Ratings & Comments
How about Syncretic CHess? Another way to think about Feebback Chess is to enfeeble the pieces when they are toward the back of the board (i.e. closer to their first rank). This could be done by laming or spaciousing (whatever, this is a concept, not a finished product). BUT, the pieces would regain their normal powers as they approached the far rank. AND, you could lift an idea from M-Chess, and give them different augmentors depending on what ranks they stand on, perhaps leftward augmentors on righthand columns, etc. THEN, you could make it Archoniclastic, augmenting pieces depending on what color square they stand on. AND THEN, you could apply this to Peter Aronson's Chess with Cyclical Armies! AND AFTER THAT, you could work on the hex version for three players!! ('Basingstoke, John') Ahh, yes. Basingstoke it is. --JCL
Speaking of different topologies, I could swear I once came across a variant where the position of a piece within a square had an effect on its state or capabilities, but I have, perhaps mercifully, forgotten everything about it that might enable me to track it down. --JCL
Daniel, do you realize that the site icon in the upper left-hand corner takes you to the index page? I have visited regularly for years, so I have the 'What's new?' page bookmarked. --JCL
Make your pages have a 'printer option!' That way I could take your data home with me and actually use it!! Also, put a 'home' buttin at the bottom of each page, it would make site navigation easier... Thanks, Daniel
Very nice game. It is highly playable. Very enjoyable. The double teams interact in a cooperative way. The board is interesting to play on, especially with the center squares which change your piece types. Although the game harkens back to Chaturanga, even the 4-player version of Chaturanga, and other 4-player games, there is a lot on ingenuity here. The idea of changing piece type in the center adds some of the ancient flavor too. The double team environment in-itself adds a new element in many ways. The rules are simple to grasp. Traditional chess moves are used, along with the ancient moves in the center. The center, of course, alludes to the traditional struggle in chess to capture the center. The game is very nice. By that I mean that it is graceful and evocative. Nice game. Try it!
The idea is, it's grid chess, but each grid rotates 1/4 turn after each move; and alternate grids rotate backwards -- e.g. a1 goes to a2, and c2 goes to c1.
I wrote the program that displays the board and lets 2 people play, more than once, in different languages. Long lost, of course, even if you could find compilers/interpreters for those languages.
Orbital Rotating Grid Chess is like Pinwheel Chess except that e4,e5,d4,d5 is one cell, (so far just as in Offset Grid Chess, but...) and the other squares in c4-f6 are another cell, and the remaining squares in b2-g7 another, and the remaining squares in a1-h8 (in other words, the 28 edge squares) are another cell. And they rotate in opposite directions. Chaos!
Knight's Tour Rotating Grid Chess, not the right name, but you take a Knight's tour, and each turn the pieces on a1 move to b3 and the pieces on c2 get transferred to a1, and so forth
And finally, Brownian Motion Chess, where the squares are randomly inserted into a linked list, unknown to the players, and each turn everything moves forward on the list one step.
All that was from just one of my densely-typed two page articles in N/A in early 1970s.
I have all the back issues, and some other stuff, packed in a box to send them away, but I never get around to doing it. So nag me.
Critique: Pinwheel could be played postal, which was the only mode back then, but you'd be crazy to try. Both pinwheel and Orbital should be playable (and even fun!) in a noncompetitive online situation.
Knight's Tour is just an over-the-top thingy all us CV designers like to do, and Brownian Motion is over-the-over-the-topmost.
--
gnohmon
I have no idea whether or not it's really playable, but judging purely by the text, the number of ingredients in the recipes, and the quality and amount of spices, I would have to guess that this is a very fine piece of work. Applause.
Peter, I've recently been playing Grand Camelot in another venue. Grand Camelot is a four-player version of Parker Brothers Camelot game. (To the peanut gallery: Yes, I know it's not a chess variant; let me finish.) Grand Camelot has two unusual features for a four-player game: 1 - Partners sit side by side. Translating to this game, Red and Green would be partners against Yellow and Black. 2 - The turn sequence is a 'figure-8'. Translated to Chaturanga 4-84, that would be Red - Yellow - Green - Black (repeat) This small change works surprisingly well, and I've wondered if it would be as successful in a 4-player CV like this. I generally find 4-player abstract strategy board games annoying, but Grand Camelot is lots of fun and very exciting. Also, the comment about the ZRF being double-dummy brought an idea to mind. Has there been a CV (e.g. Bridge Chess or Whist Chess) where the players bid to achieve a certain outcome? The partner of the 'declarer' sits out, and the defenders play without communication. This might be a possible thing to design. One could even play a Feeback version with ones physician, attorney, and accountant.
