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Excellent concept. One can quibble about the class certain pieces ought to be in, and the extra basic rules are slightly complex, but cool variant.
My tentative estimates for the piece values of this variant are: Class 1: P=1; Class 2: N=3.5, B=3.5; Class 3: R=5.5, NN=5.75, SB=6; Class 4: C=7.5, SR=8; Class 5: Q=10, M=10, SC=10, CC=10.25; Class 6: MM=12.25, SM=12.5, SCC=12.75; Class 7: A=14.5, SMM=14.75; Class 8: AA=16.75. Note that I tend to agree with various world class chess players who historically gave the fighting value of K=4 for on an 8x8 board. I also tend to agree with chess authorities who in the past valued a B microscopically better than a N on average, so perhaps a better value for a N (or the N component portion of any of the appropriate compound pieces listed above) might be, say, 3.49, to reflect this belief, though I prefer not to use ugly fractions when thinking of most piece exchange value calculations that might arise.
I would have to extend my criticism of Crazyhouse to this game, and echo Mr Dukes sentiments. While I like the concept, I don't think its an actually good game. My proposed amendment of the drop in rule (pieces are played in with non capture from the spot they were captured) likely brings an improvement here as well. Non immediate promotion is also unsatisfactory; why not allow pieces to promote immediately on rotationally symmetric opposite squares? To me these are the most logical ways of importing Shogis mechanics into the more energetic game of FIDE.
One of the best variants, certainly and Michael Nelson, I think, is also one of the best variant designers.
I would like to see an expanded (more complete) list of pieces added to the classes.
Also, maybe an extension for some of the more powerful pieces, as with tripunch pieces and cylindrical / toroidal pieces? Would be fun to have classes 9 and even 10.
Abdul, can you please tell me what you mean by superknight and supernightrider?
Just want to know.
This is a very interesting game, far from easy to play in a good manner. Material advantage should be good, but it is much less important than in FIDE-Chess. Defensive schemes can be good for a team in a slight disdvantage, because the superior team, if wants a victory, must attack, and always some weaknesses can appear, because pieces used in attacks can´t defend weak positions in many cases. The superior team can´t construct easely the victory positionally step by step as in FIDE-Chess. In Chess, the main mennace is the convertibility of the advantage in Pawns which can promote to Queens, here it is not the case, promotions add a bit more power, but not enough for a victory in many cases. Openings must be played carefully, conversions to Nightriders can cause serious damages to the enemy if he plays with some ingenuity about these pieces. isolated pieces are not good, and unprotected Kings are worse. Positions must change dinamically and mantaining reasonable solid structures, don´t stay with the same structure and pieces types all the time, some structures are more sensitive to some piece types, and other structures to other pieces. Every player must try to cover his weak points before attacks, or counter-attacks can be devasting... I have launched the idea of redefining the Super Cardinal as a class 6 piece, but it seems there is not consense. This is not only the most powerful piece in its class, but its power is almost the same as the class 6 Super-Chancellor. Super-Cardinals can cause demolishing effects in many ends, due the usual sparsity of the pieces, and a Queen is not equally comparable with it, because it is not only the mobility in consideration, but the potential attacks against the enemy King, considering that this piece can be dropped. Classes 7 and 8 seems to be unnecessary, in my opinion. I know that many players are not gained with the idea of re-defining the classes, but I want hear more opinions about it.
This is a very interesting game. I look forward to playing it in GCT #2.
Below is a list of mobility values for all the pieces in Pocket Mutation, as well as a few Chess-With-Different-Armies pieces at the bottom for comparison. The 'average mobility' column is a Betza Mobility Calculation with a magic number of 0.7. This is probably the best estimation of the value of the piece. The second column is the average number of checks this piece delivers on an empty board without being counter-attacked. The third column is the average number of different 'directions' in which this piece attacks. The fourth column is the average number of squares attacked on an empty board.
