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Storm the Ivory Tower. A Smess adaptation of Chinese Chess. (9x10, Cells: 90) [All Comments] [Add Comment or Rating]
🕸💡📝Fergus Duniho wrote on Tue, Sep 9, 2003 02:07 AM UTC:
In all fairness, you do mention the two things I am dissatisfied with about
my game. At one time, I did change the colors of the Blue pieces to a
lighter shade, but when I was putting things together yesterday, I was
dissatisfied with that color. So I changed it back. The colors of the
board have been based on the colors of the Smess board. But I'll look
into what might be done.

The exit-moves of the Ninny and Yahoo are somewhat kludgy, but so is en
passant. I could have barred them from entering their own Ivory Tower, but
I don't want to violate the spirit of Smess by making some pieces ignore
certain arrows. I tried demoting them to a piece called a Sycophant, but
that didn't work well. I considered placing the arrows so that they
can't enter the Ivory Tower, but this would also prevent them from
entering the opponent's Ivory Tower. So far, exit-moves has been the best
solution I have to keeping the game from becoming too drawish.

Here's an idea I might try. Within their own Ivory Tower, Ninnies and
Yahoos cannot move at all, but they can be pushed by other pieces
belonging to the same side. While this might make for an interesting
variant, it veers away from both Smess and Chinese Chess. It would also
add to the complexity of the ZRF.

Anyway, something had to be done. Ninnies and Yahoos are normally trapped
when inside an Ivory Tower, and letting them inside your tower normally
weakens your attack and increases your defenses so much that the game
becomes very drawish.

Peter Aronson wrote on Tue, Sep 9, 2003 03:19 PM UTC:Excellent ★★★★★
This looks really good, Fergus. You've blended these two games such that they look as if they were meant to be blended!

One question: is a Yahoo allowed to move back to its starting square when the arrows allow for it, making a null move?

A comment about the 'Korean' Clodhopper -- following the analogy with the Korean Cannon, they should not be allowed to capture other Clodhoppers.

About the exit moves. I can see very easily how you ended up with them, and I for one like the forced exit rule, since it should make the game more decisive. An alternate approach if you did want to forbid them the tower in the first place would be to shade the arrows pointing into the tower, and add a rule that Ninnys and Yahoos may not follow a shaded arrow on their side of the board.


🕸💡📝Fergus Duniho wrote on Tue, Sep 9, 2003 11:34 PM UTC:
Here's what I'm thinking of doing now. When beginning a move within their own Ivory Tower, Yahoos and Ninnies must move against the arrows instead of with them. This would replace the exit-move. Any Yahoo move would automatically take it out, and any Ninny would be out in no more than two moves. This doesn't violate the spirit of Smess as much as arbitrary borders do, because I can envision a whole class of contrarian Smess pieces, which move against arrows rather than with them. I may make future Smess variants that include such pieces.

🕸💡📝Fergus Duniho wrote on Wed, Sep 10, 2003 03:41 PM UTC:
Peter, No a Yahoo may not double-back to its own space. When it moves, it moves to another space.

🕸💡📝Fergus Duniho wrote on Fri, Sep 12, 2003 02:48 AM UTC:
I have updated and clarified the rules concerning how Ninnies and Yahoos move. I have changed the blue color of the blue pieces to royalblue. This helps makes the features of these pieces easier to make out. I think the real problem with the blue pieces was that the blue was too dark to contrast well with the the black drawing.

Anonymous wrote on Mon, Aug 16, 2004 05:22 PM UTC:
Under the description of the Brain, it says:<br> 'Since Brains are never captured, this works much like the rule against opposing Kings in Chinese and Korean Chess.'<p> However, in the description of Korean Chess, under the rule against opposing Kings, it says:<br> 'If you cause this to happen in Korean Chess, you are placing the other General in check in a desperate last-chance move on your part for you irreversably foresake the right to checkmate the other side--you are hoping for a stalemate, which would be the case if the other side can not get out of that desperate check.'<br> As such, this <b>is</b> allowed in Korean Chess.

Charles Gilman wrote on Sun, Dec 11, 2005 10:10 AM UTC:Excellent ★★★★★
The change to the squares to keep Ninnies out of the Ivory Tower is a great improvement on previous arrangements, particularly as it echoes a practical consequence of Xiang Qi rules. Seeing this updated soon after A. Black posted his Color Square Shogi makes an interesting contrast in ways to generalize directions.

