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Discussions[Subject Thread] [Add Response]
David Howe wrote on Sat, Apr 6, 2002 03:26 PM UTC:
Ok guys, I've created a minimal discussion system. Feel free to start using it (and breaking it). I still have more work to do, but it's basically functional. Please do let me know if you have any particular requests or criticisms (or kudos :)...

Peter Aronson wrote on Sat, Apr 6, 2002 06:54 PM UTC:
Great idea David -- thanks!

John Lawson wrote on Sun, Apr 7, 2002 04:25 AM UTC:
I know I'm just being a pest, but maybe the default number of comments that are on the new comments page should be rather less than 100. It loads really fast, but if there are 100 long comments, it could take a while for us poor benighted souls who live too far out in the boondocks to have DSL, and don't wish to pay our cable companies triple per month. If they were just 'Excellent, great job!' it would be OK, but when some of those wordy people start writing, and talking about things that aren't even chess variants, well.....

David Howe wrote on Sun, Apr 7, 2002 04:39 PM UTC:
Good point John -- I have changed the default to 25. Now the question is, should the default be summary mode or detail mode??

John Lawson wrote on Sun, Apr 7, 2002 05:17 PM UTC:
Detail mode.  This is how I use the comments:

   I arrive at the What's New page via bookmark.

   If there is a new topic of interest, I investigate, and comment if
inspired.

   If the 'last comment' time is more recent than the last time I logged
on, I review the recent comments. 

A minimal visit is two clicks (What's New, recent comments).  Usually I
visit at least every other day.  If the comments were in summary, I would
have to expand each one to see what it's about.  

By way of explanation, I attempt to reduce the amount of typing and mousing
I do to a minimum.  Many of my older, professional IT colleagues have
become diabled due to repetitive motion injuries.  I have many years left
to work, and I spend 8 hours a day in front of my workstation earning a
living, then come home and play with my personal computer.  I would like to
be able to enjoy my computer in retirement without wrist braces and voice
response.

gnohmon wrote on Mon, Apr 8, 2002 02:03 AM UTC:
I agree with John Lawson.

Chess eBooks[Subject Thread] [Add Response]
David Howe wrote on Mon, Apr 8, 2002 08:49 PM UTC:
I'm considering adding a section to the Chess Variant Pages for chess eBooks. Right now I'm aware of only two: Chess History and Reminiscences by H.E. Bird, and Edward Lasker's Chess and Checkers: The Way to Mastership. Both are Project Gutenberg files. Does anyone know of any other online chess eBooks?

Rook-Level Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Wed, Apr 10, 2002 05:25 PM UTC:
The discussion of piece values and the purpose of the variant for <a href='../diffsetup.dir/chigorin.html'>Chigorin Chess</a> reminded me of a conceptually-related idea I had a while ago I called Rook-Level Chess. <p> <h4>Rook-Level Chess</h4> <p> The idea I wanted to explore in Rook-Level Chess is: how would the play of Chess be affected if the Rook, the Knight and the Bishop all had approximately the same value? It seemed to me that threats would be harder at the very least. Anyway, drawing on Ralph Betza's work on the value of Chess pieces I selected stronger Knights and Bishops that retained some of the character of the existing pieces: for Knights I used NW (Knight + Wazir or Marquis), for Bishops I used BD (Bishop + Dabbabah or Bede). These pieces retain the color behavior of the pieces they replace: the Marquis is color-changing, and the Bede is colorbound. <p> I sent this to David Paulowich, and asked him how he thought this would affect exchanges. He replied that we would still prefer a Rook to a Marquis and a Marquis to a Bede, as you could mate with a Rook + King vs King, but not with Marquis + King vs King or Bede + King vs King, and he still though color-switching pieces more valuable than colorbound ones, other things being equal. <h4>Rook-Level Chess II</h4> <p> Given the above comment, I wondered if the powered up Knight and Bishop could retain <i>different</i> characteristics of the base piece? So, for Rook-Level Chess II I replaced the Knight with ND (Knight + Dabbabah or Vicount) and the Bishop with BW (Bishop + Ferz or Dragon-Horse). In this case I retained that the Knight was a strictly leaping piece not attacking adjacent pieces, and I retained that the Bishop was a non-jumping piece. Are these pieces of equal value? And could you mate with Vicount + King vs King? (Dragon-Horse + King vs King is a win.) <h4>Discussion</h4> <p> I've played around with Rook-Level Chess a bit with Zillions for what it is worth, but I strongly suspect it loses somethings that Chess has. If nothing else, weak pieces can be fun since they can harass stronger pieces. <p> Other versions are of course possible. Given that Ralph has settled down to rating the Crooked Bishop (zFF) as equal to a Rook (there being a brief point where he was rating it at 1.5 Rooks), a Crooked Bishop might replace the Bishop nicely. <p> I should eventually add these as modest variants.

David Howe wrote on Thu, Apr 11, 2002 03:28 PM UTC:
It's an interesting idea, but would make for a more positional game with more trading off of material. I would recommend these Rook-level pieces perhaps for larger variants which would still include the usual knights and bishops.

Peter Aronson wrote on Thu, Apr 11, 2002 03:35 PM UTC:
Of course, there is the issue that on a larger board, since leapers are weakened, most of these pieces are probably not quite Rook-level anymore. One piece I do want to try in a larger variant someday is the NH (Knight + (3,0) leaper), since the H portion of the move would allow it to move around a 10x10 board slightly faster than a Knight moves around an 8x8 board.

MonoChrome Alice[Subject Thread] [Add Response]
David Howe wrote on Thu, Apr 11, 2002 03:38 PM UTC:
Continuing Peter's idea from his 'Alice Chess' comment on <a href='../diffmove.dir/monochro.html'>Monochromatic Chess</a>... <p>I don't like the idea that Bishops would be restricted to their initial board. Perhaps giving the bishops a non-capturing wazir move would fix this. Option 3 is also a nice idea (the switch-a-roo). <p>On the whole, I like this set of ideas. Perhaps it can be developed, with some play-testing, into a workable variant of Alice Chess, although Alice Chess itself is difficult enough to play... :)

Rook-Level Chess[Subject Thread] [Add Response]
gnohman wrote on Thu, Apr 11, 2002 04:01 PM UTC:
Rook-Level Chess is a very nice idea. Of course, the Queen isn't
R-level...

As for K+ND versus K, confining the K is tricky but it can be done.

Example: BKb8 WKc6, White ND e4, Black's move 1...Kc8 2. Nd6+ Kb8 3. Kb6
Ka8 4. NDc8+ Kb8 5. NDc6+ and 6. ND a6 mate.

MonoChrome Alice[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 04:53 PM UTC:
There's an idea for the Bishop's move -- give it a colorbound Wazir's move, so that it can only use it to change boards. Just repeat that term: <i>A colorbound Wazir's move</i>. I love to be able to say that and have it mean something

Rook-Level Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 08:42 PM UTC:
Thanks for the end-game! I deliberately left the Queen out of the leveling so as not to make thinks <strong>too</strong> uniform. <p> I wonder if the the <b>Rook-Level Chess I</b> army vs the <b>Rook-Level Chess II</b> army would be a balanced form of Chess with Different Armies? I would think so, but the <b>RLC II</b> army does have a significant 'can mate' advantage. Does it matter?

YellowJournalism[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 12, 2002 04:50 AM UTC:
Dear 'Editor in Yellow',

Programmers who have junketed to i18n fora know that col[u]rs have various
meaning in various cultures. For example, in Italian, yellow is the color
of mystery.[1]

http://www.panix.com/~gnohmon/nemofull.html is a text which should be added
as a supplemental and corrective link, but not just yet. My apologies for
having made so many errors and rewrites and addenda.

http://www.panix.com/~gnohmon/nemofull.html should be read and criticized
by our critical public until a critical mass of agreement is reached, and
then the editor should step in, whether yellow or dark sea green 3.

http://www.panix.com/~gnohmon/nemofull.html should soon be on the cv pages,
but first the multitude should fish in it for errors and omissions. 

http://www.panix.com/~gnohmon/nemofull.html should someday be
authoratative, but meanwhile, please allow me to grovel and cringe, O great
Editor who knows not his ablative from his elboh, may I humbly beg you to
please change for me one great omission in the original Nemoroth file?

As stated in http://www.panix.com/~gnohmon/nemofull.html, repetition of
position is forbidden! Your humble supplicant is humbled with shame, how
can I have omitted to say this? I be so ipse dissed that I'd almost seppuku
but no, so much better to tofuku. I have disemboweled a bean curd to
express my embare-ass-ment.

By all means, treat http://www.panix.com/~gnohmon/nemofull.html as
authoritative, and please accept from this humble supplicant a case of root
beer, or if you prefer, a single bottle of Hennepin.

Peter Aronson wrote on Fri, Apr 12, 2002 05:42 AM UTC:
Yellow is the color of mystery in Italy? I wonder if Robert Chambers knew that. (Robert Chambers was an early writer of supernatural horror who's work, particularly <u>The King in Yellow</u>, was cited as major influence by Lovecraft and his circle.) <p> Repetition is now forbidden! <p> I have printed out your screed to study in the morning, when the sap rises and the brain cells go off strike. <p> Forget the root beer or the Hennepin, what I want is a case of Diet Moxie. It's the one form of soda that my kids will not filch. <p> (I have actually recently dived into the seas of i18n, actually -- talk about your eldritch horrors! The subtle distinctions between UCS-2 and UTF-16 will drive me mad, <strong>mad</strong> I say! <i>Mua, ha, ha, ha . . .</i>)

Piece Values[Subject Thread] [Add Response]
Peter Hatch wrote on Fri, Apr 12, 2002 06:53 AM UTC:
Various and sundry ideas about calculating the value of chess pieces.

