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Comments by MichaelNelson

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[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Sep 8, 2011 04:46 AM UTC:
What are the general characteristics of a pawn-like piece? I'd nominate
these characteristics:

1. Most numerous piece type in the game.
2. Weakest piece type in the game.
3. Short range.
4. Non-retreating.
5. Promotes to something decisive (can force mate).

For illustration, consider how several variants stack up:

FIDE Chess: pawn satisfies each criterion perfectly.

Shatranj: Perfect for 1-4, deficient in criterion 5, as K + Ferz that a
pawn promotes to can't force mate (less of a problem with the Shatranj
ruleset as stalemate and bare King are wins).

my own Pocket Mutation Chess: 1-3 is perfect, 4 is not so much so, as a
pawn can retreat via a pocket move, 5 partially not a fit, while the pawn
has a promotion path to a decisive piece, it can only only promote directly
to a Knight or Bishop, which can't force mate.

Betza's For The Birds Chess: 1, 2, 4 and 5 OK but the pawn-like piece has
a long range move.

my own Wizards' War: nothing remotely resembling a pawn in this game (by
design--one of my design objectives was a playable, pawn-less, strong piece
game).

I submit that all the games are playable Chess Variants (broadly defined)
but the better a variant conforms to these criteria, the more
'Chess-like' it is.

Try analyzing some other variants with these criteria and let me know what
you think of this hypothesis, offering alternative/additional criteria if
you wish.

[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Jul 8, 2011 12:05 AM UTC:
Add my favorable vote to the others. I find the articles interesting and
enjoyable--and I say this as someone who has has disagreements in the past
with Mr. Duke.  If anyone doesn't like them they are easy to skip--no need
for the CVP to spoil it by removing interesting articles.

Knavish Chess. Variant using square-board analogues to 6-way hex-board Dabbabas. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Jul 6, 2011 04:52 AM UTC:Excellent ★★★★★
For the new pieces. The Knave and Debtor have useful moves and a never before used (on a square board) set of bindings. Most original.

[Subject Thread] [Add Response]
Michael Nelson wrote on Sat, Jul 2, 2011 01:33 AM UTC:
Thanks to everyone for welcoming me back!
I have updated my profile with my new  email.

Michael Nelson wrote on Fri, Jul 1, 2011 11:00 PM UTC:
I am ready to come back to the chess variant pages after a long absence
(over 2 years). I had a stroke in April 2009 and it's been a long road
back.
I was in a nursing home for a year and a half and was still very weak when
I came home. While I'm still confined to a wheelchair, I'm fully OK
mentally and am physically very capable--fully up to hanging out on line,
commenting on posts, inventing games.... So expect to see me now and again.
A special hello to Joe Joyce and thanks for everyone who make CVP possible.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Sep 15, 2008 10:56 PM UTC:
If a piece is to be mutated, this must be done on the same turn as it is pocketed. Thereafter, the piece may remain in the pocket as long as desired.

King's Guard Chess. Pawns move like kings and only Pawns may capture. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Jun 14, 2008 09:37 AM UTC:
I presume that capturing the opponent's King on the eighth rank with your last Pawn also wins. This is clear from the logic of the loss conditions, but you might want to state this explicitly.

Also, stalemating by promoting your last pawn should win.


You may wish to consider triple repetition as a loss--this is fairly common where stalemate is a loss.


I intend these suggestions as minor clarifications for a very fine game.

Michael Nelson wrote on Fri, Jun 13, 2008 05:44 AM UTC:Excellent ★★★★★
I really like this concept--it's not precisely like anything I've seen, fundamentally simple, yet makes for a very unorthodox game.

So far as I know, Graeme isn't channeling me--perhaps I should channel him and get my creative juices flowing again.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Thu, Jul 26, 2007 05:44 PM UTC:
I'm working on a couple of additional piece sets for PM. One is part of the Short Range Project and the other eliminates Nightriders and provides additional enhancements. In both cases I expect a more strategic, less explosive game.

I am in no way dissatisfied with the classic piece set, I just think providing some alternatives will be interesting for players who like the game concept but would prefer a different feel.

When I have them worked up I will amend the game page and submit a new ZRF.

Caïssa Britannia. British themed variant with Lions, Unicorns, Dragons, Anglican Bishops, and a royal Queen. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jan 1, 2007 05:54 AM UTC:
David is surely correct. Black's Queen is not in check so how can moving
it along the shared line of movement with the Lion put it in check? For
the Lion to capture the Queen, there must be a third piece between them to
act as a screen: Qh1, Qi1, or Qj1 being interpreted as check means that
Black's Queen is being used as its own screen.

The ShortRange Project. Missing description[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Oct 18, 2006 10:41 PM UTC:Excellent ★★★★★
A fine start to what I hope will be a lengthy and very informative series.
The various games already generated by this project are first rate and I
expect many more as the work continues. 

I might point out that the shorter range of pieces opens some
possibilities that may be more practical than in games with long range
pieces. Relay Chess leaps to mind, as well as various forms of
Progressive.

While I love the Shatranj Pawns in the variants, I think that a shortrange
piece game with stronger Pawns might be most interesting as well.

Queens or Castles. Missing description (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Jul 6, 2006 07:02 PM UTC:
Do the Queens' starting squares need to be empty for the synergism move?

Atlantean Barroom Shatranj. Atlantean Barroom Shatranj Rules. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, May 16, 2006 05:49 AM UTC:Excellent ★★★★★
An excellent concept game and I think it will be quite playable. Joe's
whole series of Shatranj variants are fascinating. The varying power
levels of short and medium range pieces with few or no long range pieces
make for something quite different. 

This particular variant with its direction changing moves reminds me of
Jetan.

[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Apr 27, 2006 04:01 AM UTC:
The Mammoth is a strong piece. Betza's Atomic Theory suggests a 4-atom
value, equal to a Cardinal. Its lack of range is compensated by
unblockability and excellent coverage of nearby sqaures.

Neutral Subject Chess. Most pieces start neutral, and players compete to recruit them. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Apr 9, 2006 08:24 PM UTC:Excellent ★★★★★
Let me try restating the rule and Charles can either affirm I am correct,
or he might think of yet another way to express the rule if I am wrong.

1. For the purpose of applying the recruitment rules, we pretend that a
neutral piece can capture a non-neutral piece.
2. After moving a piece, the player who just moved may recruit any piece
which is attacking a piece owned by either White or Black. 
3. If rule two applies to multiple pieces, they can all be recruited.
4. Recruitment is applied recursively, so if a neutral piece which is not
attacking a White or Black piece is doing so after a recruitment, that
piece can be recruited also.

Charles, is recruitment mandatory or is it legal for a player not to make
a recruitment he is entitled to, either by intent or oversight?

