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Comments by MichaelNelson

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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 Thu, Mar 18, 2004 03:40 PM UTC:
The example David gives is indeed potent, but can be beaten by a stronger
force even without a Swapper (an if the enemy is weaker, why settle for an
unbeatable defense when you should be winning?)

The problem will all such formations is that they cannot be
maintained--the opponent arranges his moves so that you must either break
the formation or lose by triple repetition.

David is quite correct that the Swapper is highly valuable in breaking up
formations of this type. I fact, I suspect that this factor makes the
Swapper considerably more valuable than its Rococo counterpart.

Maxima. Maxima is an interesting and exiting variant of Ultima, with new elements that make Maxima more clear and dynamic. (Cells: 76) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Mar 16, 2004 11:05 PM UTC:
There are two different logically coherent ways of resolving this. I remember a quote from <i>Bobby Fischer Teaches Chess</i>: 'The object of the gamee is to capture the enemy King. The capture is never actually carried out.' This is what checkmate is about. So we have: 1. If checkmate and and occupying both goal sqaures are equal priority win conditions, then you can occupy the second goal square and win even in a checkmated position because the win occurs before the King capture would have, were it carried out. (So under this interpretation, there is no checkmate in this position.) 2. If Checkmate is the primary win condition and occupying the goal squares is a secondary win conditon, then it is illegal to occupy the second goal square when checkmated--the game is over and you have lost. It is also illegal to occupy the second goal square when in check (unless the move coincidentally removes the attack on the King). Personally I prefer #1, but #2 is easier to program in Zillions.

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, Mar 16, 2004 10:41 PM UTC:
I eliminated the suicide rule because after playtesting it both ways I
liked the feel of the game better without it. I feel suicide is less
necessary in Fugue (and for that matter Rococo) than in Ultima becase the
Cannon Pawn is such an excellent Immobilizer-killer--it can capture the
Immobilizer by using an immobilized piece as a mount. The Archer can also
pick off an Immobilizer from a distance if there is any open line--the
immobilized pieces spot.

Another reason for this and also for having Immobilzers immune to each
other and Swappers unable to swap with each other is that I wanted to
increase the third-thing aspect of Fugue: to intentionally be different
from both Ultima and Rococo.

Making the Withdrawer immune to the Immobilizer would certainly make it
very valuble for its special ability but losing value rapidly after thew
enemy Immobilizer is gone, suddenly regaing value if the enemy protes a
Pawn to Immobilizer.

[Subject Thread] [Add Response]
Michael Nelson wrote on Tue, Mar 16, 2004 10:25 PM UTC:
Three critieria come to mind to distinguish an Ultima variant from a Chess
variant with some Ultima elements (this might also be a useful thing to
index):

1.  More capturing move types than non-capturing move types.

2.  Majority of capturing move types are non-replacement.

3.  At least one piece with an important special power (e.g.
Immobilizer).

#3 is not a strict criteria but is indicative in borderline cases.

Chess On A Longer Board . . . is clearly a Chess variant with Ultima
elements by these criteria.

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 Sun, Mar 14, 2004 07:30 AM UTC:
As well the the Alfaerie graphics shown, the ZRF also includes Roberto Lavieri's beautiful Galactic graphics, including some piece graphics and a board drawn especially for Fugue--Thanks, Roberto!

[Subject Thread] [Add Response]
Michael Nelson wrote on Sat, Mar 6, 2004 12:11 AM UTC:
I will be building the webpage for Fugue over the next few days. The final
ZRF is ready if anyone wants it before then. (I'm already sending updates
to R. Laveri and M. Howe.)

Michael Nelson wrote on Thu, Mar 4, 2004 09:11 PM UTC:
Had a very pretty Z vs Z game today. WHite had King, Pawn, Archer, nad
Shield against King and Long Leaper. King and Pawn huddled toghether on
the first rank while the Shield protected the Archer while it hunted down
the enemy King.

Michael Nelson wrote on Thu, Mar 4, 2004 08:26 PM UTC:
After some internet research, I've chosen Roberto's suggestion of Fugue
as the name of the new game. While the fugue as a musical form originated
in the Baroque period, it continued through the Rococo period and into the
Classical period. Seems fine for a Rococo/Ultima blend. 

Classical Music's 'holy trinity' (J.S Bach, Mozart, Beethoven) have all
used the fugue form.

Michael Nelson wrote on Thu, Mar 4, 2004 06:24 AM UTC:
Roberto,

Thank you for your kind comments.

With regard to endgames, the Shield is helpful to the weak side but can be
beaten. King and Immobilzer vs. King and Shield is a forced win--either
the King and Shield get immoilized (loss by stalemate), or the King gets
immobilized and the enemy King picks off the Shield--also a loss by
stalemate.

Against all opposing forces a King and Shield which must stay next to each
other are in extreme danger of losing by triple repetiton.

The general technique for King and X (where X is a piece that would win
vs. a lone King) vs. King and Shield is to set up a positon where the
Shield is captured by X and the lone King can't recapture. More analysis
and playing experience is needed to see how frequently this
can be forced.

King, X, and Y vs. King and Shield should pretty much always be a forced
win.

Of course. 'kill the Shield' combinations will be as much a mainstay of
the middlegame as 'kill the Immobilzer' combinations are.

Michael Nelson wrote on Wed, Mar 3, 2004 01:54 AM UTC:
I will send the current ZRF to Roberto and anyone else interested tonight.

Some rules clarifications:

1. A Pushme-Pullyu which withdraws from a piece must capture that piece;
it may not capture another piece by advance, it may not move to a square
where it would effect a capture by advance.

2. The Shield does not protect pieces from immobilization. 

3. A shield does not protect adjacent friendly pieces from swapping, but
it does protect against the Swapper's mutual annihilation capture.

4. An immobilzed Shield still protects adjacent friendly pieces form
capture.

5. An immobilized Archer may not shoot, though an immobilized piece may
spot for the archer.

The spotting rule makes a strong Archer but not as strong as an unlimited
range archer. Z vs. Z and Z vs. me testing indicate that it is playable.
Notice that it gets weaker in the endgame with fewer pieces available to
spot for it. This type of archer creates some interesting defensive
situations. The attcker's Archer moves in close to pick off some
pawns/pieces and the defender's Archer gets in position three squares or
so away where it can fire at the attacker (because it has a spot) and the
attacker can't fire back.

The Long Leaper is weaker than in Ultima with only a single leap and no
ring squares to prevent pieces from hiding on the edge. But it has a good
abitlity to push pieces to the edge where their mobility is reduced.

Playtesting of the Immobilizers don't immobilize each other rule seems to
indicate that the immobilizers don't become excessively stronger than in
Rococo. What does happen is that Immobilizer play become more fluid and
tactical.


The stonger Archers make a good counterweight to the stronger Immobilizers--the pieces it is freezing can act as spots for the Archer ot kill it from accross the board! 

I really love the Shield: while it obviously adds a strong defense, it is quite useful for attack as well by preventing counterattacks. This technique can be particualrly fruitful to support an attack on the Immobilizer.

Michael Nelson wrote on Tue, Mar 2, 2004 04:15 PM UTC:
I've been experimenting with a Rococo/Ultima variant of my own. It uses
the 8x8 board and the following pieces from Rococo:

Long Leaper
Swapper
Immobilizer
King
Cannon Pawn

The Advancer and Withdrawer are replaced by a single Pushme-Pullyu and an
Archer is added. I have also added an FIDE Queen and a new piece: the
Shield-any piece adjacent to a friendly Shield is immune form capture (the
Shield itself is capturable).

I've also made some rule changes. Immobilizers do not immobilize each
other. Swappers cannot swap with each other (but can capture by mutual
destruction). Only one capture per turn is allowed--the Long Leaper can
make only one leap, and a Pushme-Pullyu can't both Advance and Withdraw
in the same turn.

The Archer is made more powerful. It can rifle-capture orthogonally or
diagonally any distance as long as some friendly piece is 1 or 2
(unobstructed) squares away orthogally or diagonally from the target. When
the target is 1 or 2 squares away from the Archer, no second piece is
needed.

An immobilized piece can spot for the Archer, just as an immobilized piece
can act as a mount for a Cannon Pawn.

I'm experimenting with the best setup and I need a catchy name. 

Playtesting so far indicated that this is a quite interesting game.

Comments?

