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Comments by JoostBrugh

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Neutron 45. Variant of the game Neutron on a 45-squared board. (7x7, Cells: 45) [All Comments] [Add Comment or Rating]
💡📝Joost Brugh wrote on Sun, Jan 15, 2006 05:07 PM UTC:
Neutron is a game that is in the basis set of Zillions games. The rules are the same as for Neutron 45, except that the board is 5x5 or 7x7 and that players start with a back rank full of Pawns and no other pieces. There is no 45 contest. If there will be a 45 contenst, this game will appear in the non-competing list.

💡📝Joost Brugh wrote on Wed, Jan 11, 2006 01:35 PM UTC:
I already have a ZRF. But I had to ask some questions to the Chess Variant Pages about member submitted ZRF's and board images larger tan 100k. I have tested it quite a lot. The game can easily be over in about 10 full moves. The game could take a bit longer if the level of play is higher, but it should still be much shorter than a chessgame. Neutron 45 can be compared with the classic Neutron. The main element is the same. Classic Neutron is more tactical (like a mate in n-problem) and Neutron 45 is more strategical (like a chess middle game).

Regenbogen. Unusual spectrum-based game with Wizards, Clerics and Spirits. (Cells: 44) [All Comments] [Add Comment or Rating]
Joost Brugh wrote on Tue, Dec 20, 2005 05:44 PM UTC:
Unnamed comment was mine.

Hordes of Change - Sample Game. Missing description[All Comments] [Add Comment or Rating]
Joost Brugh wrote on Tue, Dec 20, 2005 12:44 AM UTC:
I think simplification is only possible by reducing the number of pieces (especially play with one King/Knight) and eventually make a smaller board. For example, six bishops, seven rooks and one king on the first two rows of a 7x7 board. It should reduce the number of required moves. A problem with only one King/Knight is that the King/Knight is required to eliminate pieces. The game concept itself shouldn't be simplified. That isn't even that complex. I'll test a variant with a smaller board and less pieces.

Joost Brugh wrote on Mon, Dec 19, 2005 11:45 PM UTC:
I must admit that the game will take long. However, the 120+ moves shouldn't be a conclusion from this sample game, because White is already chanceless in the diagram before the checkmate. If the game weren't meant to show piece dynamics, White would have resigned after move 91 or earlier. But indeed, this is still quite long. However, not longer than many games on these pages.

Regenbogen. Unusual spectrum-based game with Wizards, Clerics and Spirits. (Cells: 44) [All Comments] [Add Comment or Rating]
Joost Brugh wrote on Mon, Dec 19, 2005 11:37 PM UTC:Good ★★★★
Nice game. And a nice ZRF challenge. I've made a ZRF file for this game,
but I wonder whether I interpret the rules correctly.

In the requirements, 10 white and black Drones are listed. For both white
and black, these are seven Drones (for each Wizard one) plus four spell
Drones for the Cleric, which makes 11. Does this mean that the Cleric is
also a spell Drone by itself and actually has three spell Drones? (Like
health Pawns). In my ZRF, I used four spell Drones (so, the actual total
number of opaque Drones is 11 per color).

Another thing is that when you are in a bad position, you can build a wall
of spirits (say three per color of which you still have a Wizard). And then
keep your Wizard behind and adjacent to their color's spirits. When a
spirit dies, just resummon it on the same position. So, if I interpret the
rules right, the game is a dead draw.

Does this mean that is shouldn't be legal to resummon on the position a
spirit just died? Or that when you slay a unit in fight, you occupy the
position? Or can units even move through occupied positions?

Hexa Decimal. Larger hexagonal chess variant. (11x11, Cells: 90) [All Comments] [Add Comment or Rating]
Joost Brugh wrote on Mon, May 9, 2005 11:17 PM UTC:
I haven't thought about notation while creating the game. Zillions'
notation is clear. But one might want a more beautiful notation.

Position naming: My Zillions file uses a 21x11 grid (a..u by 1..11,
lefmost cell is a6, three adjacent cells are b5, c6 and b7, etc). Naming
by segments or roads is probably more elegant. The position names should
have the same symmetry as the starting position.

Piece abbreviations: Zillions uses the whole piece name. It's possible to
abbreviate it to a letter and one might even use no letter for a Pawn. To
prevent ambiguity, use a T for Star, M for Pawn Master and an R for Prince
when using the letter P for Pawn.

Triggered effects: A Pawn Master creates Pawns. A King can create a Pawn
Master. The Disruptor, Star and Elephant can capture more pieces. Choose
whether or not to notate the effect.

Promotion move: In Zilions, the promotion move is executed by dragging one
invading Pawn to the Pawn Master and choose the piece. The Pawn captures
the Pawn Master and becomes the promoted piece and as an extra effect, the
other invading Pawns are removed. This creates ugly moves like 'Pawn p5 x
r5 x n5 = Disruptor on r5'. A promotion move can be notated by naming the
segment and the promoted piece.

Wizard move: In Zillions, a move caused by a Wizard is notated like
'PawnMaster g4 x i2', which looks very strange, especially when you move
an enemy piece. Notation should indicate that the move is caused by a
Wizard. Also a good idea is to notate whether the moved piece is a
friendly piece or an enemy piece.

Check, mate, stalemate: Can be done like in chess.

Joost Brugh wrote on Sun, May 8, 2005 08:55 PM UTC:
The ZRF implementation is already finished and so is the sample game. I
encountered some problems trying to send them to the Chess Variant Pages.
Probably this problem will be solved soon.

The colors pink, green and blue do not have any significance. Before I
created Hexa Decimal, I already had a hexagonal board from another game I
am working on. That game requires 7-hex colored segments. I deliberately
left the colors for decoration. The reason that the grey hexes have
colored outlines is that I first resized the board and then used the flood
fill tool to create grey hexes.

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