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The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Apr 30, 2005 08:43 PM UTC:Excellent ★★★★★
I really like this.  It adds an element of chance that so many other board
games have, but the probability of disappearance is low enough that you
can still play a game without worrying about it too much...  It's Chess
with a little extra element of risk.  Also, having the Bermuda Chess Angle
in the center of the board is nice, because it helps to equalize the value
of the squares.  The squares around the perimeter, which are normally
weaker, now have the added advantage of safety.

The number 10 is not all that prominent, and as a contest entry, that is a
slight weakness, but as a game overall I still rate it 'excellent.'

P.S.  I am taking Statistics for Engineers this semester, so that may be
coloring my view of the game a little.

Michael Nelson wrote on Sun, May 1, 2005 04:00 PM UTC:Excellent ★★★★★
I really like this game concept: randomness at a managable level. The
Bermuda Triangle imagery is rather enjoyable as well.

Some rules clarifications: 

1. If a Knight leaps another piece on c3 and c3 is the BCAF, then both the
Knight and the piece leaped over disappear?

2. If a piece captures another piece on d5 and d5 is the BCAF, the catured
piece does not reappear?

The rules as a whole seem to me to indicate that the answer is 'yes' to
both questions--I'd like to hear the designer's intent.

Ian wrote on Tue, May 3, 2005 01:13 PM UTC:Excellent ★★★★★
'The Lost City of Chesslantis?'

Is that the same thing as Ultima Thule?

Sorry.  If you actually understood that joke, you used a lot of fairly
specialised knowledge to grasp a lousy pun like that.  Good Lord, I'm a
geek.

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