Gary Gifford wrote on Mon, Dec 12, 2005 12:01 AM UTC:
I would like to see an additional board and piece set option for for this game. One that had a much less colorful board and used subtle direction indicators instead of bold colorful arrow displays. Otherwise, though it is a logical and challenging game, it looks too much as though it is for children. And pieces: I would have trouble getting into the comic, big-eyed pieces, whereas Chinese or Alfaerie-Stanton Style pieces would seem more fitting to an engineer, scientist, lawyer, etc. A similiar situation exists with the related game 'All the Kings Men.' I own a board and set (plastic pieces), which is the 'adult' or 'grown-up' version. But I saw photos of a children's version. For me, personally, I like the adult set, but would not want to play on the child's set. Of course, this is all visual perception, and visual preference. But picture Kasparov and Topalov, for example, playing a serious chess match on a Scooby Scooby Doo set or a Simpsons set. It would be the same game, but ... somehow not quite right.

🕸💡📝Fergus Duniho wrote on Mon, Dec 12, 2005 03:07 AM UTC:
If you want to make the board, I'll see what I can do about using it. The board should be made to the same dimensions, 540 x 600, and arrows should be visible even when a piece is on the space.

Anonymous wrote on Mon, Dec 12, 2005 03:07 AM UTC:Excellent ★★★★★
Actually, I like the colorful board and pieces. The theme wouldn't make sense without them.

Sam Trenholme wrote on Mon, Dec 12, 2005 10:56 PM UTC:Excellent ★★★★★
I have a black and white version of the board here:

http://www.samiam.org/new-ivorytower9x10-bw.bmp

- Sam

🕸💡📝Fergus Duniho wrote on Mon, Dec 12, 2005 11:58 PM UTC:
All you've done is strip away the color from the original board. It still has the bold arrows Gary was complaining about, and it no longer distinguishes spaces by color.

Gary Gifford wrote on Tue, Dec 13, 2005 01:05 AM UTC:
As Fergus has pointed out, Sam Trenholme's black and white version
consists of arrow outlines... with the squares not defined by borders or
colors.  But I think if these were added to basic color squares (as used
in most chess setups) we would have a board similar to that of the 'All
the King's Men' game, which has imitation wood and noticeable, yet much
more subtle arrows.  Note that I was likely spoiled by the physical board
I own and the 3D plastic medeival-type pieces that came with it.

Perhaps, most important here, is the fact that [other than myself and a
co-worker] I know of no one else who minds the bright colors and the
current piece set with eyes.  So, as the Star Trek Spock once said, 'The
needs of the many outweigh the needs of the one or the few.'  So there is
certainly no need to create a second board and piece set on my account,
that would be a waste of time and space. But I do thank Mr. Trenholme for
taking the time to create and present his black and white bitmap.

🕸💡📝Fergus Duniho wrote on Wed, Dec 14, 2005 02:54 AM UTC:
I got the graphics. I do not share your estimate that they are excellent, but I'm not exactly your target audience, since I prefer Smess graphics anyway. I should be able to make use of the board after recoloring it. As for piece graphics, I already have that covered. I have already made plenty of different sets for Chinese Chess, both western and Chinese, and they can easily be employed for Storm the Ivory Tower. I am currently working on redrawing the pieces for the game, and when all is ready, I will package everything up with a single ZRF that gives players a choice of graphics.

🕸💡📝Fergus Duniho wrote on Wed, Dec 14, 2005 04:22 AM UTC:
On further inspection, I have to conclude that Michael's board is unusable. The problem is that it is creating optical illusions. Instead of using arrows, it uses little solid borderless black triangles. Because they're small and have no borders to define what they are, my eyes switch back and forth between seeing the triangles and seeing the shapes formed by the space between them. For example, the squares with the four diagonal directions sometimes look like octagons instead of squares with triangles in the corners. To see the triangles in any individual space, I have to focus right on that space, and the uniformity of the triangles makes that all the harder. Furthermore, the uniformity of the triangles creates global optical illusions. Instead of easily focusing on individual spaces, as I do with the Smess style board, my eyes focus on various patterns created by the overall arrangement of triangles. To avoid optical illusions, the board should use arrows with borders, not small borderless triangles.

Anonymous wrote on Wed, Dec 14, 2005 12:39 PM UTC:
'On further inspection, I have to conclude that Michael's board is unusable'

Perhaps for some, but that's not a valid statement because it is unconditional. I had a very successful experience playing STIT last night using my graphics, the first time I was able to play the game to completion. I personally find the Smess-like graphics unplayable.


🕸💡📝Fergus Duniho wrote on Wed, Dec 14, 2005 05:56 PM UTC:
If you like it, go ahead and use it for yourself, but don't distribute it with a modified ZRF. I am not interested in playing semantics over my evaluation of your board. Even if you happen to be immune to the effect, it is a very serious problem when a board tends to induce optical illusions. The bottomline is that I will not have any optical illusion inducing board included with any of my games. As for your prejudice against Smess-like graphics, it is irrelevant to the matter at hand. I am willing to include a dulled down set of graphics for this game as long as it has no technical problems such as inducing optical illusions.