By the way, I think this is a fine game concept that deserves more
exploration--I expect there are many ways to apply it in different game
settings.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Jan 2, 2006 06:41 PM UTC:
I am most honored that Pocket Mutation Chess was selected as the newest
Recognized Chess Variant and the voted Recognized Variant of the Month the
first time out.

Clearly PM is my finest creation but I never imagined it would join such
august company in under three years.

Joshua's Chess. Missing description (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
📝Michael Nelson wrote on Sat, Dec 31, 2005 10:16 PM UTC:
Roberto, thank you for your comment. I'm putting the finishing touches
on a ZRF and it will be up later this weekend.

Andy, the restriction was added to prevent check on the opening move,
followed by continuing attacks resulting in a White win in 10 moves or so
in most cases. The current rule for the Pao/Vao moves strengthens the
defense as well as weakening the attack.

[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Dec 30, 2005 09:48 PM UTC:
The idea of Josh getting a hold of rifle cature is pretty scary (though
fascinating).

I have made some small changes to get a playable game--I explaind my
reasoning to Josh and he seemed to get it--saying 'OK, Daddy, I think
that's a good idea.'

Originally Josh allowed the cannon moves without restriction: the piece
leaped over could belong to either side and the move could be capturing or
non capturing. This in combination with the hook move is much too powerful--White's Queen jumps
over its pawn line and checks, then plays King hunt until mate.

But limiting he line pieces to leaping over a friendly piece only make the
game playable. Also, a piece cannot both leap and hook in the same move.

So here is a description of Joshua's Chess as it now stands, pending a
full web page.

Joshua's Chess is played on a 12x12 board with the usual pieces: the
armies are on the back ranks and centered.

The Pawn moves and captures one or two squres straight forward, diagonally
forward, or sideways. These are strong little guys and protect each other
well. A pawn reaching the twelfth rank may optionally promote to any piece
its owner has lost. If the option is not taken, the Pawn may be later
promoted after moving one or two squres sideways on the twelfth rank. No
e.p.

The Knight has its usual move and in addition can leap 3 squares
orthogonally or move a single square orthogonally. This is precisely the
move Joshua invented: he understands the Knight's move to be a L shape,
two squares othogonally then one at right angles: he generalized this by
allowing the one squre move to continue in the original direction or go
back the direction it came.

The Bishop may move and capture normally. It may also move and capture
after leaping diagonally over one friendly piece. A Bishop which did not
leap and finished on an empty sqare may optionally move one squre at right
angles to its original path--a one square hook move.

The Rook is the Bishop's orthogonal counterpart, with the same leaping
and hook move options.

The Queen has the combined Bishop and Rook moves. This is one scary
piece. Though not a powerful as the Queen piece in Betza's Tripunch
Chess, it can use the leap move to develop faster.

The King can has its usual move, can move as a FIDE Knight, or leap to the
second square orthogonally or diagonally. Leaping over check is legal. No
castling.

The Pawns and Knights allow fairly good defense in the opening and
middlegame. In the endgame, K Q vs K and K R vs K are easy: a Rook can
mate unassisted on an empty board. King and any two minor pieces should be
a win. K P vs K should win in most cases--the Pawn can't be blocked.

[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Dec 29, 2005 04:39 PM UTC:
My son Joshua (6 days short of his sixth birthday) is learing to play Chess. He knows the moves including castling but not e.p. and doesn't fully grasp checkmate and stalemate yet.

He knows about Chess variants in a very vague way--that it is possible to play Chess with alternate pieces/rules, but he has never played a variant.

Yesterday Josh and I were playing Chess and he got taken by the Muse (or temporary insanity) and started inventing a variant! He reinvented the Chinese Cannon and its diagonal counterpart as well as the hook move, and used these moves to strenghten the Rooks, Bishops, and the Queen. He also created an augemted Knight and some very powerful pawns.

He also made some design decisions without prompting from Daddy. He decided an unlimited hook move was too strong, so it will be limited to a single square. He also decided that strengthening the other pieces required a stonger King and came up with the idea the the King could move KNAD and could leap over check. He also suggested that stronger pieces might make a better game if placed on a larger board.

It was most fascinating to observe Josh's though processes.

The game seems playable. While I don't expect it to have the acclaim of Demian Freeling's Congo, Joshua is nearly two years younger that Demian was.

I will be creating the ZRF and webpage over the next few days.


Separate Realms. Pieces capture like normal FIDE pieces, but have limited moves that only take them to part of the board when not capturing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Dec 26, 2005 04:58 PM UTC:
David,

The SR Murray Lions seems to be a capital addition to the SR army and
would make for a nice variant. I don't care for pushing the pawn line
forward. I invented it solely, Peter didn't collaborate on this--and I
despise this variant: it ruins the peculiar flavor of Separate Realms.
I'd prefer to  try it on an 8x10 board, or position the Lions as you
suggest and only move the Pawns on the Lion's squares forward.

Clearly K L vs K is a win in most cases in separate realms: K vs K is
decisive if the Kings are on the same color--the King able to gain the
oppositon can force statemate. 

So if the Kings are on the same color, the Lion stays out of it if you
have the oppositon and wastes a move if the enemy has the opposition, thus
giving the oppositon back to you.

If the Kings are on opposite colors and the Lion is on the same color as
the enemy King, forcing a win should be no trouble. If the Lion is on the
same color as the friendly King, it should be quite possible to set up a
position where the Lion is moved adjacent to the enemy King which is
forced to make a losing realm-switching capture.

It would take extensive analysis to demonstrate a forced win in all cases,
but the win percentage is certain to be very high. The only non-trivial K X
vs King ending with the standard SR pieces which is draw is K B vs K with
the K B on the opposite color from the enemy King.

Transmitter Chess. Drone pieces have no movement until activated by one of three friendly Transmitters. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Nov 28, 2005 05:22 PM UTC:Excellent ★★★★★
A very worthy effort. The game concept seems to allow a great strategic and tactical depth. Threats to transmitters on offense and defense will be key.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Tue, Nov 15, 2005 08:35 PM UTC:
The apparent ambiguity in the Roccoco rules for the Long Leaper were
carried over into the rules for Fugue.

Since the Fugue Long Leaper cannot make multiple captures, there is no
need for the phrase 'jump over adjacent pieces' and I hereby remove it
from the rules. (Could an editor make this change as soon as convenient?)

In Fugue, a capture such as 

+--+--+--+--+--+
|LL|  |p |p | x|
+--+--+--+--+--+

is illegal as a multiple capture in any case, regardless of the ambiguous
'adjacent pieces', while

+--+--+--+--+--+
|LL|p |  |  | x|
+--+--+--+--+--+

is legal as in ultima and Rococco.

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Oct 1, 2005 05:34 AM UTC:
Yes. The name Half-Duck comes from Ralph's 'funny notation' for the piece: HFD. The H and D components are leapers like the Knight--they can leap over pieces of either side or empty sqaures and any combination of these. All of this is 100% clear form Ralph's original CWDA pages.

