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Comments by MichaelNelson

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Knavish Chess. (Updated!) 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.

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