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 Sat, Feb 21, 2004 12:50 AM UTC:
Some guesses at Rococo piece 'beginner values':

Immobilizer=4
Long Leaper=3
Advancer=3
Swapper=2
Cameleon=2
Withdrawer=1
Cannon Pawn=1
Archer=2
Pushme-Pullyu=5

Some scary exotics:
LL/PP (can caputure as either or both)=9 
Archer/Advancer=6 
Cameleon/Swapper=5 

Rococo With Different Armies, anyone?

Michael Nelson wrote on Wed, Feb 18, 2004 10:29 PM UTC:
I've playtested Roccoco with Archers and find it quite playable. The way
an Archer can pick off Pawns is a strength, not a weakness. As in Ultima
and standard Rococo, the Withdrawer is quite weak. Why not replace the
Advancer with the even stronger Pushme-Pullyu and add a new piece type?

Forward Chess ZIP file. Download these files to play Forward Chess with Zillions of Games![All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Thu, Feb 5, 2004 01:28 AM UTC:
Larry's suggestion also improves play and the code is elegant. I'm going
to
do some testing and see which approach seems to do better.

I have a more elegant macro for Peter's method which will allow the
final
move to be made:

(define King-win (
(verify (in-zone? promotion-zone))
(if (in-zone? promotion-zone a1)
	White-throne ; dummy position with a White King
else
	Black-throne ; dummy position with a Black King
)
add
))

💡📝Michael Nelson wrote on Wed, Feb 4, 2004 10:18 PM UTC:
The Zillions implementation handles checkmate/stalemate positions fairly well, but often overlooks fairly obvious 'run for the border' (moving the King to the enemy eighth rank) wins. Any suggestions how to improve its play in this area?

Ultima Pieces: Illustrated Guide. Illustrated guide to how Ultima Pieces capture.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Feb 4, 2004 10:13 PM UTC:
You had one of Abbott's later books. The original game did not have the distance limitations, this is the change he proposed that no one else liked.

Nova Chess. Members-Only Played on an 8x8 or 10x10 board with a wide range of pieces.[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.

Forward Chess. Variant where backward movement is limited. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Tue, Jan 27, 2004 02:26 PM UTC:
Yesterday I tried several varieties of Backward Chess adapted from these rules and none seemed playable. When Peter published Feebback Chess, I tried a backward version of it. (Would that be Feebfore Chess?) I have been unable to find a way to make the pawns workable--it always seems too hard to break up pawn formations.

Rules of Chess: Castling FAQ. Frequent asked questions about castling.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Jan 27, 2004 02:17 PM UTC:
There are two advantages provided by castling:

1. The King is safer near the corner behind a wall of pawns.

2. Brings the Rook towards the center where it can get into the action
more easily.

King and Rook move normally on subequent turns. 

There is no such move as 'uncastle', but some people use this term to
describe a series of Rook and King moves that restore the position of Rook
and King before castling.

Forward Chess. Variant where backward movement is limited. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sun, Jan 25, 2004 07:33 AM UTC:
Peter, 

Sorry about that typo--I know the correct name of your fine game, but my
fingers don't work so well sometimes.

As for no draws by agreement, the rest of the rules by design make it
impossible for a game played to a conclusion to be drawn. My feeling is
that the players cannot agree on an impossible result, any more than two
players of FIDE Chess are able to agree to split the point 3/4 - 1/4.

My reason for a drawless game is personal one: playtesting and analysis
indicate draws would be extremely rare using checkmate and King to the
eighth rank as win conditions. I simply dislike the idea of a draw rate of
say 1/2%. 

The fifty move rule is arbitrary, but will never be invoked by skilled
players: the player with the won position can win quicker than that.

[Subject Thread] [Add Response]
Michael Nelson wrote on Tue, Dec 16, 2003 10:54 PM UTC:
I'd love a preview copy of Nova Chess.

Michael Nelson wrote on Tue, Dec 16, 2003 04:23 PM UTC:
The comments about the pieces in Supremo Superchess have me thinking about
cannon pieces generally and how they might be used in CV's. Rook+Pao
(never mind Queen+Leo) are much too powerful for an otherwise FIDE-like
game. But imagine these power pieces up against say the Reaper or Combine
from Tripinch Chess. Sounds more interesting?

Also consider divergent cannon pieces: Rook+Vao and Bishop+Pao. For these
I would use the Korean cannon moves--the RpB must leap to move diagonally
as well as to capture. These should be interesting pieces in a
variant--starting off at about Cardinal value, declining to little more
than Rook and Bishop in the endgame. Thes would be interesting with other
pieces that gain power in the endgame.

Any thoughts about a cannon Nightrider?  (It needs a big board!)

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 Mon, Dec 8, 2003 04:27 PM UTC:
The web page states that the Chameleon can check the King from an adjacent
square and this is correct per Abbott's rules for Ultima in 'Abbott's
New Card Games'.  He states that a Chameleon may capture a piece if it
mimics it's move in direction and distance. So a pawn can only be
captured by a Rook move and a King can only be checked from an adjacent
square.

Leaping a Long Leaper does not invalidate the mimic of another piece. This
seems illogical at first glance but really is logical.  The idea is that
making a capture of one piece does not prevent the capture of others. If
the Chameleon had made a Rook move away from a Withdrawer that sandwiched
a Pawn, both captures would be allowed.  Abbott believed that leaping a
Long Leaper should not preclude other captures.

Giant Chess. 16x16 board with the same pieces as Turkish Chess, but also the "Dev" piece which takes up four squares. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Dec 7, 2003 06:57 AM UTC:
I would assume that promotion on ranks 2 and 15 is optional, while the promotion on 1 and 16 is mandatory. Very occasionally it would be advantageous not to promote a pawn (say to avoid stalemate).

Raft Chess. Part of the board is a lake, where rafts can transport pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Nov 30, 2003 04:32 PM UTC:
I like Charles' thinking on this game also.  Whatever the inventor's
intent, I like the idea of the third thru sixth ranks all being water so
that you can't get to the enemy back ranks without using rafts.

Moves from one land square to another must be legal, as otherwise the King
is immobile.

It should be legal to give or avoid check, mate, or stalemate by moving a
raft.

Dunsany's Chess. 32 pawns play against a full set of pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Nov 30, 2003 04:10 PM UTC:
I think that requiring Black to capture White's unpromoted Pawns only would make a better game. By analogy with other games where capture rather than checkmate is the object, it would be legal for White to promote his last unpromoted pawn but would result in Black winning the game.

[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Nov 19, 2003 09:47 PM UTC:
Any kind of multi-variant tournament or single-variant tournament would be
of interest to me. More than one could feasibly be in play at once. Game
courrier tends to encourage fast play, so this opens more options.


For scoring, there is no way to determine a fair score differential for
Black.  FIDE is the only variant where a deecnt guess of the size of
White's advantage is available, and even that no doubt varies by rating.

Not all variants even favor the player who moves first--my own Pocket
Mutation Chess slightly favors Black under the current rules.

Rules of Chess: The 50 moves rule. Answer to a frequently asked question on the rules of chess.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Oct 25, 2003 01:15 AM UTC:
King and two Knights cannot force mate but can give mate if the opponent makes a mistake--this endgame is not an automatic draw.

[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Sep 24, 2003 03:33 PM UTC:
I believe that mate with King, Bishop and Knight vs lone King can take up
to 49 moves, which is the reason for the 50-move rule. IIRC, computer
studies of more complex positions have shown  mates requiring over 200
moves--which might or might not transgress the fifty move rule, as any
capture or pawn move resets the clock.  But in any case, the line has to
be drawn somewhere and some wins (if arbitrary length games are allowed)
will be draws under an x-move rule.

I believe the 50-move limit should be increased for a larger board, but
reduced for more powerful pieces (for the board size).  The technical way
would be to calculate the average crowded board mobitity of each piece
(using Betza's method), then add up these values to get an approximation
of the power on the board. Compare the ratio of this power to the number
of squares to the ratio of the FIDE army (about 64, depending on the magic
number) to 64 squares = about 1.  

The formula is movelimit = 50 times board size divided by total army
mobility.  For FIDE Chess this is 50 * 64 / 64 = 50.

To examples for your duodecimal game:

1. Total army mobility = 90   50 * 144 / 90 = 80
2. Total army mobility = 200  50 * 144 / 200 = 36

You can probably guesstimate accurately enough without actually doing the
calculations.

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, Sep 14, 2003 03:25 PM UTC:
The only requirement for the Rook in castling is that it has never moved. It may be under attack or cross an attacked square. The logic of this is that a Rook can be attacked but this is not check. The restrictions on the King are due to the fact that an attack on the King is check and moving into or through check is illegal.

