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Comments by graeme

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Fool's Hexagonal Chess. designed to be a close (the closest?) hexagonal equivalent to orthodox chess. (Cells: 96) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sat, Nov 25, 2006 05:54 PM UTC:
The original scoring was 3 for a match and 1 for within 10% of the target - and yes I had mis-scored the Bishops. I have corrected this and changed the scoring to be 3 for a match, 2 for within 10%, and 1 for within 20%.

💡📝Graeme Neatham wrote on Sat, Dec 16, 2006 12:24 AM UTC:
I think that Rule 50 can be a useful guide in designing any hex based equivalent of a square based game. So, yes, Rule 50 could be applied to 'hexagonal equivalents of other chess-type games'

💡📝Graeme Neatham wrote on Sun, Dec 17, 2006 06:02 PM UTC:

It might be quite interesting to design a hexagonal intersection-based equivalent applying Rule 50 - though I think the hexagons would need to be divided into triangles by joining opposite corners, thus giving 6 directions from each intersection.

I must admit that checkers had not been in my thoughts when considering chess-type games and you may be right about the weird outcome. Again though, I think it would be interesting to attempt the design applying Rule 50.


💡📝Graeme Neatham wrote on Tue, Dec 19, 2006 12:12 AM UTC:
Either you mis-scored McCooey's variant or you intended a scale with bigger brackets ...
Thanks for your interest and for taking the time to examine the figures.
I've rechecked the figures and they look OK - though I might still have missed something.
I think the problem might be in the way I've calculated the 10% and 20% ranges, where the percentage amounts were rounded to the next higher integer and then added/subtracted to/from the match-target. I've extended the table to show the ranges.

Sunflower HexChess. Hexagonal Chess in-the-round. (Cells: 120) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sun, Dec 24, 2006 03:15 AM UTC:
This game looks interesting, and the relative piece values make for several unequal yet fair trades. How did you calculate them?

I usually use 3 different methods of assessing piece values and then take an average. Here though I must admit to merely rounding the values calculated by Zillions of Games.


TriMac HexChess ZIP file. Zillions Rule File and Graphics.[All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Mon, Feb 26, 2007 03:24 AM UTC:

Rules file updated to improve play. Thanks to M. Winther whose method of tweaking the piece values was adapted.

Also a new piece-set has been added using images based on graphics by Fergus Duniho.


💡📝Graeme Neatham wrote on Mon, Feb 26, 2007 06:45 AM UTC:

Mats, thanks for the improvement suggestion - I've added the 'move-priorities' directive, updated the version to 2.1, and revised the zip file. Thanks again
--
Graeme


TriMac 3 Friends. Hexagonal Game of 3 Friends. (Cells: 207) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sat, Mar 3, 2007 12:21 AM UTC:

Thanks for the comments. On reflection I think your interpretation of 'forward' is closer to the spirit of XiangQi than mine. You are also right about the ability of the rook to cross the river.

As with pawn-movment I think I may have over-complicated matters and made 'crossing the river' too restrictive. I'll be making modifications to this variant shortly so as to include both the one-way only meaning of 'forward' and a less restrictive river crossing.

-- Graeme

TriMac HexChess ZIP file. Zillions Rule File and Graphics.[All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sun, Mar 4, 2007 08:23 AM UTC:

Rules file updated to version 3.0.
This now includes the new default Star Palace variant.


Antarctic Chess or Predators and Penguins. Penguins seek safety at the ice-pack's centre. Can the Predators stop them? (Cells: 295) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Wed, Mar 14, 2007 12:34 AM UTC:

Thanks for your comment, David. I had my own younger son partly in mind when designing this game. He graduated last year with a degree in Biological Sciences and has always been crazy about Penguins.

I'd be really interested in seeing your playing board in action.

