Comments by ChessShogi
I suppose I could change the names. But then I would also have to change them in the Ludii file as well. While Ludii does have an enormous collection of LSV pieces (it implements Taikyoku Shogi, crazy enough), there aren't that many elephant or wolf pieces in said collection.
I could use Great Elephant for the promoted Gold. That would make a lot more sense, and since sometimes it is disputed whether it appears or not in the historical LSVs, this version could stand out. But for the wolf piece, I want each promoted form to use unique characters so it stands out, and the running character is already used for the promoted Lance. I suppose I can use the Venomous Wolf here for the same reason.
Edit: I changed the names of the promoted Silver and promoted Gold to Venomous Wolf and Great Elephant, respectively.
Seireigi is ready.
Edit: Slight change of rules. I have changed the Lance so that it steps diagonally forward in addition to its regular moves. As such, its normal drop restrictions apply. This move seems to fit the piece better, as its Japanese name literally means "incence chariot" and chariots don't really have a way to move backwards besides turning around. This change also has another benefit regarding a future four player variant of Seireigi. Everything has been updated accordingly.
Edit: Disregard my previous edit. I was able to find a more elegant solution to the problem I faced with four-player Seireigi without resorting to manipulating piece moves in this game (and also avoiding very costly headaches in the process :) ). Update coming soon.
I've been thinking about the way the game has changed since H. G. Muller's comments. Now that all promotions are unique, it makes less sense to boost the Knight and Lance. Thanks to the changes I made to the promoted Silver and Gold Generals, Seireigi's new identity now revolves around the new promotions, so it doesn't make sense to include new moves that would heighten the learning curve for an already difficult game. Plus, I've come to realize that limitation breeds creativity, and since the drop rule is already in force, I can afford to pop off the extra steps for the Knight and Lance, as their standard Shogi selves already work.
I will need to update this page's description (which requires temporarily deleting this submission and resubmitting it) and update everything else, but it's not like I'm agonizingly experimenting with moves for a single power piece like I did with Suzumu Shogi. This is a good problem to have.
Update coming soon.
Edit: I have updated this page and its PBM counterpart.
Seireigi is ready.
Edit: I also added a vertical step move to the Running Stag to make it better at checking the King. This way each promoted piece has at least three forward moves.
Edit: I've finalized the ruleset, meaning Seireigi's rules are now set in stone, though some of the promotion names may change. Or I could include them in a bigger version of Seireigi...
Edit: I've decided to rename each promotion to its normal Shogi form until I can decide on a good set of names for them, and the board is now uncheckered.
Edit: I'm currently working on pieces for Dai Seireigi, an 11x11 game with drops that "marries" the historical LSVs with modern Shogi. I think I will keep the Seireigi promotions as they were before they changed to Promoted X, but I am still working on the Dai Seireigi promotions.
Edit: I am no longer working on Dai Seireigi, but I have finalized the promotion names for Seireigi.
I noticed a bug affecting drops in betzaNew.js. If you use the navigation bar to go through the game, dropped pieces will turn into empty spaces.
Here's an example from Seireigi: 1. c4 g6 2. Bxh8+ Sxh8 3. B@c3
Click '<' and then '>|'. The captured Bishop will be dropped on c3 and then turn into an empty space.
Thanks.
I also noticed another bug where the King seems to be deleting Pawns to its bottom-right (from white's perspective) after moving to its destination when navigating through the game. For example, in the previous comment's diagram, 1. Ke9e8 will delete the Pawn on f7, and 1. Ke1e4 will delete the pawn on f3 after clicking < and then >|.
Seireigi is ready.
Edit: I've updated the static images and the Mnemonic images for the orthogonal sliders (refresh browser cache).
Edit: I've reverted the impasse rule to that of standard Shogi.
I am thinking about doing something similar with a game called Dai Seireigi, which is basically Chu Shogi, but with drops and an altered piece/moveset roster to account for the drop rule. This includes replacing the Lion power with a "hit-and-run" ability that allows a piece to move or capture on a square and then move without capturing to a square adjacent to . This allows pieces with the ability to capture a piece in a certain direction and then maneuver into place to check the enemy King, while also not being too overpowered for the drop rule.
The Dai Seireigi Lion would have the hit-and-run ability in all directions, and a two-step area move, similar to that of the Tenjiku Shogi TSA Lion Hawk, but without the ability to return to its starting square (KmcamKaK).
However, I have an important question regarding anti-trading rules. Since in a game with drops no piece ever goes entirely out of play, would you need an anti-trading rule in such a game?