First off, it is quite interesting to instead of picking a magic number as
the chance of a square being empty, calculate the value for everything
between 32 pieces on the board and 3 pieces on the board.  Currently I'm
then just averaging all the numbers, and it gives me numbers slightly
higher than using 0.7 as the magic number (for Runners - Knights and other
single step pieces are of course the same).  One advantage of it is that it
becomes easier to adjust to other starting setups - for Grand Chess I can
calculate everything between 40 pieces on the board and 3, and it should
work.  With a magic number I'd have to guess what the new value should be,
as it would probably be higher since the board starts emptier.  One
disadvantage is that I have no idea whether or not the numbers suck. :) 
Interesting embellishments could be added - social and anti-social
characteristics could modify the values before they are averaged, and
graphs of the values would be interesting.  It would be interesting to
compare the official armies from Chess with Different Armies at the final
average and at each particular value.  It might be possible to do something
besides averaging based on the shape of the graph - the simplest idea would
be if a piece declines in power, subtract a little from it's value but
ignore the ending part, assuming that it will be traded off before the
endgame.

Secondly, I'm not sure what to do with the numbers, but it is interesting
to calculate the average number of moves it takes a piece to get from one
square to another, by putting the piece on each square in turn and then
calculate the number of moves it takes to get for there to every other
square.  So for example a Rook (regardless of it's position on the board)
can get to 15 squares in 1 move, 48 squares in 2 moves, and 1 square in 0
move (which I included for simplicity, but which should probably be left
out) so the average would be 1.75.  I've got some old numbers for this on
my computer which are probably accurate, but I no longer know how I got
them.   Here's a sampling:

Knight: 2.83
Bishop: 1.66 (can't get to half the squares)
Rook: 1.75
Queen: 1.61
King: 3.69
Wazir: 5.25
Ferz: 3.65 (can't get to half the squares)

This concept seems to be directly related to distance.  Perhaps some method
of weighting the squares could make it account for forwardness as well.

Finally, on the value of Kings.  They are generally considered to have
infinite value, as losing them costs you the game.  But what if you assume
that the standard method is to lose when you have lost all your pieces, and
that kings have the special disadvantage that losing it loses you the game?
 I first assumed this would make the value fairly negative, but preliminary
testing in Zillions seems to indicate it is somewhere around zero.  If it
is zero, that would be very nifty, but I'll leave it to someone much better
than me at chess to figure out it's true value.

YellowJournalism[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 12, 2002 12:55 PM UTC:
'Yellow is the color of mystery in Italy' is an arcane little i18n joke. A
paperback pulp mystery story is colloquially called 'un giallo' (a yellow)
because of its yellow cover. Even the publisher Mondadori uses the term, as
its series is titled 'Il Giallo Mondadori'. Number 1331, 'Quella Bomba di
Nero Wolfe' (Please Pass the Guilt) was published in 1974 and it is weekly,
therefore the series began around 1948; but it also says 'new series', so
the usage of a yellow in this sense may be older.

This is *not* the sort of color usage that can get you into i18n trouble,
though it sounds like the typical 'White is the color of death in China'
warning, and that's the little joke.

For true madness and horror, you should look into the methods of
internationalization that were used in the days before the current
standards existed....

Piece Values[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 12, 2002 02:12 PM UTC:
'First off, it is quite interesting to instead of picking a magic number
as
the chance of a square being empty, calculate the value for everything
between 32 pieces on the board and 3 pieces on the board.  Currently I'm
then just averaging all the numbers,'

I've done that, too. The problem is, if the only reason you accept the
results is because they are similar to the results given by the 
magic number, then the results have no special validity, they mean
nothing more than the magic results. So why add the extra computational
burden?

If, on the other hand, you had a sound and convincing theory of why 
averaging the results was correct, that would be a different story.

'This concept seems to be directly related to distance.' Actually, I
think
I'd call it 'speed'. I'm pretty sure that I've played with those numbers
but gave up because I couldn't figure out what to do with them. 
Maybe you can; I encourage you to try.

YellowJournalism[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 12, 2002 04:10 PM UTC:
Some initial thoughts upon reading <b>The Official Rules of Nemoroth</b>. (Some of which should have been raised by the previous article.) <p> <ul> <li>The Ghast. How is 'two squares' defined -- does a Ghast frighten a piece a Knight's move away from it?</li> <p> <li>Compelled Moves. It is really unclear reading both documents just <i>who</i> moves the fleeing pieces, the owner or the player who causes them to flee.</li> I'm assuming the following sequence: <ol> <li>A's Ghast is move; A's turn is over.</li> <li>B moves all compelled pieces, in the order they choose; B's turn is over.</li> <li>If B caused any compelled moves, then A must make them as necessary, otherwise, A may move as they please.</li> </ol> If the above is the case, if B's resolution of compelled moves caused further compelled moves for B (by screaming 'Go Away' at an opposing Ghast), are they resolved in that turn? If there are multiple such moves (as B 'ping-pongs' A's Ghast between two Go Aways), could a piece make multiple compelled moves in a turn this way? <p> For that matter, if you are compelled into a square which you must move off of, is that resolved the same turn or the following turn?</li> <p> <li>Petrified Leaf Piles. I think I would have assumed a petrified Leaf Pile could still engulf if pushed, but the rules state otherwise. I guess that the assumption is that it isn't mobile enough to engulf anything anymore.</li> <p> <li>The Interaction Matrix. If you actually created a matrix of all the possible interactions, it might be nice to include it in document as a table.</li> <p> <li>A simplified version of this game could have it when any piece is pushed into an occupied square, all pieces in the square are crushed and eliminated, and when a piece is pushed onto an ichorous square, it and the ichor are also eliminated. This might be useful for starting players.</li> </ul> How do you plan to combine the documents? Take the first part of the original followed by the new? Or perhaps a detailed merging? Or perhaps just bring the first into compliance with the second, and then have the second as a link from the first? <hr> I am just as glad to have missed the early days of i18n (I was aware of all the weirdness, but was involved more things like the stability of floating point numbers through multiple operations in those days).

Peter Aronson wrote on Fri, Apr 12, 2002 04:47 PM UTC:
A couple of tangental issues: <hr> Is <b>The Game of Nemoroth</b> a Chess Variant? It would rather depend on who you asked. On one hand the game is clearly derived from Chess, but on the other, some believe that a Royal Piece is the sine qa non of a Chess Variant. Thus, one person classified V.R. Parton's game <a href='../parton/100Squares.txt'>Damate</a> as not a Chess variant, even though is played with Chess pieces (albeit using capture by overtaking), while classifying my game <a href='http://www.zillions-of-games.com/games/towers.html'>Towers</a> as a Chess Variant, which I did not. Myself, I like a loose definition of Chess Variant. <hr> Why is it that when I encounter an Ultima variant, it inevitably seems more complex than Ultima, not less? (This includes David Howe's and my as-yet-unpublished game of <b>Rococo</b> (I haven't forgotten about it David!)). I guess there something about the game that says: 'this could be even more complex, try it!'

gnohmon wrote on Sat, Apr 13, 2002 12:36 AM UTC:
'Is The Game of Nemoroth a Chess Variant?' I believe it is, though it
stretches the boundaries. For me, the telling point is that there's a kind
of checkmate (provided by compulsion).

Because the basic condition of victory is stalemate, and because the pieces
all have different moves, it would also stretch the boundaries to call it
an ultima variant.

The complexity of interactions of the pieces feels a bit Ultima-ish,
though.

gnohmon wrote on Sat, Apr 13, 2002 01:03 AM UTC:
1. 'B moves all compelled pieces' Oh, no. I'll have to read closely and try
to see why you could have possibly thought that. Instead, 'B moves one
compelled piece (or makes a saving move for it).' One move at a time.

If you have compelled pieces, your moves are restricted, just like being in
check except that compulsion is more powerful because if you have several
compelled pieces the opponent has several moves of free action (can go
around engulfing everything while you are helpless).

2. 'if you are compelled into a square which you must move off' no, the
compelled move must be a legal move. You can't move onto ichor just because
you're compelled.

3. petrified Leaf Pile could still engulf if pushed -- I like that, it's
more consistent, I have made this change.

4. Simplified version of the game. Ah yes, a game for demon toddlers. I
like that idea, too.

5. I planned to integrate the documents by making the official rules a link
from the first doc; and therefore removing most of the Interactions section
(just keep a few highlights).

Peter Aronson wrote on Sat, Apr 13, 2002 04:49 AM UTC:
How did I come to that conclusion? It wasn't a sin of commission, but perhaps a sin of omission, or perhaps just my mistake. You wrote: <blockquote> There are cases in which pieces are compelled to move. When you are under compulsion, you may make any move which removes the compulsion, but if you cannot satisfy the compulsion of at least one piece, you lose. (Think of it as checkmate.) </blockquote> Somehow it didn't occur to me that unlike the Go Away, the Ghast's compulsion (and other compulsions) just affected what moves were required and legal. An alternate wording might be something like: <blockquote> There are cases in which pieces are compelled to move. If you have any compelled pieces, you must move one of them as your move, although you may choose among your compelled pieces with legal moves. If you have compelled pieces, and none of your compelled pieces have legal moves, you are stalemated and thus lose. </blockquote> Strangely enough, compelled moves are a bit like capturing moves in checkers, being higher priority than other moves.