Showdown Chess. No draws permitted. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Sep 1, 2005 08:44 PM UTC:
For a drawless chess, amend FIDE rules as follows:

1. Stalemate is a loss for the stalemated player.
2. Triple repetion is a loss for the repeating player.
3. If fifty moves by both sides have elapsed since the last capture or
Pawn move, the player who made the last capture or Pawn move may claim a
win.

[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Aug 31, 2005 08:20 AM UTC:
The grandmaster strategy is blameless--it is legitimate to sacrifice a possible win to enhance your chances of success in the event. But it doesn't feel legitimate.

The problem is in a scoring system the rates two draws as good as a win and possibly the tiebreaker method. The conditions of the contest create incentives to play for draws.

Other games have done worse--I can cite examples in bridge, football, and hockey where the conditions of contest created incentives to lose certain matches.

But then this can happen in Chess in any kind of elimination event. Say I'm assured of qualifying for the next round and in my final game of this round I'm playing A who is 1/2 point ahead of B for the last spot. Now let's say that based on past experience, I just can't beat B. It is to my advantage to dump my game to A to make sure B does not qualify.


Extra Move Chess. Double-move variant based on limitations of Zillions of Games. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Aug 30, 2005 09:31 PM UTC:Excellent ★★★★★
Sometimes the limitations of our tools are helpful--here by designing to the limitations of Zillions, Fegus has produced a superb double-move game: quite possiblly the best of the genre. Highly playable and the effective power of the armies is meaningfully higher than orthochess but significantly lower than other double move variants. A sharper, bloodier and more tactical game than orthochess--but still has room for strategic play.

Rules of Chess: Check, Mate, and Stalemate. Answers to frequently asked questions.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Jun 24, 2005 01:14 PM UTC:
The position is illegal--there can never be a Pawn on A1.

Carnival of the Animals. A nearly-FIDE variant with Eurofighter Pawns (first implementation on an 8x8 board) dice (two aside for preference) which mutate. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Jun 21, 2005 05:28 AM UTC:Excellent ★★★★★
A fine design. The strong Pawns and the random variablity of the Knights
will produced a a slashing, highly tactical game. Piece values will be
skewed--it will virtually always pay to trade Bishop for Knight, not
infrequently Rook for Knight will work.

A variant worth looking at would be to treat a 5 as 0--this eliminates
some of the longest leapers and brings the Wazir and Dababbah-type leapers
into the game.

A note on dice probabilites: The chance of rolling exactly one 6 on a pair
of dice is 10/36 or 5/18, not the 1/18 chance cited on the page.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Tue, May 10, 2005 03:47 PM UTC:
The last comment was mine, I forget to put in my user id.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, May 8, 2005 03:32 PM UTC:
Confiming that I did indeed submit the Odin's Rune ZRF a couple of months ago and its receipt was acknowleged.

Contest to design a 10-chess variant. Cebrating 10 years of Chess Variant Pages with a contest to design a chess variant.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, May 2, 2005 03:29 PM UTC:
For the record, my Decima revisons weere submitted in early March and never posted -- no blame to the editors, they've been overwhelmed. I posted them myself yesterday at the first opportunity after the new submisssion system became available.

Dave's Silly Example Game. This is Dave Howe's example of a user-posted game. (2x2, Cells: 4) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, May 1, 2005 04:05 PM UTC:Excellent ★★★★★
The system works quite well. I was able to recreate a page for Decima with
my revisions in about 45 minutes.

When it is approved, would it be possible for an editor to append the
original Decima comments to it and then remove the original Decima page?

The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, May 1, 2005 04:00 PM UTC:Excellent ★★★★★
I really like this game concept: randomness at a managable level. The
Bermuda Triangle imagery is rather enjoyable as well.

Some rules clarifications: 

1. If a Knight leaps another piece on c3 and c3 is the BCAF, then both the
Knight and the piece leaped over disappear?

2. If a piece captures another piece on d5 and d5 is the BCAF, the catured
piece does not reappear?

The rules as a whole seem to me to indicate that the answer is 'yes' to
both questions--I'd like to hear the designer's intent.

Bario. Pieces are undefined until they move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Apr 3, 2005 04:20 PM UTC:
Perhaps the best rule for checkmate is to do away with the concept and have the goal of the game to be capturing the King.

Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Mar 30, 2005 08:14 AM UTC:
Peter,<p> If a piece is on a3, a LL on a6 can capture it by leaping to a2 or a1 and having the choice is quite valuable to the LL--one square may be attacked while the other is safe, one square may set up the next attack while the other doesn't, etc. <p> Now let's look at the case at hand: LL on x3 to capture x2 on x1 or x0. The amended rule constrains the LL's choice of captures when it is already very hard for the LL to capture a piece on an edge square--the LL must reach the edge via another capture (either previous or subsequent) <i>of a piece adjacent to the edge</i>. Only the LL (or a Chameleon attempting to capture a LL) is so restricted: A King, Pawn, Advancer, Withdrawer, Swapper, or Chameleon capturing anything other than a LL can capture a piece on an edge square <i>from an interior square</i>. <p> So the LL is uniquely constrained in its ability to capture an enemy piece on an edge square by board geometry and the edge rules, and the proposed rule would constrain it yet more. I feel that this additional constraint is foreign to the original intent of making it harder to hide from LL's on the edge. The Withdrawer isn't so badly affected as it is restricted in only two of its five possible capture directions when capturing a piece on an edge square, but if the LL is to have free choice, the Withdrawer should for consistency.

Michael Nelson wrote on Tue, Mar 29, 2005 07:21 PM UTC:
Peter,

I think that the freer capturing is really more in line with your
rationale for the edge sqaures in the first place: to keep pieces from
using the edges to hide from Long Leapers. 

So how about:  A piece may not move to an edge square except to capture a
piece which it could not capture by moving to a non-edge square. This
applies even if the starting square is an edge square. The Swapper's swap
move is a capture for this purpose whether the piece swapped is friendly or
hostile, as is a Chameleon's swap with a Swapper whether friendly or
hostile.

Michael Nelson wrote on Tue, Mar 29, 2005 03:52 PM UTC:
This interperation lead to a logic loop: <p> <ol> <li>The LL can't capture x2 by leaping to x0 because it could have captured by leaping to x1.</li> <li>The LL can't capture x2 by leaping to x1 because it could have captured by leaping to x0.</li> <li>If it is illegal to leap to x1, then it is legal to leap to x0.</li> <li>If it is illegal to leap to x0, then it is legal to leap to x1.</li> <li>If it is legal to leap to x1, then it is illegal to leap to x0.</li> <li>If it is legal to leap to x0 , then it is legal to leap to x1.</li> </ol> <p> repeating to infinity. <p> The simplest clarification that leads to the most playable rule is to replace the word 'the' with 'an': <p> These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on <b>an</b> edge square. This includes moves that start on edge squares. The Swapper's swap move is considered a capture for purposes of edge squares.