---
Graeme


Échecs De L'Escalier. A double Capablanca-type variant with slightly enhanced Pawns. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Mon, Mar 26, 2007 04:06 PM UTC:
'What the game's name mean in English anyway? '

The literal translation would be staircase chess, but like the phrase on which it is patterned esprit de l'escalier the literal translation does not convey the full meaning of the phrase.

A more apt translation might be 'Should really have been thought of before Chess'

[Subject Thread] [Add Response]
Graeme Neatham wrote on Wed, Apr 4, 2007 01:54 AM UTC:

I've been following the development of Fortress Chess with great interest and eagerly await it being played. It seems to me that this variant is actually going someway to bridging the divide between Chess and Wargaming.
Wargaming rules usually include elements governing missiles, movement, melee, morale and command. Fortress Chess can at a stretch be said to incorporate 4 of these: command through its hierarchy of leader pieces; movement through its short-, mid-, and long-range pieces which can be seen as cognates for (ancient)wargaming's troop types of infantry/cavalry with light/medium/heavy armour; melee through the usual replacement capture; amd morale by the ladder of promotion with pieces getting stronger as they achieve success in battle.
In fact I think Fortress Chess may well mark the start of a new gaming genre - not merely another Big-board CV, but the first example of 'Warfare-Chess'.
I'm looking forward to future developments


Graeme Neatham wrote on Wed, Apr 4, 2007 03:01 PM UTC:

Hi Joe - Warchess is already taken I think! ;O)
What about Chessgaming?
I am wondering how far Chess can be pushed towards Wargaming without losing the essential Chess features you list. The wargaming areas where Fortress seems a bit light are melee and missiles. I'm currently exploring the possibility in my own designs of replacing the chess 'replacement capture' with a Diplomacy like melee phase where captures result from non-random assessment of a pieces attack/support. Such a system would also enable the introduction of missile pieces that can attack/support from a distance (possibly needing a screen as with the Cannon?).
As for the initial set-up I think mimicking a traditional ancient wargame battle array with a line of skirmishers backed by central infantry and cavalry wings might be worth exploring. And maybe a central fortress?
Another, as yet totally undeveloped idea, is the introduction of 'terrain' via offboard multi-cell static pieces dropped prior to the first proper movement phase.
And I just couldn't resist the invite - even though I'm a pretty poor chess player and an even worse ancient wargamer.


Seirawan ChessA game information page
. invented by GM Yasser Seirawan, a conservative drop chess (zrf available).[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Mon, Apr 16, 2007 05:55 AM UTC:

Scrabblization is surely the fate of any game that is deterministic with the players having complete information - given that it is played and studied long enough and widely enough.

If so, and if it is a problem, the only long-term solutions are to either restrict player information or remove the determinism. But is the game we are left with still chess?


Graeme Neatham wrote on Mon, Apr 16, 2007 04:31 PM UTC:

I agree, at least in part. Removing either or both is probably necessary to prevent Scrabblization, but may not be sufficient.

I would guess, though, that their removal would prove sufficient as I suspect the causes of Scrabble's Scrabblization are not to be found in Chess.


Donkey Chess. Grand Chess with Donkeys instead of Knights. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Sun, May 20, 2007 08:58 AM UTC:
...The donkey *is* actually stronger than a knight, and therefore the name is proper, I think...

Sorry for being slightly off-topic, and I may be missing the point entirely (I often do), but I fail to see why the term donkey would be suitable for a piece stronger than a knight. The term carries overtones of stupidity, and the actual animal is surely weaker than a knight's war-horse?

From an ancient warfare standpoint a better name might be Cataphract; or from a modern military standpoint perhaps Tank?


Graeme Neatham wrote on Sun, May 20, 2007 05:14 PM UTC:

I grant you that the donkey may have certain strengths when compared to a horse: sure-footedness; endurance; intelligence; but not swiftness. However, I find it impossible to imagine a donkey being capable of standing, let alone moving, if asked to carry a fully armoured knight weighing 200 pounds or more.

Even the horse was unequal to the task, leading to the breeding of the great horse or destrier for use by knights in battle or tourney.