By the way, if anyone were interested, the link to the World Camelot Federation website, where the rules of Grand Camelot are posted is: http://communities.msn.com/WORLDCAMELOTFEDERATION
That was an excellent chatter response. Responsible usage of the rules tells us that a piece which takes only one step ends its move after that one step and therefore is not eligible to chatter. However, your idea sounds like a lot of fun! One can always arbitrarily restrict Kings and Pawns from participating in the fun; and I think this would be necessary, not only because it appears to be too difficult to chase down a King supported by multiple riders (note that 'a K supported by a Bishop' can only run towards the Bishop), but also because the offensive uses of Chattering Pawns would dominate the game, as they do in N-Relay II. Decimal Chatter Chess, on a 10x10 board, would become quite interesting if you had the Pawns on the third rank, all Riders on the first, and a second rank full of weak steppers -- the usual suspects, W, F, Crab, Barc, A, and D -- because the early play would be dominated by the weak pieces being thrown forwards by the power of the riders. You'd need to arrange your pieces very carefully, making room for the weak pieces to get past the Pawns, setting up intersecting lines for the riders, and putting the weakies where they could join in the fray but not get in the way. All the while trying to maintain a defense against the pesky foe.
People should know that the excellent diagram that makes it so easy to visualize the chatter moves was added by the editor, not the author. The editor gets an 'excellent' rating for this page.
I would like to announce that I am going to be running an Omegachess tournament by email on Richard's Play By Email server at http://www.gamerz.net/pbmserv In order to play in the tournament you must have a PBM userid. Check out http://www.gamerz.net/tutorial.html and http://www.gamerz.net/commands.html if you are new and want to sign up for a free userid and password on the server. You do not have to have ever played Omegachess before on the server to compete in this tournament. If you would like to play in the event please email me your PBM userid to [email protected] I have not yet decided exactly how I am going to structure the Omega tournament. It will probably be a round robin tournament, with between 4 to 8 games in the first round, and a certain number of players advancing to a second and final round. I would also like to announce that I am also going to run a chess tournament on PBM too. This is traditional orthodox chess! This tournament is open to the first 25 players who email me to enter. I will be creating five 5-man sections. Each player will play a total of 4 games, 2 as white and 2 as black, one game against each of the other players in the tournament. The 5 section winners will then advance to a final 5-man section for the championship of the tournament. In the event of a tie for first place in a section the first tiebreaker is head-to-head result. In the event of a draw or a 3-way tie where A beat B, B beat C and C beat A, all tied players advance to the finals and a larger final section will be created. Again, to compete in this tournament you must have a PBM userid. You may enter both tournaments if you like. When emailing me please make sure to specify which tournament you are entering. Thanks again and good luck!!
Just as a note from the author: Ed's variant of doing queen attacks does work well, also. But don't get too trigger-happy- it's good defense. Make sure you don't get blindsided by a bishop in the classic variant! The major downside to the queen shot variant is that then you can't reasonably use a bishop to move in for the kill; you pretty much have to lose two pieces to the shotgun, unless you use knights well... -- Adam Norberg (sgamer [att] swbell [dott] net )
This appears to be an excellent game, with a lot of thought and effort. Is it a chess variant? Not really, even though it uses chess pieces. It's a mathematical (topology) abstract game, and you might find many fans for it in rec.games.abstract -- give it a try! Many abstract mathematical games become popular and widely played, but the market for them is not 'chess variant' people. I haven't tried Chain of Fools, but if it's as good as it looks you'd be doing yourself a big favor by taking the game over to rec.games.abstract, where you can find folks who will really appreciate it.
Author's note: I'd like to see this in Zillions. --Adam Norberg
A Pawn or piece must be attacked in order to be overprotected. I said that, right? 'and dynamic' ... 'where checkmating the opponent could also checkmate you!' means that the enemy K is defended several times (but of course not attacked) so that when you attack the enemy K it becomes overprotected and gives check to your nearby King. I could have made that clearer, right? But you're correct, even the closest reading of this doesn't really say whether it's recursive. Yes, why not recursive, gosh darn it and gosh darn it again? If you could overprotect an unattacked piece, this would 'merely' be a new (and perhaps an excellent) form of Relay Chess. So, should add a line that the powers gained by an overprotected piece can be used to overprotect another piece. Should add a line 'therefore you can destroy your opponent's overprotection by moving your attacker away'. And should add the explanation of how giving check[mate] can check[mate] yourself. Better now?
When Nemoroth finally appears, you will be amazed by the piece called the Wounded Fiend, and the distant resemblance to the Tron Queen. There must be something in the air that makes people come up with similar ideas at nearly the same time.