[Subject Thread] [Add Response]
Michael Nelson wrote on Sun, Mar 13, 2005 06:53 AM UTC:
Larry is on the right track, but the moves to attack a piece measure will
give false results in some games. 

In Decima, for example, White's usual opening move attacks a Black piece,
yet the game is less sensitive than FIDE chess. 

It may be that number of moves to attack a goal piece is not always
accurate, though no examples spring to mind. Clearly more resarch is
needed to decide the best measure.

Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Mar 12, 2005 07:25 PM UTC:Excellent ★★★★★
Here is the 'Excellent' I thought I would be giving this fine game.
Having seen it in action while coding the ZRF, I am quite convinced of the
game's quality. 

The piece set is quite interesting and works well together. The Pawns are
unusual but easy to learn to use. The Pawns are quite strong: I'd guess
about halfway between a Ferz and a Knight (slightly closer to Ferz). 

The Forest Ox is the big gun of the board on both offense and defense. 

The Valkyrie is not quite as strong as the Forest Ox, but is much more
powerful than a Queen: the swap move allows if easier developement (can
swap with a Pawn in the opening setup) and more ways of escaping trouble,
while still having all of a Queen's move and capture power. 

Rook and Bishop are minor pieces, with the Rook the stronger but with less
gap between them than in FIDE Chess, since a Valkyrie swap can get the
Bishop to the opposite color.

The idea of the King's movement depending on the friendly pieces adjacent
to it works quite well here and I'd love to see it used in other
variants.

Overall, a highly playable and enjoyable game.

Michael Nelson wrote on Sat, Mar 12, 2005 07:09 PM UTC:
Garry,

I have a working ZRF implementing all the rules as you have given them on
the web page. Please send me the graphics files and I will finish the
implementation.

The Valkyrie swap is evaluated correctly when involving non-royal pieces,
only the swap with a King is problematic. The bug is in the evaluation of
win/loss/draw conditions within the consideration of the move: removing a
royal piece temporarily to replace it elsewhere is deemed a loss, whereas
after the move is executed and Zillions checks the conditions, it is
handled correctly. In other words, during a swap move, Zillions mistakenly
thinks the temporary disappearance of the King while it is being swapped to
another square is permanent.

In any case, the indirect capture target technique solves the problem.

One question: is it legal to use the Valkyrie swap to make a null move?
That is if a Valkyrie on c6 swaps the other Valkyrie at c9 back to c6,
then you have made a move but the position on the board hasn't changed.

In most CV's the answer is 'No', so I have coded accordingly: a
Valkyrie cannot swap positions with the other Valkyrie and a King using a
Valkyrie move connot swap positions with the other King.

If you intend to allow null moves it is trivially simple to change the
code to allow them.

Michael Nelson wrote on Fri, Mar 11, 2005 06:25 PM UTC:
I will start development this weekend. I can use a coventional board and
piece graphics while I'm perfecting the implementation and substitute the
final graphics later. I might be able to derive the images I need from the
picture on the Web page, which looks really good.

By the way, Peter, I should have credited you with the indirect capture
target technique which I learned from you. It simplifies many complex
situtations as well as the king swap issue. It is, for example, essential
to the implementation of the Decima 10-points condition.

Michael Nelson wrote on Fri, Mar 11, 2005 05:27 PM UTC:
I am witholding a rating until I get a chance to playtest it, but unless
there is some hidden flaw I expect to rate it 'excellent'. The game
concept is very innovative and I particulaly like those quirky Pawns.

Is anyone working on a ZRF for this game? If not, I will try it myself. 

If anyone is, you will need some code trickery--a straight forward
'capture both kings' type win condition will make Zillions very
hesistant to use the Valkyrie swap move on a King--during move evaluation,
Zillions erroneously considers this to be a loss of the King, though it
treats the move correctly when actually determining if the win condition
is achieved. Email me for details.

Contest to design a 10-chess variant. Cebrating 10 years of Chess Variant Pages with a contest to design a chess variant.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Mar 11, 2005 04:51 PM UTC:
I have resubmitted my final revisions for the Decima webpage and the ZRF. I
have been haivng email problems and I am uncertain if my previous
submissions after the original have been received. 

Could one of the esteemed editors let me know if this morning's
submissions have been received?

Game Courier Tournament #2. Sign up for our 2nd multi-variant tournament to be played all on Game Courier.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Mar 8, 2005 09:47 AM UTC:
Either the Symbolic or Chess Motif pieces are fine with me--because of my poor eyesight I find it difficult in the extreme to play Shogi with the Japaneses pieces, I confuse them too easily.

Decima. Variant on 10 by 10 board where you win when you have 10 points on the 10th row. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Mon, Mar 7, 2005 10:40 PM UTC:
Mason,

I have not found Decima to be overly drawish, especially in the latest
version I descibed in my previous comment. In my test games (Zillions of
Games vs. itself at the most intelligent setting), the outcomes in order
or frequency:

1. Win by getting two pieces to the tenth rank.
2. Win by getting a King to the tenth rank.
3. Win by annihilation of the enemy army (including forced suicide
capture).
4. Draw.
5. Win by Pawn promotion.
6. Win by getting more than two pieces to the tenth rank.


The Pawn promotion seldom wins outright by often leads to a win by another
means by forcing a suicide capture by a key defensive piece. 

Some very small endings are decisive  for example Pawn vs. Pawn is a win
by annihilation or promotion in all cases except where the Pawns are in
front of each other on the same file. King vs. X is only a draw if X is a
Rook or if X is a King in certain positions. King vs. Queen, Marshall, or
Seneschal is loss by annihilation. King vs. Palladin, Pope, Duke, Bishop,
or Knight is a win by reahcing th etenth rank. King vs Pawn will depend on
the positioon, but will only draw if the King catches the Pawn on the
promotion square--all other King vs. Pawn endings are decisive.

💡📝Michael Nelson wrote on Sun, Mar 6, 2005 03:24 PM UTC:
I have submitted revisons which should appear shortly. After playtesting
and crtique by Michael Howe and further testing of my own, I have made
these changes:

1. The positon of the Kings and Knights in the opening setup is swapped.
M. Howe observed that it was usual to move a Knight on the opening move to
liberate a Rook, which in effect pinned the opponents Knight--to move it
would allow RxR on the tenth rank and the recapture is a suicide capture.
This has a considerabe cramping effect though it did not affect play
balance as both sides could use the tactic. With Kings in this poistion
the pin still occurs but is much less significant as the King can move on
the file without exposing the Rook and it is much easier to untangle the
position. 

2. I have changed the last piece rules so that the suicide capture of the
opponents last piece with your own last piece is a draw--which seems more
logical. The situation itself is rare.

3. Pawns may take the double step anywhere on the board as many times as
desired.

4. I have replaced en passant with M. Howe's excellent Pawn rule: a pawn
may not move across a square attacked by an enemy Pawn.