Fool's Hexagonal Chess. designed to be a close (the closest?) hexagonal equivalent to orthodox chess. (Cells: 96) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Mon, May 21, 2007 01:31 AM UTC:
Have you applied 'Rule 50' to any of the shogis or western large-board variants yet?

Not yet. I have, however, applied it to XiangQi. See TriMac HexChess

[Subject Thread] [Add Response]
Graeme Neatham wrote on Tue, May 22, 2007 09:14 AM UTC:

Might I suggest the following system for classifying the size of a variant?

Min CellsMax Cells Size CategoryDescription
190tiny
10191very small
20392small
40793standard
801594large
1603195very large
3206396super large
64012797huge
128025598extra huge
256051199super huge
51201023910enormous
102402047911extra enormous
204804095912super enormous

Where the upper limits are based on the simple formula
(10 x 2(size category)) -1


Graeme Neatham wrote on Tue, May 22, 2007 06:08 PM UTC:
This system can only be applied to 2D square games.

You are quite correct, this formula applies only to 2D-square boards. I have tried to generalize it here


I would argue that an 8x8 in 2D is also a small board, ...

A result of this suggested classifcation is an assignment of an objective size-category or size-index number. The descriptions, on the other hand are subjective. Thus an 8x8-2d-squared-cell board is classified as a category-3 sized board - whether you want to describe category-3 boards as small, standard, or maybe even glè mhòr1 is entirely a matter of persional preference.

1. very big


Honeycomb Chess. This variant uses a board of hex-prism cells and two sets of FIDE pieces. (Cells: 120) [All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Sat, May 26, 2007 05:54 AM UTC:

I agree - it certainly looks very interesting. I must admit though that it took me some time to understand the bishop moves. I finally resorted to recasting the board using hexes (see here) before realizing that the bishops were moving through the edges of the prisms.


ExCoCo Chess. EXtends and COmbines the COurier variants. (18x12, Cells: 216) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Mon, Jun 11, 2007 05:11 AM UTC:

'The only thing I don't like about it is the Elephant. It probably would be better to have the Alibaba instead. (So that the Courier can be a combination of the Guard and the Alibaba as well.)'

Absolutely agree with you, the Elephant had been nagging at me as being slightly out of kilter - extending it to an Alibaba seems so obvious. Thanks, as always, for your comments and insight.

And 'no', the rule is that a Pawn's initial move may be 1,2 or 3 steps, thereafter it is restricted to just the 1 step.


[Subject Thread] [Add Response]
Graeme Neatham wrote on Tue, Jun 12, 2007 11:10 PM UTC:

The Camel+Bishop confluence puts me in mind of the Biblical Wise Men, which leads me to suggest Magi as a possible name for this piece.


Graeme Neatham wrote on Wed, Jun 13, 2007 02:15 AM UTC:

'Mage - Since Magi is plural, it doesn't seem quite appropriate. But I like the name Mage quite a bit.'

My mistake - of course the name should be singular - and I also like Mage a fair bit, certinly preferring it to the other possible singular of Magus. The soft 'g' sounds so much better.


Siam Chess Game. How Many "Mets" Will Finish Off The Naked King Of Siam?[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Sat, Jun 16, 2007 02:57 PM UTC:

Please, please, please try to avoid the use of judgemental terms such as better or inferior. Descriptive terms such as sedate or aggressive are objective and helpful, but to equate sedate with worse, or aggressive with better is purely subjective and unhelpful.


Graeme Neatham wrote on Sat, Jun 16, 2007 08:46 PM UTC:

Again let me ask for the avoidance of judgemental terms. I am happy for variant A to be described as 'more drawish' than variant B, but feel that the jump from such a statement to the judgement 'variant A is inferior to variant B' is unsupported. The most that can be said is that 'variant B is to be preferred to variant A if you dislike drawn games'


Graeme Neatham wrote on Sun, Jun 17, 2007 01:33 PM UTC:

My apologies, I should learn not to post during a sleepless night. I reacted (over-reacted?) to your statement 'Should one really waste energy studying an inferior variant?', without paying due attention to the context.