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 13, 2003 07:41 PM UTC:
I hav submitted the corrections to the editors. It is a good change in that
reducing White's opening advantage is always a good thing.

However, the original rules do not give White a win.  Black can maintain
equality by symmetrical play. The early loss of one Rook on each side is a
bit of a flaw, though.

In the revised rules, White is safe from the Nightrider attack if he opens
Pawn d2-d4 or Pawn e2-e4. This covers one fork point and he has the tempo
to cover the other if Black mutates a Rook to Nightrider.  Since these are
reasonable opening moves anyway, diffusing the Nightrider threat costs
White little or nothing--this makes for a very balanced game.

New Game[Subject Thread] [Add Response]
Michael Nelson wrote on Sat, Sep 13, 2003 05:08 PM UTC:
I am putting the finishing touches on a new game I'm calling 'Queenmate' (I am open to suggestions for catchier names).<p> The Queen is royal and may not move across check. (like the Queen in <A href='http://www.chessvariants.com/large.dir/british.html'>British Chess</a>. The Queen is allowed to castle under the same conditions as the King.<p> The King remains partly royal--any move leaving the player's King subject to capture is illegal.<p> Checkmate is defined as 'the player in turn has no legal move, and his Queen is in check'. Stalemate is defined as 'the player in turn has no legal move as his Queen is not in check.' <p> Some consequences of these rules: <p> Attacking the King so it can't escape is stalemate (unless the Queen is also attacked).<br> Forking the King and Queen is checkmate unless the forking piece can be captured.<br> Pinning the Queen to the King is checkmate if the pinning piece cannot be captured and no interposition is possible.<br> Pinning the King to the Queen is stalemate if the pinning piece cannot be captured and no interposition is possible.<p> The King is an interesting study in piece values: the better your game is, the more valuable it is. If you are winning, it is extremely valuble and if you are losing it has a high negative value.<p> A variant of this game would be to borrow the stalemate rule from Chaturanga: the stalemated player wins.

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 13, 2003 04:23 PM UTC:
Antoine raises a good point.  Consider it done. Rule 2 is amended to read:
'If a player's pocket is empty, the player may remove any of his pieces
(except his King) from the board and put it in his pocket as a move. White
may not use the pocket for the first move.'

I will also submit a corrected ZRF when I am able.

Switching Realms Chess. All noncapturing moves must change the board subset a piece occupies. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Sep 6, 2003 02:57 AM UTC:Excellent ★★★★★
Antother fine Separate Realms variant. This should be a very close match with the Separate Realms II army, with more raw power but poorer developement. If it's a little too strong, using a Slip Queen instead of the SwR Chancellor should even it up.

Mike's Camel Chess ZIP file. Lùotuoqí (Camel Chess) variant with more balanced pieces.[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Tue, Aug 12, 2003 07:44 PM UTC:
For Mike's Camel Chess II, the promotion of the Eaglet on the eighth rank is immediate (does not use a separate move) but is optional -- it may remain an Eaglet if desired. If this option is chosen, the Eaglet must move off off the eighth rank and then back on in order to promote.

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, Aug 11, 2003 02:18 PM UTC:
A particular mutation that is often worth doing early is to pocket a Rook and mutate to Nightrider. This has technical merit and is also an excellent bit of psychological warfare--your opponent can't help but wonder 'What is he going to do to me with that Nightrider?'

Mike's Camel Chess ZIP file. Lùotuoqí (Camel Chess) variant with more balanced pieces.[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sun, Aug 10, 2003 04:28 PM UTC:
I've submitted a revised ZRF which adds another variant: Mike's Camel
Chess II.  This allows Eaglets to promote on the eighth rank (as well as
by flanking) but prohibits promotion to Tower of Hanoi.

💡📝Michael Nelson wrote on Sun, Aug 10, 2003 02:44 PM UTC:
Roberto's points are well taken. I'm not even sure King, Diagonal
Bypasser, and three Eaglets can do the job. I't fairly easy for the lone
King to escape by stalemate.

The Eaglet is nearly usless in the endgame, By comparison, King, Diagonal
Bypasser, and FIDE Pawn is an easy win by promotion.

The strategic lesson is to get rid of your Eaglets early--promote as many
as possible, force exchanges with enemy pices (it is especilly useful to
use Eaglets to kill Tower fragments).

Philodor was so right -- the Pawn is the soul of Chess. Any game with FIDE
pawns will fell chesslike to a degree, no matter how far out the outher
pieces are. A change to Berolina pawns leaves the Bishops and Rooks
feeling role reversed, but still feels fairly chesslike.  But the Eaglet
is something very diffeernt indeed with its promotion rule (An Eaglet
which promotes on the eighth rank would have a more chesslike feel).

Promote early and often!

L. Fun contest: Help us create a new chess variant by committee.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Aug 9, 2003 06:08 PM UTC:
I've submitted a ZRF for Mike's Camel Chess--a variant with the enhanced
Diagonal Bypasser and more limited Tower of Hanoi as defined in my
previous comments.  It seems to be considerably more playable, but
preserves the essential flavor of Lùotuoqí.

The biggest difference between Lùotuoqí and FIDE Chess (IMO) is not the
Tower, the Bypasser, or the Cube but the Eaglet promotion rule--promotion
is possible early and will normally occur on the player's own side of the
board.

Michael Nelson wrote on Sat, Aug 9, 2003 03:38 PM UTC:
I'm further experimenting with giving the Diagonal Bypasser the ability to make a one square non-capturing orthogonal move. This addition makes the piece more powerful by removing colorbinding. It also elimnates an oddity in Eaglet promotion--under the offical rules, you can't promote to DB without the use of an enemy piece, since two DB's can't be oriented correctly.

Michael Nelson wrote on Sat, Aug 9, 2003 08:38 AM UTC:Good ★★★★
I've been playtesting this and I find two flaws:

The Diagonal Bypasser is too weak on a board of this size--since it must
move at least three squares to capture, it has few opportunities.

The Tower of Hanoi is much too powerful. Potentially you can make eight
single stones which equals 8 commoners (non-royal Kings). This is on the
high side of 16 Betza atoms (Queen=5, Amazonrider=8) just considering that
the commoner is the strongest 2-atom piece. Then there must be an unknown
addition for the value of the right to recombine.

The endgame is entirely dominated by the tower.

I've been experimenting with two revisions to address these issues:

The Diagonal Bypasser can capture on any square orthogonally adjectent to
its path, even though the square is also adjacent to the starting or
ending square.  DBb2-d4 can now capture b3, c2, c4, or d3 (but not a2, b1,
d5, or e4). Thius makes it a more useful in the middlegame and fairly
stong in the endgame.

Te Tower's maximum move is reduced to one less than its height: a full
tower can move 7 squares, a three-stone tower can move 2, a one-stone
tower is immobile.  You cannot split off a single stone, but can leave a
single stone behind when splitting. The potential value of the tower is
more like 8 atoms and considerable plus values, still dominating, but its
dominance is much less absolute. Preliminary playtesting indicates that
these two rules make for a more balanced game.

Both Eaglet promotion and The Cube seem quite workable.  Early promotion,
(especially to Mules) is quite easy unless the enemy works to prevent it,
but the opponent can adopt a symmetric strategy and stand pretty well.  

With players who use the cube sparingly (only for a large
material/positional gain or to prevent a large material/positional loss),
The Cube shifts the advantage to Black--making it about the same size as
White's advantage in FIDE, I'd guess. If players use the cube liberally
(to get small gains or prevent small losses), the game is nearer even.

I suspect that a player using the cube sparingly will beat an equally
skilled opponent using the cube more liberally unless the conservative
player's standard's are too high (for example only to give or prevent
immediate mate).

L ZIP file. Chess variant designed by committee.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Aug 9, 2003 08:08 AM UTC:Excellent ★★★★★
Plays poorly--but what an excellent example of Zillions programming that it can play this complex and difficult game legally.

Ryu Shogi. Large modern shogi variant. (7x12, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Aug 6, 2003 03:37 AM UTC:
Actually, the change to rule 1 is the one I feel least strongly about--you
make a good case and your way is simpler.

My contribution is not great enough to have a variant named for me--I'd
be comfortable with a thank you on the game page, if you insist.

On the no checkmate by Pawn drops, you may well be right also -- but this
may be less necessary with no drops in zone 4.

Personally, the one Shogi rule I have never liked or understood is why it
is legal to check the King with a Pawn drop, but not to mate. To me,
prohibiting both or neither would seem more logical.