I'm guessing that's what happens when you use the drop rule with a game that wasn't designed for it. I'm attempting to solve this in Dai Seireigi by using the same forward bias found in regular Shogi.
Here's a prototype of what I have so far (You may need to view this comment by itself for the diagram to show, and some of the mnemonics are close approximations of the actual piece). Only the eight most valuable pieces are not subject to this forward bias, and the Falcon and Eagle (promoted Horse and Dragon) will be subject to it as well.
The promotions are not included, as I haven't sorted that out yet, except that the King, Lion, and Queen do not promote, pieces found in normal Seireigi promote as they do in that game, and that I plan on adding Korean-style hopping move (without restrictions on what it can do) for a few of these promotions.
This looks good. You could remove the Side Movers as they make the game too defensive, and the Coppers that promote to them at the same time. Lances that promote to Great Tigers cover at least the same movement capability as Side Movers.
The majority of the promotions won't be the same as in Chu Shogi, and this includes the Copper Generals, which would promote to a Silver General that can also jump to the second square orthogonally sideways or forward, or diagonally forward.
As it is now, the Side and Vertical movers can't move backward at all to try and ensure that they don't add too much to defense, but the sideways slide of the side movers may indeed be a problem. The question now is, what to replace them with?
The Drunk Elephant could also be removed as its promotion to Crown Prince would drag the game out needlessly.
I wasn't planning on having a piece that promoted to another royal, I can simply have the elephant (or its equivalent) not promote to begin with or make its promotion non-royal.
Knights could move to where the Coppers are, allowing them to move freely in the opening.
There is a defender (the Donkey). It works together with the Knight to protect the outer pawns from a distance, hence why the Knight is placed where it is. Like the current Side and Vertical Movers, the Donkey one of the pieces with no match in the Mnemonic piece directory for its Dai Seireigi move, and instead is being approximated, hence why you didn't see it initially.
The Edit Index Information script is working now.
Here's an Interactive Diagram for Tenjiku Shogi (following Wikipedia/CVP ruleset) with the new ruleset used on Wikipedia, which was edited to remove the rule against capturing royalty via range-jump. The GC preset has been updated as well.
satellite=wikipedia
files=16
ranks=16
holdingsType=0
promoOffset=35
promoZone=5
maxPromote=30
promoChoice=+
royal=35
royal=44
captureMatrix=/"25/.27^^.4^3.8^.13^^..^^=/"//"3/.33^3.8^.17^^=/.34^^.8^.18^=//"22/.27^^.4^3.8^.13^^..^^=/"///.33^3.8^.17^^=/.34^^.8^.18^=//@67/"
stalemate=win
graphicsDir=https://www.chessvariants.com/graphics.dir/tenjikushogi/
whitePrefix=
blackPrefix=flip/
lightShade=#FFFF80
darkShade=#FFFF80
graphicsType=gif
squareSize=36
symmetry=rotate
firstRank=1
rimColor=#000000
coordColor=#FFFFFF
newClick=1
trackPieces=65
trackedTypes=2
spell=burn
spellZone=K
blastZone=K
atomicCapture=0
pawn:P:fW:Pawn:a5-p5
dog:D:bFfW:Dog:e6,l6
iron general:I:fFfW:IronGeneral:d1,m1
copper general:C:fFvW:CopperGeneral:e1,l1
silver general:S:FfW:SilverGeneral:f1,k1
ferocious leopard:FL:FvW:FerociousLeopard:c1,n1
gold general:G:WfF:GoldGeneral:g1,j1
blind tiger:BT:FsbW:BlindTiger:f2,k2
drunk elephant:DE:FsfW:DrunkenElephant:i1
knight:N:fN:Knight:b1,o1
kirin:KY:FD:Kyrin:g2
phoenix:PH:WA:Phoenix:j2
lance:L:fR:Lance:a1,p1
reverse chariot:RV:vR:ReverseChariot:a2,p2
side mover:SM:vWsR:SideMover:a4,p4
vertical mover:VM:sWvR:VerticalMover:b4,o4
side soldier:SS:bWsRfW2:SideSoldier:a3,p3
vertical soldier:VS:bWfRsW2:VerticalSoldier:b3,o3
