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Ecumenical Chess. Set of Variants incorporating Camels and Camel compound pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Sat, Apr 21, 2012 08:35 AM EDT:
Comment added. The commentonitem.php page needed include changed to include_once. That is all.

Anonymous wrote on Thu, Apr 22, 2010 12:44 PM EDT:
What about game on 8x8 board, but with pawns (wich can't make duble step)?

💡📝Charles Gilman wrote on Sun, Sep 13, 2009 03:23 AM EDT:
How would 'Sherazade' be extrapolated? What would Queen+Zemel be? No, I am more than happy with Queen+Camel=Acme, as used in 3 to the 5 from its first posting.

Oh, and note the spelling of my surname!


Claudio Martins Jaguaribe wrote on Thu, Sep 10, 2009 01:22 PM EDT:
Sorry, I meant Ca+Q.

Claudio Martins Jaguaribe wrote on Wed, Sep 9, 2009 11:55 PM EDT:
Dear Mr. Gillman.

A N+Q would be a Sherazade?

After all... Alfil + Dabbabah= Alibaba...

Jeremy Good wrote on Wed, Sep 9, 2009 08:28 PM EDT:
Whoops. Interesting. Sorry I just glossed over that section and didn't notice what you were saying. I like it. Thanks.

💡📝Charles Gilman wrote on Wed, Sep 9, 2009 01:49 PM EDT:
Castling is fully explained. It requires the King and Rook to be onthe same rank at the time, and only to not have moved outside blocks of 2x2 cells. Castling between the King and a Rook starting on the second rank requires that one of the two has moved to the other's rank within the 2x2 block.

Jeremy Good wrote on Wed, Sep 9, 2009 03:54 AM EDT:
What are the rules for castling, if any, in Simple Ecumenical Chess, where the king doesn't start on the same rank as a rook?

H. G. Muller wrote on Tue, Jan 6, 2009 05:31 PM EST:
What is required to succesfully drive a King into the corner is very difficult to answer. For one, as the 12x12 checkmates thread shows, it is dependent on the size of the board. When you solve the end-games by retrograde analysis, there are several possibilities:

Usually you start with very many checkmates, along the edge, none of them enforcible. (Unless you have something like a Queen). Pieces like Bison that cover only 2 orthogonally contiguous squares do not have those, however, and solely rely on a handful of corner checkmates. Usually all longer mates are ancestors of those corner mates.

Sometimes the longer mates die out immediately, like in the case of Gnu. There exist mate-in-1 positions, but no mate-in-2 positions, so afterthat, you are done. This is just an unlucky coincidence of the piece not being able to make the critical step between a position needed to force the bare King to step into a corner, and the square where it needs to be for a corner checkmate.

More often the number of longer mates increases very slowly with their duration, and then hovers for a long time around a very moderate number. These are the positions where the bare King is already trapped on the edge, and has to be driven into the corner with very precise play. On large boards, the number of longer mates even tends to decrease again, because it becomes easier and easier for the bare King to actually flee towards the corner voluntarily, the attacking pieces not being able to all follow it quickly enough to keep it trapped there, so that it can then escape along the other edge. So you have to confine the bare King more precicely as you are further away from the corner, not only cutting off its way back to the middle of the edges, but also preventing it gets too much of a headstart towards the corner. 

This leads to a decrease of the number of positions. On boards that are too big the number of mates actually decreases to zero before you retrogradely reached the middle of the edge, and the game is generally drawn: there is no way to drive the bare King towards the edge without it reaching the edge in the middle between corners, and there is no way to drive it over such a large distance to the corner without it escaping in one direction or the other.

If you survive (in retrograde time) until the middle of the edges, though, the number of longer mates suddenly starts to explode. It is usually very easy to drive a bare King to the edge, if you don't care where it will hit the edge. Unless the board is really big. But on 8x8, if your own King is in the center, the opponend is already driven onto the second rank. So in the early phase, from very unfavorable position, almost any sequence of moves that step your King plust its lieutenant towards the center (using opposition to drive the opponent out of it) is a direct route towards the checkmate, and there are very many possibilities for this. 