Tony Quintanilla wrote on Wed, Dec 14, 2005 06:39 PM UTC:
To Michael Howe: Michael, you have been a valuable contributor to these pages for several years. You have contributed, games, ideas, played in tournaments, provided Zillions files. Please re-consider your request to remove all your contributions. As an editor, I would do this with extreme reluctance -- and great sadness. This chess community is much larger than issues related to one game, or one project. It is also larger than the persons involved in one discussion. Please reconsider. Remember that you are welcome here by many people. (Friends, please support my appeal.) Best regards, Tony Quintanilla.

Tony Quintanilla wrote on Wed, Dec 14, 2005 11:42 PM UTC:
Michael, I was thinking of Antoine Fourierre's game, 'Chess on a Larger Board with Not So Few Pieces Dropped.' Sorry about the incorrect reference (removed). However, my other comments remain. I have followed your interesting comments and contributions on many games and topics (such as Nova Chess), and still hold those opinions. David Howe is an excellent contributor and our chief editor, however, I was, in fact, thinking of you, not David. Also, with regard to amending/deleting non-relevant comments on this page, I would agree they could/should be removed, but you should initiate the changes by editing your comments with your member password. Thanks.

🕸💡📝Fergus Duniho wrote on Thu, Dec 15, 2005 04:13 AM UTC:
Michael,

I have long known you as someone who has his head on his shoulders, and
you have long been one of the members of this site I hold the highest
respect for. I still believe that you are that person I respect, and I
will just assume you are having a bad day. I do appreciate that you went
to the trouble to make my game more accessible to people who may not like
my Smess graphics. I do not mean to be cold, but I do tend to be blunt and
to the point. In this particular matter, I could not be very encouraging,
because I was never excited over the idea of replacing my Smess graphics
with something more 'classic.' As for constructive feedback, I did give
that. I carefully explained how the board induced optical illusions and
gave specific recommendations on what to do to fix this.

Daniel Roth wrote on Thu, Dec 15, 2005 05:56 PM UTC:
Where is this so called 'unuseable' board from Michael Howe? I would like to have a look at it before I will comment anything.

🕸💡📝Fergus Duniho wrote on Thu, Dec 15, 2005 10:35 PM UTC:

Michael, please send me your new board. I would like to include an alternate board if it doesn't induce optical illusions.

For those interested, here is Michael's original board. I converted it to PNG for viewing on the web. If you want to use it with my ZRF, you can convert it back to BMP and edit the ZRF to use it.


Roberto Lavieri wrote on Thu, Dec 15, 2005 11:24 PM UTC:
I have not played Smess, neither Storm the Ivory Tower, but I have some problems with my vision and by this reason I have some troubles visualizing, in a good manner, both boards, although some simplicity and high contrast with colors of the pieces would be a bit better for my case. My eyes are far from 20/20, these games can produce me headaches, so I try to avoid them, unfortunatelly, regardless they look interesting.

Gary Gifford wrote on Fri, Dec 16, 2005 12:28 AM UTC:
Thanks for displaying Michael's board, it is much easier for my brain to quickly see what's going on directionally. But I am wondering if a checkered version would be a further improvement? [The colors used on the Switching Chess pre-set, I think, would be very good] I think it would reduce the optical illusion factor (which if I stare at the board a while I do see). Anyway, given the choice of the two boards I greatly prefer this one. But what pieces would go on it? Chinese ? Thanks again to both Michael and Fergus for putting the effort into getting an optional, more traditional board and set. P.S. One reason I don't like the current set and board can be realized if you picture a book of chess problems. Now, imagine a similar book with STIT problems using the current board and pieces. I solve chess problems in my head every night, many quite fast... but the nature of the STIT board and pieces would require that I analyze the STIT diagram a long time just to understand what is where. Plus those little eyes and comic images, well I have trouble taking them seriously.

Mark Thompson wrote on Fri, Dec 16, 2005 01:00 AM UTC:
I also prefer the 'optical illusion' board. I prefer plain things over garish. And the idea of checkering it sounds very reasonable to me too.

🕸💡📝Fergus Duniho wrote on Fri, Dec 16, 2005 01:33 AM UTC:

Here is a recoloring of Michael's original board that I like much better. One trick I found helpful for reducing the tendency toward inducing optical illusions was to checker the board AND make the triangles the same color as the other color of square. I used black triangles in the Ivory Tower for better contrast. Another helpful trick was to combine the board with a marble background to give it texture. This helps the eyes to better distinguish each square. I converted it a JPG to display on the web.


