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Flipworld. Pieces are on both sides of a disc. (2x(6x7), Cells: 84) [All Comments] [Add Comment or Rating]
Dan Troyka wrote on Tue, Dec 10, 2002 12:56 AM UTC:
I'm working on a zrf for this game and have some questions.  

Are the vectors numbered clockwise from 1 to 6 in both Topside and
Flipside?  If they are on opposite sides of a disc, and if vector 1 in
Topside and vector 1 in Flipside are to be considered two opposite faces
of the same 'pie slice', then the vectors would have to be numbered in
opposite directions (clockwise from 1 to 6 on one side, and
counterclockwise from 1 to 6 on the other).  For purposes of the following
questions I'm assuming that the key diagram in the web page applies to
both Topside and Flipside, so that the vectors are numbered clockwise in
both.  This means that vector 2 in Topside is opposite vector 6 in
Flipside, etc.

If a yellow Pawn is in position T16 (Topside, vector 1, circuit 6), what
space or spaces can it move to?  If it can move to either T17 or F17 (F =
Flipside), must T17 be empty in order for it to move to F17?  What spaces
can it capture on?  If it can capture on F27, must T27 be empty?

If a yellow Pawn is in position T17, what spaces in Flipside can it move
or capture to?  If it can move to F16, must F17 be empty?

If a Knight is on T16, what spaces can it move to in Flipside? Same
question for a Knight on T17.  Same questions for a Tocop in positions T16
and T17.

It appears from the diagram that a Starman in vector 5 of Topside emerges
in vector 2 of Flipside when passing through the Nexus, and cannot move to
F57 even though it can move to T57.  In the other examples showing motion
to or through the Nexus (Knight, Bishop, Tocop), a piece that can move to
one space in the Nexus can always move to the corresponding space in the
Nexus on the other side.  What is the difference between the Starman and
these other pieces? 

If a Rook is on T16, what spaces can it move to in Flipside?  I understand
from the Starman diagram that the Rook can move to space F47 and slide
outward to F41.  Must T17 or T47 be empty in order for the Rook to make it
to Flipside?

Thanks.  This is an intriguing game but it is not easy to infer the
details.