On all boards I have tried, (upto 16x16) once you reach the point where the number of longer checkmates starts increasing again, it usually fills up the entire space of positions. Either that, or it slowly peters out before it ever got big.

Joe Joyce wrote on Mon, Jan 5, 2009 03:54 PM EST:
Agree with you, HG, once the king is in the corner. What is required to force the king into the corner? The gnu has 2 contiguous squares attacked, but that is not a piece that can mate, unless the king is already in the corner. What is the minimum requirement in footprint for one piece, X, to force mate in a K+X vs k scenario, when the pieces are scattered but not en prise at start? I think I've got the question down on paper correctly this time; if not, I promise to not say anything more on it until my sinuses stop feeling as if they're filled with cement.

H. G. Muller wrote on Mon, Jan 5, 2009 12:24 PM EST:
It is nonsense to count the square where the piece is standing, as a piece does not defend itself. The fact that a King could defend it is not relevant: to make a checkmate position in the corner the King is already spoken for to cover the squares on the second rank. So the other piece has to attack 2 adjacent first-rank squares. If it cannot do that, there are no checkmate positions.

John Smith wrote on Mon, Jan 5, 2009 10:24 AM EST:
I think you're right about the walling off part. That goes hand in hand with orthogonal contiguity. The Gnu draws, I think, because its power is not concentrated enough (there are holes). K + W v. K is of course a draw! ;)

Joe Joyce wrote on Mon, Jan 5, 2009 08:30 AM EST:
The 'woody rook' has 5 linearly contiguous squares, counting itself when guarded by the king. I was looking at the pattern of the move: not just linear extension in 1 direction, but in 'both' directions, forward and back, or left and right. The king/guard projects a 3 square linear 'wall' around itself, and is thus invulnerable to a king. [The rook, or any rook analogue, interdicts the king over a range greater than the king can move around, but is still vulnerable to diagonal capture, so must be guarded by the king.] The BN and FAN do not have this property, even though either can mate a king in a corner without any other piece. [Possibly a severe head cold is affecting even my typing as well as higher-level functioning, but I was trying to say that my understanding of what has been discussed is that it requires a rooklike 'walling-off' feature of the piece to mate. It may not be sufficient, as a wazir has that feature, but right now, I'd have trouble mating a lone king with a king and queen, so I don't know whether K + W vs K is a win or draw - seems like it might be a draw, but I don't have the energy to find out...]

H. G. Muller wrote on Mon, Jan 5, 2009 05:16 AM EST:
Not really, as the King can already do that. In some endings you achieve the same thing (effectively making a null move) by stepping the King in a symmetric way over the diagonal (e.g. b3-c2) while all other pieces are on the diagonal.

John Smith wrote on Mon, Jan 5, 2009 03:57 AM EST:
Is triangulation a factor?

H. G. Muller wrote on Mon, Jan 5, 2009 03:49 AM EST:
I think you can only know this by dynamically searching for the move sequence. For pieces that cover only 2 orthogonally contiguous squares it is also necessary that the can get in a single move from a square where they cover (say) c1 to one where they cover BOTH a1 and b1, where the King on b3 should not be in the way. A Gnu cannot do this.

John Smith wrote on Mon, Jan 5, 2009 03:37 AM EST:
O, what is the Holie Graille of mating potential? Is it the concentration of moves?

H. G. Muller wrote on Mon, Jan 5, 2009 03:20 AM EST:
Orthogonal contiguity is necessary, but not sufficient: The Gnu (Knight + Camel) has it, but has no mating potential. I am not sure where Joe's conclusion that three orthogonally contiguous squares would be needed came from. Two is sufficient. Even the WD has mating potential on 8x8.

John Smith wrote on Sun, Jan 4, 2009 10:44 PM EST:
Not true. Take the WDD, for example.

Joe Joyce wrote on Sun, Jan 4, 2009 10:12 PM EST:
So this effectively means that a piece must be rooklike for at least 3 contiguous squares to force mate with only itself and the 2 kings on the board, if I understand correctly, ruling out even pieces like the archbishop [BN] and the high priestess, [FAN].

