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Comments by MarkThompson
Can anyone tell me how many entries there are? I just submitted one, and I'm curious how busy I'm going to be with evaluating the others. I mean, if there are 3 others that's very different from if there are 30 others.
I vote for 'no pressure on Fergus' regarding deadlines. My experience is that the first year of teaching (really the first few years) is VERY time consuming. You'll be doing very well if you can keep up with the Art Bell show. But as for keeping the authorship of the entries secret -- er, I didn't see any reason to keep the game I submitted secret, and haven't done so ... If there's a decision that we should, I don't see how I could follow it now. Also, I don't think I see the purpose of such a rule.
Those are good points, I hadn't realized such problems had arisen in the past. Hopefully the rules as given this time will help. I suppose we have to figure that any publicly-judged contest will have somewhat limited significance. How would this work, for future contests: in order to submit a judgment you also have to submit the ZSG of one game that you completed (or played till one side resigned, or till both sides agreed to a draw, as long as those decisions appear rational). I would consider playing at least one game to be the minimum effort required for passing a judgment. Or would others disagree?
I guess Fergus must be pretty busy, as he would be starting a teaching job, so I'm wondering about possible work-arounds. What would the other contestants say to this: could we all agree to a certain date, and on that date we each go to the Yahoo! Chess Variants group and post a message describing our entry. I suppose we could also upload ZRF's to the file-download section, if we have them (or even HTML's). That way we could all start evaluating the games, and get a headstart for that great day when they appear here.
Yahoo, here, whatever, I'm just anxious to read about the entries and play them. I suggest another venue because (presumably) these pages would have posted them by now if they were able to, and we don't know how long the wait will be. I don't see why we'd need anyone's permission to post material we wrote ourselves. Nor would posting it on Yahoo compromise our right to our work, since Yahoo can't legally claim proprietary rights over material that someone else composed. Copyright doesn't work like that. You can REGISTER a copyright on someone else's work -- sure, the copyright office will be glad to take your registration fee and put your material on file -- but if the author can prove it's his work, your copyright would have no force.
I agree. Any departure from the contest format would have to be unanimous.
Can anyone at least give us a rough count? Are there about 10 entries, about 20, about 40? Maybe even an exact count?
I've been working on a ZRF for Tree garden chess, and I think I have everything working except the castling / championing / centauring. William, do you have Zillions of Games? If so, when I finish it I'll send it to you if you like, and if you approve of it you or I could send it in to be posted.
Question on castling (and championing and centauring): You can only castle if your 'king has not been checked at any previous time in that game' -- by 'previous' do you mean to exclude the current time? That is, are you allowed to castle while in check in this game? There is nothing in the rules prohibiting moving the king across an attacked square while castling, so I assume that's legal here.
> My intention was that castling, championing and centauring would be as near as possible in meaning to castling in ordinary chess... The hardest thing about coding the rules for castling etc. in Zillions is the stipulation not found in ordinary chess, 'that the king has not been checked at any previous time in that game.'
I'm very glad to hear that! As you see, the ZRF is now finished, sent, and posted.
Have you actually built a board? I haven't done that yet myself, so yours would probably be the first one in existence. I'm inclining toward plexiglas levels, held up by threaded metal rods (with nuts to hold the boards in place), and a wooden base, probably made from a round cutting-board. I might want to make a set of squat chessmen somehow too, since standard chessmen seem too tall for a convenient 3-D game. They force the levels too far apart.
As of November 30, 2002, there is a new and corrected version of the ZRF available for download. If you downloaded the ZRF before that date, the version you have has a bug (sorry!), which causes it to allow the Dababante to move past an enemy piece on a square that it could have captured. As described above, every line of squares on this board alternates between two colors, and the normal move for the Dababante is to those squares that share the color of its starting square; and it can reach those squares even if a piece (other than a Pawn) intervenes on one of the squares of the other color. BUT, it CANNOT continue past a piece occupying a square of the same color as its starting square -- a piece on a square where its own motion would 'touch down' (possibly to capture the piece). This is what the earlier, incorrect version of the ZRF allowed. My thanks to Dan Troyka for figuring out how to fix this error in the ZRF. By the way, the new version also has a modified board image, making it look more like the 3-D levels are separated by struts instead of attached to upright wooden planks. Dan and I both prefer the new image.
There are a lot of promising games in this contest. Would anyone like to play some of them by e-mail? If there are Zillions implementations, we could even arrange a time to play online in real-time, assuming the players aren't behind firewalls that prevent Zillions from connecting. I was able to use Zillions last I checked, though I recently got DSL and don't know whether that will affect it. The judges will have plenty of work ahead of them to give adequate play-testing to all of these. If a lot of us volunteered to play the judges in e-mail games, would that be permissible and helpful? I'm assuming that none of us who entered games would be playing our own entries, and that we would all be good enough sportsmen to play seriously in whatever games we were assigned. Also I'm assuming that there would be at least 5-10 contestants participating in such a program, besides others, so that each judge would have several opponents in any game.