5. A pawn on the tenth rank remains a Pawn, but on any subsequent turn may
promote in place to King (winning unless the opponent can capture).

Changes 3-5 have made Pawn play much more dynamic and exciting, while
eliminating many dull draws when the armies are reduced below 10 points
but winning by annihilation is not feasible.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Wed, Feb 23, 2005 05:29 AM UTC:
Greg,

Excellent work in doing all the calculations. 

Your figures confirm my designer's intuition that the value classes
(desinged based on Betza's atomic theory of piece values, with no
detailed math) are well-defined and playable. The worst case scenario is a
discrepancy of 1.47 mobility between Nightrider and SuperBishop in class 3.
This is vitually identical to the smallest difference between two pieces of
differnt classes: 1.48 betweenS SuperCardinal (class 5) and ChancellorRider
(class 6). 

However, some hard to quantify but very real values tend to narrow the
former gap and widen the latter: 

The Nightrider is particularly strong in the opening and as a drop
piece--this brings it closer to the SuperBishop which is not particularly
outstanding in either respect (though hardly poor). 

The ChancellorRider has a Rook move, so it has King Interdiction power
(the ability to prevent a King from crossing a rank or file covered by a
Rook move, thus confining it to a restricted area of the board). As the
SuperCardinal does not have King Interdiction power, this gap widens.

Symmetrical Chess Collection Essay. Members-Only Missing description[All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Contest to design a 10-chess variant. Cebrating 10 years of Chess Variant Pages with a contest to design a chess variant.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Feb 20, 2005 03:45 PM UTC:
I've been doing some extensive playtesting of my creation and find that it
plays well--the win condition works very well. Some serious endgame testing
with Zillions has lead me to change the last piece conditions. Now a the
full win/loss/draw conditions are:

1. Having pieces worth 10 or more points on your tenth rank at the
beginning of your turn wins.
2. Capturing your opponent's last piece wins.
3. Losing your own last piece via suicide capture loses.
4. Doing 2 & 3 on the same move (leavng an empty board) wins.
5. Stalemate, triple repetition, and the 50-move rule are draws.

Michael Nelson wrote on Fri, Feb 18, 2005 09:30 PM UTC:
Roberto,

I am in fact doing the design and testing by writing a ZRF, so the
implementation takes care of itself. The gameplay is interesting and the
piece set works well. I will need some more endgame testing and may
changes some of the rules (stalemate, last piece, etc). But in essense I
have  a game design I'm happy with.

Michael Nelson wrote on Fri, Feb 18, 2005 05:54 PM UTC:
The last comment was mine.

Bastille Chess. Win by clearing your opponent's fortress. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Feb 9, 2005 10:15 PM UTC:
Charles is of course correct--one will never promote to Rook, Bishop, or
King in this game, as their moves are subsets of the Queen's move. this
can never be desirable when stalemate is not an issue.

Underpromoting to a Knight can be correct as its move is distinct from the
Queen's

Free Chess. Dissociate movement-abilities from physical pieces. The opening setup is an empty board. (13x13, Cells: 156) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jan 31, 2005 08:08 PM UTC:
The incentive to use the royal attribute is simple: you can't capture any enemy pieces until you do.

Game Courier Tournament #1. A multi-variant tournament played on Game Courier.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Nov 27, 2004 04:36 PM UTC:Excellent ★★★★★
An excellent tournament--well run and well played. Congratulation to
Antoine for his near perfecto: 10.5/11 is very impressive in any
tournament. Congratulations to Roberto for a very solid second with a
score that might well have won had Antoine been less dominating.

I loved playing this tournament in spite of finishing last (of those who
completed the tournament) and in spite of gaining only 1 point over the
board. I did at least chalk up a fairly impressive win at my own Pocket
Mutation Chess.

I hope that the preparation for Mutivariant 2005 will be underway
soon--definetly count me in.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, Nov 12, 2004 10:34 PM UTC:
I haven't had a chance to learn how to make a preset. If anyone is willing to make one (presumably non-rules enforcing), I would be greatful. I would also be happy to play a game with anyone interested.

[Subject Thread] [Add Response]
Michael Nelson wrote on Fri, Oct 15, 2004 06:04 AM UTC:
Define two directions with links:

(links cw (e5 e6) (e6 e7) (e7 e8) (e8 e9) (e9 e10) (e10 e11) (e11 f11)
(f11 g11) (g11 h11) (h11 i11) (i11 j11) (j11 k11) (k11 k10) (k10 k9)
(k9 k8) (k8 k7) (k7 k6) (k6 k5) (k5 j5) (j5 i5) (i5 h5) (h5 g5)
(g5 f5) (f5 e5) )

(links ccw (e5 f5) (f5 g5) (g5 h5) (h5 i5) (i5 j5) (j5 k5) (k5 k6)
(k6 k7) (k7 k8) (k8 k9) (k9 k10) (k10 k11) (k11 j11) (j11 i11)
(i11 h11) (h11 g11) (g11 f11) (f11 e11) (e11 e10) (e10 e9) (e9 e8) (e8
e7)
(e7 e6) (e6 e5) )

Use these directions in the serpent's move.

Whale Shogi. Shogi variant. (6x6, Cells: 36) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Sep 29, 2004 09:14 PM UTC:Excellent ★★★★★
A fine small Shogi variant. I would love to see the rules for the 11x11 variant.

Game Courier Tournament #1. A multi-variant tournament played on Game Courier.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Sep 20, 2004 12:21 AM UTC:
I think the real issue is to alert the players to the fact that a drawn
game has in fact been achieved so the game can be concluded and the final
round started.

It is evident that both players were suffering from the same misperception
of the PMC draw rules. Carlos had earlier posted an inquiry to the PM page
about a perpetual check draw. I answered him that the rule was the same as
in FIDE--perpetual check is not a draw per se, but always leads to triple
repetion or the fifty-move rule (virtaully always the former).

It is self evident that Carlos intended to achieve a draw--Antoine has a
won game absent the perpetual check--therefor he must have been unaware
that he has done so.

Michael Nelson wrote on Sun, Sep 19, 2004 08:09 AM UTC:
This is a misinterpretation of Rule 8 of PMC. Triple repetition is a draw,
just as in FIDE Chess--per rule Zero, all FIDE rules apply except as
contardicetd by the given rules. PMC has a differnt 50-move rule because
the essence of the 50 move rule is irretractable change--and a pawn move
in not unretractable in PMC. Triple repetition is the same as in FIDE,
therefor it isn't stated explictily in the PMC rules.

The game in question is indeed a draw if the player to move chooses to
claim it.