Sung Dynasty[Subject Thread] [Add Response]
Matthew wrote on Sat, Apr 13, 2002 08:59 PM UTC:
I am attempting to locate one variant from the Sung Dynasty China (0960),
Which has an extended king row, forward of which are two rows of pawns,
forward are two major power pieces  [ either named lance or archer] ,
forward of the archer is yet another row of pawns. Any info you might
have
on this game would be greatly appreciated.
			Thank You

YellowJournalism[Subject Thread] [Add Response]
Peter Aronson wrote on Sun, Apr 14, 2002 04:11 PM UTC:
I use a very simple rule for detrmining what's an Ultima variant or not: if the author calls it an Ultima variant, it is; if not, it isn't. So The Game of Nemoroth and my game Interweave are not Ultima variants since they don't call themselves that (although Interweave describes itself has being sort of Ultima-like).

Examining this site and The Encyclopedia of Chess Variants, I find the following Ultima Variants:

  • Bogart's Chess, which replaces a Chameleon and a Long Leaper with an Absorber (which picks up the capture method of each piece it captures) and a Golem, which only moves two but has to be captured twice (this was the inspiration for Golem Chess).
  • Renaissance, which is played on a 9x9 board, and adds a Pusher, a Puller, a Resurrector, and a Bomb, and has a limited form of drops of captured pieces (using the Resurrector).
  • Stupid, where each piece can move like an Ultima piece and an Orthochess piece.
  • Ulti-Matem, except the Pawns have the moves of the Orthochess pieces they would be standing in front of, except for the King's Pawn which is a Double Knight Pawn which makes two Knight's moves in a row in any pattern.
  • Ultimate Ultima which you described in this comment system here.
  • Unorthodox Ultima, in which a Long Leaper and a Chameleon are replaced by a Neutalizer (which removes the ability to capture of adjacent pieces) and a Repeller which forces an opposing piece moved next to move as far away as possible.
So look at them. All of them at the very least add some additional types of pieces. All of them are more complex than Ultima. Although, no one has take the simple, logical, and completely insane step of combining Ultima and Chessgi/Shogi. Ultigi! Ultima with drops! Ah, maybe not.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 25, 2002 03:48 PM UTC:
I spent some (to much!) time last night fooling around with Ruddigore Chess. I started by hacking and slashing up Fergus's Duniho's Chessgi ZRF, and seeing what happened. (Zillions is hardly the only tool suitable for this sort of thing, of course, but it is the one that usually comes to hand for me. Occasionally I worry about the effect this has on my game designing, since if the only tool you have is a hammer, everthing starts to look like a nail. However, the essay <u>Zillions of Games: threat or menace</u>, will have to wait for another day.) <p> As a frame, the battle represents a Loser-take-all battle between Sir Ruthven Murgatroyd (white) and Sir Despard Murgatroyd (black) as to who will be stuck being the cursed Bad Baronet of Ruddigore. <p> The initial rules were: <ol> <p> <li><b>Ruddigore</b> Chess is a <a href='../other.dir/chesgi.html'>Chessgi</a> variant, and all rules of that game apply except when contradicted below.</li> <p> <li>Each turn that a player does not perform a wicked deed by capturing a piece (their's or their opponent's), they must sacrifice a piece to the curse. Pieces in hand may be sacrificed. Sacrificed pieces are out of the game.</li> <p> <li>You may capture your own pieces ('If a man can't capture his own, pieces, <strong>whose</strong> pieces <em>can</em> he capture?'). Pieces of your own you capture go into your hand.</li> <p> <li>The first three turns are a Bank Holiday, and there are no captures or sacrifices then.</li> <p> <li>If you run out of other pieces to sacrifice, and you must sacrifice, you must sacrifice your King and lose.</li> </ol> <p> The problem with this game, as a few minutes of thought would have told me, is that it is far, far easier to capture your own pieces than the opponent's. What you get is mostly self captures with occasional threats in order to force a piece loss on the opponent, with the goal of having them run out of pieces to sacrifice first. Not very Chess-like. <p> The made the follow changes then, attempting to get more pieces engaged: <ul> <p> <li>Only the King, renamed the Baronet and given the ability to capture (but not move without capturing) like a Knight in addition to moving like a King [WFcN], can capture friendly pieces (if you want something done right . . .).</li> <p> <li>The Knights are replaced by Gentlemen, which are limited Nightriders (NN2).</li> <p> <li>Pawns are now Quickpawns which can always move two forward, and I've eliminated en passant to encourage them.</li> </ul> <p> This made a small difference, but not enough. So I eliminated the Bank Holiday, and made sacrifices required only on even turns (Sir Despard did all of his wicked deeds in the morning, and did good in the afternoon). This helped a lot, now you can capture your own piece on an even turn, and deploy it on an odd one. Now, though, I'm wondering if the Gentlemen are too powerful, since when dropped they can fork like anything. Maybe Halfling Nightriders? <p> I also find I'm tempted to rename everything: Pawns into Farmers, Bishops into Vicars, Rooks into Squires, and Queens to Stewards. But on the other hand, if the move hasn't changed, it is confusing to change the name of the piece. <p> Anyway, this is still very much an on-going project, and I'd appreciate any advice anyone has.

Peter Aronson wrote on Thu, Apr 25, 2002 05:27 PM UTC:
<a href='http://diamond.boisestate.edu/gas/ruddigore/discussion/short.html'>This</a> is a wonderful, if silly short summary of the plot of Ruddigore.

ZoG world view[Subject Thread] [Add Response]
John Lawson wrote on Fri, Apr 26, 2002 12:10 AM UTC:
Peter Aronson wrote:
'(Zillions is hardly the only tool suitable for this sort of thing, of
course, but it is the one that usually comes to hand for me. Occasionally I
worry about the effect this has on my game designing, since if the only
tool you have is a hammer, everthing starts to look like a nail. However,
the essay Zillions of Games: threat or menace, will have to wait for
another day.)'

I had never thought of this effect, perhaps because I neither design games
nor write ZRFs (I entirely lack creativity).  I take this to mean that
ZoG-wise game designers will avoid designing games using concepts that
cannot be effectively implemented in Zillions-of-Games, thereby limiting
their own creativity.

At the same time, ZoG has been considered a tremendous boon to board game
variantists of all stripes, allowing them to play and test their
more-or-less obscure discoveries and creations without the need to actually
find and interact with other people.

So, the starter questions are, 'Does ZoG limit creativity?', 'If it does,
does it matter?'  What do you think?

Ruddigore Chess[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 26, 2002 03:14 AM UTC:
I think that the silly summary is actually longer than a serious one would
be; but it's lots of fun and reasonably accurate. Definitely a useful thing
for those who don't speak the language.

As for the game, it seems a worthy endeavour, but needs to be clever or
else it will never.

'Mostly self-capture with the occasional threat'.

Idea 1. There is no problem. Sacrifice a few Pawns to build up an attack;
give checkmate, and win. You merely weren't sufficiently enterprising in
your play. (This idea could very well be false, but deserves to be
mentioned.)

Idea 2. Make self-capture less appealing than other-capture. Pieces go in
hand but are demoted? Something might work.

ZoG world view[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 26, 2002 03:22 AM UTC:
The only tool I usually use is the chessboard in my head, which usually
limits my games to things that I can playtest blindfold.

Given a chessboard and a few coins and a pencil and paper, one can do a
wider range of games than can be done using just the mental board; but then
I wonder if that distracts one from the 'pure thought' which proves so
productive.

I would have to say that whatever works well for you is best.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:32 AM UTC:
I kind of like the current version, and will play with it further.  That
is:

- Sacrifice every other turn

- Knights replaced by Halfling Nightriders

- Only Baronets (Royal WFcN) can capture own pieces

- Pawns are quick Pawns and no en passant

I'll try to find some of my usual suspects to playtest with via e-mail, and
see how it works.

ZoG world view[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:43 AM UTC:
Well, I do worry about limiting my designs to what works well for Zillions. Of the 17 or so games I've published since I've learned Zillions programming, only one -- Transactional Chess -- has not been implemented with Zillions. This leads me to wonder what games am I 'self-censoring' in favor the ones that are easily implementable with Zillions. The games I designed before were often difficult to completely implement for Zillions; some would merely say that Zillions was simplify causing me to simply the games, which is all to the good. But there can be simple ideas that are not simple to implement with Zillions. Chatter Chess would be a great deal of work to implement in Zillions, for example.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:20 PM UTC:
I hadn't worked with halfing Nightriders before -- it's a very nice piece. All halflings have shorter range the closer they get to the center, but the hhNN is more extreme somehow, moving like regular Knights when in the central 4x4 area. I'll have to use them somewhere else someday.

David Howe wrote on Fri, Apr 26, 2002 04:38 PM UTC:
I have an idea for self-captured pieces: a self-captured piece cannot be
dropped to a square which is threatened by a friendly piece. This should
alleviate the use of self-captured pieces to checkmate or block checks.

Peter Aronson wrote on Fri, Apr 26, 2002 05:05 PM UTC:
That's a though, David. It does, of course, require you to keep track of two classes of captured pieces. A few other ideas in that direction: <ul> <p> <li>Self-captured pieces go into your <em>opponent's</em> hand, not your own;</li> <p> <li>Self-captured pieces turn into 'Prisoners', which can not be dropped, only sacrificed to pay for the curse (this is a more extreme version of Ralph's suggestion that self-captured pieces be demoted).</li> <p> </ul> At the moment I'm inclined to allow full self-capturing -- it's, ah, interesting.

ZoG world view[Subject Thread] [Add Response]
John Lawson wrote on Sat, Apr 27, 2002 03:54 AM UTC:
So we allow ourselves to be limited by the tools we are comfortable with. 
Peter tailors his inventions with an eye to Zillions implementation. 
Gnohmon, having a 8x8 board in his head, concentrates on ideas that play on
an 8x8 board that feel like chess.

Is this a bad thing, because it limits creativity?

Is it a good thing, because it concentrates the mind?