I rather agree with the concern that 11 games is a lot to judge in one round, and I'd like to suggest that even the 8 or 9 option could be improved upon. How about having 6 groups of judges, each judging either 5 or 6 games, and the 3 'complicated' games David mentions go to the groups judging only 5 games? Then each group could choose the 2 or 3 most favored games, and the winners could be redistributed to a second round of judging.
John, Do you mean the second rank would be - C N B Q K B N M - ? And this King's leap of three squares, I suppose that's a one-time move? Is it limited any other way, for instance does it have to be made along a rank, can it be made while in check or over checked squares, etc.?
Sometimes I've idly wondered whether the Knight should simply be replaced with a piece that jumps further, such as a Zebra (a (2,3) jumper). The rationale would be that a piece that travels faster should be more relevant to play on the decimal board. Of course, that would violate the spirit of Grand Chess, in Freeling's idea of having a piece for each 'basic move' (N, B, R) and each combination of two basic moves (N+R=M, N+B=Q, B+N=C). Anyone have any thoughts on whether 'Zebrine Grand Chess' would be worthwhile?
It's mid-May now, so perhaps the prophesied finals list can be expected shortly? No pressure, just interested.
Actually Milennium Chess is on a 15x8 board. There's only one rook in the middle; apparently having two rooks in the center was too much concentration of power. The object is to capture one enemy king and checkmate the other. I've found it enjoyable, and the vinyl board is quite nicely made.
This is very similar to Milennium Chess, a commercial variant played on a 15x8 board with only one Rook in the middle of the lineup. I've played it and found it good, and have communicated with the author (whose name I've forgotten). He said he had tried 16x8 with two Rooks in the middle but felt that the two Rooks in the center of the board were too powerful. Re: Nightriders, it occurs to me you could also create a piece that you might call an Asterisk, which can move as a Nightrider left and right (that is, 2 steps along the rank and 1 step along the file, but not vice versa), or a Rook along the files: so it would have six lines of motion.
This game is played not by individuals, but by two competing monasteries, deep in the Pazomian hills, where monks devote their lives to the study of Shogi and its variants. The first (and so far, the only) game was started over 600 years ago, and each monastery has been making two moves a year (with interruptions for crises such as famines and wars); one delivers its moves on the equinoxes, the other, on the solstices. Books have been written analyzing the status of the game; novices study the thinking of the players who have gone before them for years before their opinions are sought for current moves. Most experts feel that they are nearly finished with the opening now. Anyway, it's a nice legend, I think. Course, I did make it up myself.
If the width of the board is even, can Black always make the mirror-image of White's previous move, where the line dividing the board into two halves lengthwise is the axis of symmetry? If so, then Black will always win this way (on a board of even width). Unless there's something I'm missing, I think Black could do that.
I've been thinking lately that the 84-cell tetrahedral board might adapt better to a 3D Shogi. My reasoning is that Shogi pieces are less powerful than Chess pieces, getting much of their value from being parachutable once captured, and the difficulty of visualizing moves on this board might be lessened for less powerful pieces. I'm considering replacing the Rooks with Lances that can only move orthogonally 'forward', the Dabbabantes with some kind of Silvers and Golds that can only move to a subset of the adjacent cells, and having a Horse (a Knight, but only with its forwardmost moves) that automatically drops into the King's starting square whenever the King first vacates it. I don't think I'd include any pieces like the Shogi Bishop or Rook. The board's colors could be reduced to two. Pawns might move to the forward cells of the same color, or of opposite color, or there might be two kinds of Pawn. A Silver and Gold would move to any of the four forward cells, or to the adjacent lateral or rear cells that are the opposite color (Silver) or the same color (Gold, considering the same-levels cells 'diagonally' adjacent as adjacent for this purpose). It appeals to me that the board is also nearly the same size as a conventional Shogi board. These armies would be a bit smaller, but I think they're also a bit stronger.
Encryption is plenty strong enough to keep the move-explanation secure -- after all, we even use it to send credit card numbers over the internet, and there are more people willing to spend more time to get credit card numbers than there are people who want to find out why you made a certain move in a game. The objection you and other players have to recording their reasoning is more potent. Personally I'd be glad to write explanations of my moves, even for the sake of making sure I remember why I made them when I return to an e-mail game, sometimes several days later; and I often wish the great players in tournaments would make such notes and share them after the game is finished. But it still wouldn't prevent cheating: I've seen programs that will provide reasoning behind the moves they make. It would be very good for new and exotic games to have some system that would prevent this kind of cheating, because it would make it possible to hold a 'high-stakes' tournament with a cash prize (maybe $100) and attract larger numbers of serious players, and so getting more games that worthy of serious study. But tournaments with prizes would also encourage cheaters to Zillionize the game in hope of winning through brute-force computation rather than by gaining a real understanding of how the game should be played. So I applaud the effort to find such a cheat-proof e-play system, but I don't see much hope for it myself.
Right, I'm not talking about simply ZIPping the files and sending them, which I wouldn't call encryption at all. I mean using the kind of tools they have on secure servers, which I believe use RSA encryption. I've never needed to get software to do this on my own, but I've heard there's a tool called PGP (for Pretty Good Privacy) that does RSA for you. RSA is the algorithm based on Fermat's Little Theorem, and on the difficulty of factoring huge numbers that are products of two huge primes. It was written up in a Scientific American column in the 1970's, and the Dept. of Defense got all bothered and tried to suppress it on the grounds that it described for a mass audience an encryption technique that would be impossible for their biggest brains to crack. If RSA were not secure, there would be profound implications to the security of online purchasing. If any mathematician found a way to break it, he would make a name for himself by publishing it. No one has.