Gary Gifford wrote on Fri, Dec 16, 2005 02:19 AM UTC:Excellent ★★★★★
Outstanding! Great job Fergus! Now this board, a coloration of Michael's submission is a true work of art, fit for framing. Thank you very much Fergus for creating this version. And thank you Michael for designing the original. When it has complimentary pieces to go with it I'm fired up to play!

Larry Smith wrote on Fri, Dec 16, 2005 02:30 AM UTC:
My vote is for the original Smess-style playing field.  Please keep it.

You might offer that alternate field in the ZRF, if you wish.

My conspiracy antenna is giving me the signal that all this might be a
New_Coke/Classic_Coke propaganda ploy.  Push out a revised product to
create controversy and get lots of public attention then revert to the
original under the illusion of responding to public demand. 

Nah! No-one would ever do that! Would they? ;-)

Thomas McElmurry wrote on Fri, Dec 16, 2005 02:39 AM UTC:
I rather like the whimsical, hyperactive feel of the Smess board and of the Smess-style board Fergus has created for Storm the Ivory Tower. I haven't played the game yet, but I expect that this board would add to the experience in one way, by giving it a unique flavor, but detract from it in another way, as the loud colors and diverse styles of arrows might make it hard to see several moves down the game tree. (But perhaps playing a few games would help me to understand the structure of the board better, so that I wouldn't have to rely as much on the visual representation.)

I also like the more minimalistic look of Michael's board. I don't think I would have any trouble playing on this board. I can see where Fergus is coming from, though; I wouldn't call them optical illusions, but in some parts of the board the patterns formed by the triangles are noticeable. Some of these patterns have their own kind of beauty, and to my eyes they don't obscure the squares, but I can easily understand how some people could find it hard to play on this board, just as others find it hard to play on the Smess-style board. My own opinion is that Fergus's board is more fun to look at, but Michael's would probably be easier to play on.

As I write this I've just noticed Fergus's recoloring of Michael's board, which I like very much. The checkering helps a great deal (more than I expected), the texture gives the board life, and the colors are very well chosen. And it preserves the elegant simplicity of Michael's design.

If there's any interest in yet another StIT board, I think it would be nice to have one in the style of All the King's Men, which I think in at least two ways would be an appropriate complement to the Smess-style board. In All the King's Men, the squares resembled a wooden floor, and the arrows had a simple, uniform style, easy to see but not distracting. Iff Fergus and others are interested in having such a board, and if no one else wants to create it, I would be willing to try my hand, although I probably won't have the time until after New Year's Day.

BoardGameGeek's Smess page has some nice images of various editions of Smess, Take the Brain, and All the King's Men.


🕸💡📝Fergus Duniho wrote on Fri, Dec 16, 2005 04:35 AM UTC:

Here is a recolored redesign of Michael's latest board. His board used small arrows in place of the triangles. I drew lines between some arrows, then recolored it. It uses wood (maple and walnut) for most of the board and marble for the river and Ivory Tower. I think it looks best with the Big5 Chinese set shown in this screenshot.


🕸💡📝Fergus Duniho wrote on Fri, Dec 16, 2005 04:49 AM UTC:

Michael Howe wrote:

My personal preference at the moment, though, is still my tan-squared board with little black arrows, although now I'm considering giving it the same color-treatment. I doubt that I can do the texturing, though, with the simple software I use to make graphics.

You don't need to. Once I did the triangle board, it was simple enough to apply the same process to the new board. Here is the result. BTW, the graphics program I use is Ultimate Paint, a fairly inexpensive shareware program.


Gary Gifford wrote on Fri, Dec 16, 2005 10:45 AM UTC:Excellent ★★★★★
Excellent again! Michael's tan board is very good. Much like my physical board for 'All the King's Men.' Very easy on the eyes. Fergus's Chinese pieces look good on this board. I am curious as to what Michael's pieces look like and will ask for a copy via e-mail, unless there are plans to display that scenario here. I greatly appreciate the time and effort Michael and Fergus have put into this project. In regard to the 'New Coke' hype idea... I can say, 'Nonsense.' We are talking about game design here. Two very different boards and very different piece sets as an attempt to please players with different tastes. The fact that this gives a great new game publicity is an added benefit. Anyone not liking the STIT comments, of course, can skip them. But I think they have lead (or are leading to) to a very worthwhile conclusion. I look forward to seeing the game logs for STIT. Best regards to all. And thanks again... very much.

🕸💡📝Fergus Duniho wrote on Fri, Dec 16, 2005 04:42 PM UTC:

Here is my latest version of the board. I have added more connecting lines between arrows. These eliminate the problem of optical illusions without resorting to texturizing the board. They give each space a specific shape that helps define the terrain of the board. This allows for a board with simple colors and good contrast. I have also eliminated the lines between spaces, which are important only for a monochrome board, such as the ones Michael originally made. I will be using this board as a template for textured boards, since such boards still look nice and work better with certain piece sets.