David Paulowich wrote on Sun, Jan 4, 2009 09:04 PM EST:

Yes, orthogonal contiguity of capturing moves is necessary. The Bison (Camel + Zebra) is just strong enough to force the lone King into a corner and checkmate it. See H. G. Muller's [2008-07-15] comment in the 12x12_checkmate thread for details.


John Smith wrote on Sun, Jan 4, 2009 07:23 PM EST:
I stand corrected. I couldn't do it! ;-) So the major factor is orthogonal contiguity of capturing moves. Am I at least right about that?

David Paulowich wrote on Sun, Jan 4, 2009 06:44 PM EST:

The DN piece is sometimes called a Carpenter. The path to checkmating the lone King is complicated and nonintuitive. On this comments page, back on [2005-06-23], I wrote:

'I believe that the Knight-Dabbaba piece is sufficient mating material on the standard 8x8 board. Not sure about 12x12 and larger boards.

Here is a computer-verified endgame position from 1999. White to move and mate in nine. WHITE: King (c6) and Knight-Dabbaba (h8). BLACK: King (c8).'

Later [2008-07-06] H. G. Muller wrote: 'King + Carpenter can almost always perform checkmate on 10x10, but hardly ever on 12x12.'


John Smith wrote on Sun, Jan 4, 2009 05:56 PM EST:
Err... I meant draw. A Donut is a DN. When its moves are orthogonally continued, the moves take longer to reach a side of the board. It's hard to explain but I think you'll eventually understand.

H. G. Muller wrote on Sun, Jan 4, 2009 05:55 PM EST:
I do understand that a Bishop does not win, but that was due to the first condition (orthogonal contiguity of capture moves). What I did not understand was the board-opposition stuff.

And what the heck is a Donut??? 

(And why does it lose rather than draw? I can't say that your last posting clarified matters much...)

John Smith wrote on Sat, Jan 3, 2009 03:14 PM EST:
For example, a Donut loses because it does not have board opposition. A Kangaroo wins, however. A Bishop loses because it does not have board opposition. A Rook wins, however. Understand?

H. G. Muller wrote on Sat, Jan 3, 2009 07:15 AM EST:
The problem is that I don't understand what you mean by 'opposition to the nearest sides of the board of their moves'.

I am not sure about declaring stalemate a loss would have muh impact. It is true that with almost any reasonable piece stalemate positions are possible, but that does not mean that it can be forced. I used to have a version of my tablebas program that would equate stalemate to a loss, (can't find it anymore... :-( ), and from what I remember in most end-games hardly made eny difference. For instance, I don't believe KBK would be generally won under this rule, despite the fact that a Bishop is quite strong for a piece without mating potential.

The Shatranj baring rule has a much bigger impact in this respect.

John Smith wrote on Fri, Jan 2, 2009 07:25 AM EST:
Do you agree with me, Mr. Muller? The Rook is the prime example of a piece having such qualities. Unfortunately, if I an correct, Rookoids are the best at mating, which is boring. Having stalemate as a loss makes things more interesting, because any piece can stalemate with only the help of a King.

H. G. Muller wrote on Fri, Jan 2, 2009 07:05 AM EST:
Indeed, on 8x8, K+Q4 vs K+R is a general draw. K+Q5 vs K+R is a general win.

K+A vs K+R is also a general draw. K+(BNN) vs K+R and K+(BNW) vs K+R are general wins.

H. G. Muller wrote on Thu, Jan 1, 2009 02:30 PM EST:
A fortress draw originally meant a position from which you can prove that the weak side can hold out forever. This in contrast to drawn positions where the weak side draws by gaining a piece. The latter occur a lot in end-games like KFFWK, when the bare King can chase an F or W cut off from their allies into an edge or corner, after which the remaining KFFK or KFWK is a draw.

An example of a fortress in KQKBN is this:

. . . . . K Q .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . n . . . .
. . . . . . . .
. b . . . . . .
k . . . . . . .

All black pieces are defended, and the white King cannot approach the bishop to attack it a second time. This fortress holds out even against an Amazon.