I've heard vague rumours that this game, or a game very much like it, is still played at Miskatonic University... The excellent rating applies to presentation and originality. I have not playtested this game (yet). Truth be told, I'm not sure I *want* to! :)
Apart from the paradox problem, the need to take into account temporary powers makes assessment of overprotection a bit complicated. I would suggest ignoring temporary powers in assessing overprotection.
I thought this page was good becuase it gave you all the rules. They wer eeasy to understand and showed diagrams for furthur clarification
Wow!! Who said theme doesn't count in abstract games? I want to play this, but I think I'm going to be disapointed when the pieces remain silent. I want to see a ZRF, but not too soon. Whoever does it needs to do a good job on the graphics, not to mention audio, to do the game justice. 'What eldritch noise did I hear?' Perhaps the screech of the El.
You have trapped me and won the game of game-making! You suggested recursive, and I said 'sure, okay', and then you hoisteded me with me own petard by pointing out a most ingenious paradox, more ingenious than Doctors Einstein and Schweitzer. I am bereft, like an apprentice to Pilate. Where can I find an mp3 of busy editorial beavers whistling the 'Happy Editor' song as they undo a previous change?
'Favors Black, you think? Then perhaps you will be willing to offer me substantial odds as we play a game for some enormous stake of money, perhaps a penny on a1 doubled on each successive square?' I had almost put the above statement into the story of getting a regular chessplayer to play Chigorin Chess, somewhere after the part where 'variant rhymes with deviant and that starts with d and rhymes with t and stands for trouble.', and way after the part where the regular chessplayer says with a sneer is that some kind of fairy chess.... (I'm not suggesting that you're the offensive non-PC 'regular chessplayer'; the misinformation about relative values of N and B is part of general unwisdom, that's all.) Read any monograph on the Chigorin Defense. You'll find that many players now believe the N to be superior in the early stages of the game, which agrees with my findings on the theory of chess values so I think it must be right. Given the advantage of the first move to go with the advantage of fast development, the *white* side in Chigorin Chess probably has a large advantage. In order to Castle K-side, Black needs to move two Pawns and two Bishops; and one of those P moves looks suspiciously like a weakening move. White can go 5.O-O at the earliest, but Black can choose to go 3...O-O; think about it! And, of course, this is the whole point of Chigorin Chess! You can get a 'regular chessplayer' to play, because he will want to prove that the Bishops are so much superior...
It recently occurred to me that I might have named the Zombie an Iron Golem so that its dissolution by ichor would be a nethack reference. But perhaps that would have been inappropriate after all. Lovecraft never played a game of Nethack in his life.
Very interesting. 1. At first sight, the board seems unbalanced because a Black R at b6 attacks both b2 and c2, but a WR b3 does not get its power doubled. I would suggest that in the long run this advantage is much greater than W's advantage of first move. 2. The Bf1 can't go to c4, right? Perhaps Bishops should be replaced by something else. (Not zFF, that would increase Black's advantage.) 3. A Knightrider on a6 attacks both f2 and e2, right? And a Rose on h6 attacks both d3 and e3, and therefore... interesting.
gnohmon, you're wrong about a few things. first of all, while black rooks can control double files if they are on the a,b,g, or h files, a white rook on the b-file would control both the a-file and b-file, and likewise a white rook on the g-file controls both the g-file and h-file. Download the ZRF and you'll see. Bishops may seem weak but they may yet have a purpose in the game. It may be true that their ability to penetrate the other side of the board and attack is more difficult, but they'll still be pretty good as stay-at-home defenders. Note however that white bishops at a3 or h3 control very long diagonals (bishop at a3 attacks e8, bishop at h3 attacks d8) and while black may be able to control the outside files with his rooks faster, white should be able to occupy the escalator squares more quickly. In order that white does not get an overwhelming advantage in the game, I gave black the first move. Time will tell if the game is balanced sufficiently or not. Incidentally, if anyone who has ZILLIONS OF GAMES would like to play either SLANTED ESCALATOR CHESS, or SPINAL TAP CHESS http://www.chessvariants.com/large.dir/spinal-tap-chess.html or both, with me by email, drop me a line at [email protected] We can email each other the notation and record and save our games with ZILLIONS. What I really like about SLANTED ESCALATOR CHESS is that not only is there interesting connectivity around the board, but that it's going to be a bit challenging for each side to try to navigate the board to get to the other side and get a good attack going. Should make things very interesting!
Um, okay, but Black has 2 doublings on each flank and W only one; and 1...a7-b6 already exploits a doubling to tie W down a tiny bit. Have you considered slanted escalators on a 9x9 board? On the 8x8 board, it seems to me that the clumsiness of Bishops should be regarded as an opportunity to find some other piece that fits the game better. Perhaps not as strong as a Rhinorider. Pieces have to use their own movement powers, so isn't it more of a staircase than an escalator? And so wouldn't ascending pieces get tired? It's too late at night, I'm getting silly.