🕸💡📝Fergus Duniho wrote on Fri, Dec 16, 2005 05:03 PM UTC:
I'm glad you like it. I like it too. Thanks for your help in making this possible.

Jared McComb wrote on Fri, Dec 16, 2005 07:06 PM UTC:
I think it would look best with the colors of the wooden one, but without
the texture.

Just my two cents.

Anonymous wrote on Fri, Dec 16, 2005 07:17 PM UTC:
Classy. Good pictures. Nice resolution. Thanks.

🕸💡📝Fergus Duniho wrote on Sat, Dec 17, 2005 04:03 AM UTC:
I've now uploaded an updated zip file with alternate piece sets and boards for the ZRF. These include the last board I showed here plus two more, one being similar to another board I showed earlier. The new piece sets include Big5 Chinese, GB Chinese, Western Chinese, Eurasian, and Alfaerie. I have recolored the Smess-style board for better contrast and visibility. The blue arrows are now violet, which is actually closer in color to the arrows on my Smess board, and the yellow squares and green arrows are a bit darker to reduce glare. I have renamed the Dumbo piece the Fuddy-Duddy, I have redesigned the Clodhopper, and I have redrawn the whole Smess-style piece set for consistency of style. In case I want to change anything later, I'll wait for feedback before sending this updated zip file to Zillions of Games. I'll work on new Game Courier presets tomorrow.

Thomas McElmurry wrote on Sat, Dec 17, 2005 07:19 AM UTC:
The only thing I would recommend changing on the latest board would be to extend all the arrows to the centers of the squares. On squares with both long and short arrows, the long ones are more prominent, and this may make it easier to miss the short ones.

I like the new Clodhopper and Fuddy-Duddy pieces in the Smess-style set. I preferred the name Dumbo, though, as it seemed so perfect for a piece based on the elephant. Fuddy-Duddy makes some sense too, but I've known ministers who are anything but dull, conservative, and unimaginative.


Jared McComb wrote on Sat, Dec 17, 2005 03:43 PM UTC:
But but but... the big-eared person with a tie over his nose was just so charming!

(zzo38) A. Black wrote on Sat, Dec 17, 2005 07:10 PM UTC:
I like the Dumbo guy with a tie on his nose.

I also think that the arrows should be extended to the center of the squares

🕸💡📝Fergus Duniho wrote on Sat, Dec 17, 2005 07:46 PM UTC:
One of my reasons for changing the name of the Dumbo is that I would like to lease or sell this game to a game company, and I don't want to worry about the Disney trademark on the name Dumbo. Also, its ears covered up some of the arrows on the squares the blue Dumbos started on.

🕸💡📝Fergus Duniho wrote on Sat, Dec 17, 2005 07:59 PM UTC:
I'm certainly not saying that all ministers are dull, conservative, and unimaginative. At best, I will make the I statement that some ministers, maybe even many, are fuddy-duddies. I can't say I've ever actually met any. I haven't met any ministers of the political variety, since minister is not even a political title in the U.S., and the religious ministers I've met haven't seemed especially fuddy-duddyish. It's mainly a stereotype I pick up from the media, such as Rev. Lovejoy on the Simpsons.

🕸💡📝Fergus Duniho wrote on Sat, Dec 17, 2005 08:16 PM UTC:
I did try extending the arrows on all squares, but some seemed to work better without extended arrows. In general, I avoided connecting orthogonal and diagonal arrows. I wanted lines to connect arrows mainly at 90 and 180 degree angles, so that a line would be a visual cue for a related pair of directions. In the center squares, extending all lines made the center point too fat. On h9, extending the diagonal line looked a bit too phallic. On other squares, extending lines made things a bit too crowded. The small arrows on b5 and h6 fit better with the small arrows on a5 and i6, and those on b6 and h5 looked better for matching b5 and h6. I haven't had any problem noticing the remaining small arrows. This may be because I am already familiar with the configuration of arrows used in the game. As you play it, you may become more familiar with the configuration of arrows too.

🕸💡📝Fergus Duniho wrote on Mon, Dec 19, 2005 03:06 AM UTC:

Here is a board sent in by Larry Smith. Thanks, Larry. I renamed it and fixed the coloring of an arrow on one square. I am working on using this board as material for new alternate boards.


🕸💡📝Fergus Duniho wrote on Mon, Dec 19, 2005 03:12 AM UTC:

Here is how Larry's board looks with the Smess-style board's colors. Maybe some people would appreciate something like this with different colors.


🕸💡📝Fergus Duniho wrote on Mon, Dec 19, 2005 03:34 AM UTC:

Here is one possible recoloring of Larry's board. I added the moats back in to better distinguish the ivory squares from the neighboring light squares.