Shafran's Hexagonal Chess. I G Shafran's Game on the Game Courier.[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Wed, Jul 4, 2007 07:55 PM UTC:
The link at the start of the description leads to a page about Crazy 38's

[Subject Thread] [Add Response]
Graeme Neatham wrote on Sat, Jul 28, 2007 08:46 PM UTC:
How do the rest of you regard it?

While finding the calculation of RPVs a fascinating theoretical challenge, from a practical, playing, perspective the RPV or quantative piece value is only part of the story. In play the qualative value of a piece has also to be considered. This being so it might be said that assigning RPVs to accuracies beyond 0.5 is spurious. It is enough to know that a Rook in FIDE chess is worth 'about 5 pawns'.

2007-2008 Chess Variants Design Contest. Chess variant inventors gather round! We're doing it again! Exact nature of contest to be determined with YOUR help!![All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Thu, Aug 2, 2007 08:08 AM UTC:

I'd like to suggest a multiple-board theme, either a set number (2,3,4 etc.) or perhaps just any number more than 1.


Graeme Neatham wrote on Thu, Aug 2, 2007 10:20 AM UTC:

I also opt for a voting method of judging, that way no-one need be excluded from entering. I would suggest each entrant should pick 3 games ordered 1st,2nd,3rd - 1st gets 3 points, 2nd 2, 3rd 1.

Additional theme suggestions:
- incomplete knowledge
- no FIDE pieces (including King)
- winning condition other than mate

I also support Abdul-Rahman Sibahi's suggestion of having a confined King (or other Royal piece)


Graeme Neatham wrote on Thu, Aug 2, 2007 10:51 AM UTC:

Might I alsso suggest a contest with more than one theme? Say have 3 themes e.g. one Piece based (no FIDE pieces say), another special Criteria/Rule based (restricted King, say), and the third Conceptual (sci-fi/fantasy)

Each contestant could then enter any or all themes with the same or different games and have a vote in each theme entered. The theme winners would then be voted on by all contestants other than the theme winners to decide the overall winner.


Graeme Neatham wrote on Thu, Aug 2, 2007 12:48 PM UTC:
... clarify and elaborate, just a little bit, what you have in mind below?

I'll try...
Suppose the contest has three themes - call them t1 t2 and t3. Each contestant may enter a game in each theme. This could be a different game for each theme (contestant designs 3 games) or a single game thst meets the conditions of all 3 themes (contestant designs 1 game that is entered into t1 t2 and t3) - or somewhere in between (designs 2 games, one for entry in t1 and t2, the other for t3). Of course a contestant does not have to enter all 3 themes - they may just design 1 game for entry in a single theme (t2 say).

Within each theme those contestants entered in that theme will vote for a theme winner (see my other comment on a suggested voting system). Of course you may NOT vote for your own design.
The theme winners will then participate in a second vote by all the contestants apart from those winning the theme, to determine an overall contest winner


Graeme Neatham wrote on Fri, Aug 3, 2007 12:00 AM UTC:

3 more suggestions:

  • Simultaneous moves
  • Incorporate non-chess gaming element(s) - e.g. dice, cards, quiz questions, gaming chips
  • Boundless boards e.g. Circular, Toroidal, Spherical


Graeme Neatham wrote on Sun, Aug 26, 2007 08:31 AM UTC:

I take it that, in line with previous n-square design contests, the term square is to be interpreted as meaning cell, and is not meant to exclude, for example, hex, trig or multi-dimension based boards?


Delta88 Chess. Chess on a Trigonal Board. (11x8, Cells: 88) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sun, Aug 26, 2007 07:19 PM UTC:

Joe, the piece values were derived using my PERK method. This is still being developed and I have not checked the calcs thoroughly yet, hence the term guesstimate.

