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Bn Em wrote on Fri, May 3, 2024 12:31 PM UTC in reply to Florin Lupusoru from Mon Apr 8 05:56 AM:

I believe, I have made it clear that creating a new generation takes three steps (turns). Only the first step counts as a move.

Ok so the ambiguity lies in what ‘counts as a move’ actually means; I understand it to mean that it doesn't prevent the player whose queen is being impregnated/whose eggs are hatching from making their normal move in addition to this automatic effect on a given turn.

But we still need to know whether the move or the conception/hatching happens before or after the normal move on this turn. Consider this position. After Kd1, it's clear from the text that the Black B on c4 is still able, for example, to capture the Honey cell on c2. But what if Black instead plays Be4? Is this checkmate because the eggs have appeared around the Honey already? Or can the queen still escape to d2 and the eggs (only 5 in this case) are laid(?) afterwards? (Or (unlikely): can the Q escape to d1, with the drone gone but the eggs still not laid?)

A similar scenario would be constructible for the hatching case (‘Can the hatchling workers interpose the check, or are they still in their eggs until after the move?’)

Other things:

Any new Worker resulted from hatching will be allowed several moves per turn […]

As in a sliding move, or can it freely change direction? And can it (multi‐)capture (a literal reading would suggest so)

all Honey Cells involved into feeding the Eggs will be removed from the board on the next turn

What if a single egg is placed adjacent to two Honey cells simultaneously? Does the player get to choose which it is associated with (I assume so), or do both Honey cells get removed? (and in the latter case, what if it's the only egg for either cell (with the other 5 eggs around a third, disconnected, egg)?)


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