Tony Quintanilla wrote on Mon, Dec 19, 2005 06:06 PM UTC:Excellent ★★★★★
Very nice graphics, indeed. Perhaps both the Smess and the recolored options could be provided.

Larry Smith wrote on Wed, Dec 28, 2005 03:28 PM UTC:Excellent ★★★★★
I had thought that I had previously rated this game. But after reviewing
all the comments here, I discovered otherwise.

I remember when a friend of mine dragged out a Smess game and tortured me
with it.  I was a fan from that day.

So when this XiangQi extrapolation of Smess appeared I was definitely
intrigued.  I suspected that the dynamics of each of these games would not
mesh well.  And the early version did have a few minor problems. This could
be the reason that I did not post an evaluation.

Now that the game has gotten a facelift, I took another look.

What can I say but 'Wow!'  Very nicely done.  The overall play of the
game appears to be quite nice. The various pieces interact very well with
the pattern of directions.  Now East Asians can enjoy the Smess
aggravation.

Here's a question: Is the name 'Smess' derived from 'It's a mess'?

🕸💡📝Fergus Duniho wrote on Wed, Dec 28, 2005 05:10 PM UTC:
It might be. I have always noticed that the name Smess contained the word mess. But there is also the practice of mocking certain words by replacing the beginning consonants with 'sm' or 'schm.'

Gary Gifford wrote on Tue, Mar 28, 2006 09:42 PM UTC:Excellent ★★★★★
Hats off to Fergus for creating this game. It plays like a super-charged version of Chinese Chess. Quite dynamic and exciting. I encourage those who haven't tried it to do so. Previous knowledge of Chinese Chess is not essential, but is helpful. And if you do play this game, a word of advise, carefully read the rules regarding the Pawn and Elephant (Ninny and Fuddy-Duddy) because the enhancements that each obtains upon crossing the river are important to remember.

🕸💡📝Fergus Duniho wrote on Tue, Aug 1, 2006 07:56 PM UTC:

Here's a set of 12 win-in-one problems for Storm the Ivory Tower. All the problems are displayed by Game Courier. Since they are all based on a rule-enforcing preset, it will tell you that Red has won when you enter the correct answer. Remember that you may win this game by either checkmate or stalemate. Some problems will be won by a checkmating move, and some will be won by a stalemating move. These are all simple problems to help you become familiar with the pieces in the game. I plan to provide some more difficult problems later.

#1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12

For those who prefer a more Chess-like appearance, here are the same problems using the Alfaerie pieces and board. The Red pieces are colored white here, but it still says Red to move.

#1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12


John Smith wrote on Mon, Nov 10, 2008 05:45 AM UTC:Excellent ★★★★★
How about instead of having the Ninnies capture two squares, you give them the ability to move 90 degrees to the arrows on their current square? It would prevent them from getting trapped in the Fortresses. Other than the additional moves for the Ninnies and Fuddy-Duddies, this is an excellent Xiang Qi-like variant.

🕸💡📝Fergus Duniho wrote on Mon, Nov 10, 2008 12:35 PM UTC:
No, that would break the convention that arrows point in the directions that pieces can move. Also, I think the Ninny movement is now fine the way it is and is not in need of further correction.

John Smith wrote on Mon, Nov 10, 2008 06:00 PM UTC:
Doesn't the Yahoo violate this rule, then?

🕸💡📝Fergus Duniho wrote on Wed, Nov 12, 2008 03:24 AM UTC:
No, the Yahoo doesn't violate this rule. Its first step is always in one of the directions indicated by an arrow on its space of origin.

John Smith wrote on Wed, Nov 12, 2008 05:30 AM UTC:
I meant in the way that it does not move at every step as indicated by the arrows. How about Ninnies that can move one step as indicated by the arrows, then one step 135 degrees to that, with the ability to pass a piece encountered on the first step? I admit it is rather awkward, though it accurately depicts the Xiang Qi Pawn's move.

🕸💡📝Fergus Duniho wrote on Wed, Nov 12, 2008 01:53 PM UTC:
There's no requirement that every piece must move in a straight line. But I do think it is best that every piece begin its movement in a direction indicated by an arrow. After all, keeping with the spirit of Smess, I want to keep this game simple enough for children and simpletons to learn. I know young children can learn to play Chinese Chess, as I know some who do play it. I at least want children who play Chinese Chess to be able to quickly understand the rules of Storm the Ivory Tower, and I think that modifying the Ninny as you suggest would work against this.

John Smith wrote on Wed, Nov 12, 2008 11:17 PM UTC:
I thought this was intended as a technically serious game, but I now understand it is not. In keeping with simplicity rather than trueness to Xiang Qi, I now endow this game with a rating of 10/10.

