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Comments by Jianying Ji
Absolutely great, in coherence of theme and originality!
I got to say, the new format looks great. Also this website continuously amazes me in its depth and breath, and is an endless inspiration to me on my ideas concerning many topics. And has given me new perspective on many things.
Excellent piece of detective work and extrapolation!
Excelent and under-appreciated gem! In a few game of this variant, I found how the simplest change alters the game dramatically. For example this variant makes bishop no longer color bound, and nullifies the use of castling.
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.
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.
Absolutely cool! Very well explained! Simpler in feel and direct in play #than some of the other similar ideaed games
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.
This game is highly remaniscent of Capriccio described by Mark Thompson at http://home.flash.net/~markthom/html/capriccio.html. though maybe arguably better since the goal is better defined.
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?
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.
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.
> 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.
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.
Since the major pieces in the back row are weak, it might make sense for the following variant: No apprentices, Just the backrow pieces. and have the pieces promote to full strength when they reach the backrow. With the same object of checkmating the king.
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.
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.
Every move imitates the ability of the piece moved before, except the first move for nothing is before it. What if time is circular, in that spirit I propose the following variant: As a first move, any piece can be moved with any power, however this implies the last move must be made with a piece with such power, and any move during the game that would make such a ending impossible is declared illeagal.
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!
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]
A possible pair of leapers: Long leaper: same as in this variant except when capturing must jump over at least two empty squares before the captured piece. Short leaper: moves as an Orthodox Queen and captures by overtaking. the piece captured must be within two squares of the short leaper. It may land any vacant square somewhere beyond it. It may jumpover friendly pieces, but not capture them. It captures any enemy piece(s) lept over. The adjacent square that it lept over must be occupied. It may not make more than one short leap in a turn. It may end its move on an edge square only when that is the only way to make a particular capture.
Nice concept and very cleanly explained, however the example might be flawed, since e1-d2 should be illeagal for it moves white king into check, because the black king has the backing of a queen so it can move as a queen and take take the white king in the next move. a black bishop instead of queen would work.
Sometimes a random search can come up with amazing things, I was searching for some material for an variant of mine when I came across this item. It is very well illustrated and strait forward and provides a good blueprint for how intergrid peice should work. very nice work indeed.
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