Both of you produce one interesting idea after another.  So do other
inventors.  Do the limitations of the universes of discourse you have
chosen confine or focus your creative efforts?

I have also perceived an attitude among some CVPhiles that a creation is
not complete without a ZRF.  Certainly, this is a wrong-headed attitude,
although a good ZRF is pleasing.  Is the implicit requirement for a ZRF a
bad thing?  I would say yes, because it discourages people with ideas whose
skills or inclinations are just not up to producing ZRFs routinely.  As a
result, there may be ideas that are interesting or intriguing that do not
see the light of day.  Do you agree?

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, Apr 27, 2002 05:09 AM UTC:
I have thought about it for quite a while, that chess lacks a coherent
handicap system. (A good example of a coherent handicap system is that 
of go) How do we go about crating one for chess? Certainly chess for
different armies of ralph betza points the way forward. Black Ghost of
Ralph Betza is a step toward a handicap system. Using these as stepping
stones, let me propose the following:

Types of Handicap:

Range: Gradual limiting of the range of stronger player's pieces 

Functional: Limiting the leaping/capturing ability of the stronger player

Balancing: Adding power to the weak side, for example adding of a ghost
 like in ghost chess.

Of course how a comprehensive system might look like, I'm not sure yet,
 so any comments welcome.

David Howe wrote on Sat, Apr 27, 2002 12:09 PM UTC:
It would be nice to have a full, comprehensive article on Chess
Handicapping. Anyone out there want to volunteer?

Jianying Ji wrote on Sat, Apr 27, 2002 11:30 PM UTC:
let me put out a few points, though I don't yet have enough for a
comprehensive page yet, but when I do, I might pull it together
for one. So I volunteer provisionally, though I might need some
help going forward.

Chess-like game with handicap systems that could be a guide are:

knightmare chess
http://www.sjgames.com/knightmare/handicapping.html

Shogi
http://www.msoworld.com/mindzine/news/orient/shogi_handicap1.html

The first site mentions that for standard chess, traditional handicap is 
based on similar pricipal as shogi handicaps.

While the traditional system is a good start I would like to have a much
more fine grained approach. 

I'll leave it here so I can write a more detailed note soon also to give
the reader a chance to respond.

ZoG world view[Subject Thread] [Add Response]
Tony Quintanilla wrote on Mon, Apr 29, 2002 04:23 AM UTC:
I usually think of the game first and then try the Zillions implementation.
The result is, sometimes, that the Zillions implementation is unwieldy. It
is true, though, that some I have not even tried to implement. 

There is a great alternative, and that is our very own (thanks to Fergus)
play-by-e-mail system which is available to any square or hex board design,
requiring enforcement of the rules by the players--like a table-top chess
set. 

As far as 'mentally' creating games. Yes, when the game idea is very
interesting, I find myself mulling over it and the game design works itself
out conceptually--to a large degree, however, not completely. There are
some details of playability that only work themselves out in playtesting.


Zillions is a great way to work out the playability of a game, at least as
a first step. One pitfall that Zillions has is that the farther a game is
from orthochess the poorer the Zillions engine plays the game. Some games,
it plays very poorly, some in a skewed way, some extremely well.
Ultimately, play against a person is best for testing. 

If one is interested in play by e-mail, a Zillions implementation can be as
basic as a board and pieces that can move on it, without full rules
enforcement--this liberates many of the programming restrictions--since it
does not matter how well Zillions itself plays the game.

Back to the orginal question: I have found that in some practical ways,
Zillions does 'suggest' the development of a game because of the
programming practicalities. But I would not say that it inhibits ideas
altogether. There is one game I would like to try but have not found a way
to play by e-mail: Star Trek 3-D Chess (the 'real' one with the shifting
boards!) Any ideas?

Chess Handicaps[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, May 3, 2002 12:36 AM UTC:
Continuing with this subject let me propose the following:

let their be 9 levels of mastery (similar to asian game ratings, but 
                                  in keeping with western chess theme,
                                  we need a different name than dan)

Between each level and the one below is divided 4 sublevels. 
(Again a name is sought)

The difference between sublevels is one point, as described by Ralph Betza

in  http://chessvariants.com/d.betza/pieceval/p3-01.html.  The move is 
good enough for difference of one sublevel.

The difference between levels is then naturally 4 points, or pawn and
move.

For other handicaps we need to temper with the army somewhat, but 
whatever we do must be ballanced, from openning to endgame.

Also as can be calculate, I envision the largest handicap to be 36 
points, roughly the value of an amazon. I think this is a reasonable
 upperbound but as I am not a good chess player, input would be really 
appreciated.

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Fri, May 10, 2002 02:07 AM UTC:
I am creating a pawnless CV, which suddenly led to the question of:

What happens in FIDE chess if we remove the pawns and disallow castling.
Does white have overwhelming advantage or is there a good defense for 
black?

Peter Aronson wrote on Fri, May 10, 2002 04:05 AM UTC:
I don't think simply removing the Pawns from the FIDE array would make a good game. Consider Derek Nalls various all-rider Chess variants -- they use rather different arrays indeed. <p> Maybe something like:<b><pre>+---+---+---+---+---+---+---+---+ | r |:q:| k |:r:| |:::| |:::| +---+---+---+---+---+---+---+---+ |:b:| n |:n:| b |:::| |:::| | +---+---+---+---+---+---+---+---+ | |:::| |:::| |:::| |:::| +---+---+---+---+---+---+---+---+ |:::| |:::| |:::| |:::| | +---+---+---+---+---+---+---+---+ | |:::| |:::| |:::| |:::| +---+---+---+---+---+---+---+---+ |:::| |:::| |:::| |:::| | +---+---+---+---+---+---+---+---+ | B |:N:| N |:B:| |:::| |:::| +---+---+---+---+---+---+---+---+ |:R:| Q |:K:| R |:::| |:::| | +---+---+---+---+---+---+---+---+</pre></b> Of course, different pieces might work even better, such as halfling pieces or powerful but short ranged pieces, such as Half-Ducks for Rooks and FAD's for Bishops and a FAWDH for a Queen. Experimentation is certainly the key here.

Jianying Ji wrote on Fri, May 10, 2002 09:23 AM UTC:
Actually my game will be different from just removing pawns from standard
FIDE setup. The reason for my question is more along the lines of giving
a pawnless FIDE, what are the shortcommings of such a game, and why 
wouldn't it be a good game. Or in other words what is the mininum that
can be done to make it a good game.

Jianying Ji wrote on Fri, May 10, 2002 04:14 PM UTC:
Thinking about it, let me restate my question in the form of 2
challenges:

Construct the shortest possible fool's mate for the following variant:

FIDE chess without pawns nor castling.

Then construct the shortest possible computer's mate (named after early
chess computer programs),  by which I mean that it will respond to
any possible mate within 3 moves. Or another way to say it is
construct the shortest game that leads to a win in 4 moves.

gnohmon wrote on Sat, May 11, 2002 01:49 AM UTC:
I have played games of FIDE Chess with W giving odds of all 8 Pawns....

With both sides no Pawns, I'd try 1. Qxd8+ followed by 2. Rh1xh8, which
ought to win.

With Pawns replaced by W or F or Berolina Pawns, in a sense it's not so
Pawnless, is it?

Racing Kings is Pawnless. It has a different goal, and perhaps you could
argue that it's not even Chess. However, in the process of becoming NOST
postal champion a few years in a row, I learned to appreciate what a great
game it is.

Without using really weak pieces to replace Pawns, you could probably find
a setup on the 4x16 circular chessboard that works.

gnohmon wrote on Sat, May 11, 2002 02:03 AM UTC:
Construct the shortest possible fool's mate for the following variant:

FIDE chess without pawns nor castling.

I love these questions, and always try to include them in my own new
games.

1 Rh7 Na6 2 Qh5++; a pretty solution because because Rh7 covers flight
squares *and* blocks Rh8xh5.

Note 1 Be2 Bd7 2 Kf1 Ra7 3 Qe2 Ra8 4 Bh5++ is shortest doublecheck mate.

Jianying Ji wrote on Sat, May 11, 2002 02:36 AM UTC:
> I love these questions, and always try to include them in my own new
> games.

Glad that you like these kind of questions. I thought it might be fun
too.

> 1 Rh7 Na6 2 Qh5++; 

Short and sweet. Quite amazing really.

'Note 1 Be2 Bd7 2 Kf1 Ra7 3 Qe2 Ra8 4 Bh5++ is shortest doublecheck
mate.'

the 3rd move doesn'T make sense.

After the second move we have

. n . q k b n r
r . . b . . . . 
. . . . . . . .
. . . . . . . . 
. . . . . . . .
. . . . . . . .
. . . . B . . .
R N B Q . K N R

Qe2 is an impossible move, however I think you intended Qe1

which works.

It is interesting that both of these are helpmates, I wonder if a
computer
mate as I defined can be found easily, or does it really need a computer
to answer that questions.

gnohmon wrote on Sat, May 11, 2002 02:55 AM UTC:
1 Be2 Bd7 2 Kf1 Ra7 3 Qe1 Ra8 4 Bh5++ doublecheck

'I'm glad you like these questions' -- I have always (well, at least since
I started publishing CV writings in the early 1970s) appreciated the
value-added that asking these questions can give to your new game.

Before you ask, you should either know the answer or suspect that the
answer will be really interesting.

The 'standard' questions are::::::::

1. Shortest foolsmate (for some games, shortest victory)

2. Shortest doublecheck (triple check, quadruple check, etc.) with or
without mate

3. Shortest stalemate; 4. shortest stalemate without capture (the great and
brilliant and superhuman Sam Lloyd solved these for FIDE Chess; if you
don't know his solutions, look them up and you will feel the emotion known
as 'awe' -- really, no exaggeration, awe.)