Wizard's War. Game with piece-creating Wizards and a board divided into arena and enchanted sections. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sat, Aug 2, 2003 03:15 PM UTC:
I had never been happy with the 150-move limit, but I just wasn't able to
write an an adequate 50-move rule in time for the contest deadline. In
fact, I have several me vs Z and Z vs Z games in my library that were in
doubt on move 150 but won by move 170, where a draw would have been
declared even though progress was being made.

By the way, games of this length are extraordinary--the most recent
involved me making a very long comeback from being within a hairbreath of
lost at move 75.  On the other hand, I have seen games that were pretty
dea by move 100 or so that the new rule will stop before move 150.

The new 50-move rule is complex, but is an accurate adaptation of the FIDE
50-move rule to the radically different conditions of Wizard's War. In
actaul play, the irreplacablity of a piece will be more obvious than it
seems from reading the rule.

Ryu Shogi. Large modern shogi variant. (7x12, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Jul 30, 2003 07:50 PM UTC:
Jared,

I would suggest eliminating rules 2, 6 and 7 and rephrasing rule 4 to
conform to the elimination of rule 6.

The bare King rule is unnecessary--if the player has only his King and
nothing in hand he can be checkmated quite easily.

I suggest rewriting rule 1 to allow drops in the fourth zone with these
provisions:

1. You may not promote as you drop (same as Shogi).
2. To promote, you must move the piece you dropped in the fourth zone
within the fourth zone (contrary to Shogi, where you can promote a piece
whose move starts in the promotion zone and ends outside it).  

I would also consider eliminating the pawn drop restrictions--definately
the file restriction and possibly the checkmate restriction as well.

PcSaba[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 28, 2003 09:33 PM UTC:
Ivan Derzhanski is almost certainly right.  Ancient peoples would think of
a move of three squares as including the starting square but more modern
people with a better understanding of zero would think of a move of two
squares not including the starting square.  There may be areas of
confusion in ancient sources espaecially compilations from multiple
sources--this might be the real origin of the rule in Tamerlane that the
Bishop cannot move one square, for example.

Comparable examples in other fields: 

Julius Ceasar often sent coded messages using the alphahbetic substituion
A=D, B=E, C=F, etc. He and his contempories described this as advancing
four letters, we would say three.

According to the New Testament, Jesus died on Friday, was in the tomb
Saturday, and rose from the dead Sunday--expressed in the creeds as 'On
the third day he rose from the dead.'  No doubt we would say 'On the
second day . . .' if we hadn't heard it so many times the other way.

Invent-and-Play. A design contest and a small PBEM tournament, combined![All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 28, 2003 03:29 AM UTC:Excellent ★★★★★
A really fine contest--Tony Quintanilla and I have been doing this informally among ourselves. I'm looking forward to more games with more designers!

Outback Chess. New pieces on plus-shaped board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 28, 2003 03:16 AM UTC:
Timothy,

Congratulations on a well deserved win. There were so many fine games that
any number of them might have been chosen, but the judges certainly made a
very reasonable choice.  Outback gets gets better and better as you have
more exposure to it.  You know it will be a fun game by reading the
rules--play a few times and you will know it is also a very fine game. You
have created a real gem.

Ryu Shogi. Large modern shogi variant. (7x12, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 28, 2003 03:07 AM UTC:Excellent ★★★★★
I judged this game in my group during the preliminaries and have I higher opinion of the game than the author does. A refreshing change of pace for the Shogi player. I think the design as submitted is a good one--in fact I voted Ryu Shogi above the eventual winner. The only design decision I would change if it were up to me is to eliminate the rule that a promoted piece reverts to non-promoted if it returns to the first zone--it makes for a stronger defense if you have the option of anchoring your weak pieces with a strong piece. All in all, a fine design.

Maxima. Maxima is an interesting and exiting variant of Ultima, with new elements that make Maxima more clear and dynamic. (Cells: 76) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Jul 25, 2003 08:01 PM UTC:Excellent ★★★★★
Roberto,

Maxima is a very fine game. 

With respect to the value of pieces, I wouldn't even attempt to calculate
the values in an Ultima Variant--the multiplicity of capture types means
that this will be far harder than the value of Chess pieces.  But I
believe it is doable in principle.

The reason I'm interested in the value of Chess pieces is for game
design. I want theoretical values so I can have an idea what an unfamiliar
piece should be worth. I particularly have an interest in Chess With
Different Armies and most especially the 'build your own army' variants.
The ideal value won't and cannot be perfect, but it should be a decent
starting place--practical values will always be empirical, and will vary
by game context. For example, play a lot of Chess using Berolina Pawns--do
the Bishop and Rook have the same values relative to each other as in FIDE
Chess?

Zillions values are about useless for pieces that are even slighty
unorthodox--even the Bishop is overvalued compared to the Knight. That's
why Zillions programmers have techniques to inflate piece values.

Glenn's Decimal Chess. A 10x10 blend of FIDE, Shogi, and Xiangqi influences. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Jul 23, 2003 04:13 PM UTC:Excellent ★★★★★
A most pleasing blend of Western Chess, Xiangqi and Shogi. The piece set is most entertianing and seems to work well together. The Ogyo is more valuable in this game than it would be in a FIDE-like variant: it has the same horizontal King interdiction power as the Rook, and vertical interdiction isn't needed--the King facing rule provides it.

Ideal Values and Practical Values (part 3). More on the value of Chess pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Jul 22, 2003 09:43 PM UTC:
More thoughts on augmented Knights:

Part of the advantage of the augmented Knights over the Rook may be a
Zillions artifact--Knights are strongest in the opening, Rooks in the
endgame. Zillions sometimes has trouble getting to an endgame, where human
masters would.  If my conjecture is correct, setting Zillions to deeper
plies would show the gap reducing or increasing much more slowly than
normal for repeating a Zillions calc at higher plies.

I suspect your results are not anomalous among the augmented Knights. The
NF has yet a third advantage--it cannot be driven from an outpost square
by an undefended pawn! All other augmented Knights can (as can the Rook,
but outposts are more important for short range pieces). This factor is
also almost certainly a part of why the Ferz is stonger than the Wazir.  

I would be curious to see what the numbers are for the various augmented
Knights vs Rook and each other if Berolina Pawn are used. I predict NW the
strongest but with a smaller gap, and Rook significantly better vs
augmented Knights (easier development as well as can't be attacked by an
undefended pawn).

Michael Nelson wrote on Mon, Jul 21, 2003 02:28 PM UTC:
Robert,

That is puzzling. Are there value gaps between the other augmented Knights
or do they test out fairly equal? Value of NF vs. R I could argue either
way as their moves are so unrelated.

I would think that the NF would be the strongest augmented Knight (even
though less mobile than NW) as it masks two Knight weaknesses:
colorswithching and inability to move a single square. 

NW masks one step inablility but isn't as forward as NF.

NA and ND mask colorswitching and give a a lot of coverage to the 2-square
distance.  These are very likely quite well mathced: NA more forward, ND
more mobile.

I really never had though of colorswitching as a major disadvantage, I
have even doubted it is worth considering. On the other hand one of the
nice things about Rooks is that they are neither colorbound nor
colorswitching.

Michael Nelson wrote on Mon, Jul 21, 2003 08:28 AM UTC:
Perhaps Ralph's conjecture that mobility has a non-linear (yet fairly close to linear) relationship to value is the real starting place for these calculations, rather than forking per se. What kind of non linear equation would we be looking at if we assume without proof that that the Spielmann values (N=B=3.0 pawns, R=4.5 pawns, Q=8.5 pawns) are correct?

Michael Nelson wrote on Fri, Jul 18, 2003 08:55 PM UTC:
With regard to the WcR vs the WmR, I wonder if the tendency at least in the endgame is for the capture power to be more important offensively and the non-capturing movement to be more important defensively. I also wonder if unbalnced pieces in general tend to belong to the category of 'it's worth x, but you really should trade it before the endgame.' In the late endgame, an R4 might be superior to both WcR and WmR by a perceptible margin.

Michael Nelson wrote on Fri, Jul 18, 2003 08:47 PM UTC:
Peter brings up an interseting observation about Rook values approximating
empty board mobility.  Yet the short rooks seem a little weak by this
standard, just as the usual crowded board mobility makes long Rooks too
weak.  

The Rook's special advantages over the Bishop and Knight (interdiction,
can-mate) are endgame advantages--so empty board mobility or at least a
higher than normal magic number might be the way to quantify the value of
different length Rooks among themselves. An R7 is much superior to an R3 
in both can-mate and interdiction. And Rook disadvantages (lack of
forwardness, hard to develop) apply regardless of length so they would
cancel out in this comparison.

