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Archoniclastic Chess. Pieces are augmented on squares of their color. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
PBA wrote on Fri, Mar 29, 2002 08:00 PM UTC:
Oops, only added three squares to the Knight, maybe would a forward cH (capturing (0,3) leap) be too strong? <p>PBA

PBA wrote on Fri, Mar 29, 2002 07:00 PM UTC:
John, I was going to reply to your, er, ah, <i>proposal</i>, but I find I can't think of <strong>anything</strong> appropriate to say . . . <p> <p> There seems to be Ruddigore in the air, since Ralph's submitted but as-yet-unpublished (I'm getting to it!) Chatter Chess also references it, not to mention the Ruthven (Negative Relay Knight) in 'Worse than Useless'. I wonder where I left my soundtrack CD? <p> <p> Balancing a Feebback and a non-Feebback army? One idea is to add all of th missing attacks from the back to the front: <p> <ul> <li> Kings are missing three back attacks, so they can capture (but not move without capturing) straight-forward or diagonally-forward two squares. </li><p><li> Queens are missing three attack lines back, so they can capture (but not move without capturing) in the forward four directions as Rhinos (four instead of three as it is symmetrical and because of duplicated squares). </li><p><li> Rooks only have a single attack line missing, so they get to capture (but not move without capturing) as a Halfling Bishop on the forward diagonals. </li><p><li> Bishops lose two attack lines, so they get to capture (but not move without capturing) narrowly forward as Rhinos. </li><p><li> Knights need four attack squares replaced, and they should be color changing, so they get to capture but not move without capturing as a forward or sideways Wazir. </li></ul> Would that balance it? <p> Another approach, but a very different game use a vertically cyclindrical board of 8x14, a line of Pawns on either side of the pieces, and have both armies consider forward the same direction. <p> PBA

JCL wrote on Fri, Mar 29, 2002 06:00 PM UTC:
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

gnohmon wrote on Fri, Mar 29, 2002 06:00 PM UTC:
<hr>I think your ideas for Feebback Chess are excellent. It is interesting to think how, when playing a non-Feebback army against a Feebback one, one could cause havoc by getting behind and backstabbing. However, for the Feebback army to be competitive, its forward powers would have to be heavily enhanced. <p>-- <br>gnohmon <p><hr>

PBA wrote on Fri, Mar 29, 2002 05:00 PM UTC:
Of the standard CDA Armies, the one that I suspect would gain the most from being augmented is the Colorbound Clobberers, since it has four colorbound pieces per side to benefit from being made colorfree (the opposite of colorbound, of course). <p> Dragging the Feebback thread here so that poor David Short isn't left wondering just what this has to do with Spinal Tap Chess, I can see a number of forms Feebback Chess (but what JCL was talking about is Feeback Chess, another think entirely of course). <p> First, we have the Feebback Chess where pieces move back weakly. One form of it is where pieces can not capture when moving backwards. This is interesting in its effects, since Kings and Queens lose 3/8 of their capturing power, Rooks 1/4, Bishops and Knights 1/2, and Pawns are not effected at all. I suspect that this would make promotions easier, since the back rank would have to be guarded from the back rank. <p> Another form could have backward movements be <i>Lame</i>, so that all backward leaps are lame, and all backward steps and slide are spacious. I don't know if leap riders (Nightriders, Dabbabahriders, etc.) would be both lame and spacious. Both this and the previous variant could probably be applied to Different Armies. <p> Another interpetation of 'Feebback' would be to move the Pawns to the 3rd and 6th ranks (no double-move or <i>en-passant</i>), the pieces to the 2nd and 7th ranks, and to fill the back ranks with Feebs. Feebs only move one square straight forward without capturing, may be captured by either side, may be captured by Pawns moving forward, and promote on the last rank to Knight, Bishop or Rook (or in CDA to the pieces that occupy the equivalent positions). <p> There, I've taken this far too seriously, so I'd better go . . . <p>