5, shortest perpetual check, 6. others appropriate for specific variants.

history of chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, May 11, 2002 05:28 PM UTC:
Continuing what Ralph said about the need for more prominent heading for
chess history. One possible idea is a specific page on the history of 
chess that shows a genealogy of chess. A genealogy because it shows both
history and the relationship between the different historical variants.
Such an undertaking would be no small one by any means but would provide
a good context for the layman and scholar alike in the foundations of 
this pusuit of variants.

David Howe wrote on Sat, May 11, 2002 06:41 PM UTC:
Here's another thought: Why not take HJR Murray's 'A Brief History of Chess', and Project-Gutenberg-ize it? That would be phase 1. Phase 2: Take HJR's 'History of Chess' and Guten-ize it (ie. produce an ebook version). Of course, phase 2 would be a huge job. Anyone know if these two books are public domain yet? HoC was published in the early 1900's. If anyone else is interested in doing this, I could check with the folks at PG. <p>Thinking smaller... perhaps a timeline page or chess geneology page. With links of course. Perhaps this would be a good job for Hans or JL Cazaux?

gnohmon wrote on Sun, May 12, 2002 05:16 AM UTC:
The copy of Murray that I own is the 1969 reprint, not the 1909 original.


It may well be that the reprint in some manner updated the copyright? Laws
on this subject have changed from time to time...

Project gutenburg is usually plain text files. Can Murray be appreciated
fully without the diagrams? No. Can it be appreciated to some extent? Yes,
of course.

Modern scanners may be able to extract the text pretty well, but then if
you don't proofread what the scanner said, the book is seen as if
through a scanner darkly
(title of a book by l cordwainer smith; always wanted to use that phrase in
casual conversation.)

Big job, no matter what. Big disk space, but there are so many terabytes
now, how else to fill them? Big download for the reader. But, what a book!
And how much we all owe to it!

Jianying Ji wrote on Sun, May 12, 2002 05:27 AM UTC:
The diagrams will have to be described using FFEN, which the FFEN to HTML
converter will take care of the rest. And probably lots of proofreading.
But it is possible.

Peter Aronson wrote on Sun, May 12, 2002 06:00 AM UTC:
Err, I don't think Project Gutenburg is using FFEN -- just plain text.

Jianying Ji wrote on Sun, May 12, 2002 06:06 AM UTC:
What I mean is that FFEN is a way to convert the diagrams to plain text. 
and for the people who want to read it they would understand it. Moreover
this way a special reader can translat it to diagrams.

David Howe wrote on Mon, May 13, 2002 05:11 PM UTC:
Project Gutenburg, while they concentrate on 'plain vanilla texts', also produces some works that are (or contain) non-textual information. Also, they are no averse to producing HTML products, as long as there is a plain text version available. <p>FFEN is one option, but we could also use GIF's. Or even plain old ugly ascii diagrams. The book would definitely have to be broken up into chapters, as the full book in one file would be too huge. <p>I'll send a request to PG to see if they feel the book (Hoc) is public domain.

3LWC Chess[Subject Thread] [Add Response]
Doug Chatham wrote on Tue, May 14, 2002 12:27 PM UTC:
I've recently had a strange idea for an 84-square chess variant, and I'd
like to get some comments on it.

I call it Three-Layer Wedding Cake Chess.  The bottom layer is a standard
8x8 chess board with the standard chess piece placement.  Above the middle
16 squares is the second layer, an initially empty 4x4 board.  Above the
middle four squares of the second layer is the third layer, an initially
empty 2x2 board.

The goal is to get your queen and king on the top layer before the
opponent's king and queen can reach the top layer.

There is no check, checkmate, or any true capturing.  A piece (including
P,R,B,N,Q, or K) can move onto a square occupied by an enemy piece only if
the square immediately above that enemy is empty.  When such a move occurs,
the enemy piece is 'elevated' to the square immediately above its current
positions.  If a player can elevate an enemy piece, he or she must do so. 
If more than one elevation is possible, the player can choose which one to
carry out.

A player may move a piece to the square immediately below that piece if
that square is empty.

Pieces move on the top layers just as they do on the bottom layer, except
that pawns may only promote on the bottom layer.

FIDE rules apply except as I've contradicted them above (so, for example,
there are no 3D moves other than the ones given above,).

Previous variants inspiring and influencing this one include Bachelor Chess
(the wedding theme), Pyramid Chess (board layout), Reenterent Chess (each
square on the top two layers acting like a reentering square for 'captures'
on the square immediately below), Losing Chess ('captures' compulsory), and
Elevator Chess (inspiring the term 'elevate').

I hope you find this entertaining.

Peter Aronson wrote on Tue, May 14, 2002 05:24 PM UTC:
Well, to damn it with faint (or dubious) praise, it seems reasonable to me, at least at first blush. <p> With forced captures and an attainment goal, the play will not be particularly Chess-like, I suspect. Not that that's a problem. <p> It has some simularities to <a href= '../diffobjective.dir/giveaway.html'>Losing Chess</a>, but only in the middle. I do wonder if the board will just become hopelessly clogged, particularly the middle board. The problem is, pieces can only be forced to move by offering them captures, and captures can only be offered <strong>on</strong> the squares you want to be able to move pieces <em>off</em> of. <p> Perhaps some form of capture other than elevation is required for the outer boards, such as <a href='../difftaking.dir/circe.html'>Circean</a> capture where captured pieces are returned to their starting square.

ChrisWitham wrote on Tue, May 14, 2002 08:29 PM UTC:
What happens if the top squares get filled up?  Is the game a stalemate, or
is there a way to clear out the top to make room fo the king and queen? 
Also this has some resembalance to Cheops, in which one of the two
objectives is to have the queen on the top level of the pyramidal board.

CV Pages as Lit[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, May 14, 2002 11:30 PM UTC:
<h4>CV Descriptions as Literature</h4> Ralph Betza recently complimented on how my page on <A HREF='../other.dir/ruddigore-chess.html'>Ruddigore Chess</A> was written. This led me to think about Ralph's excellent pages for <A HREF='../other.dir/nemoroth.html'>The Game of Nemoroth</A>, and wonder: can an Chess variant's description also be a work of literature? <P> (Let me note that in my view, literature comes in a quite a large range of quality, and piece of writing does not have to be to the standards of F. Scott Fitzgerald or James Joyce to qualify. The fast and loose definition I'm going to use here is that literature is writing of at least reasonable quality, intended to be pleasurable or moving to read. (The intelligentsia may now commence my immolation.)) <P> A possibly analogous situation. One of my two degrees is in geography, and of course I was educated in its history. Until the late 19th Century, Geography (with the exception of Cartography and related disciplines) was primarily a descriptive science, and could be and was looked at as a variety of literature -- the literature of place. A piece of geographic writing was judged almost as much by the quality of its writing as the correctness and completeness of its facts. <p> Chess variants as described in these pages are a combination of rules and description, of algorithm and literature. While I would hardly suggest that the quality of the writing is anywhere near as important as the quality of the rules, yet sometimes the writing is very good. If you search through these pages, you will admittedly, find many bare-bones or clumsy descriptions of Chess variants. Often it is not the fault of the author, who may be laboring with a foreign language, or simply not have time or writing experience for the type of description they would like to produce. And opinions vary; as editor, I have corresponded with authors who prefered a very minimalist presentation of their designs. But still, if you wander through these pages, you will find stories and jokes and puns, references to arts and popular culture, small essays on the processes of designing and playing games, and snatches of biography and history. Sort of a literary smorgasbord. <p> Does all of this additional material add or detract from the rules that are the <I>raison d'etre</I> of the pages in the first place? Do readers like their Chess variants straight, or with a splash of story?

ChrisWitham wrote on Wed, May 15, 2002 01:14 AM UTC:
I think that it depends opon the variant and the wirteing style, a bare
bones rules would be preferable to a badly writen naritive which has the
rules in it, on the other hand a sci-fi/fantasy based varient would seem
stale or flat without somekind of backround.  And when it comes to
background there is a very large gray area, becuase you could easily say
that why a piece was chosen to move the way it does is part of a bare bones
discription, but sometimes the reasoning is so complex it could qualify as
literature.

There is also a question of 'What is literature?' a common question is 'Is
a comicbook literature?' in this case it might be better as 'Is a
discription literature?' some would say yes, others no.  Certainly I would
always prefer a discrtiption into which some kind of tone or voice has been
put, but that is not the same as haveing something on the level of Ralph
Betza's Nemoroth, which gives you the feel and atmosphere of the game.  If
everyone could write on that level then we would have an impressive
colection of CVs and literature in one, and games that otherwise might have
been overlooked would be noticed and played.

I fear that I may have lost track of my point near the first or second line
but if I try and go back and change it this will make even less sense. 
Basicly what I'm saying is that a well writen back story or setting could
never hurt a discription, and in some cases it's absense would.  Also a
discription its self can have a certain literay flavor to it that makes it
easier to read and understand than a bare rules only format.  I think that
the most disireable form of a discription is first and formost the rules,
backround information on how the game came to be and why the pieces are the
way they are, and any story or such thing that goes with it, i.e. a game
claiming to be elven chess should say a bit about how the elves played the
game.  If the rules are mixed in with the other elements, like for example
as in Nemoroth it may also be a good idea to have them listed sepreately,
also as in Nemoroth, so that those that don't want to read the non rule
related elements don't have to, and those that want to quickly refrence a
rule can.

I know I rambled and I hope it made sense and was in some way helpful.

John Lawson wrote on Wed, May 15, 2002 05:56 AM UTC:
Although the format of the CVP is like a database or encyclopedia, I think
that it is actually better thought of as a 'conversation' about chess
variants.  Many variantists probably actually play very little, and most
variants receive very little play.  Therefore, the main point of the CVP,
at least for some, is the communication of the ideas behind the variants.