Average # Directions Attacked | Average Empty Board Mobility | ||||
Average Mobility | Average # Safe Checks | ||||
Class | Piece | ||||
Class 2 | |||||
Knight | 5.25 | 5.25 | 5.25 | 5.25 | |
Bishop | 5.93 | 5.69 | 3.06 | 8.75 | |
Class 3 | |||||
Rook | 8.1 | 10.5 | 3.5 | 14 | |
Nightrider | 7.96 | 9.5 | 5.25 | 9.5 | |
Super Bishop | 9.43 | 5.69 | 6.56 | 12.25 | |
Class 4 | |||||
Cardinal | 11.18 | 10.94 | 8.31 | 14 | |
Super Rook | 11.16 | 10.5 | 6.56 | 17.06 | |
Class 5 | |||||
Queen | 14.03 | 16.19 | 6.56 | 22.75 | |
Chancellor | 13.35 | 15.75 | 8.75 | 19.25 | |
Cardinal Rider | 13.89 | 15.19 | 8.31 | 18.25 | |
Super Cardinal | 14.68 | 10.94 | 11.81 | 17.5 | |
Class 6 | |||||
Chancellor Rider | 16.06 | 20 | 8.75 | 23.5 | |
Super Chancellor | 16.41 | 15.75 | 11.81 | 22.31 | |
Super Cardinal Rider | 17.39 | 15.19 | 11.81 | 21.75 | |
Class 7 | |||||
Amazon | 19.28 | 21.44 | 11.81 | 28 | |
Super Chancellor Rider | 19.12 | 20 | 11.81 | 26.56 | |
Class 8 | |||||
Amazon Rider | 21.99 | 25.69 | 11.81 | 32.25 | |
Misc | |||||
Fibnif | 5.69 | 2.63 | 5.69 | 5.69 | |
Waffle | 5.75 | 2.25 | 5.75 | 5.75 | |
Woody Rook | 6.5 | 3 | 6.5 | 6.5 | |
Charging Knight | 6.78 | 2.63 | 6.78 | 6.78 | |
Short Rook | 7.51 | 7.5 | 3.5 | 11 | |
FAD (colorbound) | 8.31 | 5.25 | 8.31 | 8.31 | |
Charging Rook | 8.48 | 7.88 | 5.03 | 12.91 | |
Half-Duck | 8.56 | 5.5 | 8.56 | 8.56 | |
Bede (colorbound) | 8.93 | 8.69 | 6.06 | 11.75 | |
Fourfer (FR4) | 10.57 | 7.5 | 6.56 | 14.06 | |
Colonel | 12.64 | 10.5 | 9.19 | 17.06 | |
N2R4 | 14.86 | 15.75 | 8.75 | 19.25 |
1. P b2-b3 1... p d7-d5 2. R a1-p1; I-p1 // pocket nightrider 2... b c8-d7 3. I p1-b2 // is a PMChess Fool's Mate. Neat!
This variant has the potential to go beyond excellent. Bringing Class 4 up to four pieces yields 21 different pieces for the game, including the King. And 21, being the product of the magic numbers 3 and 7, makes a traditional choice for a complete set. I suggest adding the SuperAlibaba to Class 4, as its WFAD moves make a nice change from long range pieces.
Is mutuation when pocketing a piece from the eighth rank optional or mandatory? For example, White pockets a KnightRider from a8 -- does he have the option of retaining a KnightRider or is he forced to 'upgrade' to a Cardinal or SuperRook. White may find the NR ability too useful to give up. What if you added a new Piece, the 'SuperKnightRider', or 'KingRider', which moves as King or KnightRider? Would this be approximately the right strength for a Class 4 Piece? If you think it is too strong, perhaps a FerzRider or WazirRider would be better.
I'm presently losing my game of Pocket Mutation Chess against Peter Aronson in Invent-and-Play Section 2, and it is obviously a very enjoyable game. I blew up my position at move 5: 1. Rook h1 - WP = Nightrider 1. Pawn d7 - d5 2. Nightrider WP - f4 2. Queen d8 - BP = CardinalRider 3. Rook a1 - WP = SuperBishop 3. Pawn g7 - g6 4. SuperBishop WP - e5 4. Knight g8 - f6 5. SuperBishop e5 x c7 ?? 5. CardinalRider BP - g5 6. Knight g1 - f3 6. CardinalRider g5 x c7... Despite this outcome, I am afraid that the sole advantage of being White was bound to give me a quick win. (Peter is not so sure.) The Nightrider can be dropped on c4, threatening King and Rook, or f4, threatening Queen and Rook. It is forking a fork, so to say. So, I think that White should be barred from using the Pocket at his first move. (Peter agrees with me on this.)
This is an excellent game! The pocket allows for many surprises. I played its zrf many times and I found a very small error in it. The piece CancellorRider is missing its one step diagonal move.
I concur with Michael Howe. This game is great! The variants section says that this game could be played with another piece list; I say, LEAVE THE LIST ALONE! :-) The pieces work fine as they are, and they are pretty easy to remember. I too received a preview version of the ZRF. The old version allowed PAWNS to be dropped directly on the 8th rank, but no other pieces. With that rule in place, promoting a pawn would take 4 moves (pocket, drop, pocket, drop promoted piece). Now it takes 5 moves, since the pawn can't be dropped on the 8th rank. And is it worth 5 tempi to make a pawn a bishop? I originally thought the promotions would dominate the game... shows you how much I know! :-) This is a must download... or it will be, once the download is available. :-)
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One of the very best variant on the site!
Truly beautiful concept, and it appears to work. (I have not had an opportunity to try it myself, yet.)
Reading through the comments, much of the complaints seem to focus on the power of the knightrider's ability to reach the back row and promote. I wonder if anyone has considered that the knightrider move and the promotion rules may not work together perfectly? Changing them would result in a different game, but possibly a better one. Just a thought.