gnohmon wrote on Wed, Mar 27, 2002 05:00 PM UTC:
<HR>I had forgotten that the published Augmented Chess speaks only of augmenting the FIDE army.<P> In principle, augmenting equivalent armies should give equivalent augmented armies; I have not looked for specific exceptions.<P> I like the Crybaby, and of course the Crabinal has been kicking around for a while; and either can of course be augmented by Langskip.<P> It may be that in Archoniclastic Chess colorbound pieces are at a disadvantage; but my thought was that by having the augmented version also be colorbound, the disadvantage is removed or at least reduced.<P> Consider the Knight augmented to NW: half the time it is augmented, and half the time it is not. Its average is fifty percent, and the average of the Bishop augmented to BD is also 50% because one of them is never augmented and the other always is. The N/NW has the option of posting itself so that both pieces are augmented, but also has the disadvantage that both could be chased into unaugmented positions. Also, the weaker Bishop, the one that can never be augmented, has the advantage that it controls the squares on which the opponent's augmented pieces can be found -- a new type of levelling effect.<P> Therefore it seemed to me that colorbound pieces in Archoniclastic Chess had a special interest that would make it more fun if they're in the game.<P> -- <BR>gnohmon<P><HR>

PBA wrote on Wed, Mar 27, 2002 04:00 PM UTC:
This article is talking as if Augmented Chess was based on augmenting Different Armies, with its question of how do you augment a <b>BD</b> or a <b>FAD</b>, but the published version of Augmented Chess is based on augmenting the FIDE army. It seems to me that the only colorbound piece that needs to be augmented is the Bishop, which is an interesting issue still. <p> The interesting thing about augmenting the Bishop in this variant is that while you can give a colorbound augmentation to it (producing, say, a <b>BD</b>), that only helps one of them -- the one on the opposite color will never be augmented. This might be OK, as it yields a weak piece, and weak pieces can be useful and interesting, since you can threaten trades (is an Archoniclastic <b>NW/N</b> worth more or less than a Bishop?). Alternatively, as Augmented Chess offers alternate Knights and Queens, alternate Bishops could be offered. <p> What sort of alternate Bishops? You want Bishop replacements that: <p> <ul> <li>Are not colorbound;</li> <p> <li>Are worth almost the same as a Bishop;</li> <p> <li>And <i>feel</i> something like a Bishop to play with.</li> </ul> <p> That's a tall order. I have a couple of unscientific proposals: <blockquote> <h4>The Crybaby (WAA)</h4> Sort of a super-Waffle, the difference between <b>A</b> and <b>AA</b> is probably small enough to account for the difference between a Waffle and a Bishop, and it moves sort of Waffle-like. <h4>The Crabinal (ffNbsNhhB)</h4> It's bishop-like and not colorbound, but it is hard to augment, since of the original augmentors, only the <b>W</b> and the <b>D</b> work with it. </blockquote> <p> An alternative approach would be to render Bishops not-colorbound by using <i>Kristensen</i> Bishops (<b>mfbWB</b>). But this makes Bishops clearly more powerful than Knights, which is very likely undesirable. <p> Well, I've chattered on enough for now . . . <p> PBA

gnohmon wrote on Wed, Mar 27, 2002 03:00 PM UTC:
<HR> On a 10x10 board, the forwardmost (1,3) jump is not so dangerous, as you suggest.<P> The real problem with the 10x10 board is that I do all my analysis and playtesting blindfold, and the chessboard in my head is only 8x8. For this reason, I give only small amounts of attention to other board sizes.<P> If you really want to do some heavy 10x10 work, run the numbers through my methods for estimating the whole-game mobility of Knigh and Rook and Rhino and so forth, then make some different armies!<P> However, I did find one problem with Chess on a Really Big Board -- Pawns are funny. Pawns might be okay on 10x10, but I don't think I really answered the question of what Pawns should be on 16x16. <P> Just a random grist for the mill.....<P>-- <BR>gnohmon<P><HR>

PBA wrote on Tue, Mar 26, 2002 03:00 PM UTC:Excellent ★★★★★
The world obviously needs more Augmented Chess variants! I wonder, though, if moving this to a 10x10 board where Camels/Long Knights (and maybe (3,3) leapers) are not out of place would allow a more natural selection of Augmenters. <p>PBA

Danadazo. Game played on the 47 edges of a grid with rounded corners, borrowing elements from Tafl. (Cells: 47) [All Comments] [Add Comment or Rating]
PBA wrote on Tue, Mar 26, 2002 12:00 AM UTC:Excellent ★★★★★
I do like the idea of playing on edges as opposed to points or cells. It really does give a different topology. <p>PBA

JCL wrote on Wed, Mar 27, 2002 12:00 AM UTC:
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

Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
JCL wrote on Fri, Mar 29, 2002 07:40 PM UTC:
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

Daniel wrote on Fri, Mar 29, 2002 07:30 PM UTC:Good ★★★★
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

Chessgi. Drop the pieces you take from your opponent. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Chad wrote on Tue, Apr 2, 2002 08:33 PM UTC:Excellent ★★★★★
You can play this game at <a href='http://www.goldtoken.com'>GoldToken.com</a>.