The Fighting Fizzies. An Experimental Army for Chess with Different Armies.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Sep 18, 2004 06:08 PM UTC:
The correct value depends on what magic number (square emptiness
probability) is chosen. I go with Ralph's uppen end estimate of .7 With
his lower end estimate of 2/3 then the value of the SS Rhino would be 
2 + 2 *(2/3) = 3 1/3

The Gnomon is a different matter: its lame H move must be multiplied by
.49 or .44 as there are two interventing squres.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sat, Sep 18, 2004 03:48 PM UTC:
I have an idea for Pocket Mutation Demotion Chessgi. It will use the same
pieces and value classes as PM. 

The rules for using the pocket are expanded:

When you capture an enemy pawn, it is removed from the game. If you
capture any other enemy piece, it is demoted to the next lower value
class, mutated to a friendly piece of your choice in that class, and put
in your pocket. This is mandatory even if your pocket is not empty and
will cause the removal of any piece in your pocket from the game. 

Notice how you can't put a strong piece in the pocket and wait around for
a good drop--in effect you can only capture pawns as long a s that strong
piece is there.

Imagine having a Queen in your Pocket and the opponent checks with a
Knight and the only counter is to capture the Knight. At the cost of a
Knight, the enemy has changed your Queen into a pawn!

The Fighting Fizzies. An Experimental Army for Chess with Different Armies.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Sep 18, 2004 03:11 PM UTC:
Tim,

The Rhino can move one step in any direction and stop on that square (same
as a non-royal king) as well as turning 45 degrees in the appropriate
direction and moving a second square.  The non-royal King move alone is
worth 2 atoms. If the  second move comonent if it were a leap would also
be 2 atoms. To allow for lameness, mutiply by .7, so add 1.4 atoms for
this component for a total of 3.4 atoms. The piece is substantially
stronger than a Rook.

You may be confused by some incarnations of the Rhino requiring the first
step to be orthogonal -- such a piece is indeed worth only 1.7 atoms, less
than a Knight.

Recognized Chess Variants. Index page listing the variants we feel are most significant. (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Sep 14, 2004 08:46 PM UTC:Excellent ★★★★★
I think the fifth category for historically significant variants is a good
idea. Los Alamos Chess definitely belongs here because of its seminal
importance in the history of computer chess. Star Trek 3D does't belong.

The 'excellent' is for Fergus and his fine ideas for improving the
Recognized Variants list.

Witch's Chess A game information page
. Two or three player hexagonal variant.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Sep 14, 2004 08:39 PM UTC:
Ralph, <p>It is an unwritten law that a game's author does not give it a rating. M. Howe's second 'Poor' rating was not a rating of the author or even of the game itself, but was intended to cancel the 'Excellent' that it should not have been given. <p>It is perfectly proper for the author to comment about the excellence of his game, but the author should always give it a rating of 'None' <p>It is also unwritten law that a given commentator does not rate the same game more than once (M. Howe is not violating that as his second rating was only to cancel yours--similarly if a person who disliked you gave your game 10 Poors, you would not be out of line giving it 9 Excellents to cancel the excess).

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Thu, Aug 26, 2004 03:08 PM UTC:
Carlos, 

Yes and No.

FIDE Chess rules apply to Pocket Mutation Chessexcept where otherwise
stated.

Under current FIDE rules, perpetual check is not a draw in and of itself
(it once was), but if you are able to give perpetual check, you can always
force triple repetition or the 50-move rule, both of which are draws. 

Note that Pocket Mutation's 50-move rule is different from FIDE:
promotions and captures reset the move count, but Pawn moves do not.

Unicorn Chess. 10x10 variant with a new piece that moves as a Bishop or a Nightrider. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Jul 30, 2004 08:23 PM UTC:
Ralph Betza's work suggests doing mobility conditions based on about 60%
of initial piece density. This is 30% for FIDE Chess and 26.4% for Unicorn
Chess. 

If Ralph is correct and this is the best value for overall mobility
ratings, the Unicorn is measurablly stronger than the Queen with respect
to mobility, as break even occurs at 22% piece density.

One overlooked Queen advantage that tends to even out the non-mobility
evaluation factors:  The Queen has the King Interdiction ability and the
Unicorn lacks it. King Interdiction refers to the ability of a Rook (or
any piece having a Rook's move) to confine the enemy King to a certain
section of the board by attacking the entire length of a rank or file so
that the King cannot cross it.

Circular Chess. Chess on a round board. (16x4, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Jun 23, 2004 04:18 PM UTC:
The only advantage in sticking to orthochess rules as much as possible is
to simplfy describing/learning the game. But this doesn't really apply to
complications such as e.p and castling.

It is reasonable to use e.p. if the Pawn has a double step--but it isn't
a given that the Pawn should have a double step. (It works badly on a 7x7
board, for example). 

E.P. isn't the only reasonable alternative, either. I rather like the
Nova Chess rule that prohibits a pawn from moving thru a square where it
could have been captured by another pawn if it had stopped there--this
works especially well when there are several pawn type pieces in the
game.

Similarly, if you have castling, it is good if it is similar to
orthochess, but whether to have castling is a design decision based on the
overall character of the pieces and the game. 

But again, ortho castling isn't best for every game--free castling suits
some games better.

Radical Chess (deleted). Link to website of commercial chess variant on 8 by 8 board with 16 types of pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Jun 11, 2004 10:58 PM UTC:
A personal apology to Fergus--I should have said 'very poor quality soft core porn: if you like porn you won't like this but you still won't want your kids to see it.'

Michael Nelson wrote on Thu, Jun 10, 2004 02:04 PM UTC:Poor ★
I echo the previous comment about the game itself.

As for the image, I deem it to be soft porn. I say this as someone who
occasionaly chooses to view 'adult' images--but I don't want my kids to
do so while looking for CV's. Please remove the link.

The FIDE Laws Of Chess. The official rules of Chess from the World Chess Federation.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Jun 6, 2004 02:31 PM UTC:
A pawn can make a normal diagonal capture on its first move but it can't capture en passant on its first move -- this is not a legal restriction, but due to the fact that a pawn on its strating square is not in the correct position to make an ep capture.

Lions and Dragons Chess. Hexagonal variant. Dragons carry a ball to the goal while Wizards avoid capture. (Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, May 25, 2004 11:14 PM UTC:
The web page isn't clear, but the examination of the Zillions file indicates that a Roc cannot capture a Drogon-with-Ball so this cannot happen. Roc can only capture normal Dragons and other Rocs--they also cannot capture Proto-dragons.

Cascudo. On 44-square hexagonal board with turns consisting of cascade of moves. (Cells: 44) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 20, 2004 10:30 PM UTC:Excellent ★★★★★
An intriguing idea indeed. The powerful King as the focal point is most interesting--especially the idea of one King checking the other. I suspect that this would play OK on a square board as well. Perhaps a Capablanca variant to bring in some stronger pieces.

Aviary. New pieces with shogi elements and a bird theme. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, May 19, 2004 08:06 PM UTC:Good ★★★★
I like this game concept. I thinks that the two Kings will be playable and
it isn't necesary to change the win conditon--a player threatend with the
capture of one of his Kings has a move option not present in FIDE
Chess--the counter-check. You check one of my Kings and I defend by
checking back. You capture my King I capture yours. 

