[ 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 ]Rated Comments for a Single ItemLater ⇩Reverse Order⇧ Earlier Ladder Shogi. Shogi variant on 10 by 10 board where pieces climb the social ladder by multiple promotions. (10x10, Cells: 100) [All Comments] [Add Comment or Rating](zzo38) A. Black wrote on 2013-01-08 UTCGood ★★★★A question: What happen if non-value pieces captures non-value pieces? Can it be dropped? Can it be captured at all? Can the kanji of name of these pieces be decided and written in this article, too? One way to represent the value pieces, would be, the single piece marks 1, add smaller markers on top to mark 2, 3, 4, 5, flipped over (making the red side visible) with no markers to mark 6, and then the red side with smaller marker for 7, 8, 9, 10. Therefore if such kind of kanji is made up, you can make up flat pieces, black on unpromoted side and red on promoted side, represent all pieces of this game, using their names. Value piece can be piece with holes, to fit the small markers into. Roberto Lavieri wrote on 2005-03-09 UTCGood ★★★★I haave tried another test game, and I´m understanding it better. Interesting and somewhat intriging. Burakumin is a strange piece in this game, it is more an obstacle for both bands than a piece for adding activity. The game is extremely positional, and not very easy to play in a good manner, I insist, it would be better with less piece types. Some refinements should be good, but the game, as is, is interesting enough. I encourage another people to try it. Mason: Have you played your game?. Tell us about your experieces with it. You are a good designer, go ahead!. Roberto Lavieri wrote on 2005-03-07 UTCGood ★★★★Well, I have tried a brief test using hand-made paper pieces in a 10x10 board. My impression is that the game is playable, although complicated and, definitely, different. There is not great clarity in the game, at least this is my impression, and it is possible there are too many pieces, I would simplify it. Instead of 1´s. 2´s, etc, I would use only one kind of 'Pawns', perhaps two, but not more, Merchant and Craftsman seeem to be sufficient. Burakumin is not a bad piece, it is interesting in the game, but it is the need of refine a bit the rules of movement, re-thinking the piece once the author make some tests until convinced about what he really wants to see and feel in the game play. This game needs some mastery to be played in a good manner, but it is not necessarily a bad characteristic, it is only a characteristic of the game, being different and relatively complex. Someone can try to code a ZRF, me included, once clarified enterely the game in base of the author´s entire satisfaction with it, but there are some complexities in the implementation, as I can see. Roberto Lavieri wrote on 2005-03-06 UTCGood ★★★★It seems to be interesting. I have a question: Can the Burakumin CAPTURE a piece ending on a square adjacent to other piece? . If not, I don`t understand well the other untouchability rule. This is the most strange piece in this game, and it is the need of some clarification about it. I wonder if the game play is better or not with this piece in scene, some tests are needed, but, by now, I like the fundamental ideas behind this game, as the promotion rules. 4 comments displayedLater ⇩Reverse Order⇧ EarlierPermalink to the exact comments currently displayed.