'Wouldn't it be, in fact, impossible to move the rook 'through' an attacked position? Since the only position the rook goes 'through' is the one position where the King is going to end up.' Not when you're castling Queenside. Then the King ends the move on square c1, the Rook on d1. The Rook passes over b1 and the King does not. The King always moves two squares when castling to either side.
As I read it, the 'Anglican Bishop' designation was really meant to fit into the 'British' theme of the game, and the piece's powers I presume were chosen to resemble a usual Chess Bishop but also be sufficiently different to justify a different name, and the 'colourbinding-celibacy' analogy was merely an offhand remark for helping people remember the rules. It seems surprising that people are so interested by this throwaway comparison to spend so much time analyzing it, when it has no bearing at all on the game. The same rules might easily have been written without making that particular analogy. The topic here is chess variants, or else I would remark how, as a Roman Catholic, I'm always amazed at how fascinated non-Catholics are in anything connected with the practice of priestly celibacy.
Personally, I prefer names that are 'real' nouns, but chosen with as much logic as possible. For instance, a Queen isn't called a Rook-Bishop, so I feel a Marshall shouldn't be called a Rook-Knight. The room this leaves for logic isn't very great, but I'd be inclined to give, for instance, names suggesting greater importance, authority, or strength to pieces that are more powerful: for example, 'Empress' would be a reasonable name for Q+N, but not for (say) B+N. I would give clerical names to pieces whose chief move is diagonal, such as 'Priest' to a one-step diagonal mover (um, that's a Ferz? or an Alfil? I can never remember). I like Cardinal for B+N, and would use Archbishop for a Bishop with a one-step orthogonal move. Animal names are well reserved for leaping pieces like Knights, Camels, Zebras, etc. But the problem with all this is that there seems to be no way to get everyone to agree to use the same terms, and some pieces already have several different names that each have considerable tradition behind them.
'It is also problematic to qualify Catholic for the Pope's followers. Calling them Roman is inaccurate as there is now complete separation between the Vatican, a political entity independent of all others, and Rome, the capital of an Italy with no established religion.' Nevertheless, we call ourselves Roman Catholics. It is inaccurate to call England 'England' since its inhabitants are no longer exclusively Angles. It is inaccurate to call French Fries French since the dish originated in Belgium. Etc., etc., but none of this matters, because derivation is one thing and meaning is another. I am a Roman Catholic, thank you very much, and I would prefer to go on describing my religion by the term that everyone in Christendom already knows.
The PBM system seems to have a bug in the routines that color the board. When I try to change the colors in the preset for Hexagonal Chess from magenta, yellow, and cyan to orange, olivedrab, yellow, the colors that show up on the board are instead three shades of green; and there are blue patches all around the board's border, as if they landed one tile away from where they should have landed. Here's the URL it gave me for accessing my board: play.php?game%3DGlinski%27s+Hexagonal+Chess%26set%3Dsmall%26patt erns%3D%3A+%2A%26hexcolors%3Dorange+olivedrab+yellow%26cols%3D11% 26code%3D1prnqb%2F2p2bk%2F3p1b1n%2F4p3r%2F5ppppp%2F11%2F-PPPPP5%2 F--R3P4%2F---N1B1P3%2F----QB2P2%2F-----BKNRP1%26rules%3D%2Fhexago nal.dir%2Fhexagonal.html%26board%3D201.012.120.%26shape%3Dvhex
You say there are 33 pieces on a board of 169 (13x13), and many of them have varying powers, and the Fisher in particular has powers that vary according to the color of square it occupies. This leads me to speculate that the pieces begin all on the dark (or all on the light) squares of the first 5 ranks of each side of the board, including the corner squares, and that the ones whose powers vary, ALL vary (like the Fisher) based on the color square they occupy. At the start of the game, moving your pieces onto the other color of square 'develops' them, giving them powers that will make them more useful in the middle game. If this is really how the initial arrays are set up, gaining extended diagonal movement would be handy.
Amazons is already implemented for e-play at Richard's pbem server, you know.
My two cents' worth is that 'orthogonal' (as used in game rules) and 'triagonal' are 'terms of art,' useful in descriptions of game rules and hardly anywhere else, and therefore known to people interested in games but not to most others (including lexicographers). I'm mildly interested to learn from the discussion here that their derivations are probably based on confusions, but this doesn't diminish them in my regard. Lots of good words were originally coined ineptly. Any attempt to replace 'orthogonal' with 'lateral,' or 'triagonal' with 'vertexal,' or with any other new coinages, is more likely to create confusion than remove it.