Michael Nelson wrote on Fri, Jul 18, 2003 03:33 AM UTC:
The is an ideal test bed for the WcR vs WmR question and also the question
of asymmetric move and capture vs symmetric move and capture.  Run three
sets of CWDA games:

1. Remarkable Rookies vs. Remarkable Rookies with WcR in the corner
2. Remarkable Rookies vs. Remarkable Rookies with WmR in the corner
3. Remarkable Rookies with WcR vs Remarkable Rookies with WmR

If I can find the time, I will run some Zillions games over the weekend.

In thoery, the short Rook used in the standard Rookies is equal to the WcR
and the WmR.

I predict that testing will show WmR the weakest and the other two quite
close, but the only result that would really surprise me is for the WmR to
beat the WcR consistently.

Michael Nelson wrote on Thu, Jul 17, 2003 08:27 PM UTC:
I would not call the magic number arbitrary--it is empirical, it cannot be
deduced from the theory, but I think the concept has an excellent logical
basis. 

For piece values we want to have sometihing that allows for the fact that
the board is never empty, that takes endgame values into account, but is
weighted towards opening and middlegame values. So let's take a weighted
average of the board emptiness at the opening (32/64) and the board
emptiness at its most extreme in the endgame (62/64).  Let's weight them
in a 3:2 ratio to bias the average toward the opening.  This gives a value
of .6875 --  right in the middle of the range of magic number values that
Ralph uses!  The 'correct' value can only be determined by extensive
testing and it might well be .67 or .70 -- but I am quite certain it is
not .59 or .75!

A way to verify this would be to do some value calculations for a board
with a different piece density that FIDE chess, then see if the calculated
magic number for that game yields relative mobility that make sense (as
verified by playtesting).

Sticking to a 64 square board, imagine a game with 12 pieces per side.
This game has a magic number of .7625 -- I predict that the Bishop will be
worth substantially more than the Knight in this game.

Now a game on 64 squares with 20 pieces per side. This game's magic
number is .6125 -- I predict the Knight is stronger than the Bishop in
this game.

Michael Nelson wrote on Thu, Jul 17, 2003 03:21 PM UTC:Excellent ★★★★★
It's wonderful to hear from the Master on this topic.  I really mentioned
the geometric move length becuse you mentioned it in the article--the key
point was the comparison of mobility ratios to value ratios and the Rook
discrepancy.

We need about 10 orders of magitude above excellent for Ralph's work on
the value of Chess pieces--I would nominate it as the greatest
contribution to Chess Variants by a single person.

I am convinced that the capture power and the move power are not equal,
but that the difference will only be discenable when extreme.  

An example--compare the Black Ghost (can move to any empty square, can't
capture) to a piece that cannot move except to capture, but can capture
anywhere on the board (except the King, for playability)--clearly the
Ghost is weaker, though its average mobility is higher.  

I feel that WcR will be perceptibly stronger than WmR but I could be
wrong. I suspect the effect is non-linear with a cutoff point where we
don't need to worry about this factor. I also think that the disrepancy
will be less than the discrepancy between the actual value of the WcR and
the average of the Wazir and Rook values. This discrepancy may be
non-linear as well.

Evolution Chess. Game where pieces add the abilities of pieces they capture. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 14, 2003 11:07 PM UTC:Excellent ★★★★★
A very pretty game, more playable than absorbtion.


It gives me an idea a variant:

When one piece captures another, any DNA the captured piece has that the
capturer does not have is added to the capturerpiece, but any DNA that the
pieces have in common is removed form the capturer:

Rook captures Bishop = Queen
Rook captures Queen = Bishop
Rook captures Amazon = Cardinal
Cardinal captures Queen = Marshall
Knight captures Knight = nothing! (suicide capture)


I wonder how this would play?

Ideal Values and Practical Values (part 3). More on the value of Chess pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 14, 2003 09:11 PM UTC:
Robert

With regard to the multi-move mobiltiy calculation, I think we can ignore
levelling effects at the M2 etc level as well--levelling effect can't be
calculated on a per piece basis at all.  For example, in FIDE Chess, the
levelling effect brings the queen's value down--but add a Queen to
Betza's Tripunch Chess and the levelling effect brings its value up! 

I think the correct way to allow for the levelling effect is to calculate
all piece values ignoring it, then correct each piece value by an equation
which compares the uncorrected value to the per piece average (or perhaps
weighed average) value of the opponent's army.  So the practical value of
a piece depends on what game it is in.

Michael Nelson wrote on Fri, Jul 11, 2003 08:42 PM UTC:
I wonder what thoughts Robert and others have about multi-move mobility and
its influence on value.  For simplicity of figures, let's calculate
empty-board mobility starting on a center square. In one or two moves, a
Rook can reach all 64 squares, while a bishop reach 32. On the other hand,
a Wazir can reach 13 and a Ferz can also reach 13.  Are crowded-board,
averaged over all starting square numbers for two-move mobility of use for
piece values?  Would it be necessary to also calculate three-move, etc
mobility?

Another question from the numbers above--does this indicate that the
Bishop is affected more detrimentally by colorboundness than the Ferz is?

L. The list of official nominations for the variant-by-committee.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Jul 10, 2003 04:29 PM UTC:
The pawn rule voted on is that Eaglets do not promote--so no more than 8 stones can be on the board.

Ideal Values and Practical Values (part 3). More on the value of Chess pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Jul 10, 2003 03:26 PM UTC:
Robert,

I think you are on the right track.  I think the Bishop needs a reduction
due to colorboundness, and 10% would make it equal to the Knight. The
Amazon seems a little high. Perhaps this is because the Amazon's awesome
forking power is a bit harder to use--for example, forking the enemy King
and defended Queen is terrific if you fork with a Knight, but useless if
you fork with an Amazon.

I think that it is neccessary to take the forwardness of mobility and
forking power into account--indisputably, a piece that moves forward as a
Bishop and backwards as a Rook (fBbR) is stronger than the opposite case
(fRbB).

Nevertheless, your numbers aren't bad at all as is.  They seem to have
decent predictive value for 'normal' pieces ( a 'normal' piece moves
the same way as it captures, and its move pattern is unchanged by a
rotation of 90 degrees of any multiple). Various types of divergent pieces
will need corrections--I would assume that a WcR (moves as Wazir, captures
as Rook) is stonger than a WmR (capatures as Wazir, moves as Rook) and
that both are a bit weaker than the average of the Wazir value and the
Rook value.

Michael Nelson wrote on Wed, Jul 9, 2003 09:35 PM UTC:
Maybe this is really 'The Rook problem' 

Consider the following mobitity values and their ratios for the following
atomic movement pieces ard their corresponding riders (Calucated using a
magic number of .7, rounded):

Piece     Simple Piece     Rider       Ratio      Move Length
-----     ------------     -----       -----      -----------
W         3.50             8.10        2.31       1.00
F         3.06             5.93        1.94       1.41
D         3.00             4.89        1.63       2.00
N         5.25             7.96        1.52       2.24
A         2.25             3.07        1.37       2.83
H         2.50             3.20        1.28       3.00
L         4.38             5.43        1.24       3.16
J         3.75             4.45        1.19       3.61
G         1.56             1.74        1.11       4.24


Notice that there is a clear inverse relationship between the geometric
move length and the ratio of the mobility of a rider to the mobility of
its corresponding simple piece, but the relationship is not linear.

Now let's look at the mobility ratios: For the F, the ratio is close to 2
and the Bishop is twice as valuable as the Ferz.  For N, the ratio is
close to 1.5 and the Nightrider is one and a half times as valuable as the
Knight.  The ratios for D and A are about 1 2/3 and 1 1/3 rather than the
1 3/4 and 1 1/4 Ralph suggested, but the discrepency is still within
reasonble bounds. The values for H, L, J and G and completely untested,
but seem reasonable.

So it looks like the ratio of the value of a rider to the value of its
corresponding simple piece is very similar to the ratio of the mobility of
the rider to the mobility of its corrsponding simple piece. Value
ratio=mobiility ratio (between two pieces with the same move type).

But all of this breaks down for the Rook/Wazir: playtesting amply
demonstrates that the value ratio three, but the mobility ratio is only
2.3!  Clearly this suggests that the Rook has an advantage over short
Rooks that the Bishop does not have over short Bishops, that the NN does
not have over the N2, etc.

