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This item is a game information page
It belongs to categories: Orthodox chess, 
It was last modified on: 2002-11-20
 By Ralph  Betza. Zero Relay Chess. Pieces can occcupy the same square and then relay their powers to each other. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Aronson wrote on 2002-11-26 UTCExcellent ★★★★★
It's always neat when you can combine two ideas that already exist, and produce something new and interesting! I like the solo Pawn capture restriction. Tony Quintanilla and I have been playing a version of Relay Chess by e-mail lately, and it started out as a bloodbath, and by move 25 or so there were no Pawns left. <p> <hr> <h4>Wilder Mildewed Zero Relay Chess</h4> I'll take a stab at this. The rules have two parts, of course. <p> <ol> <li><b>Wilder</b>: Wild Zero Relay Chess plus Pawns <em>can</em> promote using relay powers, and Kings give (but do not gain) relay powers.</li> <p> <li><b>Mildewed</b>: pieces standing still too long in crowded squares start growing mildewed, and lose the ability to relay their powers. Any square that contains two or more pieces continuously for three or more turns is marked with a mildew chip. Pieces in squares with a mildew chip do not relay their powers. A mildew chip is removed at any time that the square contains no pieces.</li> </ol> <p> <b>Archoniclastic Zero Relay Chess</b> would also be an interesing game, and would not have the colorbound piece issue that regular <a href='../boardrules.dir/archoniclastic-chess.html'>Archoniclastic Chess</a> has.

gnohmon wrote on 2002-11-27 UTC
Wilder Mildewed Archoniclastic -- what magical potion have you quaffed? And where can I get some?

George Duke wrote on 2007-10-19 UTCGood ★★★★
Fewer than 0.2% of CVs permit any sort of multiple occupancy. Here is another one by Betza himself, besides Falling Off. Capture is normal unlike Falling Off(which careens), and logically there can be multiple(usually two- if not just one-) capture. Zero Relay has only same-side multiple occupancy conferring relay power among the pieces there then to move or capture away from that square. Always own severe critic, Betza makes his longest section how to solve problems alternatively in the Rules of ZRC. Betza's 'Rule Zero', something different from the (happenstantial) name of the game under review and generally applicable to almost majority of CVs, has fallen into disuse. Rule Zero was important when games mostly spun off standard mad Queen 64-square, not today's potpourris and amalgams. Actually a typical Betza write-up is a family of games, not just one but a dozen or hundreds when factoring the variations thoughtfully brokered.

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