As in any 'conversation', although the primary focus is to impart
information, a desire to amuse, entertain, and interact is perfectly valid.
 Also, some variants are better understood with the story that inspired
them.  A bare-bones exposition of the Nemoroth rules would seem
incomprehensible and arbitrary.  Other variants that are hard to appreciate
without their background stories are Peter's Ruddigore Chess, or Dan
Troyka's Hitchhiker Chess.

One is on thinner ice with descriptions that are just plain silly, like my
Pizza Kings.  It is important to avoid a descent into pointless sophomoric
humor, like the relentless plays on words in the headlines of bad
newspapers.

We should also remind ourselves, when writing rules, that the CVP has an
international following.  Therefore, it is likely that the point behind
Ruddigore Chess is completely opaque to someone with no knowledge of or
interest in late 19th C. English musical theater.  We also have to be
careful not to obscure the rules with verbal cleverness.

The beauty of the recently improved comment system, is that it provides a
forum for those so inclined to play with words and concepts, without
getting in the way of the clarity of the descriptive pages.

I think I might have had a point once in all this, but I ignored it and it
wandered away.  I like clever and amusing literate writing.  I think it
enhances the CVP, but it is not necessary to the CVP.  Intelligent,
well-thought-out, and clearly described variants are what is necessary.

ChrisWitham wrote on Wed, May 15, 2002 06:43 PM UTC:
Having had time to think of my earlier comment I am almost entirely sure
that I lost the point, the reader, or both.  I'll try to keep it short this
time.  I completely missed one of the points that I had wanted to make.  A
discription with just the rules can be writen in such a way that the author
puts their own tone or flavor into it, this gives the reader a feeling that
the author is speaking to them.  This effect is helpful because for some
reason it is easyer to understand the same information if it seems like it
is said to the reader, it is also easier to remember.  This probably
doesn't make it all the way to literature, but it is somehow more than a
barebones discription.  This somewhat goes with what John said about it
being a kind of conversation.

gnohmon wrote on Fri, May 17, 2002 02:51 AM UTC:
Pizza Kings is a charming piece of somewhat humorous literature; it won't
make you laugh aloud like 'The Literary Offenses of James Fenimore Cooper',
but it may bring a smile.

Many variants recieve very little play, while others become popular. In
order for a variant to become popular, people have to try it at least once.
How do you get your reader interested enough to try playing the game?

A good presentation can't hurt. At least if it's interesting to read,
people may read it all the way through, and that's a start.

Sometimes the idea of the game is sufficiently intriguing in its own right
that you get people to play it without anything special in the way of
presentation. 'There's nothing in the way of presentation, you can get
right at it.' (That's from _It's a Gift_, right?) This was the case with
Avalanche.

A good presentation is Partonesque. His games were always introduced with a
bit of a premise and a bit of whimsy.

In other words, like all good literature, it's advertising; or even product
placement, as in Refreshing Bubble Fizz Chess.

I had a point here somewhere, but it wandered off. Perhaps my point was a
neutral piece and my opponent moved it somewhere I can't see it.

John Lawson wrote on Fri, May 17, 2002 05:21 AM UTC:
I went back and reread Pizza Kings, and it's better than I remembered. 
Pizza Kings actually had a definite satirical purpose.  At that time,
people were suggesting various different armies with themes like leaping,
or spaciousness, or fizziness.  I just extended the theme to something
completely irrelevant to chess, and then developed the theme deadpan.  Part
of the point I was making earlier is that sort of thing is only pleasing in
moderation.  If I had gone on to invent the Avenging Appetizers and the
Beer Batterers, the result would have been far less than three times as
amusing.

I was also unclear in stating my preference.  I much prefer an entertaining
and engaging description.  I am one of those variantists who actually
rarely play, but, concurring with gnohmon's point, I found Nemoroth so
fascinating that I am actually playing an email game.  That is based on two
things: the terrific description, and the original mechanics.  In the case
of Nemoroth, they cannot be separated.  Without the story, the mechanics
would seem capricious.  Without the unusual mechanics, the story would just
be an exercise in cleverness, without point on the CVP.  Now, e.g., there
is a clear picture in my mind of a Leaf Pile, what it does, and why.

Tony Paletta wrote on Fri, May 17, 2002 05:17 PM UTC:
MY personal preference is for CV proposals that contain a minimum of
narration and a straight-forward presentation of the author's rules. 

I'm OK with very brief comments that actually simplify learning the rules,
but I have very little interest in extended narratives.

3LWC Chess[Subject Thread] [Add Response]
Doug Chatham wrote on Sat, May 18, 2002 06:02 PM UTC:
In order to prevent the upper levels from being clogged up, perhaps I
should introduce a gravity rule:  before a player moves, all of his/her
pieces that both (1) haven't moved in the past two turns and (2) have an
empty square directly below them descend one level.

Or perhaps, when an elevation isn't possible, a 'captured' piece could be
placed on any empty square chosen by the capturer.

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, May 19, 2002 05:16 PM UTC:
I have been studying the advices in this thread and examining some of 
my ideas along this line. The following is what I have developed so far:

Pawnless Chess

-by Jianying Ji			

Introduction:

This variant is inspired  these primary sources: 
1: Kevin Maroney's Ur Chess
2: Ralph Betza's Halfling Chess

One of the main motivations of this variant is similar to that of Ur Chess
in that I was looking for a 'simplified' variant of chess. As I read Ur
chess I saw that many of the fiddly rules he was trying to change concerned
pawns, so it seemed natural to me to dispense with pawns alltogether. But
that led to an immediate problem, which is with the major pieces of FIDE
facing each other the opening usually end up with a lot of exchanges and
not many pieces on the board after the exchanges end.  To combat this, the
pieces needs to be weakened and captured pieces recycled. So I used
halfling chess to weaken the pieces, and added the capture return rule to
recycle the pieces. I changed the knight to halfling Knightrider to
strengthen the army a bit so that it won't be too slow. The details
follows:

Board and Setup:

Use standard chess board and setup with the pawns removed

r n b q k b n r
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
R N B Q K B N R

Rules:

1. All pieces move as they do in halfling chess, except the knight, 
which becomes a halfling knightrider.

Motivation: To weaken the pieces so the opening will be more strategic,
rather than tactical. As Peter Aaronson suggested and Ralph Betza showed.

2. A captured piece is returned to the owner, who is to put it back on 
its starting rank. It is the owner's choice, which open square to put 
the returned piece on.  If the starting rank is fully occupied then 
the captured piece is discarded.

Motivation: Since the ratio of pieces to squares is so low, to start 
with, this rule will keep more pieces in play longer, for a more 
tactical and longer endgame.

3. No repetition of a previous board position

Motivation: Super-Ko rule is adopted to reduce draws.

Object:

Checkmate or stalemate the opponent

Motivation: Stalemating the opponent is included as a winning condition 
to reduce draws.

Notation:

R        a1        x           a5  	         [a8]
piece	source   capture    destination    drop location

piece: name of the piece
source: starting square
capture: x if capture occured, - if non-capturing move.
destination: ending square
drop location: the location to which the captured piece is dropped

Can be abbreviated if no ambiguity arises.

Remember, if capture occurs, drop location must be specified.


Comments:

Shortest fool's mate is 2.5 moves, which is comparable to FIDE, 
with the added benefit of being more 'foolish'.

Tempo is most important in this game. Losing tempo can be fatal. 
It is even more important than safety of specific pieces. Since 
pieces are recycled.

I have done some playtesting but I would welcome more. And any
more suggestions!

Peter Aronson wrote on Tue, May 21, 2002 03:42 PM UTC:
This is looking interesting. Have you tried it yet? If you don't have an opponent it would be easy enough to program for Zillions, given that Halflings have been figured out for ZRF. <p> In his page on <a href='../dpieces.dir/amontillado.html'>Amontillado Chess</a>, Ralph Betza speculates that a Halfling Nightrider is worth in the neighborhood of 1/2 a Queen, or approximately the value of a Halfling Queen. I don't see this as a problem with your game, mind you, but if it is correct players will have to be careful to keep in mind the new balance of power amongst the pieces. <p> I do wonder about the piece density -- 16 pieces on 64-squares do seem to rattle around a bit. I suppose you could double the back rows except for the Kings, although I'm not sure that would improve matters. <p> I'm not sure if it necessary, but if the game tends to end in draws even with the stalemate rule, you could also add victory by Bare King.