I think the downgrading of the Bishop is due, as you said, to it being colour-bound.

As for the Tower, in comparison with the Queen it suffers on 2 counts:

  • It attacks in only 6 directions (Queen attacks in 12)
  • It moves more 'slowly', taking 15 steps to cross the board (Both Spire and Bishop take only 7 steps)



💡📝Graeme Neatham wrote on Mon, Aug 27, 2007 02:59 AM UTC:
'... should push the 2 piece values closer together here, no?'

Joe, I've had a quick look at my calcs again -

  • Q = 11.508
  • T = 10.297
a diff of only 1.211, obscured by rounding to whole-pawns. I've revised the rounding to half-pawns and updated the figures.

Cheers Graeme


2007-2008 Chess Variants Design Contest. Chess variant inventors gather round! We're doing it again! Exact nature of contest to be determined with YOUR help!![All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Wed, Aug 29, 2007 01:39 AM UTC:

Jeremy, previous contests seem to have had about a 5-month submission period. As this is a 'pre-contest' contest I would suggest a 3-month period - a deadline of 30-November.

This should give sufficient time for the 'contest' contest details to be decided, which could then have a 5-month submission period running from 01-Dec to 30-April


[Subject Thread] [Add Response]
Graeme Neatham wrote on Wed, Aug 29, 2007 10:09 PM UTC:

Jeremy, I've added a section called Child Pages to the side-bar. Hopefully this will help a little with the navigation.


Graeme Neatham wrote on Sat, Sep 1, 2007 12:51 AM UTC:

'...:The most successful chess variants were invented by people who did not care if they would become rich or famous with their variant;...'

Sam, much as I would like this CV-Catch-22 to be true, I'm afraid we have no proof that it is. The fact of our present ignorance is no guide to the motives of the inventors of the past. We cannot even be sure that they were not rich and well-known in their day since wealth and fame are at best fickle and fleeting friends.

Cheeers
Graeme


Graeme Neatham wrote on Mon, Sep 3, 2007 11:56 PM UTC:

Perhaps the best games aren't invented; maybe they just evolve.


Falcon Hexagonal Chess. The Falcon into the Hexagonal world. (Cells: 121) [All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Sun, Sep 9, 2007 03:50 PM UTC:Excellent ★★★★★

Always happy to see a new hex variant. Would it infringe any patents if I produced a zrf for this?

BTW here's a not-quite-so-ugly graphic:


Graeme Neatham wrote on Sun, Sep 9, 2007 09:13 PM UTC:
'I've never understood why they are set up in two 'V's with the points almost touching and the legs extending away from each other.'

I'd always thought the main idea behind the pawn positioning was to have them start the game equi-distant from a promotion hex.


[Subject Thread] [Add Response]
Graeme Neatham wrote on Sun, Sep 23, 2007 03:35 PM UTC:
Well, I've set up an initial structure on the CV-Wiki

Now all we need is some entries. I'm happy looking after the cross-referencing and navigation if people just want to add items/pages; or if anyone prefers they can send the info to me for inclusion in the Wiki.

Cheers
Graeme

Chess for ThreeBROKEN LINK!. Traditional pieces, three players, on a triangular board.[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Sat, Oct 13, 2007 03:12 PM UTC:
...that's a pretty board Graeme put up--the first one in the three triangular board games--it looks like a snowflake....

Hi James, glad you liked the board. Not sure if you had a look at the links under 'child pages', but you might be interested in Features of a trigonal board and Fide pieces for trigonal boards

There's also my trigonal version of FIDE chess Delta88 Chess

Cheers
Graeme

edit: I've used snowflakes before - see Antarctic Chess (for 2 to 7 players)


Step and Circle TrigChess. Trigonal entry for the 45 or 46 cell 2007 design contest. (9x6, Cells: 46) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Thu, Nov 15, 2007 07:17 AM UTC:

Abdul-Rahman, I have uploaded the now 2 empty boards to the graphics directory for this page.
Board1
Board2
The piece icons are also there.