I've seen the word triagonal on the Yahoo 3-D Chess Group many times, always meaning the same thing, and I don't remember anyone having to ask what it meant. I didn't know what it meant when I first joined that group but I quickly figured it out. It made sense to me immediately when I thought about it; I consider 'triagonal' to be as clear and apt as 'tromino,' coined by analogy with 'domino,' with perfect insouciance toward etymological correctness. As long as the word is being used in the context of a 3-D cubical grid I don't see what confusion can result. I agree Gilman's comment, applying it to a 2-D hexagonal grid, seems confused, but then his usages are idiosyncratic (which, indeed, is the whole point of his article).
Orthogonal is used in the study of Latin Squares to mean two Latin Squares like the following: 1 2 3 4 2 1 4 3 3 4 1 2 4 3 2 1 and 1 2 3 4 3 4 1 2 4 3 2 1 2 1 4 3 which are orthogonal because when you combine the symbols in each cell, all possible ordered pairs result: 11 22 33 44 23 13 41 32 34 43 12 21 42 31 24 13 Sets of orthogonal Latin Squares are useful in the design of scientific experiments, or for generating 'magic' squares. Anyway, this is a technical usage of the word orthogonal that may be grounded in the 'at right angles' meaning, but if so I think it's very tenuous. So I feel it gives more aid and comfort to those of us who believe drafting orthogonal to use the way we do in rule descriptions is okay.
No, the first-move doublestep option is only for non-capturing moves. So a pawn that begins on g2 can only move to g3 or g4 (if not obstructed) or capture on f3 or h3 (if an enemy piece is there). Your idea might make an interesting chess variant, though.
As I understand the term, a gambit is a tactic in which a player offers a material sacrifice in exchange for what he hopes is a positional advantage. Familiar openings like the 'Queen's Gambit' involve playing a pawn to a square where the opponent can take it. (Queen's Gambit means the pawn offered is on the Queen's side.) But taking the pawn, presumably, gives the gambit-player a better position. They speak of openings such as 'Queen's Gambit Accepted,' in which the other player takes the pawn, and 'Queen's Gambit Declined,' in which he doesn't. I don't think I've heard of any openings in which a unit of greater value than a pawn is offered. 'Gambit' has entered the language as a word used in general conflict situations, for risky maneuvers like this.
Jared, I believe the cells of the board shown here are topologically connected in the same way as the rhombic dodecahedron tiling you mention. Only the topological form of the board is relevant to play, so I wouldn't think that the translated rules would be enlightening ... if I'm visualizing correctly what you have in mind, I think it would be far harder to understand what the game is about. The trouble is that in any diagram I can imagine, you can only see a cross-section of each level, which prevents the full geometric form of the 3D cell from being seen. If you have 3D raytracer software you might be able to demonstrate it. I'd be interested in seeing that too. The ideal thing would be a virtual reality board, that players would see by donning those goggles that present stereoscopic 3D images that you can see all sides of by moving your head. When those become commonplace I predict a lot of wonderful 3D games will get implemented on them. I still haven't seen that technology, but I hope someday to use them to play Renju on a 'tetrahedral' board of order 13 or so. Charles, I'm reading your post for about the tenth time and am starting to figure out what you're talking about. You say 'square roots' but I believe you mean 'squares.' The base 36 business was confusing to me but you're really just doing it for compactness, so you can indicate each distance (or its square root) by a single character. And your use of 'coprime' doesn't seem to match the meaning I understand by that word. But I'm interested to see that the cells to which a knight at your origin can move are all labelled as distance sqrt(3) from the origin - well, that would make sense, just as a FIDE knight's moves are all sqrt(5) in length. Okay, I'm starting to follow your arithmetic - and I'm surprised, I wouldn't have guessed that the centers of cells in a rhombic dodecahedral grid would have distances whose squares are integers - though now that you point it out, I don't see why not. I'm not sure how playable your proposals for Unicorns and Nightriders would be on this grid -- it seems to me that to give them sufficient scope to practice their powers the board would have to be considerably larger and so have a huge number of cells, and a IMO game whose board has too many cells becomes too complicated to be interesting, because the moves have so many consequences no human player can foresee them; hence, it turns into a game of chance rather than skill. However, many people disagree with me, and I would be glad to see other game developers try their hand at this grid. If you're inspired, go for it!
Larry, your idea of showing the cells as points where color-coded lines of movement intersect works well with another idea I've been turning over in my mind. I've never been quite satisfied with the 'Dababantes' that I used as Bishops in this game -- they're color-bound, but that's about the only way they resemble chess Bishops. What I've been thinking of is to designate three of the six lines through each cell as 'rook lines' and the other three as 'bishop lines'. This would make rooks weaker than they were in Tetrahedral Chess, and Bishops would have really equal power to Rooks. In your xiangqi-style board representation, the rook lines might be colored red and the bishop lines blue. If the seven squares of level I where the White pieces begin are considered to be in an 'east-west' row and the seven squares of level VII are in a 'north-south' row, then I would make north-south and two of the vertical edges 'rook lines,' and east-west and the other two vertical edges 'bishop lines.' Neither the rook line edges nor the bishop line edges would make a triangle on the surface of the tetrahedron; they would be symmetrical with one another. And then, I would arrange the Black pieces differently from the White pieces, putting rooks in place of bishops and vice versa, because the orientation of the levels on which the two sides begin would in effect 'turn a rook into a bishop,' if you see what I mean. (Sorry, it's hard to describe without a diagram.) But this is just thinking out loud in public, I haven't tried any of it out yet.