John Smith wrote on Thu, Jan 1, 2009 01:40 AM EST:
There are two factors on whether a piece can mate with only the help of its King. There are orthogonal contiguity and opposition to the nearest sides of the board of their moves.

Joe Joyce wrote on Thu, Jan 1, 2009 01:12 AM EST:
Nice numbers, David. The Unicorn [BNN] alternates between 4 and 12 squares at any given range, equalling the queen's # of squares attacked at every even-numbered distance [2 squares, 4 squares...], and falling 4 squares short for odd-numbered distances. It doesn't interdict, though. As boards get larger, the balance of power shifts more and more to the queen and the unicorn, but on an 8x8, how does the BNW do? [By the way, what the heck is a Fortress Draw?]

Finally, how does the shape [the geometric footprint] of the attacked squares affect the piece value? I'm beginning to doubt that the stronger of 2 pieces is always the one that attacks more close squares. Comparisons like knight vs camel fail, because the camel is colorbound, thus having an additional source of weakness.

David Paulowich wrote on Wed, Dec 31, 2008 08:03 PM EST:

Piece - @1 square - @2 squares - @3 squares - @4 squares 
 U          4          12            4           12
 Q          8           8            8            8
 S          8          12            4            4
 C          4          12            4            4
 A          4          12            4            4

The Unicorn (Bishop + Nightrider) and the Queen are the most powerful pieces at a distance. I rate them equal on a 10x10 board. The Super Archbishop or Super Cardinal ('S' here and 'X' in Joe Joyce's note) has an impressive shortrange punch, but I still rate it halfway between the Queen and the Chancellor on a 10x10 board.

Years ago I considered the simple endgame K and X vs K and R as a guide to piece values. X=Queen is almost always a forced win, given sufficient skill and patience. X=Q4 (moves up to four squares like a Queen) is probably not a forced win, according to a small sample of (FIDE rules) endgames I have examined, where the winning Queen move involves: [1] moving at least 5 squares or [2] giving check from at least 5 squares away or [3] attacking the Rook from at least 5 squares away. [EDIT] Dave McCooey's Endgame statistics with fantasy pieces on the 8x8 board states that K and Q vs K and R has no Fortress Draws, while K and A vs K and R has Fortress Draws around fifty percent of the time. The Archbishop (A) is called a Pegasus (G) by McCooey.


Charles Gilman wrote on Mon, Dec 29, 2008 02:14 AM EST:
I have thought about both Bishop+Knight+Wazir and Rook+Knight+Ferz. Oddly enough the latter would have been a piece in one of my vast collection of rejects for posting as variants.

Joe Joyce wrote on Fri, Dec 26, 2008 09:37 PM EST:
Recently, HG Muller has demonstrated the values of the queen (BR), Chancellor (NR), and Archbishop (BN) are all actually similar, with the BN within about a pawn value of the queen. Adding the wazir moves to the BN should, I think, kick the value of the piece above that of a queen. John Smith has talked about the coverage within 2 squares of this piece. Let's look at the numbers.
Piece - @1 square - @2 squares - totals/24 - @3 or more
 Q          8            8          16/24        8
 C          4           12          16/24        4
 A          4           12          16/24        4
 X          8           12          20/24        4

The queen is the most powerful at a distance.
The queen, within 2 squares, by virtue of attacking more close squares, is more powerful than the chancellor or archbishop.
X is significantly more powerful than the other 3 pieces up close. 

In my opinion [developed in the CVwiki under 'Attack Fraction'], X is the most powerful of the 4 pieces shown. It is only the queen which ever attacks more squares, and that requires the queen be able to move 4 or more squares unobstructed in all 8 of its possible directions. As a minor note, the Q can't jump, X does. 

Consider counterattacks. A can't attack X unsupported, while X can attack A freely from 4 squares. Q and C attack X freely from 4 squares, X attacks both freely from 8. 

Finally, consider interdiction and checkmate power. If I'm doing this right, Q and C can interdict, but not checkmate by themselves. A can checkmate but not interdict by itself. X can do both.

