[ 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 Xhess. Decimal variant with Nightriders and Cannons. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]Anthony Viens wrote on 2020-03-05 UTCAverage ★★★This looks like a decent 10x10 variant; it has the basic Chess pieces--with more mobile Pawns-- and well-known Knightriders & XiangQi Cannons. The King game-winning 'promotion' rule could liven up the endgames without totally changing the game. However, I am confused as to the logic behind the apparently abitrary initial setup. The Rooks have an open rank (like Grand Chess) which is fine. But the Horsemen (modified Pawns) are more mobile--but start very close to each other. So close, in fact, they can't use their forward most moves initially without being captured. Except the Horsemen on the far ends; they start one rank farther back for no discernable reason. The forward pawn lines leave a bunch of space to the rear; considering the vast area there aren't very many other pieces. Also, the Knights are back a rank from the Horsemen, consequently they cannot move forward as the first move. They are protecting Horsemen, but it seems like there ought to be another way to do this. Xhess is quite playable, but I'm left with the impression the starting setup could use an overhaul.