Enter Your Reply The Comment You're Replying To Andy Thomas wrote on Sun, Jan 29, 2006 09:08 AM UTC:http://americanchess.tripod.com Simply scroll down the page and you'll see it there at the bottom. Hi, As some of you know, i've been working on a game called, 'operational chess.' I have a new variant which is closer to the original idea for the game. After a lot of experimenting on victory conditions in the first version, i came up with the idea of each side having 3 outposts and 2 strongpoints for this 2nd, 'objective chess' version. If you've played the original version (which i later nicknamed, 'carnage') you probably noticed that virtually every piece on the board was under attack at the start. The missiles and bombers were usually the first to go. To make it more interesting for these powerful pieces, i re-implemented the 'backline' rule from american chess where pieces on your own 1st rank (or backline) are immune to your opponent's strongest pieces. The board was enlarged to 17 files by 11 ranks and in contrast to the original operational chess, almost none of the pieces start the game under attack; and the attacks which can be made at the start are not worth doing. The rook and bishop (tank and cavalry) can leap 1-4 squares along their traditional counterparts' axis; orthogonal for the tank and diagonal for the cavalry. So these pieces don't have nearly the mobility of their traditional counterparts, but their ability to move 'through' other pieces gives them a different kind of ability. Many pieces have a gun-capture (rifle-capture) capability. These are all at varying ranges: Helicopter-4, Strongpoint-3, Tank-3, Cavalry-3, Infantry-2, and Outpost-1. This gun-capture capability is along both the orthogonal and diagonal for all such pieces. The 2-star, 3-star, and 4-star generals can move 2, 3, or 4 spaces in any combination of directions. The 3-star and 4-star generals in particular are able to approach the long-range gun-capture units outside of rheir 8-way firing lanes. In any event this new version of Operational Chess is much closer to what i'd originally intended it to be. I have submitted the .zrf .zip file to the editor here, and to zillions-of-games.com, and have put it at the website: http://americanchess.tripod.com simply scroll down the page and you'll see it there at the bottom. The early game starts with the infantry establishing short, range-2 firing lanes while the helicopters, tanks, and cavalry move up for support. The generals also move off of the backline and try to get within striking distance of the long-range gun-capture pieces of the opponent. With the relatively short range of virtually every piece on the board, pieces can flow back and forth behind the main line of combat, organizing attacks and counterattacks. A well-placed gun-capture piece can typically threaten 3 or more of the opponent's pieces along its 8-way firing axis. The infantry can form pickets in the late to mid-game; 2 squares apart so their gun captures interlock. It's difficult to stop a concerted attack against your outposts. It is much easier to defend your 2 strongpoints. Nonetheless, if given the opportunity you can bolster the defense of your outposts by moving some of the nearby pawns up 1 rank before your opponent gets the chance to do the same. The end-game involves multiple pieces supporting each other on a final attack against the opponent's strongpoints. If you've done well you'll also have missile and/or bomber superiority. I hope you enjoy it. thanks for your consideration, andy Edit Form You may not post a new comment, because ItemID OpChess2 does not match any item.