I would suggest a small rules change--whenever a player captures an enemy
King, he must drop it on his next turn. This keeps all four kings in paly
and allows the player with a single King some nice chances of
equalizing--he has three royal targets vs. his opponents one.

Tamerlane chess. A well-known historic large variant of Shatranj. (11x10, Cells: 112) (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, May 8, 2004 07:09 AM UTC:
Not quite. Chaturanga allows a pawn to promote to the piece whose starting
square it reaches--a pawn prmoting on a8 becomes a Rook, on b8 a Knight.
It doesn't matter which pawn it is, only which square it promotes on.

In Tamerlane's, the Rook's pawn always promotes to Rook no matter where
on the back rank it promotes, the Knight's pawn promotes to Knight, etc.
Here what square the pawn promotes on doesn't matter and which pawn it is
does--pretty much the exact opposite of Chaturanga.

PiRaTeKnIcS. Pirates on ships fight each other in 44-squares chess variant. (6x8, Cells: 44) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, May 4, 2004 09:15 PM UTC:Excellent ★★★★★
A most fascinating game concept. A world of interesting variants can be
developed from this idea. A large board variant with powerful but
short-range pieces comes to mind. Perhaps an 11x11 board with some empty
ships in the center.

Rules of Chess FAQ. Frequently asked chess questions.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Apr 30, 2004 11:04 PM UTC:
Ryan, 

This is not the proper forum for the discussion of ozone depletion,
Walmart, Bush vs Kerry, Iraq, The Passion of the Christ, etc., etc., etc.

If you are not discussing Chess variants or very closely related topics,
please post to an appropiate forum for those topics and not here.

AAUUGHH! Chess. After every move, there's a 1 in 18 chance of the rules switching to another in a list of variants. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 22, 2004 11:28 PM UTC:
An elegant rule solving this problem:

If the player is in check when it is not his turn due to a rule change,
the effect of that rule change is delayed until it is his turn--the old
rules will apply to his opponent's turn.

Assimilation Chess. Increase your material by assimilating your opponent's pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 15, 2004 07:29 PM UTC:
Charles,

I checked the Zillions implementation for the answers, as the page is
somewhat unclear on some of them.

(1) Yes, you can capture an uncombinable piece.

(2) Yes, the captured piece is removed form the game.

(3) You must alway capture with the compound piece, as splitting may only
be done by moving to an empty square.

Split and capture would make an interesting variant. In that variant, my
answer to (3) would be:

Yes. If for you need to vacate the starting square (for example to give
discovered check).

Horus. Game with Royal Falcons where all pieces start off board and most captures return pieces to owner's hand. (7x7, Cells: 44) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Apr 12, 2004 04:27 PM UTC:
George,

I understand that you have devoted a great deal of time and effort to
perfecting Falcon Chess and that you passionately love your creation--as a
CV designer I can relate to that. But your are letting your passion blind
you when you go to the extreme of accusing Peter Aronson of theft--he
invents a game using your Falcon piece using a perfectly obvious name for
the game and your scream bloody murder. His game calls favorable attention
to the piece, the helping your game and not harming it, and your response
is to engage in character assassination.

I note that you collaborated with Peter on (or at least approved of)
Complete Permutation Chess. But a variant he invents without your
participation is theft? Do you honestly think that you own the rights to
any and every CV that uses the Falcon piece, the word 'falcon' or the
name 'Horus'? If anyone ever finds a reason to challenge your patent
(not that anyone will--no one makes money on CV's), a good patent
attorney will rip your claims to shreds.

Michael Nelson wrote on Mon, Apr 12, 2004 04:16 PM UTC:Good ★★★★
A interesting, highly tactial game.

Falcon Chess. Game on an 8x10 board with a new piece: The Falcon. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Apr 12, 2004 04:09 PM UTC:Poor ★

For:

1. The inventor's mistaken belief that this is the best chess variant ever invented.

2. Patenting a game whose distinguishing difference from Chess is a lame Bison with an improved movement--an innovation, to be sure, but a small one.

3. His desire to prevent anyone else from using the Falcon in any game (no matter how unlike Falcon Chess).


Michael Nelson wrote on Mon, Apr 12, 2004 04:04 PM UTC:Excellent ★★★★★
For the game. Falcon Chess is quite playable and the Falcon piece has a charming move that makes for interesting tactics.

Fugue ZIP file. Based on Ultima and Rococo this game has pieces that capture in unusual ways.[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, Apr 2, 2004 10:59 PM UTC:
I'm playtesting a revised ZRF for Fugue where I'm tweaking the piece
values in hope of getting Z to play better.

The values I'm using (normalized to Pawn=1)

Pawn   1
Swapper  3
Archer  4
Long leaper 4
Queen  5
Pushme-Pullyu 5
Immobilizer 6
Shield 6


I'm fairly certain the the ordering is at least mostly correct, but have
doubts about the magnitudes of these numbers. I've already noticed
Zillions making better use of the Swapper and trying harder to capture the
enemy Immobilzer and Shield.

Comments about these suggested piece values?

[Subject Thread] [Add Response]
Michael Nelson wrote on Tue, Mar 30, 2004 10:28 PM UTC:
I wonder if Piece Type Density needs to be considered in conjunction with
Move Type Density. FIDE Chess has six piece types in 64 sqaures and also
has 7.5 move types (King, Rook, Bishop, Knight, normal pawn move, normal
pawn capture counted at full value; Castling, Pawn double step, and e. p.
counted at half value.) No move type for the Queen as it combines the Rook
and Bishop.

Capablanca's Chess has 8 piece types on 80 squares, but has type same 7.5
move types. Does this mean that Capa's game is clearer than the 8/80
ratio and its Power Denisty would indicate?

Perhaps PTD and MTD need to be averaged in some way?

My own Pocket Mutation Chess scores poorly on clarity by its PTD of 12/64
(the six starting piece types counted at full value and the 12
promotion/mutation types counted at half value). But its MTD is only 8.5
(FIDE moves plus Nightrider). My own playing experience is that Pocket
Mutation isn't as clear as FIDE, but that the disparity seems less than
PTD would indicate.

Michael Nelson wrote on Mon, Mar 29, 2004 03:49 PM UTC:
If would-be designers had curbed their addiction to designing CV's, these
pages wouldn't exist and we wouldn't be having this (genuinely
fascinating) discussion.

Kangaroo. Moves on Queen lines to first square after second jumped over piece.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Mar 28, 2004 05:26 PM UTC:
As I've said before Chess problems aren't Chess and Fairy Chess problems aren't Chess Variants--problemists have there own language and very often their own piece names. In my book, Timothy Newton deserves the honors.

