns on the board, then the position is very important, since the goal will be to promote a Pawn first.
Finally inclination and opportunity coincided and I tracked down a link for Lojban orthography: http://www.tlg.uci.edu/~opoudjis/lojbanbrochure/brochure/phonol.html#idxphonology Incidentally, Lojban is related to Loglan. The upshot is, if you pronounce ximeracak. with the 'x' as the 'ch' sound in the Scottish 'loch', 'c' as the English digraph 'ch', and the 'i' as an English 'long e', and use natural English pronunciation for the rest, you will be close. Finish up by ending the 'k' sound with a glottal stop (like the 'tt' in Brooklynese 'bottle') instead of the normal English aspiration. Then remember to stress the next-to-last syllable, and you've got it. Think 'khee-mer-RAH-chahk'.
I have checked the books in my library for values. Terence Donelly, 'Hsiang Ch'i, The Chinese Game of Chess', and Dennis Leventhal, 'The Chess of China', do not bring up the topic at all. Sam Sloan, 'Chinese Chess for Beginners', discusses how a table of values such as is used in FIDE chess is invalid. H. T. Lau, 'Chinese Chess', gives: 9 Rook 4.5 Cannon 4 Knight 2 Counsellor 2 Minister 2 Pawn (after crossing river) 1 Pawn (before crossing river) David Li, 'First Syllabus on Xiangqi', has an eight-page chapter with six charts, which may be summarized: Opening Midgame Endgame 10 10 10 Chariot 4.5 4.5 4 Cannon 1 1 1 Cannon, premium when paired 4 4.5 5 Horse 1 1 1 Horse, premium when paired 2.5 2.5 2.5 Advisor 2.5 2.5 2.5 Elephant - 2 2 River-crossed Pawn - - 1.5 Old Pawn (on last rank) 2 2 2 Center Pawn .75 .75 .75 Other Pawns There it is, for what it's worth.
'Both Kings were on opposite sides of board...' I'm not a shogi player, but isn't that situation called 'jishogi' or 'impasse'? It is recognized that the game cannot end normally and the winner is determined by awarding points for material. I think it is also referred to as 'entering kings'.
Found the jishogi rule at http://www.ricoh.co.jp/SHOGI/rules/erules.html 'Both players have moved their King into the the promotion zone (or they cannot be prevented to do so) and the Kings cannot be checkmated. In that case the players may decide to count their pieces where the King does not count, the Rook and Bishop count as 5 points, and all other pieces as one point. Promotion is disregarded. If both players have at least 24 points the game is a draw ('Jishogi'). If a player has less, he loses the game. Of course, a player can refuse to count pieces when he still has mating chances or chances to gain material which would affect the outcome of the counting. There is no strict rule about what to do if this is not the case, but nonetheless a player refuses to count up (e.g. because he does not have enough points for a draw). It has been generally accepted that in such a case the game ends and the pieces are counted after one player has managed to get all his pieces protected in the promotion zone.'
Gavin, Just 'sent in'. The time taken to post a game is imponderable, and depends on what format the entry is submitted in, and the time the editors have available.
'ZRFolize'? As neologisms go, that's pretty good, and meets a hitherto unsatisfied need for a way to refer to the creation of a ZRF without using the passive voice. I imagine it pronounced, 'zeROFolize'.
'You say tomahto...' There's room for diversity here. I pronounce 'ZRF' as 'zee-are-eff'. How do you pronounce 'ZSG'?
Talk about dialects! I use 'Zillions' to load a 'zee-ess-gee' of a 'zee-are-eff'. Good thing we only communicate in writing.
It seems to me that this is more of a Chess/Othello blend than a Chess/Go blend. I haven't played it, but I thought about it some, and it appears that if flips were 'cascaded', and if each player attacked the piece previously played, the effect would be that each move flips all the pieces on the board. Tony's idea of a larger battle board with pieces determined randomly each turn would not be as interesting as knowing what forces were available in advance, and then marshalling them to best advantage. The size of the game could be easily changed, of course, to tune it after the 43-square contest. So we could have 64-square Chestria, or 84-square Chestria, or Decimal Chestria, or (heaven forfend) Tai Chestria.
The first thing I see right off that I would change is the = sign. I think the use of a > sign would more clearly imply 'becoming'. So fnWfcF=* would be fnWfcF>*. Also, although you didn't state it, I infer the - for promotion to a previously captured piece means from the owner's original array.
OK, that's sensible. Are any of the various forms of brackets ), }, ], easy to work with? What about |, or ~ ?
There was a discussion thread on this. See: http://www.chessvariants.com/index/listcomments.php?subjectid=Maorider
Alternatives with a 4x8 or 8x4 board size on these pages are: http://www.chessvariants.com/small.dir/limitingchess.html http://www.chessvariants.com/small.dir/chipps.html http://www.chessvariants.com/small.dir/halfchess.html http://www.chessvariants.com/small.dir/killerchess.html But the one fitting your comment best is: http://www.chessvariants.com/small.dir/demi.html
It can't be just any four Alfils. They must be 'discordant', that is, not on the same cycle of squares. In historical Shatranj, such a position could never arise because the pawns could only promote to Ferz, and though mating with multiple Ferzs was a real-life challenge, there would be only two Alfils to help out at most..
I looked it up on Georg Dunkel's site, http://www.kolumbus.fi/geodun/shogi.htm , and he gives the rule as: 'All pieces move in the same way as in Shogi (except that they do not promote in the same way.)'
So, as long as we're on the topic of mutators, how about applying this concept to Mulligan Stew Chess? We could have '42-Square Indirect Extrinsic Anti-relay Tutti-Fruiti Swapping-Mage Teleporting-Assassin Dual-Color-Bound-King Limited-Double-Move Leaping-Pawn Chess'. Anybody for a kriegspiel version?
Although I'm certain all Primates are primates, the word has an unfortunate (in this context) second meaning. How about Prelate or Monsignor? The piece you describe, B+W, has also frequently been called a Crowned Bishop.
Hmm. So a non-capturing Marshall could be called a Marshmallow?
100 comments displayed
Permalink to the exact comments currently displayed.