Jianying Ji wrote on Sat, May 25, 2002 12:44 PM UTC:
I hve played the game a few times. mate does take time but not 
impossible, in fact draws should be extremely rare, since captures are 
nearly impossible and positions can't be repeated, so a mating position 
will have to come up, and failing that a stalemate position which is 
also a loss or win depending on the player. Though I am looking for more 
playtesting. email: [email protected]

White Elephants[Subject Thread] [Add Response]
Peter Aronson wrote on Wed, Jun 12, 2002 05:58 PM UTC:
<h4 align=center>What's the Value of a White Elephant?</h4> Here are some thoughts on a variant I've played around with, but never finished as I was uncertain about the balance. I thought they might be of minor general interest, so here they are. <P> Sometime back, after reading the Piececlopedia article on the <a href='../piececlopedia.dir/alfil.html'>Alfil</a>, I started thinking about the other sort of Elephant piece, the one that moves like a Ferz or one step forward (fWF), found in <A HREF='../oriental.dir/burmese.html'>Sittuyin</A> (Burmese Chess) as the Elephant, in <A HREF='../oriental.dir/thai.html'>Makruk</A> (Thai Chess) as the Thon, and in <A HREF='../shogi.html'>Shogi</A> (Japanese Chess) as the Silver General. <P> It's a simple piece, but what is it worth? A <A HREF='../piececlopedia.dir/ferz.html'>Ferz</A> is generally accepted to be worth about 1/2 a Knight (balancing colorboundness with a good forward move), but how much more does that single forward move add? I'm not as scientific about these sorts of things like Ralph Betza is, but it does add a lot. First, an Elephant is not colorbound like a Ferz is, and second, its forward moves are the same as a <A HREF='../piececlopedia.dir/man.html'>Commoner's</A>. In fact, you could look at an Elephant as 5/8's of a Commoner, which is generally considered a Knight-valued piece and about which Ralph Betza says: <BLOCKQUOTE> This is a very short-range and very flexible piece that is much weaker than a Knight in the opening, very strong in the middlegame if it can occupy the center, and almost always wins against a Knight or Bishop in the endgame. </BLOCKQUOTE> Of course, an Elephant is less flexible in the endgame where the opposing pieces very well might not be in front of it. But on the other hand, it has the three most useful moves of the Commoner for the opening. So we'll assume 5/8's of a Knight is about right; roughly two Pawns. <P> The next thought I had on the subject was what if I were to combine the Alfil and the Elephant? This produced a piece that moved one or two (jumping) diagonally or one square forward. Looking at this, I realized that if I added a two square jump forward (yielding fWFfDA) , I would repeat the shape of the Elephant's move (supposedly four legs and a trunk) on a slightly larger scale. Thus was born the 'Great Elephant'. <P> Now, what's the Great Elephant's value? It attacks 10 squares on an empty board, and it is neither colorbound nor colorchanging. The simplest calculation would be a Knight and a quarter -- 3.75 Pawns. The lack of colorchanging might kick it up to as much as 4 Pawns. <P> OK, the actual variant. Thinking about Ralph Betza's game of <A HREF='../d.betza/chessvar/ghost.html'>Black Ghost</A>, where black is given a piece worth less than a Pawn to balance white's first turn advantage, I decided to give white an Elephant-based army worth a tiny bit less than black's in order to balance white's first turn advantage. <h4 align=center>White Elephant Chess</h4> The rules for <B>White Elephant Chess</B> are as for <A HREF='../ichess.html'>FIDE Chess</A>, except where stated otherwise. <P> White's Bishops are replaced by Elephants (fWF), and Knight's by Great Elephant's (fWFfDA). Black's array is the usual FIDE array. <P> Pawns may promote to any non-Pawn, non-King piece that started the game on either side (Elephant, Knight, Bishop, Great Elephant, Rook or Queen). <hr> My suspicion (backed up unreliably by Zillions) is that white might be a tad <STRONG>too</STRONG> weak. I tried adding the Alfil's move to the white Queen's to produce the Queen Elephant, but that didn't seem right, either.

gnohmon wrote on Thu, Jun 13, 2002 04:23 AM UTC:
Values are different in Shogi, where the drops and 6th-rank limited
promotion rules change all values. After I sought out and visited the Shogi
equivalent of the Nihon Ki-In (but decided not t play because of my limited
shogi experience -- the exercize of finding it on the map and actually
finding my way to a remote region of Tokyo was quite rewarding enough!), I
downloaded the supremely weak shogi master program from the home of the
underdogs, and played quite a bit; and my impression is that (1) having
more Pawns is good, but not specific number of Pawns is worth anything; (2)
fR == ffN; Gold == Silver == 2 of the previous; R == B == 2 of the previous
(although R versus B may often be decisive).

But in a 'normal' game, what's a Silver worth? My ancient researches seemed
to indicate that adding the forward move+capture of Wazir to something else
is worth nearly half as much as adding a whole Wazir; and that adding the
sideways moves is worth most of the remaining half-Wazir. For the Ferz, I
forget. It's written down somewhere but of course forwards is worth more
than half.

Thus, the basic estimate for the Silver General is roughly 3/4 of a Knight,
and the basic estimat for the Gold General is somewhat more than 3/4 of a
Knight.

If the simplest possible estimates of the values are taken, then your
Elephant may possibly be worth 3/4 N and your Great Elephant may possibly
be worth 1.5 N, which is roughly the value of a Rook.

According to the shock-troop theory, the combination of weak FfW which have
no jumping move and the strong fWfDWA which does have jumping, this
combination interferes with the harmonious development of the army; but
Philidor's shock-troop theory, although it contains some truth, is not the
final word. Morphy showed how one can cause great damage to the opponent by
developing the Rook-valued pieces, and his example must be kept in mind
when you are playing an army that includes HFD or Great Elephants as
R-valued pieces.

If the Great Elephant is Rookish in value, then it is logical that splicing
equine genes into the Greater Elephant must produce a Q-valued piece; using
this in the same army would be consistent but it would be overkill.

If my guesses about the elaphantine values are somewhat near correct, then
why does your playtesting seem to hint that the army is too weak?

In my experience, the unreliable values produced by my pseudoscientific
guesses are actually more reliable than playtesting. The most common
problem with playtesting is that if you don't know how to use a piece to
best advantage, it seems weaker than it really is. Learning to use every
possible piece is difficult and time-consuming.

Peter Aronson wrote on Thu, Jun 13, 2002 05:38 AM UTC:
While I am certainly willing to believe in the inaccuracy of playtesting as a means of determining the value of pieces (unless, of course, there are a great number of games played by strong players), still, I have some trouble thinking of the Great Elephant as a Rook-equivalent piece. <p> And I wonder. While almost 1/2 the value of the Wazir might come from its forward move, does that mean that that forward move necessarily adds 1/2 of the value of a Wazir to a piece, like the Ferz, which already has considerable forward movement? In the Great Elephant's case, the fWfD component adds two forward moves to a piece that has four already -- it seems to me that there ought to be some principle of diminishing returns here. There is also the strange issue of directional colorboundness; that the Elephants are colorbound when moving backwards but not when moving forwards.

gnohmon wrote on Fri, Jun 14, 2002 03:27 AM UTC:
'I have some trouble thinking of the
   Great Elephant as a Rook-equivalent piece.'

It has two full atoms, half of another, and a quarter of another; this puts
it already in the Rookish range, though maybe a bit weak. The partial atoms
are the forward parts, which must boost it to full Rookitude.

You have inspired me to write Captain Spalding Chess, of which the most
important feature is that one may find

an Elephant in one's Pajama.

Peter Aronson wrote on Fri, Jun 14, 2002 04:45 AM UTC:
<blockquote><i> It has two full atoms, half of another, and a quarter of another; this puts it already in the Rookish range, though maybe a bit weak. The partial atoms are the forward parts, which must boost it to full Rookitude. </i></blockquote> Well, as I count it, it has two full atoms, and the quarter of <em>two</em> others. Now, I am certainly willing to accept that 0.5 of the value of the W is due to its forward move, but what I am less convinced of, I guess, is whether the W forward move by itself <strong>adds</strong> that much to of the value of the W to another piece that already has forward moves. It's at least an interesting question, I think. <p> If the Elephant is 0.75 N, and the Great Elephant is 1.5 N, then the White Elephants are about 0.5 N too strong (the exact amount depending on your opinion of the relative values of the N and B). If that's the case, maybe the Queen should be replaced by the War Elephant, Rook + Alfil Rider (RAA) -- this should be about the proper balance, since a Rook + Alfil would be a full 0.5 N weaker than a Queen, but since the Great Elephants are a tiny bit weaker than Rooks, maybe, and there's the Bishop differential, the extra strength of the AA over the A ought to just balance things. <p> <hr> Captain Spalding Chess!? -- Marxist!

Chatroom[Subject Thread] [Add Response]
Tomas Forsman wrote on Sat, Jun 29, 2002 09:43 PM UTC:
In the work of creating a chessvariant tournament called ChessWar I came up
with the idea of having a chatroom dedicated for chessvariants and more
spesific Zillion players (since the tournament will use Zillions to
play).

What I wonder now is if there are any interest in a chatroom from
chessvariant players and creators.
It would be a great place to meet other Zillion players since there aren't
really any such place at the moment. It would also be a good place to go if
you need players to test a game you have created.

The room will open during July but I'm very interested to hear thoughts
about the idea.

Tomas Forsman

Multi-levels?[Subject Thread] [Add Response]
SBlkWlf wrote on Sun, Jul 7, 2002 10:31 AM UTC:
i'm just wondering why in most multi-level chesses the boards alternate
their patterns (instead of a constant white in the bottom right), and this
is the only place i could think to ask.  Is it necessary for some reason? 
Would colorbound pieces be affected adversely if the boards weren't so
arranged ?

Anyone...anyone...

Colorboundmost[Subject Thread] [Add Response]
gnohmon wrote on Fri, Jul 12, 2002 03:32 AM UTC:
In Absolutely Colorboundmost Chess, there must be as little interaction as
possible between pieces on squares of different colors.

As a consequence, there can be no Castling. A further consequence is that
you should really play it on two boards, lest the visual clutter become a
sort of interaction between the two colors.

The big surpsise is that it must be a doublemove game, one move on each
color. If you have only one move, and must decide between colors, that is a
form of interaction! (Yes, that interaction would make a better game; but
the absolute extreme colorboundmost chess has to be doublemove.)

Your Q is on the same color as the enemy K. This means that you start with
enough material superiority to mate the opponent -- but of course the
reverse is also true! I see this as a race game (pushing the boundaries of
race games!), and therefore immediately thought of Parton's 'Fair race
rule' from Racing Kings: if W gives mate, Black can draw by giving mate in
reply. (The question of who wins first is an interaction between the
colors, but it is unavoidable in a chess variant.)