Jared: Are you still going to have the two armies start on opposite edges of the board? That was what prompted me to orient it as I did in my diagrams, rather than the usual idea of a tetrahedron resting on its base. I look forward to seeing your variant. One could also use the basic rhombic dodecahedron grid as a playing space with something other than a tetrahedron as the overall shape of the board. For example one could chop off the corners and make either an octahedral board, or (by chopping smaller pieces) a board with 4 hexagonal and 4 triangular sides. I calculate that an order-6 octahedron would have 146 cells.
Jared: Ah! I think I see (why you're using an order-4 octahedron). Very timely! But opposite faces will have only space for 10 pieces, and the armies are already only separated by 2 layers, if I'm imagining it right. That would mean rather small armies for the space available.
Charles, after reading your latest about the rhombic dodecahedral grid, I thought to look up 'rhombic dodecahedron' in the invaluable Penguin Dictionary of Curious and Interesting Geometry, where I found the following tidbits you might find interesting: 'rhombic dodecahedron: Take a three-dimensional cross formed by placing six cubes on the faces of a seventh. Join the centres of the outer cubes to the vertices of the central cube. The result is a rhombic dodecahedron. ... From the original method of construction, it follows that rhombic dodecahedra are space-filling.' [etc.] Indeed, if you imagine space filled with alternating black and white cubes, and perform the construction by dividing up the white cubes into six pyramids apiece and affixing them onto their black cube neighbors, you get the r. d. grid, and this supports your observation that the grid is conceptually identical to the cubic grid with the white cubes removed.
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There is a zrf for Shafran's Hexagonal Chess. It's on the Zillions site listed under 'Hexagonal Chess.'
Playing on squares doesn't bother me, but I would suggest that -- since the player has to make his own 9 x 10 board anyway -- there is no good reason to make the squares checkered dark and light, because this game doesn't have diagonal sliders. I would probably shade the two fortresses, and maybe also mark the squares that constitute the Elephant's domain with a dot in the middle or something. But the idea of introducing Xiang Qi to westerners with a more western-appearing set sounds reasonable.
People like chess variants for lots of reasons, and some prefer the more exotic variants that depart from usual chess with unusual pieces or rules: you don't find that in Millennium Chess. But, without diminishing the exotics, I like the more modest variants also. I've played this one and found it to be pretty good. And yes, it did seem to improve my skills at usual chess, at least temporarily -- or at least my confidence level. When you come back to 8x8 after a few games you have this strange feeling: 'Why, this game will be SIMPLE!' I haven't tried the other variants that are approximately double width and so I can't opine on how this one compares with them. I once communicated briefly with the inventor, who said that while developing M.C. he tried other versions (among them, 8x16) and rejected them. He says having two rooks in the center of the board is too much power there. I expect the choice among wide chesses will also come down to personal tastes.
There was a game called Stealth Chess recently that adapted that idea (Stratego-style hidden pieces) as a chess variant. It might be on eBay, or there may be websites on it. Maybe it's even on this site -- guess I should have checked before I started writing.
Gary, did you try any other opening arrays? I'm curious about whether it's really best to have the Western and Shogi pieces opposite their counterparts. I suppose the Xiangqi pieces would have to be across from each other, because of the opposite-kings rule. And wherever the Xiangqi pieces begin would have to be the fortress. Maybe there could be a 'random opening' version of SPC where the 3 sections are arranged at random at the start of the game, subject to the constraint on the Xiangqi section. Then arranging the pieces within each section might also be done at random, or maybe they could be placed at the players' will, a piece at a time, in alternation.
Seems like this idea of formulaic evaluation of CV's should be written up on a page of its own. A thorough investigation of how the various popular CV's fare under different formulas, and hence of how the formulas ought to be interpreted, would take a lot more exposition than could be done in comments. The challenge is to come up with formulas that will not only 'predict the past', by telling us what we expect them to tell us about well-known variants, but that will also provide useful insights into new games. It's far from obvious that such formulas could be found, but it would be quite a discovery if they were.
Even a formula restricted to the (really pretty well-populated) set of CV's that you specify would be quite interesting, if it can be shown to be valid. For one thing it would probably suggest approaches that could be tried for finding formulas applicable to other kinds of CV's. I'm also agnostic about the existence of such a formula, but I'd be interested in seeing the fruit of the effort, especially if it can all be gathered into a single page.
So is someone going to post this fabulous composite picture for us, or must we forever remained tantalized by imagining what she/she/she must look like? Could it be added to the Shanghai Palace page, as an illustration of the concept of blending three different entities into a new whole?
Perhaps the number mentioned is the rating assigned by a computer opponent that evaluates the player, achieved without playing in tournaments against human beings? If so, I'd recommend along with Gary Gifford that the player take part in a tournament at his earliest convenience. News of a chess prodigy would help to promote the game. And I don't think it would be at all bad for the youngster's chess career to come forth and be recognized at that point.
I haven't played it yet, but the game looks good to me also. There's one thing I think should be added to the rules to clarify the Chariot's power of 'running down' soldiers: it wasn't clear to me whether they could run down any number of soldiers in a line, or only one. From the ZRF it seems to be only one.