My guess is that the special advantage is King interdiction--the ability
of a Rook on the seventh rank (for example), to prevent the enemy King
from leaving the eighth rank.  A W6 is almost as good as a Rook, but while
a W3 can perform interdiction, it needs to get closer to the King, while
the R and W6 can stay further away. Can mate is also no doubt a factor.

Consider the mobility ratio of the Rook to the Knight--1.54, a fine
approximation of the value ratio of 1.5 (per Spielman/Betza).  If we make
a reasonably-sized deduction from the Bishop to account for colorboundness
(say 10%), its adjusted mobility is slightly larger than the Knight's and
its value ratios with the Knight and Rook come out right.  But the Rook's
mobitilty must be adjusted downward to account for its poor forwardness
(ruining the numbers) unless the addition for interdiction/can mate is
about equal to this deduction.  Clearly such an adjustment for poor
forwardness must be in order, since by mobility the colorbound Ferz is a
bit weaker than the non-colorbound Wazir, but in practice the opposite is
true.

This suggests that the Wazir loses more value from its poor forwardness
than the Ferz loses from colorboundness, and the Rook would lose more than
the Bishop but for compensating advantages.

Is this a first step toward quantifying adjustment factors so that we can
take crowded board mobility as the basis of value and adjust it to get a
good idea of the value of a new piece?  Any of you mathematicians care to
take up the challenge?

Outback Chess. New pieces on plus-shaped board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 7, 2003 12:27 AM UTC:
Three steps to promote on an empty board is about right for the Platypus--it nearly as hard to promote in this game as a pawn in FIDE Chess (which is five steps on an empty board), and the promotion to Rook by a piece worth considerably more than a Pawn is less significant than promoting a Pawn to Queen. I believe that changing the Platypus' move would detract from the balnce of the game, rather than improve it.

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, Jun 21, 2003 04:11 PM UTC:
I have been experimenting with a Chessgi-type variant of Pocket Mutatution. Add the following simple rule: When a player captures an enemy piece, if the player's pocket is empty, the enemy piece becomes a friendly piece (no mutation) and is put in to the player's pocket; if the player's pocket is not empty, the captured piece is removed from the game. This rule also makes an intriguing variant when added to FIDE Chess.

Chessopoly. Board with a hole in the middle where pawns move clockwise. (12x12, Cells: 128) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, May 31, 2003 03:43 PM UTC:
The author's 'The setup in my diagram is not a mistake' asserts that the
diagram correctly reflects his design--that he really intended the
asymetircal setup, rather than the diagram-maker messing up.

Whether this is a good design decision is an interesting question. I
suspect Ralph had a good reason for his choice and I would be interested
in hearing it.

Hans Bodlaender resigns as editor-in-chief. Missing description[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, May 26, 2003 02:32 PM UTC:
I'm so sorry to see this--but with my own life as busy as it is, I fully understand. Hans, thank you so very much for everything you've done in creating, maintaining, and improving the CV pages during your long tenure. And thank you for leaving the editor-in-chief position is such capable hands.

Ataturk Chess. One of your pieces in addition to your King is royal (your vice-president), and it can be changed. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 11:51 PM UTC:
Consider a rule a that royal leaper may not leap over a square attacked by the opponent. The Knight is deemed to move orthogonally first, then diagonally. So if a Royal Knight is on c3 and d3 is empty and attacked by the enemy or contains a friendly piece that is attacked by the enemy, the Royal Knight may not move to e2 or e4. If d3 contains an enemy piece defended by the enemy, the Royal Knight MAY move to e2 or e4.

84 Spaces Contest. Missing description[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 09:40 PM UTC:
I would like to make clear that my comments about games in the 84 Spaces
Contest are absolutely in no way intended as crticism of the judges.
Having judged Group A with Glenn Overby and Michael Howe, I am well aware
of how difficult the judging task is and how diligently the judges do
their work.  No doubt some will disagree with our decisions as well. Given
the overall high quality of the entries, not all of the worthy games can
make the finals. I am also quite sure that many of the decisions were very
close ones.  

It's been a pleasure to be part of this contest, both as an entrant and a
judge.

Ready Chess. Pieces cannot capture right after capturing, they have to be restored first. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 09:27 PM UTC:
Another idea suggests itself:  make the pieces entirely immobile on the
next move after a capture, but the piecces are self-readying: for
example, White captures a Knight with his Queen on move 28. The Queen 
may not move or capture on move 29, but the Queen may move or capture 
normally on move 30 or later.

If this game were played with thematic Kings, this could allow a King to
administer mate--if Black's King just made a capture, White's King
could move next to it and this is check and mate since Black's King 
can't move and White's king can't be captured (if it could, the 
checking move was illegal). Capturing with a bare King would mean 
stalemate, as would capturing with your only mobile piece, if the 
opponet's move did not release any other or oyur pieces.

Heroes Hexagonal Chess. Hexagonal variant with special Hero piece which enhances other pieces. (Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 08:44 PM UTC:
I have already given this game a well-earned 'Excellent'.  I think Tony
is leading the way to some new, exiting Hex Chess games.  The key is
dropping the attempt to translate square geometry into hex
geometry--Heroes is designed to play well in hex from the beginning.  The
email game I have going with Tony is in the endgame--the game is holding
up very well in terms of play value.  

I believe this game is a serious contender to win the 84 Spaces Contest. 
I would be astonished if it didn't at least finish high in the rankings.

I can't help but wonder if dropping the attempt to translate 2D geometry
into 3D would lead to some fine 3D games.

Orwell Chess. Three player variant themed on George Orwell's 1984. (7x12, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 08:31 PM UTC:Excellent ★★★★★
I am more than a little surprized that this game was not chosen as a finalist in the 84 spaces contest. This is an enjoyable, playable three-handed game and that is a very rare thing. I feel that the innovative shifting alliances rule will revitalize the three-handed genre.

PromoChess. Everything but the king can power up. Mix of Japanese/Western/fairy pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, May 21, 2003 02:45 PM UTC:Excellent ★★★★★
I really like this game. If a King promotion is desired, perhaps a mW2F2cK
allowing more mobitity with the stipulation that the 2-square move
couldn't cross check (like castling).  This would be worth having as the
promoted King could get out of a dangerous position quicker, but most
mating positions would still be the same.

Let's take a look at promotions:

Knight is a two atom piece that promotes to a five atom piece--this is the
strongest promotion and a good thing -- the 9x9 board weakens the Kinght
vs the Bishop and the stronger promotion rebalances the eqaution.

Bishop is a two atom piece that promotes to a four atom piece, as is the
Camel; the Rook is a three atom piece that promotes to a five atom piece. 
These promotions are of appoximately equal value.

The Silver (FfW) is worth maybe 1 1/3 or so atoms and promotes to a three
atom piece, clearly a a bigger gain than Bishop, Rook, or Camel,  but a
lessar gain than Knight.

The Pawn is harder to evaluate -- it can promote in two steps vs five in
FIDE but does not promote to a decisive piece, so FIDE's 2/3 atom is
probably a good guess.  The Gold (WfF) is worth 1 2/3 atoms, so this is
the weakest promotion--but Pawn promotions collectively can add a lot of
power.

Ready Chess. Pieces cannot capture right after capturing, they have to be restored first. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, May 20, 2003 04:10 PM UTC:Excellent ★★★★★
This is worth an excellent because the concept's elegant simplicity is
applicable to virtually any variant (though I wouldn't want to apply it
to a game slower than FIDE Chess--Ready Shogi would be interesting but
would take forever to play).  The ready concept is particlary meritorious
in games that are faster and more tactical than FIDE Chess -- slowing them
down might give them a strategic/tactical balance like FIDE whiler hasving
a very different feel.  Examples: Ready Tripunch Chess, Ready Tutti-Fruiti
Chess, Ready Progressive Chess.

This game also works with thematic Kings, which personally I really prefer
(when playable) from an esthetic standpoint.

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 Fri, May 9, 2003 10:19 PM UTC:
Daniel,

Thank you for finding the bug in the ZRF (it actaully affected the
SuperChancellorRider).  I have subbitted a corrected zrf to the CV pages.

