[ Help | Earliest Comments | Latest Comments ][ List All Subjects of Discussion | Create New Subject of Discussion ][ List Latest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]Comments/Ratings for a Single Item Later ⇩Reverse Order⇧ Earlier PiRaTeKnIcS. Pirates on ships fight each other in 44-squares chess variant. (6x8, Cells: 44) [All Comments] [Add Comment or Rating]Daniel MacDuff wrote on 2013-07-21 UTCI cannot reach the animated file. The link 404's. Andy Thomas wrote on 2006-03-31 UTCif you get a zillions implementation i would certainly play it... sounds like an incredible game Joe Joyce wrote on 2006-03-30 UTCExcellent ★★★★★A fine game, capable of being played on two levels, a simpler one of pushing whole ships around, and a more difficult one of getting the right pieces into the right ships. Beautifully overcoming the limitations of a small board, it is a big game in a small package. This game is well worth playing. I wish there were an easy way to play it face-to-face. The rules could probably be better written, but they are adequate for the game. I find the idea and the way it plays excellent. dave jagger wrote on 2005-07-03 UTCCarlos, The answer is the first option you described - i.e you cannot just undo the last move your opponent made (so the result would be like neither of you had moved at all). Yes, you can move the same ship as your opponent has just moved, but only if you move it to any position other than the one it has just moved from. Thanks for your continuing interest in the game. Regards, dtj carlos carlos wrote on 2005-06-28 UTC'A player's move of a ship is prohibited if it immediately undoes the effect of his opponent's last move (done with the same ship).' let's say we have a rook each on a ship. if my opponent moves that ship a3-a8, does that mean i can make any legal move except for back to a3? or can i not move it at all? i favor the first option i think. what does 'undoes the effect' mean here? thanks for your help, dtj or anyone else. dtj wrote on 2004-10-18 UTCThanks, Carlos, for the positive feedback - much appreciated. Regarding your query, can I refer you to 3.n in the writeup which states:- n. An empty ship, though it remains on the gameboard, presents no hindrance to any movement of ships or crew across the cell it occupies, behaving just like a completely empty cell in this respect, until it is once again crewed. Hope this covers everything. All the best, Dave J. carlos carlos wrote on 2004-10-13 UTCExcellent ★★★★★cool game. as far as i can see, the rules don't clarify whether either a ship or a crewman/crewmen can move through annoying empty ships. what's the go? dtj wrote on 2004-09-06 UTCjeff, many thanks for your review and rating. I guess the pirates theme was always debatable - but I just was never particularly comfortable with knights on shipboard, so i applied the piratical veneer - dtj Jeff Rients wrote on 2004-08-23 UTCExcellent ★★★★★Every time I come back to this game I like it more and more. I like pirates as much as the next guy, but I think the theme actually detracts from the game. 'Triadic Chess' is a super variant that brings a great idea to the table. 'PiRaTeKnIcS' seems too gimmicky. dtj wrote on 2004-05-16 UTCPossible extensions:- Just thinking further on the land and empty ships ideas (on a bigger e.g 11x11 board), one could maybe start with single cell corner ports/islands and 2 or 3 others across the centre at which a few crewless ships could be moored. Neutral tokens such as Treasure T, and Hostages H, could be introduced and perhaps other different kinds of cargo. Cargo elements might initially be situated on the central islands or crewless boats, and part of the game could involve bringing a specific value of cargo to home docking cells. dtj wrote on 2004-05-15 UTCI'd like to thank Peter Aronson for the magnificent job he has done on creating a Game Courier preset for PiRaTeKniCs - I had wondered if it was in fact possible. Many thanks, dtj dtj wrote on 2004-05-12 UTCFor anyone interested here is a link to my yahoo group... http://games.groups.yahoo.com/group/vishangroschessvariants/ where the original writeup, graphics and sample game gifs for PiRaTeKnIcS (and Chogo and Cascudo)now reside. Dave J wrote on 2004-05-06 UTCCharles, Yes, I like the idea (which had never occurred to me) of having those missing spaces becoming ports or islands where crewmen might disembark - should one allow internal fighting on them? - some interesting possibilities perhaps for further piratical brawls! Thanks for your comments - cheers, dave j Charles Gilman wrote on 2004-05-06 UTCExcellent ★★★★★The dual-names-with-same-initials idea is well thought out. The duplication of the minor pieces has historic precedent in the large variant of John Manners, 3rd Duke of Rutland, and they are evenly deployed in combination with the major pieces on the back rank. Perhaps in 2008 you should enter a version in which the 'missing' squares become 'land' squares accessible to crewmen without ships (should that be singly or up to three?) but not to ships themselves. dtj wrote on 2004-05-05 UTCMike, Thanks for your kind comment. I must also thank Hans for his incredible effort in htmling such an an unwieldy writeup - and for managing to get that sample game down to 130K! - dave j Michael Nelson wrote on 2004-05-04 UTCExcellent ★★★★★A most fascinating game concept. A world of interesting variants can be developed from this idea. A large board variant with powerful but short-range pieces comes to mind. Perhaps an 11x11 board with some empty ships in the center. 16 comments displayedLater ⇩Reverse Order⇧ EarlierPermalink to the exact comments currently displayed.