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This is a favorite of mine for the rules and board size, more than being another Capablanca. I am making some sets to give away for Christmas. I am including extra pieces to be a variant basic kit. I will post my changes for my "Grand Chess and Beyond" on the respective pages of each game.
I've been dabbling with Grand Chess for a few years, and offer my analysis of the piece values 'the way I see it': P -- 1 N -- 3 B -- 4 -- I add 1 to each vector piece given the longer vectors on 10x10 R -- 6 C -- 8 -- I also add 1 for the combined power effect, like Q = R + B + 1 in classic chess M -- 10 Q -- 11 I've used these values for every game of GC that I've ever played, and they've never failed me yet when calculating exchanges. The method is consistent and logical -- for example, the Marshal is 10 because M = (R + 1) + N + 1. (1 is added to the R for the longer vectors and another 1 is also added for the combined power effect.) T.
Christian Freeling's game is potentially excellent, but I feel it would benefit from two tweaks:
1) The initial array for the white major pieces should be Cardinal-D2, Queen-E2, King-F2, and Marshall-G2. (Of course the black pieces should be rearranged accordingly.) This setup does have the potential disadvantage of having the KBP on both sides initially unguarded, but the capture of either pawn would take several tempi and might lead to some interesting gambit play.
2) The king should be allowed a once-a-game safety leap of three squares either to the right or left. this would be in essence castling without the rook and would be subject to the same rules as castling, i.e. no prior king move and no moving over squares attacked by the enemy.
In any event the foremost requirement of viability for any chess variant is that the winning percentage for white be no higher than that experienced in ordinary chess.
I have played in two Grand Chess competitions and can highly recommend both the game and the organizers at mindsports.net who now have held three cyber world championship events. Grand Chess combines good ideas from both east and west. It is fast paced like classical chess and the long range pieces have considerable striking power. The promotion rules and set up remind one more of Shogi and these same promotion rules tend to reduce the number of draws. If you could reach such an endgame almost all basic pawn up king and pawn vs. king endgames are wins unless the weaker side can capture the pawn and even the notoriously tough Rook and pawn endings should also be easier for the stronger side. Of course saving a bad position is much tougher! Classical chess playing skills also translate well in this variant and a good chess player most likely also will quickly become a good Grand Chess player. The mindsports site provides boards to play the game with on their server and postal chess players tired of computer interference in their games ought to give this variant serious consideration. The only criticism I have of the game is that perhaps a piece arrangement more like Duninho's (spelling?) variation of Capablanca's Chess with the Cardinal on b2, the minor pieces Queen and King moved in towards the center and with the Marshall placed on i2 might be a more efficient piece arrangement. I have also experimented at the Dayton Ohio Chess Club with some friends with adding a king's leap of three squares which seems to work well with this alternate piece arrangement. Maybe an addition that might be considered for the Zillions engine?
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In spite of what I see as the drawbacks of this variant (bishops clearly stronger than knights, marshalls able to be traded quickly if developed symmetrically, complex pawn promotion rules that I don't quite like), the game uses a square (rather than rectangular) board and there are no unprotected pawns in the setup, which are arguably improvements over Capablanca chess (although that game's setup allows for smothered and back rank mates, arguably good features to have). The fact that the rooks protect each other, so that there is no need for castling, is both a plus and a minus in my view (as is the fact the player's armies ranks have many empty squares in the setup - otherwise there could be 30 pieces per side, perhaps, as I tried in my own Sac Chess variant, which is a lot of pieces).
My tentative estimates for the piece values in this variant would be: P=1; N=3; B=3.5; R=5.5; C=7.5; M=9.5; Q=10 and the fighting value of the K=2.5 approximately (though naturally it cannot be traded). Note that I rate a N significantly lower on a 10x10 board than on a 8x8, 9x8 or 10x8 board (where I estimate N roughly=3.5 in all cases) as the many extra excellent central squares available to a N on a 10x10 board are IMHO way more than offset by the rather large size of the board, which makes it harder for a N to cross from one side of the board to the opposite one. Also note that on the four board sizes I've mentioned, I've kept R=5.5 as a constant value, changing the value of a B as I felt appropriate for a particular board size(s), in relation to the value of a R.
Here's an early CV invention of mine, a modified version of Grand Chess, which some may or may not like due to the positioning of the bishops in the setup, alone:
https://www.chessvariants.com/play/chess-1010