🕸💡📝Fergus Duniho wrote on Wed, Nov 12, 2008 11:55 PM UTC:
No, you are mistaken. It is a serious game, but it is also meant to be easy to learn. Also, as a hybrid, it has to be as true as it can be to both games, not just Xiang Qi. Your suggestions were not true to Smess. And given that the Ninny is a Smess piece, it is best to leave it alone as much as possible. I changed it only as much as I had to to allow it to attack the enemy Brain and keep the game from being drawish.

John Smith wrote on Thu, Nov 13, 2008 01:05 AM UTC:
By that, you must be saying Xiang Qi is drawish!

🕸💡📝Fergus Duniho wrote on Thu, Nov 13, 2008 01:58 AM UTC:
No, I'm saying that early prototypes of Storm the Ivory Tower were drawish. This is mentioned in the history section of the page.

Here is an alternative move for the Ninny I've been thinking about while meditating. Once the Ninny moves one space, it could move one more space to either adjacent space in a 2x2 square with its origin space. So an orthogonal move would be followed by a 90 degree turn left or right, while a diagonal move would be followed by a 45 degree turn backward. This would keep the Ninny from moving more than one space away at a time while giving it some more freedom of movement. This would be in accord with both the Smess rule that a Ninny moves only one space per turn and the Xiang Qi rule that a Pawn moves only one space per turn. And it would be sufficient to allow the Ninny to enter the enemy Ivory Tower and check the Brain.

But the current enhanced move of the Ninny also has its rationale. In Smess, Ninnies get to promote to Numskulls upon reaching a Numskull space. There is no longer promotion of this kind in Storm the Ivory Tower, but the enhanced movement of the Ninny does give it some of the power of a Numskull. So this is in accord with Smess, and it provides a viable alternative to giving the Ninny more directions of movement, which is not so feasible in this game given that the arrows determine the directions of movement.

Larry Smith wrote on Thu, Nov 13, 2008 02:40 AM UTC:
Are you enforcing the no repetition rule of XiangQi?

The game could be won by simply forcing the opponent into a condition whereby they would repeat a previous position. An overall board position, not simply a single piece.

🕸💡📝Fergus Duniho wrote on Thu, Nov 13, 2008 03:22 AM UTC:
Nothing I've programmed enforces that rule. It could not be programmed in Zillions of Games, which is the main tool I used to measure drawishness. I would just let it play both sides and see what happened.

Larry Smith wrote on Thu, Nov 13, 2008 04:12 AM UTC:
Just set repetition as a loss-condition. But this will only enforce three time repetition. So it really needs a human to evaluate this particular scenario.

Both stalemate and checkmate are win-conditions.

A draw-condition is when both sides do not have pieces which may cross the 'river'.

Draws are actually infrequent in XiangQi, when the rules are properly applied.

Larry Smith wrote on Thu, Nov 13, 2008 04:16 AM UTC:
'Both stalemate and checkmate are win-conditions.'

I meant this to refer to the player who accomplishes this against an opponent.

In Zillions, it needs to be set as a loss-condition.

🕸💡📝Fergus Duniho wrote on Thu, Nov 13, 2008 03:51 PM UTC:
John and Larry,

Whether or not Xiang Qi is drawish is not at issue here. Storm the Ivory Tower is not Xiang Qi, and it is subject to factors that are not at play in Xiang Qi. Since the arrows determine all directions of movements, the Brain and his Toadies move the same, unlike Xiang Qi, where the General and the Guards do not move the same. This makes it easier for the Brain to escape check and for the Toadies to defend the Brain from check. This creates a greater tendency toward drawishness, which is further compounded when a player can move his own Ninnies into his Ivory Tower. Without special rules, they will get trapped and function as extra Toadies. To make matters worse, the original Yahoo could also get trapped in the Ivory Tower. Then, with the Elephant counterpart (originally called a Sycophant) unable to cross the river, the game veers toward extreme drawishness, because it becomes much easier to defend than to attack. The first release of Storm the Ivory Tower corrected some of these problems. It allowed the Elephant counterparts (renamed Dumbos) to attack, and it had special rules that allowed Ninnies and Yahoos to escape their own Ivory Tower. The second release made further changes. The Elephant counterpart (now called a Fuddy-Duddy) lost some of its mobility on its own side, decreasing its usefulness for defense. A rearrangement of the arrows prevented Ninnies from getting into the Ivory Tower, which solved one problem but introduced a new one. Without new powers of movement, Ninnies and Yahoos would be unable to reach the enemy Ivory Tower and attack its Brain. This would make the game extremely drawish if not corrected. This is the specific issue I was referring to when I said that I changed the Ninny 'only as much as I had to to allow it to attack the enemy Brain and keep the game from being drawish.' The new arrangement of the arrows had made it impossible for a piece moving one space at a time to get to either Ivory Tower from the outside. Giving the Ninny a two-space attack allowed it to get to the Ivory Tower, and making the Yahoo's movement no longer dependent on the arrows on its pass square did the same for the Yahoo. These changes allowed these pieces to check the Brain, keeping the game from becoming too drawish.