The trouble with my Zillions implementation is, a piece that captures a Wall disappears until you make the board redraw itself. When the computer plays against itself, it's not a problem. But when a human captures a Wall, he needs to hit Ctrl-F twice or something. It would be an easy, easy thing for Zillions Development to fix. I guess it's my own fault for trying to make two boards, one on top of the other. I just thought it would be more elegant that way.
Don't use two boards... I suggest you download Rubble Chess (another one of my inventions, Z'd by Peter Aronson) and take it apart to find out how it worked. All you need to do is make variants of it where the <foo> leaves behind Rubble Pieces, for <foo> being any chess piece. (I don't think pawns would work very well, but...) You can also make special starts where the board starts full of walls (rubble chess start), etc... --Adam
Leaving rubble pieces behind as the TronQueen slides is the problematic part, because (and I've run into this problem again and again) there's no (direct) way to generate a move that creates more than one piece. The solution that leaps to mind is to have so-called 'empty' squares be dummy pieces with no images, and turn multiple ones into Walls at the appropriate time (which is also problematic, but doable). That's probably what I'll have to do, but it means reimplementing all the Chess moves so that chess pieces are trading places with dummy pieces instead of moving to empty squares. Capturing means trading places with the captured piece and turning it into a dummy. There are lots of things that could go wrong and strange bugs that would surface. The two-board approach meant that the dummies could cover the underboard while the chess pieces moved about on the overboard. When you play the game, you only see one board. The second board occupies the same pixels. It's just an implementation device.
Question: can a wounded friend move over (but obviously not stop on) a square occupied by a mummy? i am not sure. if anybody wants to try this game with me by email, send to [email protected]
Okay, but I don't believe that the Chancellor is worth less than the Q. The midgame forking power of a piece that moves in 12 directions is quite amazing, the Chancellor has exceptional ability to save an inferior game by giving perpetual check, and finally, the drawn cases of K+Q versus K+P are wins in the endgame K+NR vs K+P. Of course there are positions that favor the Q, but all in all, my experience says they are equal.
A Wounded Fiend (not 'friend' unless you are a truly scary creature) is impeded by mummies, as indeed a Rook would be. Notice also that it cannot retrace its steps because of its own ichor, and therefore, as Azgoroth once said, 'carries within it the seeds of its own destruction'. (The endgame where each side has one Wounded Fiend and nothing else can be quite interesting.) This game is tough to get used to. For a while I thought I had made a major rules error, but in fact when a Leaf Pile engulfs, the mummy does not appear until it moves on, and so the Leaf Pile is vulnerable to being engulfed by an enemy Leaf Pile. If it were not so, the first player would attack with Leaf Pile (engulfing his own Human for greater speed) and win by force.
I am grateful for your effusive comments. There will be more on the subject, as I like the game and have analyzed the Weakest K versus Weakest King endgame -- it was very interesting. But at the moment, I've gotten out a chessboard and some coins (with which to mark mummies and statues) and am studying the play of the Game of Nemoroth.
If we created higher dimensional analogues of the Feeble/Weak/Weakest pieces, would we be able to make a playable higher-dimensional CV with them (perhaps even a Chess For Any Number of Dimensions)?
Oops. It seeme I misremembered what the Spirit told me in my dream, for when I tried to play the game it was too easy to end up in an impasse with no good way to break it; and the reason was clearly that the Go Aways were not performing their intended role. Then I tried a few games in which the Go Away moved by leaping two squares Rookwise or by moving one square diagonally, and things seemed to work much better -- in fact, just about exactly right, in conformance to the original vision of the game. It is funny how the Wounded Fiend seems to be such an unimportant piece, when it was the original inspiration for the game. Under 'Interactions', it should be added that 'Leaping pieces can cross unharmed a square seen by a Basilisk, for their talons never touch the ground and therefore the Basilisk does not see them.' The interactions are so complicated! I need to make a chart to see if I left anything else out.
Under 'compelled Moves', there should be a final notice that 'Sometimes it is possible to make a saving move with some other piece than the compelled one. For example, suppose that your Basilisk has been pushed onto an occupied square, and so is compelled to move off, but has no legal move; if you can engulf your own Basilisk with a leaf pile, you have removed the condition causing the compulsion, and therefore you have saved the game.' And, under 'Interactions', 'If a Go Away which is compelled to flee an enemy Ghast is next to the Ghast, it can scream GO AWAY! instead of moving. It ends its turn one move further away than it started and so it has met the compulsion to flee. A Leaf Pile which is next to a Ghast can engulf the Ghast; as it then no longer needs to flee, its compulsion has been satisfied.'
71 comments displayed
Permalink to the exact comments currently displayed.