Kibbitz Listing
SORRY WRONGG! NO MATE!
Tried to resign the other game, but it didnt work
not that difficult
No experience yet.
I moved your piece back, because your move was illegal.
This is copied from the user's guide:
'To add a space where there wasn't one, you can either add a piece there,
which will automatically add a space too, or you can just drop an empty
space on the location. You can do this by using the @ sign to represent an
empty space. For example, @-a9 would add a new empty space at the location
a9.
To remove a space, move nothing to it, as in -f3, which tells the program
that neither a piece nor an empty space should occupy location f3.'
To shift a space you have to remove it and add it somewhere else.
The moves in this game must be typed by hand. You write the move by yourself, for example 'e2-f3; I-f8' for throwing a stone on f8
I do that for you.
the crucial thing is the endgame. a lone commander will be very hard to chase.
The game idea is ingenious. If it works I for my part do not yet know. It could be an esssentially drawish game, as many chess variants are that do not use pawns. If it turns out to work well, though, I would not change anything.
1. If possible move the ariki and throw stones.
2. Try to gain territory and mobility
3. Never answer an attack of the ariki with the matatoa. He can eat up one
stone only, while the ariki can thrtow two, so he has no chance.
4. Do not advance your moa early in the game, he will get captured. Advance
him only to territory, that is controled by
your ariki
Julian, you are a crank.
Sorry, doesn't sound very interesting to me! I do not like the choice of pieces.
The inviting player deletes games when he loses.
EDIT 'dragon Horses'
I'm confused now.
1. I like your game. Why not change as little as possible?
2. What are Dancing Horses???
It is your game, we can try out anything you like. :)
But promoting them to Sissas in the way you propose would make the guards
very strong pieces. We could try the first proposal, promoting them to
2-sliders.
But still, I think, the guards would be worth more than the Bishops now,
which is odd, because you have 7 of them. Wouldn't it be better to promote
them reaching the last third of the board?
One objection here could be: such a promoted guard is a somewhat
'incoherent' piece, contradicting the simplicity of the original game. So
why not promotion to queens or sissas by reaching the last rank?
It is always dangerous to design a chess variant without pawn promotion. If
you design a game it is important to consider: what happens in the endgame.
This game has to be won in the middle game, for the end game is doomed to
be a draw, unless one side has gained a really big advantage. A king and a
guard will not win against a lone king. And since there is no equivalent
for a pawn endgame, reaching the endgame means nothing but reaching a
draw.
This one is a good idea for a chess variant, but if an idea works and how
it works can only be decided by actual game play. It is like a little
scientific theory that has to be checked in real life situations.
Since the problem is the drawn endgame, I really think you have to make a
change in the rules that have an influence on this phase of the game.
There are 2 natural possibilities.
1. To introduce some kind of promotion rule for the guards
2. To introduce a second winning possibility, for example reaching the
starting square of the opposite king with your own king.
Maybe there is also another way that I did not consider. This game is
surely worth to work on it, but with the current rule set I'm afraid it is
a flaw.