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Also at the top of 9x9 size, Weave and Dungeon. White Weave is like sine waves seen from above, Black Dungeon. Only the 81 squares may be occupied. ''An implied underpass[which cannot itself be occupied] is the trough of a strand located directly beneath the bridge of a cross-strand'' makes perfect sense. (White)Segments are only two or three long. Of the two motions, sliding and stepping, sliding is continuous either within Dungeon(Black) or along a strand(White). The other motion, a step, is abrupt change of altitude(there are four altitudes, but again exactly the 81 spaces). Capture being by displacement, the connectivity described is enough to differentiate the six piece-types, with some single moves allowed combining sliding and stepping both. Wins are graded hierarchically as Triumph, Ovation, or simple Victory. ''Stalemate and repetition are a loss.'' LCC's 2002 Comment still applies, ''This variant has easily the most interesting geometry I've seen.''
Excellent game. The idea of a semi-3D board is very nice. I found two errors in the ZRF-file. 1. At the end of the tri-weave macro: The line before the last line missed a (recycle) else (if not-friend? (recycle) add)) instead of else (if not-friend? add)) 2. In the recycle macro also counts captured Diamonds as captured Pentagons else (if (piece? Pentagon) (counter Pentagon1 Pentagon2) )))) instead of else (counter Pentagon1 Pentagon2) ))) And one question: The ZRF-file does not allow a Diamond-move to the last rank if there is no piece to promote to. Is this correct?
Now that I've played this (Tony Quintanilla and I recently finished an e-mail game), I can say that it plays very nicely, but that the movement of the pieces takes some getting used to. This is not helped by the abstract design of the pieces, but I like the way they look so much that I'd rather not trade them for more helpful ones.
Excellent. This variant has easily the most interesting geometry I've seen.
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