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Comments by MarkThompson
The Airplane seems to be the same piece as the Grasshopper, unless I'm missing something. Airplane figurines would probably be easier to find than Grasshoppers, though, and less creepy.
Oops, no it's not. Grasshoppers MUST jump something to move, and can't jump friendly pieces.
I love the idea of buying pieces for each game, and wish someone would implement this on a server. (Wouldn't that be a terrific attraction to add to the growing gamesmagazine-online website, for instance!) That's the only idea for a CV I've ever heard that would actually merit being forecast as 'the future of Chess.' The piece values and the players' budgets for hiring their armies would have to depend on the size and shape of the board, right? And probably on the relative strength of the players -- one thing that strikes me as especially appealing about this concept being its usefulness for handicapping.
It looks like Bandai's website for this game is defunct, and most other online information refers people to the Bandai website for the complete rules. Perhaps we should add descriptions of all the pieces here?
The author tells me (in a letter) that pawns cannot doublestep, and that the Shogi drops put promoted pieces back to their original form. So I guess that means a captured Prince (being a promoted Pawn/Berlin Pawn) turns back into one or the other when dropped.
I got a reply to my own recent letter to John William Brown, in which he tells me that he's working on a revised version to come out next year. If I understood correctly the new edition will include some new material. He'll update the info on the webpage here when it's ready.
Would it make sense to put a filter on the comments to disallow messages with the subjects 'Bill', 'Hillary', and 'Bush'? If it's a robot spamming us this way it might not be smart enough to adapt.
In Flip Shogi, when a Prince (promoted Pawn) is captured, can the capturing player drop it as a Prince, or only as a Pawn?
This page says that Pawns move as in usual chess, but it doesn't explicitly say they have the power of a doublestep on their first move. Since the board is so small I would assume that they don't. Does anyone know what the inventor intends?
I'm not convinced that these tournaments really identify a 'best player in the world' (most of the time), or even that there is such a thing (most of the time). If you were to apply statistical theory to the results and calculate a confidence level, I doubt that the hypothesis that 'Kramnik is better than Topolov' would get anywhere near the 95% confidence that's considered standard for scientific purposes.
'Chess Master/Grand Masters will never accept a new game that takes away their book opening knowledge advantage.' No, I wouldn't expect them to; they have too much invested in their study of openings. But if I'm optimistic about the future of Chesslike games, it's from hoping that the next generation, who haven't become Chess experts, might be attracted to CV's.
'But clearly, Fide chess is approaching a crisis. It could soon be renamed 'Opening Study Chess'. It's becoming ridiculous. I think there are two ways of meeting this challenge. (1) Follow Capablanca's proposal and increase the board size, or (2) introduce a form of drop-chess along Burmesian lines, as my own proposal Swedish Chess.' I think there is an option (3), or at least (2b), which is what I've called 'Mercenary Chess'. Let us start a world CV organization that maintains a catalog of pieces, perhaps a bit less inclusive than the Piececlopedia, but with a price for each piece, measured in points. (The organization should have some system for monitoring the empirical value of different pieces based on their observed usefulness in tournament play, and adjusting prices periodically based on what they learn.) Each player starts with 1000 points, or perhaps it should be 100 points per file on the rectangular board chosen, and the players start the game by alternately purchasing their starting pieces and dropping them on the board. Such a system would be amenable to handicapping, by giving one player a few more points than the other. Equal players might decide to give Black a few more points to compensate for moving second. This idea has been proposed in various forms by several people. I think I heard that Bob Betza was first, calling an idea very much like this one 'Generalized Chess.'
You mean 'patent'. Only a text can be copyrighted.
The Mammoth is almost the same as a Giraffe in Congo, except that a Girffe cannot capture when making a King's move.
Another possible variation to address the overstrong knight problem would be to use a standard board but replace the knights with other pieces, such as Horses (like knights but without the ability to jump over an orthogonally-adjacent piece), or Burmese Elephants (Shogi's Silver General). I like this idea, it seems like an ingredient that could enhance many different chesses. Maybe there should be a regular page for this game.