Chaturanga 4-84. An Updating of Chaturanga for Four Players with modern pieces and an 84-square board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Wed, Apr 3, 2002 05:09 AM UTC:Excellent ★★★★★
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!

Grid Chess. Always move to a different 2 by 2 square part of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 3, 2002 05:47 AM UTC:
Pinwheel Chess was invented early 1970s by me, in NOST/Algia.

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



Chaturanga 4-84. An Updating of Chaturanga for Four Players with modern pieces and an 84-square board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 3, 2002 05:53 AM UTC:Excellent ★★★★★
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.

Xiangqi: Chinese Chess. Links and rules for Chinese Chess (Xiangqi). (9x10, Cells: 90) (Recognized!)[All Comments] [Add Comment or Rating]
willem wrote on Wed, Apr 3, 2002 07:07 AM UTC:Good ★★★★

Chaturanga 4-84. An Updating of Chaturanga for Four Players with modern pieces and an 84-square board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, Apr 3, 2002 07:26 AM UTC:
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.

gnohmon wrote on Wed, Apr 3, 2002 01:40 PM UTC:
<P>A CV in which the players have goals is my Hi-Lo Chess, in which each player secretly selects one of the goals W, L, D, WL, WD, LD, or WLD.<P>In order to get more variety in the selection, we used to write a pack of paper slips with goals and require the players to shuffle and use the top goal from the pack.<P> There must be a 'mate me' rule and a 'perp me' rule -- if at the end of your move your opponent has a mate in 1 or a perpetual check, you can require that it be played.<P> Scoring: if you have one goal and achieve that goal you get 1 point for the game; if you have 2 goals you get 1/2 point if you succeed. If you have all 3 goals, you get 1/3 point no matter what -- you can gain by preventing your opponent from achieving his goal.<P> Inspiration: High-Low Poker.<P> <HR> Hi-LO Chess is extremely well tested, I have played more than a hundred games face-to-face with a human opponent. Fro the number of games played, you can guess that it's an enjoyable game.<P> It's a game of incomplete information. You try to guess your opponent's goal while concealing your own; and then you can plan and execute a brilliant combination the purpose of which is to checkmate yourself.<P> I don't remember the date of Hi-Lo, but it's probably late 1960s.<P>

💡📝Peter Aronson wrote on Wed, Apr 3, 2002 03:15 PM UTC:
Well, the game has been played a fair number of times against the computer and at least once by e-mail vs a human opponent, and it seemed to play fairly well (of course, there might be something wrong with it, after all I <em>lost</em> :)). <hr> A play order of AABB instead of the more usual ABAB for a four-player partnership game transforms it into a limited double-move variant, rather like one whose name I can't recall, where you get to move a piece on the left side of the board and one on the right side each turn. Limited double-move variants tend to be fun and exciting, so I can see the appeal, and spliting the double-move between partners has some piquant aspects, particularly if communications are restricted and reading minds is not at least one of the partner's strengths. I think I may add an AABB variant as to the Chaturanga 4-84's ZRF (still double-dummy, alas). <p> As for bid multiplayer Chess with a dummy . . . Could be done. Should it? :) <hr> Thanks for the kind words, Tony.

John Lawson wrote on Thu, Apr 4, 2002 01:33 AM UTC:
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

Chatter Chess. Variant based on the idea of line chatter where rider pieces can switch to other friendly pieces' lines of movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Fri, Apr 5, 2002 05:40 PM UTC:Excellent ★★★★★
You know, I can't see any reason (aside from restraint) why stepping pieces couldn't take advantage of chatter even if they can't create it (sort of like a low-power line mixed in with higher-power lines). Then, if a stepper could move to a square containing a rider's line, it could ride away on it! In that case, castling and Pawn-double-step could definitely generate chatter lines (and we'd have to distinguish between capturing and non-capturing chatter lines). Of course, chasing down a King supported by a Bishop could be rather difficult . . . <p> The above would probably result in a fairly crazy game, but it would also come closer to working with different armies. <p> And for the list of possibly unplayable games, I'd like to add <u><a href='../d.betza/chessvar/confu01.html'>Confusion 1b</a> Chatter Chess</u>.

gnohmon wrote on Sat, Apr 6, 2002 02:21 AM UTC:
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.

gnohmon wrote on Sat, Apr 6, 2002 02:24 AM UTC:Excellent ★★★★★
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.