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Michael Nelson wrote on Sun, Mar 28, 2004 05:19 PM UTC:
George, 

Men and women are about than 2% genetically different--but it's a really
important 2%! Similarly, some people love apples and hate oranges and vice
versa.

I believe that you are making a real contribution to the 'Science of
Chess Variant Design' while denigrating the 'Art of Chess Variant
Design'.

I think we need both. 

Preferences and not the be all and end all of design, but neither are they
irrelevant--what is the point of designing a 'mathematically perfect' CV
that no one wants to play? And aren't clarity/depth and
drama/decisiveness important precisely because they speak to game
players' preferences?

Ultima. Game where each type of piece has a different capturing ability. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Mar 26, 2004 03:31 PM UTC:
A point I've never seen in the rules for Ultima or Rococo: can an Immobilizer immobilized by a Chameleon commit suicide? Logic suggests yes.

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Michael Nelson wrote on Fri, Mar 26, 2004 12:25 AM UTC:
It's also possible that some of these numbers have non-linear
relationships. For example Hectacomb with Amazons instead of Queens might
not be that much different in playablity in spite of the high PD
difference (aout 40%)--the PD is huge in either case.

Simiarly, assuming an 8x8 board, a game with 100 piece types might be
scarely less clear than a game with 50 (clarity approaching zero in both
cases), while 10 piece types vs. 5 makes an easily perceptible
difference.

It is also very possible that numerical criteria are best at comparing
games of somewhat similar types, and become more and more 'apples and
oranges' as the game types diverge.

The latter is why I objected to George comparing PTD in Fugue to PTD in
Chess. Compare it to Ultima and Rococo and it doesn't look so bad by
this criteria. It is by this measure less clear than Ultima or Roccoco 
but the difference in not as extreme as the the difference with Chess.

Michael Nelson wrote on Tue, Mar 23, 2004 10:35 PM UTC:
George is quite correct. While I think I can lay claim to the term 'Power
Density', the concept is Ralph Betza's.

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Michael Nelson wrote on Tue, Mar 23, 2004 04:38 PM UTC:
Apology accepted--I will feel toward you exactly af if this thread had
never been posted.

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Michael Nelson wrote on Mon, Mar 22, 2004 04:10 PM UTC:
Assuming you could even have such a patent, it would be invalid because of prior art. See <a href='http://www.chessvariants.com/large.dir/dao.html'>here</a> for Jim Aikin's Dragons, Archers, and Oxen which was published on these pages in 1998, for example. I'm also fairly certain he wasn't the first to use a common name like 'Archer' for a CV piece.

Michael Nelson wrote on Mon, Mar 22, 2004 03:56 PM UTC:
What would you suggest? If I change the name of my piece to Bowman, won't
someone else complain? Will Robert Abbott object because I use an
Immobilizer? Thank God FIDE Chess isn't patented so I can use a King and
Queen. Different pieces in different games have the same name all the time
and no one else asserts violation of patent or copyright. Perhaps this is
because other CV inventors are reasonable people, perhaps some are not but
realize they have no case.

The change you ask for is grossly unreasonable and I will make it if and
only if so ordered by a court of competent jurisdiction.

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Michael Nelson wrote on Sun, Mar 21, 2004 09:34 PM UTC:
Counting promotion ranks at 1/2 value for piece type density seems reasonable.<p> <i>Power Density</i> is a relevant concern as well. This could be quantified by the total value of the armies divided by the board size. For example (using beginner's values), FIDE chess has total army strength of 84 (allowing about 3 points for the 'playing value' of each King) on 64 squares. Power density=1.3125; lets replace the Queens with Amazons, the Rooks with Chancellors, the Bishops with Cardinals, and the Knights with Nightriders. I'd guestimate the total army value at 132 for a power density of 2.0625. I suspect that higher power density negatively impacts clarity, perhaps withou a proportionate increase in depth. Higher power densities certainly tend toward shorter games.<p> The question of game length suggests a third set of paired first-order criteria: strategy vs. tactics.

Michael Nelson wrote on Sun, Mar 21, 2004 06:53 PM UTC:
I'm starting this thread to discuss general ideas of game design and evaluation.<p> I would start by saying that Mark Thompson's concepts of depth, clarity, drama, and decisiveness are excellent criteria for evaluating a Chess variant. See his <a href='http://www.thegamesjournal.com/articles/DefiningtheAbstract.shtml'> <i>Defining the Abstract</i></a> article from The Games Journal (July 2000).<p> I particularly note that depth and clarity are in a reciprocal relationship, as are drama and decisiveness. A game with infinite depth will have no clarity and a game with perfect clarity will have no depth.<p> A good game will be balanced at points on these continuua where the players can experience the satisfactions of all four of the crtieria.<p> I think these the criteria may be sufficent as first-order design criteria. I would be interested in hearing if there are others that should be added to the list, and what second-order design criteria might be useful to implement them.<p> For example, (IMO) George Duke's beloved <i>Piece Type Density</i> is not a first-order criterion, but is a useful second-order criterion: a high piece type density reduces clarity and increases depth. Whether this is good or bad depends on a game's balance at a lower piece density.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sun, Mar 21, 2004 05:53 PM UTC:
George,

The Archer as it appears in Fugue is my creation and was not part of a
collaboration. The Rococo variant thread discessed the merits or range 1
vs range 1 or 2 vs range 2 only Archers and whether special considerations
should apply to attacking the King. No one before me said a word about an
Archer that needed a spotter for long shots. I got the idea from artillery
rules from some of Avalon Hill's war games, where certain units need a
spotter to hit a target at beyong half range or in certain defensive
positions. To my knowledge this concept has not been used in a
Chess/Ultima variant before--I am open to correction if I err in this
assertion.

💡📝Michael Nelson wrote on Sat, Mar 20, 2004 06:18 PM UTC:
George,

You seem to be rather excessively critical of my game, considering that
you rated it good and haven't played it.

I don't design games by analytical design criteria and am not going to
start doing so because you think I should.

If you are certain that Fugue is a poor game because it has nine piece
types on 64 sqaures, just say so and don't bother playing it or
belaboring the point.

Game Courier Tournament #1. A multi-variant tournament played on Game Courier.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Mar 19, 2004 04:33 PM UTC:Excellent ★★★★★
I'm really looking forward to this tournament. Fergus has done a wonderful job organizing it and putting the infrastructure in place.

Fugue. Based on Ultima and Rococo this game has pieces that capture in unusual ways. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, Mar 19, 2004 04:28 PM UTC:
George,

I have yet to see a game of Fugue where 'one move is as good as
another', excluding lost positions of course.

Game Courier Tournament #1. A multi-variant tournament played on Game Courier.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Mar 19, 2004 08:07 AM UTC:
Fergus, 

I'm not sure if you received my email.  My preference is simple: I'd
like to play a game of Pocket Mutation, as I invented it. Apart from that,
all are good games and I would be happy to be assigned however works out
the best for the tournament.

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