[ Help | Earliest Comments | Latest Comments ][ List All Subjects of Discussion | Create New Subject of Discussion ][ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]Single Comment Two Large Multi-Move Games. Two large multimove variants with multiplayer potential. (24x12, Cells: 288) [All Comments] [Add Comment or Rating]Larry Smith wrote on 2008-10-24 UTCWell, if a player is unable to perform a move it is stalemate. And if all the Chieftains are captured, the player is unable to perform a move and again stalemate. So, the game is won by stalemate. Which is a fine ending. Trying to work out the dynamics so I might hack out a Zillions implementation of Superchief. Handling the multi-moves will be tricky, especially determining which Chieftain is responsible for which move during the turn. Possibly assigning each Chieftain a seperate name, such as Chieftain A, Chieftain B, etc. Thus the player can select the appropriate one to assign responsibility for the move, particularly when it is possible that two or more could be. But the names will not restrict the order in which these moves might be made.