Omega Chess. Rules for commercial chess variant on board with 104 squares. (12x12, Cells: 104) (Recognized!)[All Comments] [Add Comment or Rating]
David Short wrote on Sat, Apr 6, 2002 03:34 AM UTC:Excellent ★★★★★
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!!

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Jere wrote on Sat, Apr 6, 2002 12:13 PM UTC:Excellent ★★★★★
I had not played chess in 40 years. It was a great refresher; covered all the rules in a straight-forward manner. Nice job.

King with a Shotgun. Twice each game, the King can make a non-moving Rook capture. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Adam Norberg wrote on Sat, Apr 6, 2002 08:21 PM UTC:
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 )

Space Chess. Three dimensional commercial chess variant. (3x(8x8), Cells: 192) [All Comments] [Add Comment or Rating]
Isaac wrote on Sun, Apr 7, 2002 02:32 AM UTC:Excellent ★★★★★
thank you for the rules for space chess. I too lost the directions to my set years ago. My set was purchased at a game store in 1994as well, looks extactly like the one you have placed on the web, but the box it came in says 1981 Pacific Game Company,INC. no. 1420

Chatter Chess. Variant based on the idea of line chatter where rider pieces can switch to other friendly pieces' lines of movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Sun, Apr 7, 2002 11:18 PM UTC:
I think I was a little unclear about my idea. A stepping piece would move on a chatter line if one of the squares that it could move to was on that chatter line. Thus, a player with a King on <b>a3</b>, and a Bishop on <b>a1</b>, with the Bishop having a clear move to <b>h8</b> could move the King all the way to <b>h8</b>. Which is why it could be hard to run down the King without disposing of the Bishop first. <p> But in any case, your suggestion to exclude the King and Pawns from this behavior is probably wise, leaving it for various Faerie and CDA pieces in their stepping moves.

Chain of Fools. Game with a Chess set where the goal is form chains of defended pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Mon, Apr 8, 2002 01:55 AM UTC:Excellent ★★★★★
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.

Wildebeest Chess. Variant on an 10 by 11 board with extra jumping pieces. (11x10, Cells: 110) (Recognized!)[All Comments] [Add Comment or Rating]
Glenn Overby II wrote on Mon, Apr 8, 2002 02:54 AM UTC:Excellent ★★★★★
I recently sent in a nomination to make this game--a well-established, widely-disseminated, thoroughly-played design--a 'recognized' variant. If you agree, send the editors an email. :)

Tron Chess. Every square passed by the queen creates a wall that hinders movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Adam Norberg wrote on Mon, Apr 8, 2002 03:38 PM UTC:
Author's note: I'd like to see this in Zillions.
--Adam Norberg

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Mon, Apr 8, 2002 07:37 PM UTC:Excellent ★★★★★
This looks like fun! I particularly like that once you overprotect a Pawn by two (easy enough -- just take an unattacked Pawn and give it two supporters), suddenly it captures forward and to the side. <p> I find myself wondering if overprotection is calculated recursively. That is, when determining overprotection, is overprotection taken into account? <p> Consider the following: <blockquote> White Pawns at <b>a3</b>, <b>b4</b> and <b>c3</b>; <p> Black Pawns at <b>a6</b>, <b>b5</b> and <b>c6</b>. </blockquote> Assume white's move. Can the white Pawn on <b>b4</b> capture the black Pawn on <b>b5</b>? If you apply white's Wazir capture first, then it can (since it is overprotected by two, black not having a Wazir capture as it is only overprotected by one), if you apply black's Wazir capture first, it can not (since then the white Pawn will only be overprotected by one). Curious, no?

gnohmon wrote on Tue, Apr 9, 2002 01:55 AM UTC:Excellent ★★★★★
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?

Tron Chess. Every square passed by the queen creates a wall that hinders movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Tue, Apr 9, 2002 02:00 AM UTC:Excellent ★★★★★
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.