The three Gyro's on a given side cover 35 trigs, the missing 11 trigs are those covered by the opponent's central Gyro.


Penturanga. Chaturanga on a board with 46 pentagonal cells. (8x5, Cells: 46) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Mon, Dec 3, 2007 02:16 AM UTC:

Thank you all for taking the time to examine and comment on Penturanga.

Charles, I'm not sure exactly what you mean by 'despite the presentation', but I admit it to be somewhat sparse. In order to meet the competition deadline I published the basic description without a supporting Notes section. I hope to add this and publish a zrf shortly.
Also , while I agree with you that that the board is topologically equivalent to the hex-board you describe, this does not mean the pentagons are anything else other than pentagons - the number of surrounding cells is irrelevant as can be seen by the usual square board where each cell is surrounded by 8 others. Topological equivalence also does not lead to equivalence in game-mechanics. In short it is my opinion that Penturanga is indeed truly pentagonal.

Gary, the piece graphics were derived from a Chinese set published on this site. Full accreditation will be given in the Notes.


💡📝Graeme Neatham wrote on Mon, Dec 3, 2007 04:52 AM UTC:

'Topological equivalence also does not lead to equivalence in game-mechanics.'

Create a piece whose move is defined as:

a series of steps away from the starting cell exiting each cell via a short side.

Such a piece can be moved on the Penturanga board but not on the topologically equivalent hex-board.

'...the fact remains that Penturanga is just a funny-looking hexagonal chess variant.'

I'm afraid that is not a fact, it is, like mine, just an opinion - so may we just agree to differ?

Cheers
Graeme


💡📝Graeme Neatham wrote on Mon, Dec 3, 2007 05:39 PM UTC:

Your example piece is a red herring.

My example piece may well be called a herring, red or otherwise, but it illustrates that topological equivalence, though necessary, is not sufficient for game equivalence. That having been said, I agree that for the pieces actually used in Penturanga there is game equivalence between the pentagonal and the hexagonal boards.

... but this is a mathematical problem with a definitive answer.

Exactly! A square has 4 sides, a hexagon has 6 sides, a triangle 3 sides, and a pentagon 5 sides. A board with 6-sided cells is termed hexagonal, so surely it is correct to term a board with 5-sided cells pentagonal?

Cheers
Graeme


💡📝Graeme Neatham wrote on Sat, Dec 8, 2007 04:35 PM UTC:
Joe,
just sent you an email.

Cheers
Graeme

Seirawan ChessA game information page
. invented by GM Yasser Seirawan, a conservative drop chess (zrf available).[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Sun, Mar 23, 2008 12:30 AM UTC:BelowAverage ★★

I have never been a fan of the drop, feeling it to be an alien addition to the mechanics of chess. Promotion on the other hand is not, being a well established chess mechanism.

I therefore suggest using promotion as a better means of introducing the RN and BN. Thus, for example the Rook could promote to RN on making a capture, and the Bishop likewise but to BN. The idea could be extended further allowing the Knight to promote to, say, a Nightrider.

Using promotion also goes someway towards relieving the piece-density and power increases associated with dropping; more so if the number of each of the new pieces is restricted to one.


Graeme Neatham wrote on Sun, Mar 23, 2008 04:23 PM UTC:

1. Tell me where you can acquire the pieces to do this? Saying, 'Well we can make our own' isn't something someone you introduce the game to, will actually do

The future of chess, I suspect, is on computers and the internet within the virtual cyber-realms created by software. Any initial lack of physical pieces should not hinder the popularity of a variant.

2. If people thing adding two pieces between queen and rook level is too powerful, how is having a rook fly down to the other side and promote, and the other pieces going to not be overpowered?

Surely a Rook promoted to RN is a less powerful outcome than a Rook and newly dropped RN ?

3. Is the main concern 'congestion'? ...

The main concern is surely playability? Unless a variant plays well it is unlikely to gain a following, however well it is promoted.

