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Imperial Chess. Large variant with new pieces and victory by capture of royal pieces. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
J Andrew Lipscomb wrote on Tue, Jun 15, 2004 04:44 PM UTC:Good ★★★★
One source of confusion in the terminology. Normally, the term 'royal' in chess variants is used to indicate those pieces that form the victory conditions. Perhaps the non-decisive royals in this game should be demoted to merely noble ranks.

Charle Gilman wrote on Thu, Jun 24, 2004 06:10 AM UTC:Poor ★
Having analysed this offline, I see that what the confusing names mask is a confusing set of pieces. No fewer than five types of piece have a move comprising two FIDE King moves. Allowing all pieces to capture and having a distinct move for the Crossbowman would be a start, and combined with names (let alone images) more suggestive of the moves that might even be a good variant, but it would lose the link to the inspiring theme. Perhaps trying to convey different levels of royalty is to ambitious for a 2d board. Sorry to blow my own trumpet, but a better approach to the theme might be a 3d variant using my 26-direction imperial, 18-direction royal, and 14-direction ducal pieces.

Tony Quintanilla wrote on Thu, Jul 22, 2004 02:47 AM UTC:Excellent ★★★★★
I've just completed a very nice <a href='/play/pbm/play.php?game=Imperial+Chess&log=tony_quintanilla-whittlin-2004-193-062'>game</a> of Imperial Chess with the inventor. Its a very enjoyable game. <p>I think that there are two distinct aspects to this game. If one chooses, one could play the game the traditional way: one piece moves per turn. The normal way is to use the charge. Now James has also added 'rapid development' as well to speed up the moves prior to the charge. Note that once charges start, they can basically keep going until less than 6 pieces are available to attack in the end game. This makes this game basically a multi-move game, with the limitation that *only* one piece per file can be moved. <p>This is a very fast-paced way to play, fun, with a lot of surprizes and turns. Obviously, the strict calculation of moves and possibilities is near impossible. The large board and number of pieces makes the multi-move environment appropriate. <p>The moves of the pieces is very interesting, I find. While superficially they seem redundant, they are not. The key difference is whether orthogonal or diagonal moves are permitted; compare the Crossbowman and the Pikeman, for example. The Bishop and Rook (or Castle) add a Shogi-type feel to the game. The Catapult is an interesting longer distance piece that can come into play in closed positions. The Princess is a *very* interesting piece that does not capture but can promote -- unique, as far as I know. Capturing the entire Imperial family is not an easy task, but the multi-move environment makes this easier. <p>I should add that if you play the game on Game Courier using James' charming drawn figures and his map-type board (modeled after his hand-cast pieces and board) that this only adds to the fun!

George Duke wrote on Tue, Mar 1, 2005 09:28 PM UTC:Good ★★★★
'GHI,LargeCV': Edgar Burroughs' ambiguity was tolerable in 1920's for original creation. Reader should not have to go to Comments or game logs to clarify movements in a version that borrows some rules from Jetan. However, the fairy pieces are interesting in being multi-pathers, and this thread credits effort of artwork or theme. Fifteen piece-types over 144 squares has the 10-percent comprehensibility. Original 'Charge' moves one piece in each of the 12 columns. 'Hitching a Ride' is more clearly explained than Gridlock's 'Mounting'. A third innovation: 'Rapid Deployment'. Still it is vague whether the mixed straight(square) and diagonal moves allow 135-degree changes of direction or doubling back. As another instance, 'move three spaces in circle'? Or, can a charge be mounted with only 11 of 12 columns having pieces? This Chess is not sharply enough defined.

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