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 9, 2002 03:41 PM UTC:
Busy editorial beavers have made the requested edits to this page, all the while whistling the 'Happy Editor' song. <p> Ok, I read the part about having to be attacked to be overprotected, but somehow it didn't sink in. But there's still a lovely paradox here. <p> Consider: <blockquote> White has Pawns on <b>a3</b>, <b>b4</b> and <b>c3</b>, and a Rook on <b>b1</b>. <p> Black has Pawns on <b>a6</b>, <b>b5</b> and <b>c6</b>, a Rook on <b>b8</b>, and a Bishop on <b>d6</b>. </blockquote> The white Pawn on <b>b4</b> is attacked by one piece, and defended by three, so it can move and capture as a Wazir. Which means it attacks the black Pawn on <b>b5</b>. The black Pawn is then attacked by one, and defended by three, so <em>it</em> can now move and capture like a Wazir. But this reduces the white Pawn on <b>b4</b> from being overprotected by two to being overprotected by one, which means it can no longer capture the black Pawn at <b>b5</b>. But if it can not capture the black Pawn at <b>b5</b>, the black Pawn isn't attacked, and so can't capture the white Pawn which suddenly overprotected by two, which means it <em>can</em> capture the black Pawn. But it can't . . .

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
David Howe wrote on Tue, Apr 9, 2002 03:45 PM UTC:Excellent ★★★★★
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! :)

Slanted Escalator Chess. Chess on an asymmetric board with interesting connectivity. (8x8, Cells: 60) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Tue, Apr 9, 2002 04:05 PM UTC:Excellent ★★★★★
This is something new in a way, or at least something not often done. It is a game where the two sides, while having the same movement, have different board topologies to deal with in the opening and midgame, and I think it an interesting idea. Now, if there was just some way to determine if it was balanced . . .

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Tue, Apr 9, 2002 05:41 PM UTC:Excellent ★★★★★
Absolutely great, in coherence of theme and originality!

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Tony Paletta wrote on Tue, Apr 9, 2002 06:24 PM UTC:
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.

Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Tony Paletta wrote on Tue, Apr 9, 2002 06:48 PM UTC:
This variant seems to favor Black materially by at least a pawn.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
meee wrote on Tue, Apr 9, 2002 11:14 PM UTC:Excellent ★★★★★
I thought this page was good becuase it gave you all the rules.  They wer
eeasy to understand and showed diagrams for furthur clarification

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, Apr 10, 2002 12:08 AM UTC:Excellent ★★★★★
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.

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 10, 2002 04:01 AM UTC:Excellent ★★★★★
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?

Peter Aronson wrote on Wed, Apr 10, 2002 04:08 AM UTC:
Shall we go with Tony Paletta's suggestion, and avoid all temporary powers when calculating overprotection? It does make it simpler, and importantly improves clarity.

Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 10, 2002 04:18 AM UTC:
'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...

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 10, 2002 04:23 AM UTC:
Yes, I'm afraid that recursion (drat and drat again) must be explicitly forbidden, which is too bad because it sounded like fun.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 10, 2002 04:30 AM UTC:
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.

Slanted Escalator Chess. Chess on an asymmetric board with interesting connectivity. (8x8, Cells: 60) [All Comments] [Add Comment or Rating]
gnohmon wrote on Wed, Apr 10, 2002 04:55 AM UTC:Excellent ★★★★★
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.

Overprotection Chess. If an attacked piece is more often defended than it is attacked, it gains extra powers. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Apr 10, 2002 05:01 AM UTC:
Changes made as best I understood. <p> Alas, the Happy Editor song can never be written down or recorded, lest the secret society of web editors silence y

Slanted Escalator Chess. Chess on an asymmetric board with interesting connectivity. (8x8, Cells: 60) [All Comments] [Add Comment or Rating]
💡📝David Short wrote on Wed, Apr 10, 2002 05:22 AM UTC:Excellent ★★★★★
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!

gnohmon wrote on Wed, Apr 10, 2002 05:40 AM UTC:
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.

Tron Chess. Every square passed by the queen creates a wall that hinders movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Robert Price wrote on Wed, Apr 10, 2002 11:57 AM UTC:
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.

💡📝Adam Norberg wrote on Wed, Apr 10, 2002 12:08 PM UTC:
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

Anonymous wrote on Wed, Apr 10, 2002 01:10 PM UTC:
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.

Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Tony Paletta wrote on Wed, Apr 10, 2002 02:21 PM UTC:
My comment that Black was ahead was based on R+B vs R+N multiplied by pawn promotion. The B vs N is probably just a wash -- maybe giving White some early play but moving towards Black in mid-end play.