bishop:B:B:Bishop:c3,n3
rook:R:R:Rook:c4,n4
dragon horse:DH:BW:DragonHorse:d3,m3
dragon king:DK:RF:DragonKing:e3,l3
horned falcon:HF:BsbRfWfDfcavWfabW:HornedFalcon:d4,m4
soaring eagle:SE:RbBfFfAfcavFfabF:SoaringEagle:e4,l4
lion:LN:KNADcaKmcabK:Lion:h2
queen:Q:Q:FreeKing:i2
bishop general:BG:B(paf)0cB:BishopGeneral:f4,k4
rook general:RG:R(paf)0cR:RookGeneral:g4,j4
chariot soldier:CS:BvRsW2:ChariotSoldier:c2,d2,m2,n2
water buffalo:WB:BsRvW2:WaterBuffalo:f3,k3
free eagle:FE:QADcaFmcabF:FreeEagle:i3
lion hawk:LH:BWNADcaKmcabK:LionHawk:h3
vice general:VG:B(paf)0cB(a)2KabK:ViceGeneral:i4
great general:GG:Q(paf)0cQ:GreatGeneral:h4
value=3500
king:K:K:King:h1
tokin:+P:WfF:PawnP:
multi general:+D:bBfR:DogP:
vertical soldier:+I:bWfRsW2:IronGeneralP:
side mover:+C:vWsR:CopperGeneralP:
vertical mover:+S:sWvR:SilverGeneralP:
bishop:+FL:B:FerociousLeopardP:
rook:+G:R:GoldGeneralP:
flying stag:+BT:FsWvR:BlindTigerP:
prince:+DE:K:DrunkenElephantP:
side soldier:+N:bWsRfW2:KnightP:
lion:+KY:KNADcaKmcabK:KyrinP:
queen:+PH:Q:PhoenixP:
white horse:+L:fBvR:Lance:
whale:+RV:bBvR:ReverseChariotP:
free boar:+SM:BsR:SideMoverP:
flying ox:+VM:BvR:VerticalMoverP:
water buffalo:+SS:BsRvW2:SideSoldierP:
chariot soldier:+VS:BvRsW2:VerticalSoldierP:
dragon horse:+B:BW:BishopP:
dragon king:+R:RF:RookP:
horned falcon:+DH:BsbRfWfDfcavWfabW:DragonHorseP:
soaring eagle:+DK:RbBfFfAfcavFfabF:DragonKingP:
bishop general:+HF:B(paf)0cB:HornedFalconP:
rook general:+SE:R(paf)0cR:SoaringEagleP:
lion hawk:+LN:BWNADcaKmcabK:LionP:
free eagle:+Q:QADcaFmcabF:FreeKingP:
vice general:+BG:B(paf)0cB(a)2KabK:BishopGeneralP:
great general:+RG:Q(paf)0cQ:RookGeneralP:
value=3500
heavenly tetrarch:+CS:jvhQjsQ3cabK:ChariotSoldierP:
fire demon:+WB:shQ(a)2KabK:WaterBuffaloP:
fire demon:FD:shQ(a)2KabK:FireDemon:g3,j3
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It seems MShonnoshuka has not been fully deleted. When I changed Seireigi's name from Shuka, I tried to delete MShonnoshuka, but it seems that the page hasn't been fully deleted (probably because I clicked "Delete This Submission" too quickly). The record of it is still in the database, but the database thinks it has been deleted, as shown below. I would like this record to be fully deleted so it doesn't cause problems in the future.
404 Error from https://www.chessvariants.com/rules/honnoshuka
ItemID is MShonnoshuka
A record of this page is still in the database, and it indicates that the page has been deleted.
I changed the Seireigi Pawn promotion to its normal Shogi form (the Tokin) across all games in the Seireigi family to decrease the learning curve. Also, in all games in the Seireigi family, the Promoted Silver General is now a Running Wolf, but is otherwise unchanged.
Seireigi is now ready for publishing.
Nice spot. Turns out it was also in Dai Seireigi. I fixed both.
It should be noted that stalemate is a win for the stalemating player. It's extremely rare due to the drops, but it is possible.
It seems that the code for handling parentheses is broken, as when I click on a Fire Demon or any jumping General in this Tenjiku Shogi diagram, it is shown to move like a normal slider, without any jumps or area moves. The Suzumu Shogi diagram also shows that the code for certain directional modifiers (such as the h in shQ (equivalent to BsR)) is broken as well. as when I click on a Fire Demon, it shows that piece moving like a Queen with this weird burning side effect.
As it is now, the h modifier on K and Q atoms are very useful for compacting certain atoms, since it can be used to specify a unique set of directions. For example, it allows the Suzumu Fire Demon's ranging burn to be expressed as a single atom (shy(mpacab)2Q), rather than having to define it as two separate atoms (y(mpacab)2Bsy(mpacab)2R).
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Seireigi is ready.