This seems like an interesting, simple idea. Since Knights gain so much power as to be a problem, I wonder whether it would be good to play Diana Chess (6x6 board with no Knights) with this 'One Double-Move' rule.
Energy crystals, money, what's the difference. It's stuff you earn by doing something and pay out to get privileges: by me that's money. And while I agree that dratping isn't exactly the same as promoting, the concept is close enough. A space elevator isn't exactly an elevator, but calling it that makes the idea clearer than coining a new word that's unrelated to anything in the language -- AND is either almost-unpronouncable or has a silent letter, what's with that? Silent letters are vestiges of pronunciations from earlier times, what's the point of including one in a new coinage? My aesthetic preferences are admittedly my own, and though I feel I have good reasons behind them, I don't expect everyone else to share them. These things depend on individual judgment, sentiment, and taste. As I've already said, it's a fine game.
'Is Lord Kiggoshi such a terrible name?' No, Kiggoshi does sound Japanese. But Chugyullas, Coydrocomp, Nebguard? Gyullas (to mean simply Money)? Dratp (to mean simply Promote)? As you say, we have different tastes. And the names don't spoil the game for me, because when I'm playing I don't think about them.
As far as the aesthetics of the game are concerned, I'm completely with Michael Howe. The forms of the pieces are repulsive, the bizarre names for everything (including the game itself) pointlessly ugly. But I've played at least half a dozen games, and the game itself is very good. I can hardly wait for the copyright to run out, so I can create an isomorphic game with sensible, euphonic names and pleasant-looking pieces. WHY does anyone create ugliness when beauty is within easy reach? I suppose I could make my own version even now, but they deserve to make money on their invention from people like me as long as they're trying to, so eventually I'll probably buy their equipment. But not without gnashing my teeth.
'I also like the open-source approach (maybe make the raw data XML, plain-text, or both), but there should also be one built-in to this site as well, so if you don't have your own implementation you can view your own.' Sure, the site should have its own 'brand' of ratings. But I mean, it would be good to make ratings from many user-defined systems available here also. Just as the system allows users to design their own webpages (subject to editorial review) and their own game implementations, there could be a system whereby users could design their own ratings systems, and any or all these systems could be available here at CVP to anyone who wants to view them, study their predictive value, use them for tournament matchings, etc. Of course, it's much easier to suggest a system of multiple user-defined rating schemes (hey, we could call it MUDRATS) than to do the work of implementing it. But if enough people consider the idea and feel it has merit, eventually someone will set it up someplace and it will catch on.
I've always thought the best implementation of ratings would be an 'open-source' approach: make public the raw data that go into calculating the ratings, and allow many people to set up their own algorithms for processing the data into ratings. So users would have a 'Duniho rating' and a 'FIDE rating' and 'McGillicuddy rating' and so on. Then users could choose to pay attention to whichever rating they think is most significant. Over time, studies would become available as to which ratings most accurately predict the outcomes of games, and certain ratings would outcompete others: a free market of ideas.
I also prefer the 'optical illusion' board. I prefer plain things over garish. And the idea of checkering it sounds very reasonable to me too.
I believe you're mistaken in saying the cannons can capture one another in the opening setup. They only go over one piece in making a capture, and they're separated by two pawns.
Regarding possible 'fixes' for the drowning rule (if anyone agrees with me that it needs fixing), what if we declared that the river contains 'islands' at b4 and f4, and any piece can remain on those squares indefinitely without drowning? The crocodile's move is unaffected. This might allow the river still to have an effect on play, but also allow players to launch attacks more easily. Would anyone like to try it?
'And as far as piece names go, no need to justify your choices. Piece names are the prerogative of the inventor ...' Not only that, but those of us who construct our own sets will ultimately just call the pieces by the names we like, and switch to 'official' names only for online discussions if needed. Just like players started calling the elephant a bishop. For instance I always call a B+N a Cardinal, regardless of anyone who wants me to call it an Archbishop. And if I ever get around to making a Navia Dratp set, I'm gonna make a LOT of changes ... Like that poem, 'The Moon': 'You say it's made of silver, I say it's made of cheese. For I am an American, And say what I d*** please.'
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