Slanted Escalator Chess. Chess on an asymmetric board with interesting connectivity. (8x8, Cells: 60) [All Comments] [Add Comment or Rating]
Tony Paletta wrote on Wed, Apr 10, 2002 02:40 PM UTC:
Agree with gnohmon that there is an imbalance. Suggest reversing e-side escalator and transposing one side's royals (e.g., Kd1 and Qe1).

Monochromatic Chess. Pieces remain on squares of the same color. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on Wed, Apr 10, 2002 08:10 PM UTC:Excellent ★★★★★
Here's an amusing possible solution to the problems with this variant: combine it with <a href='../other.dir/alice.html'>Alice Chess</a>. <p> Here's how it might go. You add a second board, like in Alice Chess, except the 2nd board has reversed checkering: a1 is white, not black. When a piece's move would otherwise cause it to move to a square of a different color, it instead lands on the equivalent square of the other board. Thus Knights always switch boards when they move, and Bishops never switch boards. <p> There are a number of ways to handle switching boards: <p> <ul> <li>Alice Chess-style. The move on the board on which the piece starts must be legal as in orthochess, and the square on the other board must be empty.</li> <p> <li>The Plunge. A piece moving to another color may only to move to a square that is empty on their current board, then they plunge through the board to the equivalent square on the other board, capturing any opposing pieces they land on, except for Pawns who may not plunge to occupied squares.</li> <p> <li>The Switch-a-roo. A piece makes a normal orthochess move on the board on which it starts, and then, if the destination square is of a different color than the piece's starting square, it moves to an equivalent position on the other board. If the space on the other board is occupied, then the piece occupying that space is moved to the space just landed on on the board that the moving piece started on. This version actually allows Bishops on the 2nd board.</li> <p> <li>The Last Square. The piece's move is as normal, except that if the piece would land on a color of square different from which it started, the last square of its move is the equivalent space on the other board, and the move does not pass through what would be the final square of its move in orthochess. The last square on the board on which the board-changing piece moved from may be occupied by a friendly or opposing piece -- it doesn't matter as the moving piece does not pass through it. </ul> <p> I don't know which would be best.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
ben wrote on Thu, Apr 11, 2002 07:15 AM UTC:Excellent ★★★★★
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]

Feeble Chess to Weakest Chess. Some Chess variants with weaker pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
David Howe wrote on Thu, Apr 11, 2002 01:02 PM UTC:Excellent ★★★★★
I wish I had thought of this! The idea of finding the weakest possible pieces that still provide a chess-like game is inspired. For some reason, it reminded me of my attempt to create a <a href='../newideas.dir/construction.html'>chess variant construction set</a>. The concept of a flipping move to switch between capture-only and move-only is something I never thought of. On the whole, a well-thought-out, and aesthetically pleasing game. I must try it out sometime!

Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 03:33 PM UTC:
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.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 04:08 PM UTC:
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.

Feeble Chess to Weakest Chess. Some Chess variants with weaker pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 04:15 PM UTC:
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.

Doug Chatham wrote on Thu, Apr 11, 2002 04:56 PM UTC:Excellent ★★★★★
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)?

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 08:51 PM UTC:
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.

Feeble Chess to Weakest Chess. Some Chess variants with weaker pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 08:53 PM UTC:
Because they are so weak, the Feeble/Weakest pieces would do well on a 3x3x8 board, I think.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
The Editor in Yellow wrote on Thu, Apr 11, 2002 09:05 PM UTC:Excellent ★★★★★
Addition to Interactions made as requested. Did you also mean to add a diagonal step move to the Go Away? <p> <br> <i>(Fnord)</i>

gnohmon wrote on Thu, Apr 11, 2002 09:11 PM UTC:
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.'

The Editor in Yellow wrote on Thu, Apr 11, 2002 09:21 PM UTC:
Thy bidding done once more, Oh Gnohmon.

Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Hatch wrote on Fri, Apr 12, 2002 05:59 AM UTC:Excellent ★★★★★
For what it's worth, on Christian Freeling's Grand Chess site, under About Grand Chess, it says: <blockquote>Finally, although the Queen may have the edge in the endgame, the Marshall is arguably the strongest piece, so it flanks the King in the center as does the Queen in Chess.</blockquote> I'd think being on a 10x10 board would benefit the Queen more than the Chancellor/Marshall.

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