Anti-Relay Chess[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, May 8, 2003 12:36 AM UTC:
Let me try a more thoughough analysis:<p> Kings and Pawns neither gain nor give relay powers and neither lose nor take anti-relay powers. Therefor a 'piece' in the following analyis is an non-King, non-Pawn piece.<p> 1. There is a set of move types defined for the game. Purely for discussion, let's assume that we are dealing with an FIDE-like variant and the move types are Rook, Bishop, and Knight.<p> 2. A piece has <i>intrinsic</i> moves: these are the move types which the piece is allowed to make, ignoring any relay effects. (The Rook's instinsic move is the Rook move; the Queen's intrinsic moves are the Rook and Bishop moves.)<p> 3. A piece has <i>extrinsic</i> moves: these are the move types defined for the game that the piece does not have, ignoring any relay effects. (The Rook's extrinsic moves are the Bishop and Knight moves; the Queen's extrinsic move is the Knight move.)<p> 4. A effect which causes a piece to temporarily gain the ability to make an extrinsic move is a <i>relay</i>. An effect which causes a piece to temporarily lose th ability to make an intrinsic move is an <i>anti-relay</i>.<p> 5. Relay and anti-relay effects are non-transitive: an effect from piece A to piece B does not alter the effect from piece B to piece C.<p> 6. An extrinic move gained by a relay is not removed by a concurrent anti-relay. An instrinsic move removed by an anti-realy is not restored by a concurrent relay.<p> 7. A piece <i>observes</i> another piece if it has an intrinsic move to the other piece's square. Relays, anti-relays, and check are disregarded--only the line of sight matters. (A Rook on c3 sees a Knight on c6 if c4 and c5 are empty, whether or not the Rook could actually make the move.)<p> 8. The piece which gains or loses movement abilities is the target, the piece which causes the gain or loss of movement abitiities is the source.<p> 9. If the observer is the source, this is a <i>direct</i> effect. If the observer is the target, this is an <i>indirect</i> effect.<p> 10. An effect is intrinsic if the movement abitity added to or taken away from the target is an intrinsic move of the source; an efect is extreinsic if the movement abilty added or taken away is extrinsic to the source.<p> 11. An effect is <i>friendly</i> if it only applies to targets belonging to the same army as the source, <i>enemy</i> if it only applies to targets in the other army, and <i>bilateral</i> if it applies to targets of both sides equally.<p> 12. An effect can be fully specified by in order:<br> a. direct or indirect (direct assumed if not stated)<br> b. instinsic or extrinsic (instinsic assumed if not stated)<br> c. friendly, enemy, or bilateral (friendly assumed for relays, enemy assumed for anti-relays)<br> d. relay or anti-relay<p> So for example the game I mentioned earlier is Indirect Extrinsic Anti-Relay Grand Chess. This is a variant of Grand Chess where a piece which sees an enemy piece loses any intinsic movement abilities it has that the enemy piece does not have.<p> I am considering working up a ZRF for Relay/Indirect Extrinsic Anti-relay Tutti-Fruiti chess.

Michael Nelson wrote on Sat, May 3, 2003 04:58 PM UTC:
To extend Tony's analysis somewhat:  Let's limit this dicussion to
non-divergent pieces.  We could, of course define a piece that makes a
non-capturing Knight move, captures as a Bishop, and observes as a Rook,
but relays are compicated enough.

Piece below means non-royal, non-Pawn piece.  

There are four types of interaction:

1. Relay: the unshared move powers are added to the target piece.
2. Anti-relay:  the shared move powers are taken away from the target
piece.
3. Contra-relay: the unshared move powers are taken away from the target
piece.

Relay and Anti-relay can be combined.  Anti-relay and contra-relay
combined make an immobilizer. Relay and contra-relay would cancel out.

The interaction may be:
1. Direct:  the observed piece is the target.
2. Indirect: the observer piece is the target.

Direct is the default.

The interactions may apply to 
1. Enemy:  only enemy pieces affect each other.
2. Friendly: only friendly pieces affect each other.
3. Bilateral: all pieces are affected.

Friendly is the default for relay, and enemy is the default for anti-relay
and contra-relay.

A piece might have both indirect and indirect effects, and mioght have
different effects on friends and enemies.

Effect are not recursive--in bilateral direct relay, for example, if a
Knight relays a Knight move to a Rook the Rook does not relay Knight
powers.

Only powers the piece does not have intrinsically can be added, only
intrinsic powers can be taken away. So in friendly direct relay, enemy
direct anti-relay, if a Queen is observed by both a friendly Bishop and an
enemy Bishop, the enemy Bishop takes away the Queen's Bishop move and the
friendly Bishop cannot add it back.

I have hacked together a ZRF for my first game in this genre. It is Enemy
Indirect Anti-relay Grand Chess.  This is a strange but playable game.  A
piece can only capture another piece if they share a move type by using a
shared move type (Queen can capture a Rook with a Rook move but not a
Bishop move). Attacking a piece with a move you can't use to capture
results in the loss of that move type.  Interesting levelling effect--a
Knight can move into the path of a Queen and the Queen is immobilized.

I am considering adding friendly direct relay to the game.

Michael Nelson wrote on Wed, Apr 30, 2003 10:34 PM UTC:
Tony,

Thank you for your comments--you've given me food for thought.  I was
thinking of using Grand Chess rather than FIDE chess as the basis--the
extra combo pieces will slow things down, but Grand is faster than FIDE. 
I also like the symmetry of move types that results from using all the
combos. But a FIDE based game would certainly be playable.

One variant: friendly pieces add, enemy pieces take away.

Another variant: enemy pieces add, friendly pieces take away. This will be
strange and it will be hard to get an attack going--say you pin an enemy
Knight with your Rook--his Knight is now a temporary Chancellor and will
capture your Rook! Pinning the Knight with your Queen is worse.

Michael Nelson wrote on Wed, Apr 30, 2003 03:46 PM UTC:
A game idea for comment:  

Instead of pieces giving the ability to move, as in Relay Chess, have
pieces take away movement ability.  For this example we will assume a game
with FIDE pieces plus Chancellor(RN) and Cardinal(BN):

Kings and pawns are unaffected, neither losing nor taking away movement
powers.

A piece may not make a Rook move if it is attacked/defended by another
piece using that piece's Rook move.

A piece may not make a Bishop move if it attacked/defended by another
piece using that piece's Bishop move.

A piece may not make a Knight move if it attacked/defended by another
piece using that piece's Knight move.

Attack and defense are calculated non-recursively. Thus if there are Rooks
on b3 and b4, they are immobile--the immobility of R(b4) does not make it
not attack/defend R(b3) and allow R(b3) to move.

Attack and defense are calculated without regard to check. In the example
above, R(b3) still can't move even if R(b4) is pinned.

The obvious variants are applying anti-relay rules only to attack or only
to defense.

Outback Chess. New pieces on plus-shaped board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Apr 18, 2003 05:07 AM UTC:Excellent ★★★★★
I have playtested this game extensively in the course of judging Group A. The rules make it sound like a cute game and it is--but it has surprising depth. I will be giving more detail after the judging is complete, but I really wanted to recommend this fine game.

Kriegspiel - Cincinnati Style. A description of Kriegspiel as played in Cincinnati in the 1970's, with a discussion of why those particular rules were used.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Apr 15, 2003 06:42 PM UTC:
Cincinnati-style Kriegspiel should be playable by different armies--the
rules specify that only pawn/piece is announced for a capture, not which
piece.  The CWDA promotion rule needs to be modified to allow pawn
promotion only to pieces in one's own army--otherwise you would have to
know what army the other player is using to know your promotion choices.
(This weakens the Colorbound Clobberers a bit in the endgame--the CC's
often promote a pawn to the other side's Queen piece.)

Check announcements need consideration--what does the referee say if the
player is checked by a Camel? This is a Knightish type check, but not on
the same squares as would be indicated by 'check by Knight'.  A check
from a Half-Duck three sqaures away may still be 'on the file', but the
player's legal moves are different than if the same check were by a Rook
or Queen (interposing is useless, but retreating on the file may work.)

Perhaps the best check announcement rule for KWDA is simply to announce
'check' with no directional indication.

Civility[Subject Thread] [Add Response]
Michael Nelson wrote on Mon, Apr 14, 2003 04:53 PM UTC:
Nicholas,<p> Once again, you <i>say</i> you are not trying to insult anyone but your actual writings tell a different story:<p> ' . . . Zillions might be good for those people who are to dumb to do any of these, but I can't really see any other reason to resort to it.'<p> Zillions is my primary design tool--therefor you are asserting that I am dumb. You are also making the same assertion about some more gifted game designers than I who make the same choice. Now had you written:<p> 'Zillions is very flawed and those who use it for designing games would get better results if they used math . . .' <p> you would have expressed the same opinion about the software without expressing an opinion about other game designers--and though I would not agree with you, I would not take offense.<p> I would strongly advise you to address your fellow designers in repectful terms--you will get a much better reaction to your ideas.