Yes, you can castle queenside when the square next to the Rook's starting square is under attack. The King cannot move over any square that is under attack, but that restriction does not apply to the Rook.
Would that be 45 pieces per army, or 45 pieces among all armies?
I would be the only person Michael Howe has beaten, and so I think that means I'm the only person who would theoretically be disadvantaged by Fergus's first alternative. So let me remark, for the sake of making the decision easier, that I have no objection to Fergus's first alternative. I'm trying to win my games, of course, or at least to draw, but I'm in the tournament for fun.
Fergus, a Pawn cannot move to the last rank if there is not a captured piece to which it can promote. In that situation, can a Pawn on the second-to-last rank give check?
'The two players have different goals, so Knight Moves is probably an unbalanced game,' said Ned. 'And Black, who plays defense, moves first: that must mean that the offense has the natural advantage in this game.' Ted said, 'Well, since you're a beginner, I'll let you play White, and I'll even give you the advantage of the first move.' 'Don't be too cocky, I'm pretty good at games like this,' said Ned. But Ted proceeded to beat him three games in a row. Catching the Black Knight was infernally difficult, even with the advantage of the first move. Then, as they were about to begin the fourth game, Ned suddenly said, 'Hey -- WAIT a minute!' And Ted broke out laughing. What had Ned realized?
I figured out that the title is an anagram of VARIANT PAD. But even if that was intentional, it hardly seems like an adequate excuse for such a perfectly awful name. Does anyone know what inspired 'Navia Dratp' to be called that?
I've been thinking of a variant expanding on the Bughouse concept that I call Team Chess (or Team Shogi). I'm envisioning six players on a team, and games taking place between two opposing teams. Two team members play a small variant, two play usual chess, and one plays a large variant; the sixth team member is the captain. All three chess variants being played should use similar armies and rules, so that it won't cause confusion if a piece gets transferred to another board -- perhaps Quickchess, usual chess, and Grand Chess. The winner of the large variant game determines the winning team. When a piece is captured, the capturing team's captain takes it in hand (it changes color) and delivers it to one of his team's five players (captain's choice) to drop at will. The captain can watch all five of the games, but no other communication takes place between the team members once play has begun. I haven't decided what should happen when one of the smaller games ends; should the captain receive all the pieces of the conquered army? None of them? Perhaps just a Prince (non-royal King)?
There's a problem with the graphic for Anti-King Chess II: the Black piece at b8 is a King, but it should be a Knight.
I like the way this game addresses the problem of the too-powerful royal piece (which can make it hard to win the game) by the rule that the queen cannot slide through check. That seems original and yet chesslike, and sounds likely to do the trick. The explanation on this page was a little hard for me to decipher, however: I'd suggest rephrasing somehow to remove the reference to queens capturing other queens. Is 'cover' as you use it here a standard chess term? I hadn't run across it yet. I wish the board had a fourth color, so that each dragon would be restricted to squares of one color. Shouldn't there be a piece for Ireland? A Harp, perhaps? No idea what it would do, though. 'There must be dozens of possible names that would suit it better and have the advantage of being offensive.' Surely Charles simply forgot to type the word 'not' in this sentence. 'the three heraldic-based pieces could be considered 'brutish'.' I imagine Charles G's use of 'brutish' harks back to the use of 'brute' to mean 'beast,' which is comprehensible enough. The idea that a CV inventor's choice of a name should be second-guessed at length is certainly odd, though.
The basic idea of the game is that, as there are two simple sliders (B, R) and one combination slider (B+R=Q), so in Wildebeest Chess there are also two simple jumpers (Knight = (1,2) jumper and Camel = (1,3) jumper), and one combined jumper (Wildebeest = N+C). I wonder how well the idea would work instead with Knights and Zebras ((2,3) jumpers), and a combination N+Z piece? There is the idea that, as one of the sliders is color-bound, so perhaps one of the jumpers ought to be also, hence the Camel. But it's not obvious to me that rule makes for the best game. I'd be interesting in knowing whether Wayne Schmittberger or anyone else has tried it. Actually, since the preset to enforce the rules has not been written for this game yet, it would be possible to try playing this way, simply entering Zebra moves for Camels and Knight/Zebra moves for the Wildebeest.
The name 'Harrold Pooter' certainly sounds pseudonymous, being so similar to the hero of J. K. Rowling's books.
If this is the square you're proposing the white King to move to, I don't see how the move puts him in check. [ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][p][ ] [ ][ ][ ][ ][ ][ ][ ][ ] Caps are black, lowercase are white [ ][ ][ ][ ][ ][ ][ ][P] [ ][ ][ ][ ][ ][ ][ ][ ] [p][ ][ ][ ][ ][ ][ ][ ] [k][ ][ ][ ][ ][ ][ ][ ] [ ][ ][K][ ][ ][ ][ ][ ]
Perhaps the server should also prevent people from creating invitations under game-names that are known to be trademarked, at least for games whose owners are known to be particularly protective of their legal rights.