I will say the point about gating is that it is a useful way to integrate new pieces into older games. As is promotion.

If you don't happen to like it, or anything drop related, you are forcing chess to follow the same way it has always been, that being fixed positions

I am not forcing chess into anything, merely suggesting a way for using RN and BN within an 8x8 board. Besides, neither 'drop' nor 'promote' will change the fixed nature of the starting position. The only solution to that is to introduce non-determinism.


Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Fri, Apr 4, 2008 11:03 PM UTC:

.. so this would not be conventional gating.

Yes, it would seem to be a combination of (c) and (e)


IAGO Chess System. http://abstractgamers.org/wiki/iago-chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Mon, Apr 7, 2008 08:24 PM UTC:

... what fixed set of rules would be needed to still identify the game as chess, and allow for infinite variations? ...

From the CVwiki we have

The single defining quality of 'Chess' is that
the winning condition is predicated on one (the royal) of two (royal and non-royal) classes of pieces


If this statement is accepted then for a game to be a chess variant it must have these 2 rules: one to define the royal and non-royal classes; and one to define the winning condition in terms of the royal class.


[Subject Thread] [Add Response]
Graeme Neatham wrote on Mon, Apr 7, 2008 11:27 PM UTC:
OK count me in

Graeme Neatham wrote on Tue, Apr 8, 2008 06:04 AM UTC:
I seem to be in both pools?

Graeme Neatham wrote on Wed, Apr 9, 2008 12:11 AM UTC:

Joe, I've hooked it into the Welcome page (page name start).

The quickest way to find the name of a page is to go to that page and then look in you browser's address bar - the text after the final '/' is the page's name.


Graeme Neatham wrote on Wed, Apr 9, 2008 02:52 AM UTC:

My games:

  • TriMac HexChess
  • Modern Courier Chess
  • Save the Standard 13x13


Joe, I've added a comments section to the Named Games page thinking that it could be used for any negotiations, questions etc.


Graeme Neatham wrote on Wed, Apr 9, 2008 03:23 AM UTC:

That's everyone named their initial set of games - the full list is here


Graeme Neatham wrote on Wed, Apr 9, 2008 09:18 AM UTC:

An as yet unpublished preset for TriMac HexChess is available here


Graeme Neatham wrote on Thu, Apr 10, 2008 07:10 AM UTC:

Changed my games

Replacing TriMac HexChess

with

Circular Chess with Crooked Bishops and Queen


[Subject Thread] [Add Response]
Graeme Neatham wrote on Wed, Apr 16, 2008 03:31 AM UTC:

'... I would like to hear someone explain why draw rate of 60% or higher is a good thing ...'

I don't believe anyone has claimed it to be a good thing.

What I do not comprehend is why some think it to be a bad thing.

Between equally proficient opponents I would expect a high percentage of draws.


[Subject Thread] [Add Response]
Graeme Neatham wrote on Mon, Apr 21, 2008 12:05 PM UTC:

Round 1 match chart available here


Graeme Neatham wrote on Thu, Apr 24, 2008 01:44 PM UTC:

Carlos, I can view the games but cannot play them. The userid seems to be grayhawke2 - it should be just grayhawke, without the 2.

Cheers
G.


Graeme Neatham wrote on Thu, Apr 24, 2008 06:59 PM UTC:

Carlos, I don't mind creating a new userid, but am not sure how that helps. Can't the games be reassigned to grayhawke?


King's Guard Chess. Pawns move like kings and only Pawns may capture. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Fri, Jun 13, 2008 04:45 PM UTC:

Thanks to all for their comments.

I have added a paragraph to the end of the rules section in an attempt to answer Doug Chatham's question.

With regard to the 'no pawns' loss condition, I see it as akin to the 'bare king' state which is used as a loss condition in several variants. It seems reasonable to me that a side without attacking potential should be deemed to have lost.