Larry Smith wrote on Fri, Nov 14, 2008 09:17 AM UTC:
I did not mean my comments to be construed as a negative evaluation of this game. In fact, I find it very interesting.

I was only asking if all the conditions of XiangQi might be applied. If they were, any peculiarities of this game easily could be resolved. And modifications would be un-necessary.

But feel free to make any adjustments. That is totally the privilege of the designer.

Anonymous wrote on Wed, Apr 14, 2010 06:37 AM UTC:
List of games, wich needs hybrids of each other: European chess, Xiang-qi, Shogi, Chckers, Smess, hexagonal chess, 3D chess, triangular chess, four players chess, circular chess and non-chess games - Backgammon, Tic-tac-toe (or Go) and Hneftafl. Of course, some of these games already exists. Which games must be added to this list?

🕸💡📝Fergus Duniho wrote on Tue, May 4, 2010 05:32 PM UTC:
I've thought of a change to the Ninny's movement which I think could improve this game. Instead of having a two-space capturing move when across the river, it would gain a two-space non-capturing move. This would better complement the Fuddy-Duddy, which gains a one-space non-capturing move across the river. Also, by not having any special powers of attack across the river, pieces would not be threatened by Ninnies two spaces away, which would make the game less confusing. These two advantages are mainly aesthetic. The main tactical advantage is that the Ninny would gain greater mobility, increasing its ability to storm the enemy ivory tower. This should do more to keep the game from being drawish than giving the Ninny a two-space capturing move across the river.

I have made a preset for the new version at /play/pbm/play.php?game%3DStorm+the+Ivory+Tower%26settings%3Dversion3

I have also corrected a bug in Game Courier that prevented the presets for Storm the Ivory Tower from working.

If you like Smess but would like a more interesting combination of pieces, you may well like Storm the Ivory Tower.

Daniil Frolov wrote on Mon, May 31, 2010 10:52 AM UTC:
Here is my smess adaptation of Shogi (it's not complete, i did not chosen directions of arrows yet, and even if someone will help me to complete it, it don't seems ideal).

King, of course, replaced with brain. Flying chariot and angle mover both replaced with numskulls. All 4 generals (gold and silver) replaced with ninnies. Pawns are replaced with pieces, wich can move only 1 step forward and sideways. Lances replaced with pieces, wich can move any number of steps forward and sideways. Knights are pieces, wich moves as yahoos, but only forward and may leap. Numskulls dont's promotes, other pieces promotes to ninnies (according to Shogi rules). No prohibition of dropping pawn on file, wich already have one pawn, other rules like in Shogi.

Another idea (also don't seem ideal) is that arrows changes defination of 'forward'.

🕸💡📝Fergus Duniho wrote on Wed, Jun 2, 2010 03:03 AM UTC:
I once did a Shogi adaptation of Smess, called Smegi, which added Shogi dropping rules to Smess. But a Smess adaptation of Shogi is more of a challenge. It cannot work as straightforwardly as a Smess adaptation of Chinese Chess, because the pieces are not so easily distinguished by types of movement. Instead, they are distinguished mainly by directions and ranges of movement. So what I would suggest is this. Add the rule that certain pieces may only move in forward directions, either vertically forward or diagonally forward. For this rule to work effectively, every space would need to have both forward and backward arrows on it, for one player's backward is the other player's forward. This would leave the forward moving pieces available directions to move in. As in Shogi, the Knight should be able to leap. This is important, because it is easy to build barricades in Shogi, and it sometimes takes the leaping ability of the Knight to get through them. With a vertical forward arrow, I would allow the Knight to leap as it does in Shogi. With a diagonal forward arrow, I would allow it to leap to either of the two spaces it could reach by moving once diagonally, then once orthogonally outward.

Daniil Frolov wrote on Wed, Jun 2, 2010 06:00 AM UTC:
It's almost similar to variant i just described.

Kevin Pacey wrote on Thu, Mar 1, 2018 09:15 AM UTC:Excellent ★★★★★

This is a great extension of the Smess idea!


HaruN Y wrote on Mon, Oct 23, 2023 12:37 PM UTC:Excellent ★★★★★

Royal Ninny>Ninnyrider>Chinoise Ninnyrider>Yahoo>Ninny>Dumbo>Trapped Ninny


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