I think it would be useful to have a field on the Game Courier move-entry form for 'annotations', which would be for comments a player makes on his own moves, but which would not be displayed until the game is over. Would people use such a field? If we did, I think it would increase the value to CV students of the library of games that the system is creating.
Tony, that sounds like a good idea. Something like 'the World against Kasparov.' Maybe the winner of the CV tournament could play one side and 'the world' could play the other? Or, just 'the world against the world.'
I've suggested in the forum that the Games Courier might implement a 'The World Against ...' system, whereby a champion at some variant would play White and everyone else plays Black. 'The World' can use a public forum to discus possible lines of play and could vote (in a strict time-span) on which move to make. Grand Chess would be a good game to investigate this way, because Mindsports Arena has held tournaments some years back, so it has recognized champions: Wayne Schmittberger and John Vehre. Either 'The World Against Vehre' or 'The World Against Schmittberger' would be great fun, I think, if either party could be enlisted for it.
Robert Abbott now has a set of Ultima puzzles on his website! http://www.logicmazes.com/games/puz1to4.html
If Japan and the US have an extradition treaty, does anyone know why Fischer is still in Japan? Are they refusing to extradite him for some reason?
It does seem odd for someone to get in trouble for 'merely' playing chess, but remember that economic sanctions are supposed to serve an important purpose--namely, as a last-ditch effort to avoid a war. The US (acting in concert with other countries, hooray) had imposed such sanctions against Yugoslavia, Fischer knew about it and blew it off. I'll grant you, of course, that the military actions Clinton eventually resorted to would probably have been necessary even if Fischer had complied. (In fact, forget 'probably', of course they would have been necessary.) But that will always be true of any single individual who defects from the program, and if we make a regular practice of not enforcing economic sanctions after we declare them, then we're not really making as much effort to avoid war as we could. And that would be a Bad Thing.
freebobby.org seems to have vanished--anyway, my service is telling me it can't be found. (an hour later) ... Woops, there it is now. I guess if your ISP can't find it you should try again a little later.
I hope Mr. and Mrs. Fischer are very happy in their marriage. But this business of the Japanese holding him prisoner on false charges is disturbing. Surely the Japanese do not customarily hold people on false charges? Are we quite certain that the charges are not in fact true? I hope no one would assume automatically that anything alleged against a man admired for his chess expertise is false.
If I wanted to play a game over-the-board, I think I would create a system in which each player would write down his move and they would reveal them simultaneously. If they finish so close together that it's not obvious which finished first they could flip a coin.
Here's that page I couldn't find before, that describes how to make fairy chessmen out of regular Staunton pieces: http://www.chessvariants.org/crafts.dir/fairy-chess-pieces.html It's listed in the alphabetical index under 'How to make ...', but I think it would be better to list it in the index page of the Crafts section: http://www.chessvariants.org/crafts.dir/index.html As I say, I've used the technique described to make a Marshall and Cardinal, though I haven't followed the full instructions for dismembering a whole chess set to make the full range of pieces the author shows. But I have enough to make an attractive set for Grotesque Chess.
Alternatively, you could castle by pointing to two squares, and declaring you intend to make a move that will occupy both of them. Since the only way that could be done would be by castling, it could not be refused.
Touche! :-) I wrote that years ago and have forgotten the wording enough that when I reread it nowadays I keep thinking, criminy, what pompous a$$ wrote this stuff?
Welcome Paloma and congratulations Tony! Excellent name, and I hope she grows up in a peaceful world.
I'd have to agree after our game of 'Zebrabeest Chess' (thanks to Greg Strong for setting that up on the courier) that Wildebeest C. is much better.
That triangular arrangement of 10 objects is sometimes called the 'tetraktys.'
The links to the other contests don't seem to be working.
If you really want to go for the ultimate in symmetry, I would suggest we need to do away with the notion of a square board. A square has only eight symmetries: reflection NS or EW, 180 degree rotation, or any (or no) combination of these. Indeed, the ultimate in symmetry would be to do away with the board's edges: the board should be infinite, hence giving it translational as well as reflectional symmetry. And we should do away with the notion of cells within the board: the most symmetrical 2-dimensional object being the entire Euclidean plane, in which any point is equivalent to any other. Then we have complete rotational symmetry, about any point, as well as translations and reflections. But since we're pursuing symmetry as the ultimate goal here, we need to embolden ourselves to take the next vital step as well. To do away with the last vestiges of ugly asymmetry, we must also abolish the pieces: for once pieces are introduced into our pristine continuum, they render the game asymmetrical again, by causing some points and directions to have more importance than others: in particular, the points pieces occupy, and the directions they would need to move to attack other pieces, would have special importance. Our ultimate, perfectly symmetrical chess must therefore consist of an infinite plane with NO PIECES AT ALL. It might be objected that without pieces it will be difficult to state rules of movement, capture, initial setup, and object. But clearly, since we desire a perfectly symmetrical game, we must abolish these notions as well: because the perfectly symmetrical chess game must be symmetrical in time as well as in space, and therefore it must have no beginning, no end, and no change: the state of the game at any point must be the same as its state at any other point. And so, at last, we have our perfectly symmetrical game: no cells, no pieces, no goal, no players: is not its perfect, chaste serenity a thing of beauty? Have we not achieved true theoretical perfection? And can we not get back to discussing real chess games now?