Conclusion, X wins, hands down, in my opinion.

John Smith wrote on Fri, Dec 26, 2008 08:47 PM EST:
I think that piece would be too powerful, because it so excellently controls the surrounding area with a radius of two squares, can mate by itself, and has excellent development.

Dan D wrote on Fri, Dec 26, 2008 07:36 PM EST:
is anybody interested in a piece that is as strong as a Queen but still
different from a Queen?  How about a Royal Cardinal? (combines the powers
of a commoner, bishop and knight).

I suspect that this piece is just as strong as the Queen -- but without
the long range Rook moves .......... comments??

Jeremy Good wrote on Sat, Aug 4, 2007 01:25 PM EDT:
The main sequence here illustrates what's wrong with the initial setup for Pawnless Ecumenical Chess. When I pointed this out to you, you sent me a second proposal for a setup: ' Would a back rank running Rook-Marshal-Gnu-Queen-King-Canvasser-Cardinal-Rook solve it?' At first, I thought this took care of the problem, but it appears to create a new problem instead: Less cut and dry but still a bit alarming (Two threads listed there.)

I very much want Pawnless Ecumenical Chess to work, but I'm not sure there is a setup that does. Maybe this one though, a very slight alteration of the second one, simply transposing cardinal with gnu.


Charles Gilman wrote on Sun, Aug 29, 2004 04:57 AM EDT:
A fair point, in fact it could even prepare to capture the Camel, that is,
1 h2-g5 f8-g6 2 g5xh8 g6xh8. So what about my suggestion for a fix?
	For the record, the array on which this comment was made has 2nd rank
CNBDGBNC. For some reason not of my doing the page seems to have reverted
(at the time of writing) to its original form.

Charles Gilman wrote on Fri, Aug 27, 2004 03:46 AM EDT:
'In Pawnless E.C., what's to prevent White from opening with h2g5,
winning the exchange of the black rook on h8?' To start with, the better
prize of the Marshal on f8! It certainly demonstrates that the Camel has
its strengths on a FIDE board that it lacks on Really Big Boards.
	Would moving the Caliphs forward to the middle of the second rank with
RVDQKMGR on the back rank, fix it? It certainly leaves Black guarding b5
and g5, and as far as I can see the most that White could get through
forced exchange for a Caliph would be the weaker Knight (1 d2-e3 ~ 2 e3xb7
c8xb7). Still, best to check if I've overlooked anything again before
posting as modified.
	A variant combining these pieces with Glenn Overby's is an interesting
idea, although the names Pegasus and Roc suffer from mutiple uses. His
Pegasus is the same as my Gamewarden, as when I submitted FUO I was
planning another use for Pegasus. His Roc I am planning to term a Caribou
as part of a quartet with Kangaroo (from Outback Chess), Carpenter (N+D)
and Casbah (C+D), for extrapolation much like the pieces from this
variant.
	In Dai Shogi, the Ferz+Elephant compound is called a Flying Dragon, so
the name Caliph for Bishop+Camel has the advantage of not being ambiguous.

Ivan A Derzhanski wrote on Thu, Aug 26, 2004 07:49 AM EDT:
There is a BC compound in Mark E Hedden's Ganymede Chess; it is called Flying Dragon there. The RC compound (whose geometry is somewhat strange) seems not to have been used. (I remember experimenting with the idea of having either a RC and a BZ or a BC and a RZ in a game.)

George Duke wrote on Wed, Aug 25, 2004 07:54 PM EDT:Excellent ★★★★★
Overby's Beastmaster Chess has Pegasus(=Zebra+Giraffe(1,4)) and Roc (=Camel+Alfil); probably R-C and B-C are unused before. Notice the groupings in Beastmaster not following Leap Length. Both Gilman's and Overby's approaches could be factored into hundreds of new CVs by different piece mixes and board sizes, as Charles suggests preparing for more drastic leapers, surely using his established nomenclature. I disagree 'The bigger the board, the weaker Ns and Cs'. Not necessarily, relative to other simple (8-sq) leapers; Ns and the lesser Cs may become inherently more defensive.

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