💡📝Graeme Neatham wrote on Sat, Jun 14, 2008 04:20 PM UTC:

Following Michael Nelson's suggestions, I have attempted to further clarify the losing scenarios.

Although I have altered stalemate from a draw to a loss (a personal preference), in line with my second design aim 3-fold repetition remains a draw.


45 or 46 Cell Contest - 2007 Design Contest. Quick contest for 45 or 46 cells. Deadline for Submissions: November 30, 2007.[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Wed, Aug 20, 2008 06:53 AM UTC:

Joe Joyce said
I'd like to thank everybody who participated...

And I would like to thank all the judges for their time and effort with special thanks to Joe for holding things together and guiding the competition to its conclusion.


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Graeme Neatham wrote on Fri, Sep 19, 2008 12:03 AM UTC:

Joe, I think your knight-slider is kin to my Marauder


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Graeme Neatham wrote on Thu, Oct 16, 2008 11:39 PM UTC:

Point-n-Click can be done entirely in PHP - see here


Graeme Neatham wrote on Fri, Oct 17, 2008 12:46 AM UTC:

The code is in a zip file here.

Not sure how clear it is but I'll try to answer any questions you may have. Basically it uses a transparent image that overlays the board as an input type in a form that returns a set of co-ordinates.


Penturanga. Chaturanga on a board with 46 pentagonal cells. (8x5, Cells: 46) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sat, Nov 29, 2008 09:20 PM UTC:

Sam Trenholme wrote:
'Would you be open to me modifying your Zillions' file ...'


Please feel free to modify the file as you wish.

I think Game Courier only supports square or hex boards though it may be possible to upload a custom graphic.


Fairy-Max: an AI for playing user-defined Chess variants. A chess engine configurable for playing a wide variety of chess variants.[All Comments] [Add Comment or Rating]
Graeme Neatham wrote on Thu, Jul 9, 2009 11:29 PM UTC:Excellent ★★★★★

Is Fairy-Max still being developed? I am using it as the engine in my MAGPIES project, and was wondering if the 8-rank restriction was likely to be removed in the near future. If not then no matter, I'll try adapting the code myself.


Graeme Neatham wrote on Fri, Jul 10, 2009 03:12 PM UTC:

Thanks for the info and pointer to MaxQi. I've downloaded the source for MaxQi - if I get anywhere with adapting the code I'll make the source available on my magpies site.


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Graeme Neatham wrote on Fri, Jul 31, 2009 11:31 AM UTC:

Is this what you mean?


Graeme Neatham wrote on Fri, Jul 31, 2009 06:44 PM UTC:

I feel the board may be a tad small, and think increasing it to 6 hex on a side might be better. Also the problems with the rooks could be resolved by moving them to the back rank and turning them into crowned-rooks (dragon kings). To complement these and to complete the second row I've added a couple of crowned-knights (centaurs). Here's my suggestion.


Graeme Neatham wrote on Mon, Aug 3, 2009 08:58 AM UTC:

Thanks for the input Jeremy. I've adopted your berolina pawns and leo - and also have increased the board size further - to produce these 2 related variants, described more fully here.


Tiger Lily Chess. hexagonal chess on a board inspired by a flower. (6x12, Cells: 72) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Sat, Sep 19, 2009 08:44 AM UTC:

'... One question: are the routes a1-d1, b1-e1, and c1-f1 also barred?'

No, they are not barred. I've added an explicit statement to this effect under the description for the Bishop.


Atlantean Coffee House Shatranj. Grand Hexagonal Shatranj - the short-range project goes six-sided. (13x13, Cells: 127) [All Comments] [Add Comment or Rating]
💡📝Graeme Neatham wrote on Wed, Oct 14, 2009 11:31 PM UTC:

I agree the use of the twisted knight for the tusker is not ideal - but they do both begin with t. I'm not sure what to do - there is no other Icon in the set used that is any more appropriate and I do not know how to add a new Icon even if I could design one. I am open to suggestions as how best to proceed


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