Does anyone have any quantitative information about the advantage White has over Black? The kind of thing I'd like to know is: supposing two experienced, average rated players, with equal ratings, play many games against each other until 100 games have ended decisively (not in draws), how many should we expect to have been won by White? Is it 55-45, or 60-40, or what? Supposing our pair of equal players were more skilled than average, does that make it closer or farther to 50-50? Another thing that would be of interest: supposing we experiment with matching many pairs of unequally-rated players, with the stronger player playing Black, until we find pairs in which the White-win, Black-win ratio is 50-50: will we find any consistency in the number of rating points that separate the two players? Does playing White worth 20 points to your rating? 40 points? 100 points??
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Greg Strong wrote: 'When exact refutations to every single opening can be calculated, and are published, then professional Chess will no longer be a game of Chess skill, but rather just a game of memorization. Ok, you could still try to substitute Chess skill, but a person with a fantastic memory will probalby clean your clock.' Indeed, I feel we have already witnessed the Scrabble-ization of Chess: the step from amateur to tournament player already requires loads of rote memorization. However, if we switch to Grand Chess the number of openings will be far greater and hence harder to learn, for any human being (without cyborg cortical implants); if we switch to any variant with a large number of variable opening setups, I think it will be impossible. The objection someone made to Mercenary Chess that whatever makes the 'best' army and opening setup would be soon discovered misses one of the points: the best army and opening setup for White would depend on the army and opening setup Black is using, and vice versa; hence if they choose them one piece at a time it would be unlikely that the same one would always be used. Also, remember that there's a 'catalog' of pieces with prices: I should have stipulated that the catalog offerings and prices would continually be reviewed by the World Mercenary Chess Federation, which would periodically raise the prices of pieces in the greatest demand and lower the prices of pieces no one wants to hire. Also the WMCF might introduce new pieces from time to time. Hence, I don't believe exhaustion could ever happen. Computers may play better than humans. But we're still a long way from building a machine that can enjoy the game as much as we can.
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One possible drawback to playing any CV with a wagering system based on putting a price on each piece is that it seems it would make the game more materialistic. One of the endearing features of Chess is that its focus on the Kings makes spectacular sacrifices for the sake of achieving checkmate worthwhile. But if the point of the game is to end with the greatest value of pieces still on the board, I think this aspect will be lost. A player who hopes to win would play conservatively, trying to keep his own pieces on the board rather than let their value fall into the hands of his opponent, while a player who fears losing would try to make exchanges, thereby reducing the value of the ultimate prize for the winner. For whatever it's worth, I proposed a variant called 'Contract Jetan' in a letter to a 2001 issue of Abstract Games magazine, which went about like this: In Contract Jetan, a player could propose in mid-game some rule change that would make it more difficult for his opponent to win, accompanied by a 'proffer' of some tokens that would be added to the ante if the opponent accepts the dare. Such a proposal would probably be made by the player in a weaker position. For example, 'You must win in the next 15 moves or forfeit,' or 'My Thoat can only be captured by your Warrior', etc. If the opponent accepts the rule change, the proffer is added to the ante and the rule change is in effect. If the opponent refuses, then the player who offered it has the option of 'buying out the contract' as follows: from the proffer he removes a number of tokens equal to the excess of value of the other player's army over his own, plus his own Chief's value, and gives that to his opponent; then he adds the rest of the proffer to the ante, and rotates the board half a turn. Then they play on, but having reversed their roles, and with the proposed rule change in effect. This variant is played in an unpublished work that ERB left unfinished, 'Corporate Lawyers of Mars.'
Just curious, why 3 or fewer? Rather than zero?
I've read that the USA has an extradition treaty with Iceland also.
My impression on reading the rules was that when a player defines his last piece, all of THAT PLAYER's pieces go back to being undefined, but the description on the page doesn't specifically limit it to the player's own pieces. Did anyone else have the same idea?
Also, if we were requiring that friendly Bishops occupy squares of opposite colors, it could be possible to deduce that the last Bario on light-colored squares (or dark) has to be a Bishop. If there were four Barios left, two on light and two on dark squares, being a Knight, a light-square Bishop, and two Rooks, and I move one of my light-square Barios as a Knight, that would set of a chain reaction that would define all four pieces -- and, in the version that seems most natural to me, would therefore reset all my pieces, though not my opponent's. One reason I like the idea of requiring opposite-color Bishops and independent, one-player resets is that it would make this kind of combination more likely, and more desirable.
I just had another thought: what if captures with Barios were obligatory? No, that wouldn't work, unless you change the geometry and opening setup. But oh, what combinations ...
I think the mechanism -- having an important game event triggered by whether something can be deduced by a decision of one of the players, along with the 'natural laws' operating within the game (in this case, the known composition of the armies) -- is interesting in itself. In fact I think it might achieve more of its potential in a game that's based much less tightly on usual chess. (Sometimes I wonder whether the same thing might hold true of Extinction Chess's concept.)
How can we make the text of our user-submitted pages use the proportional fonts that are standard on most of the CVP, rather than the monospace type that I got by default? Is there an html tag we should add?
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