However, since it's a doublemove game, an even better alternative is to
make it 'balanced'. W only gets to make one move first turn. 

To avoid interaction, the rules must specify on which color W must move on
the first turn!

Of course all the pieces and Pawns and Kings must be colorbound. (Also, a
game with weak interaction played as a singlemove game on a single board
would be more interesting; but the first step is to define the most
extremely absolute colorboundmost game possible!)

Am I correct in thinking that all these consequences follow inevitably from
the premise? Have I missed any? Is it interesting that this much of the
game can be specified without even thinking about how individual pieces
move?

gnohmon wrote on Sat, Jul 13, 2002 12:29 AM UTC:
Oops. I forgot while I was writing.

There's a specific reason not to use Parton's fair race rule with an
absolute doublemove game of Absolute Colorboundmost Chess. 

The reason is that symmetrical play gives Black a guaranteed draw!

Peter Aronson wrote on Tue, Jul 16, 2002 03:50 AM UTC:
An alternate approach to balancing Colorboundmost Chess would to follow the
path used in other double-move variants -- only have white make a single
move on their first move.  I would suggest having white make their first
move on white, so that each player would make the first move on their
King's color.

Once you have white making only a single starting move, it should no
longer be possible for black to mirror white, so race rules could be
applied.

Games and Pieces[Subject Thread] [Add Response]
David Howe wrote on Tue, Jul 23, 2002 04:21 PM UTC:
I have been adding board measurements for each game to our indexing database. Do people see a need for an index which cross-references games and pieces? This would enable listing all games which use a particular piece, or listing all pieces used in a particular game. <p>If so, would the pieces be identified based on their movement or on the name of the piece? We could cross reference piececlopedia items with game items, or simply associate a list of piece names with each game. Keep in mind that building a cross reference would be a significant amount of work.

Joseph DiMuro wrote on Tue, Jul 23, 2002 04:51 PM UTC:
Too much work, I think. I don't think many visitors to this site would want
to look up, say, all variants that use a Murray Lion. Or all variants that
use a Gryphon. Or whatever.

Don't worry about those cross-references. I'm sure you have enough work to
do as it is. :-)

Jianying Ji wrote on Tue, Jul 23, 2002 05:07 PM UTC:
google can do a fair job: <a href="http://www.google.co.uk/search?q=+%22murray+lion%22+site%3Awww.chessvariants.com&ie=ISO-8859-1&hl=en&meta=">http://www.google.co.uk/search?q=+%22murray+lion%22+site%3Awww.chessvariants.com&ie=ISO-8859-1&hl=en&meta=</a> <p>for example of the murray lion query. <p>a script that query google probably would be sufficient

John Lawson wrote on Tue, Jul 23, 2002 05:07 PM UTC:
I'm with Joseph on this: too much work for the payoff.  Think about keeping
it up-to-date; whoever's job that was might have no life in a heavy
contribution week.  Also, listing all the pieces in a game is redundant to
the actual game description.

If it were done, it would be most useful to be identified by move, rather
than name of piece.  This would be a sysiphean labor.  You would have to
create indices based perhaps on funny notation.  The syntax of funny
notation is ambiguous, in that although it can describe movement
precisely, there is more than one way to describe the same movement in
many cases.

David Howe wrote on Tue, Jul 23, 2002 05:59 PM UTC:
Quite often we get requests for information about a game that (for instance) is played on a large board and there was a piece called a 'Royal'. Now searching all chessvariant.com pages for the word 'Royal' turns up too many hits. So cross referencing can be useful when looking for games where piece names are commonly used words in other contexts. <p>Not that I want to do all this work of course, but if there is enough demand for it, perhaps it would be worth it.

Ben Good wrote on Tue, Jul 23, 2002 07:15 PM UTC:
currently in the piececlopedia, many of the pieces list all the games that
use that piece, even if the piece goes by a different name in a particular
game.  for example, the piececlopedia page for chancellor - moves as R+N -
lists the chancellor from capablanca's chess, the marshall from
grandchess, the champion from carrera's chess, etc.  i think this is a
good idea to have as much as possible, but it also sounds to me like
having an automated system for this is not worth the effort.  i think
we'll have to settle for pointing out any additions to the list to the
piececlopedia editor whenever we see something missing.

jianying wrote on Tue, Jul 23, 2002 08:48 PM UTC:
with so many submissions it might not be feasible to add gamelist to
 piecelopedia, rather I think it would be perhaps be more helpful for
submitters to reference piecelopedia instead, this way everyone add a few

links yet the pages becomes more understandable.

kings[Subject Thread] [Add Response]
martin wrote on Fri, Jul 26, 2002 01:08 AM UTC:
i have a question about opposing kings occupying adjacent spaces.  I
thought this was legal because kings were nuetral.  I was told this was
illegal, they cannot be next to each other because they would be putting
each other in 'check'.  Can anyone set me straight on this?  Thanks

Doug Chatham wrote on Fri, Jul 26, 2002 02:27 AM UTC:
Martin,<p> The answer to your frequently-asked question is 'Yes, it is (always) illegal to have your king adjacent to the opponent's king.' <p> For more details see <a href='http://chessvariants.com/d.chess/faq.html'>the Rules of Chess FAQ file</a> and the <a href='http://chessvariants.com/d.chess/chess.html'>the Illustrated Rules of Chess</a> page.

Games and Pieces[Subject Thread] [Add Response]
Glenn Overby II wrote on Sat, Jul 27, 2002 11:00 PM UTC:
I agree with jianying, I think.  Cross-referencing all the variants sounds
like a LOT of work but not much gain.  OTOH, it might be worthwhile to
fully cross-reference a subset like the _recognized_ variants, as that's
where a lot of the better pieces either originated or were popularized. 
(Sometimes that influenced how the game drew enough interest to become
'recognized'.)

An Odd Piece[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, Jul 30, 2002 05:32 PM UTC:
When I go to sleep at night, I often try to think about something interesting or pleasant while I drift off. Last night I found myself thinking about an odd Chess piece. <p> The piece moves without capturing like a Dabbabah-Rider (repeated leaps of two squares in the same orthogonal direction), but captures like a Rook. So, mDDcWW or mDDcR in Ralph's funny notation. <p> And I found myself wondering: how powerful is this piece, and what sort of game or problem would it be good for? I has a number of curious characteristics: except for capturing, it is doubly colorbound, being restricted to 1/4 of the board; and while it can switch by capturing, at any time it can only attack 1/2 of the board. <p> It seems to me that this piece is vaguely cannon-like, being more powerful in the opening and midgame than the endgame. It also seems to me that it might be a very charming part of a piece mix. Any thoughts?

Mike Nelson wrote on Tue, Jul 30, 2002 09:55 PM UTC:
It seems like a most interesting piece indeed. Such a piece could be the
basis for a variant along the lines of Ralph Betza's Colorboundmost Chess.
I will post details as a comment to Colorboundmostr Chess.)

Jared wrote on Wed, Jul 31, 2002 07:21 PM UTC:
Hmm... very interesting.  Did you consider the Bishop/Queen equivalents? 
Or even (gasp) the Nightrider equivalent (moves as a 2/4 rider or captures
as a 1/2 rider)?  The latter seems like an especially odd piece,
preferably for use on really big boards.  And how would a king like this
work?  Move as an Alf./Dab. and capture like a king, or capture like an
Alf/Dab/King?  And would a CV in which every piece is like this work well?

Peter Aronson wrote on Wed, Jul 31, 2002 08:00 PM UTC:
I considered the Bishop equivalent, but decided it would likely be too weak. <p> Mike Nelson has proposed a game based on these sorts of pieces -- you can see it in the comments for Colorboundmost Chess. My suspicion is that there would not be enough power in the board in the endgame, making the game drawish.

Mike Nelson wrote on Wed, Jul 31, 2002 10:08 PM UTC:
Perhaps this would make it less drawish:  The King moves as a Ferz and
captures as a King (mFcK) and cannot castle.  The former change means less
force is needed in the endgame, the latter enhances the chance of a middle
game victory.

Peter Aronson wrote on Wed, Jul 31, 2002 10:27 PM UTC:
I think the weakened King might to the trick, though I would express the
funny notation as FcW.  The resulting game ought certainly to be
different!

Anonymous wrote on Thu, Aug 1, 2002 07:27 AM UTC:
This odd piece oddly is almost a rook worth in the endgame.
It still has the can-mate property, except for the rare case
that the bared king is in the secure corner (If the odd piece
is on a1, the secure corner is a8). In the most cases it
can block the secure corner and the bared king is driven by zugzwang
towards a mate. The secure spots left by the odd piece are all 
single fields without secure neighbours -- thus a bare king must leave
them.

--J'org Knappen

Peter Aronson wrote on Thu, Aug 1, 2002 05:20 PM UTC:
Jörg, I'm not sure about the can-mate part. It seems to me that in a lot of situations the piece would result in stalemate, not mate. <p><hr><p> Mike, I threw together a crude ZRF of your game last night -- it seems to play OK. But I was wondering if stalemate ought to be a loss instead of a draw, as the nature of the game makes it more likely, as does, unfortunately, changing the King from WF to FcW. <p> By the way, do you have a name for it?

Mike Nelson wrote on Thu, Aug 1, 2002 05:25 PM UTC:
No, the odd piece does not have the 'can-mate' property.  If the odd piece
(mDDcR) is on the seventh rank holding the bare enemy K on the eighth
while the friendly K moves in, the odd piece can't move to the eighth rank
to mate! If the odd piece is on the sixth rank, it can't hold the enemy K
on the eighth--the whole seventh rank is safe.

Two of the odd pieces, one on a even-numbered rank (or file) and one on an
odd-numbered rank (or file) should mate easily.

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