Outer Space Chess. Space-themed game with hyperspace and regular space boards. (2x(5x8), Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Apr 12, 2003 09:30 PM UTC:
Nicholas,

Could you please express your (often quite accurate) comments in a less
insulting fashion?  If you had actually read my comment instead of just
observing the word 'Zillions' and dismissing my idea (and me) out of
hand, you would have seen that I am equally concerned with playability by
humans.  If Zillions can't be programmed to play something legally (as
opposed to playing it well), generally there are playablity issues for
humans as well.  I can't visualize the Nebula rules on the board as you
have them now--I'm sure I am not unique in this respect.  Even if you
think my observation is entirely erroneous, you could express yourself in
less abrasive, attacking language: why don't you?

Michael Nelson wrote on Sat, Apr 12, 2003 12:27 AM UTC:
With regard to the Nebula movement limitation, I believe it would be better if the enemy Nebula's move were considered without the limitation (as if it were a Rook). This non-recursive rule simplifies the Zillions implementation and human players' thinking. A good example is found in the check rules of <a href=http://www.chessvariants.com/large.dir/british.html>British Chess</a>.

Ataturk Chess. One of your pieces in addition to your King is royal (your vice-president), and it can be changed. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 10, 2003 11:49 PM UTC:Excellent ★★★★★
A really fine game concept. I can't help but wonder how well Attaturk Lag Chess would play.

Pocket Polypiece Chess 43. Game with off-board pocket where all pieces of a type change when one piece of a type is moved normally. (7x6, Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 10, 2003 11:21 PM UTC:
Antoine,

I agree that that such endgames are just fine -- many alternatives are
equally playable but the key thing is choosing which set of playable
alternatives suits your conception of what you want the game to be. I
might have chosen differently, but I believe your are designing an
excellent game.

Michael Nelson wrote on Thu, Apr 10, 2003 08:43 PM UTC:
Antoine,

Your'e welcome.  I find your proposed flipping rule quite interesting,
though the one you had is also playable.

I don't know if the modified cube rule is really needed in the opening
and middlegame. In general, hogging the pocket by putting a piece there
and leaving it for 20 turns is self-defeating, anyway.

But there is one type of endgame I would urge you to consider:

You have King and two Windmills vs. my King, two Bishops, and Knight. At
the moment, your Windmills are not adjacent to anything. If the pocket is
empty and there is no cube rule or you have the cube, you can use the
pocket to move your Windmills.  If there is a cube rule and I have the
cube, your Windmills are immobile if I can keep your King away from them.

If there is no cube rule and it's my move I can immobilize your
Windmills
by putting the Knight in the pocket and leaving it there.

Do you want this type of endgame?


I have a set of rules about the pocket you might want to consider:

1.  If the pocket is empty either player may move a piece into it except
as provided by rule 5.
2. When a piece has been in the pocket for three turns, its owner must
move the piece out of the pocket on the next turn. 
3. If the player is in check when rule 2 applies and he can relieve the
check by moving the piece out of the pocket, he must do so.  
4. If the player is in check when rule 2 applies and he can't relieve
the
check by moving the piece out of the pocket, the player makes any move
that relieves the check and must move the piece out of the pocket on his
next turn.
5. When a player moves a piece out of the pocket, he may not move this or
another piece into the pocket until the pocket has been empty for three
turns or the opponent has moved a piece into and out of the pocket.

Three turns is a guess, you will want to experiment.

Rook Mania. Game where all pieces have different sorts of Rook-like moves. (7x7, Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 10, 2003 08:34 PM UTC:
(I inavertently posted my comment to the wrong thread.)

Contest to design a chess variant on 43 squares. Missing description[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 10, 2003 12:02 AM UTC:Excellent ★★★★★
I am impressed with the overall level of submissions in this contest. Designing a good small variant is <i>much</i> harder than designing a good large variant, and designing a good large variant isn't exactly easy.

Rook Mania. Game where all pieces have different sorts of Rook-like moves. (7x7, Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Apr 9, 2003 11:45 PM UTC:Good ★★★★
I like the overall flavor of this game and am looking forward to your revisions. Personally, I don't care for the Coordinator. Pehaps the last pawn should instead promote to a piece its owner has lost (any time after the capture of the next-to-last pawn, counts as a move)--maybe you could extend this to the last two pawns, at the players option--this strengthens the pawn by making capturing them self-defeating beyond a certain point.

Pocket Polypiece Chess 43. Game with off-board pocket where all pieces of a type change when one piece of a type is moved normally. (7x6, Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Apr 9, 2003 11:22 PM UTC:Good ★★★★
This game deserves an Excellent for the concept, but a small reworking
might be nessessary.

Some limitation on hogging the pocket seems needed--perhaps the cube
variant is some help, but I would suggest that the pocketed piece be
immune from capture for only a limited time (2 or 3 turns perhaps,
playtesting would be required to determine the limit).  After the limit is
up, opponent can move to an occupied pocket and capture. 

I don't think that pawn pocketing variant is a good idea in view of the
pocket hogging issue.   

I would also suggest this variant about flipping.  A piece in the pocket
is affected by flipping, but a move to or from the pocket doesn't cause
filpping.

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 Tue, Apr 1, 2003 08:13 AM UTC:
Actually, .zsg files are plain text and are not covered by licenses, any
more than the data files created by a word processor.  The text is mainly
the move list in full algebraic notation with a small amount of easily
ignored bookeping data.

I would urge anyone who wants to examine these saved games to download the
files even if you don't currently own Zillions--you will be able to read
them.

Chess with Different Armies Zillions Saved Game file. Download this file to see this game played in the Multivariant Play by E-Mail Tournament.[All Comments] [Add Comment or Rating]
📝Michael Nelson wrote on Mon, Mar 31, 2003 04:52 PM UTC:Excellent ★★★★★
Very well done page!

The Rookies will almost always win the endgame between these armies, the
challenge is getting there.  Something as seemingly small as a single
advanced Pawn proved decisive in this game--just like FIDE Chess.  How
different and yet how the same.  There needs to be an evaluation well
above Excellent for CWDA.

84 Spaces Contest. Information/proposal on judgement of the contest.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sun, Mar 16, 2003 04:12 PM UTC:
I have the Excelsior files I need. Thank you to Antoine Fourierre and Dan Troyka for your prompt responses.

Michael Nelson wrote on Sun, Mar 16, 2003 09:47 AM UTC:
Does anyone have image files for the Excelsior ZRF? They are missing from the zip on the Excelsior page. I have ZRF's for evwery other game in Group A and it might put the game at an unfair disadvantage in the judging, since I have used Zillions for playtesting all the other games.

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, Mar 16, 2003 09:41 AM UTC:
I have changed my mind about this.  Overstepping the time limit should lose
no matter what the positon on the board is (excepting the case where the
game has actally ended by checkmate, etc. but the player didn't stop his
clock).

The reasoning is simple--the opponent of the violator observed the time
limit. If he had also violated the limit, he might well have found better
moves.  How much better, who can say?  Certainly it is possible he could
have played enough better to change a loss into a win.

Michael Nelson wrote on Sat, Mar 15, 2003 04:13 PM UTC:
I believe the list of insufficent force draws should be limited to those cases where neither side can win with the game played as a helpmate--no illegal moves, but both sides cooperating to mate one side. This would clearly be a manageably-sized list that wouldn't change after it was drafted--the list in the laws is incomplete but probably not by a lot. <p> The list in law 10.4 should be extended to these positions and law 10.5 should be amended to have a draw when a player exceeds the time limit if the opponents pieces would be on list as drawn vs a bare King. The exact forces the time-limit violator has shouldn't matter--why should a player with King vs King and Knight get a draw while a player with King and Rook vs King and Knight gets a loss? <p> This should still be a mangable level of complexity but would be more equitable.

draw claim[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Mar 12, 2003 05:39 PM UTC:
Unless triple repetition or the fifty-move rule applies, White loses if he
exceeds the time limit in this position, even though for a decent player
this is a winning position.  The only case where exceeding the time limit
is a draw is if the opponent has a bare King--the case when the opponent
couldn't win no matter how badly the other player plays.  In the positon
you gave you should win but could lose if you played very, very badly--so
exceeding the time limit is a loss.

If you are in bad time trouble but haven't yet gone over the limit, it
might be a good idea to offer a draw--the opponent may well accept since
he will lose if you are able to make the winning moves quickly enough. He
might prefer to take the sure half point form a lost postion than gamble
on you going over.

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