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Comments by JianyingJi
![A game information page](/index/game.gif)
![A game information page](/index/game.gif)
very interesting and provocative. Though a more extended write up is welcome
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It is quite amazing to me that the rook remained so consistant over the years. It is the only piece that is in all the historic variants, from shatranji to shogi. So if one really want to trace the history of chess, the rook probably is a important part of that.
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quick note: web page for Andrew Bartmess and tridim chess has changed to http://www.grigor.org/tactical.htm
![A game information page](/index/game.gif)
I think the question is essentially, if a player has a choice of perpetual check, or a different move. Can s/he chose the perpetual check instead of the other move. which is covered: http://chessvariants.com/d.chess/eternal.html So I think the answer is yes and charles's friend is probably right.
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I was thinking along these lines sometimes ago, but my ideas never geled into a playable game. So it very nice to see some incarnation of it. Absolutely cool!
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interesting variant, I wonder if giving king a knight's move would make the king too hard to capture. With all those combo pieces, it seems only fair to give the king a bit more movements too.
![A contest or tournament](/index/contest.gif)
![A game information page](/index/game.gif)
Quite interesting variant. With simpler army building then standard CWDA, since only three piece types define a army rather than four.
![A game information page](/index/game.gif)
An interesting variant might be to add the following rules: 3: No FIDE captures allowed 4: Win by pictorial mate. 5: Super-Ko no position maybe repeated
![A game information page](/index/game.gif)
<p> Another possible concern is piece density, which is only 1/3
for this variant. To make it closer to other variants, perhaps a row of
commoners added somewhere in the first three ranks would be advisable
</p>
<p>that may be, perhaps something weaker, say quick-berolina pawns or
something similar. or some piece that moves as commoner but does not
capture as such, but instead captures using a weaker move. </p>
![A game information page](/index/game.gif)
Another way to balance 1 and 1/2 move chess is to have white accumulate at 1.45 moves instead of 1.5 this way after a 20 move game white will be off by exactly 1 move that it is penalized at the start for.
It would be nice if the penalty can be done in a uniform way, however balance is more important, so applying it the first 10 moves is perhaps a good balance between uniformity and balance.
I wonder what is effect of symmetry of starting setup on strategy. Comparing Shantranj and Chuturanga, it occured to me that one has radial symmetry, while the other billateral symmetry. Which one has better balance?
![A game information page](/index/game.gif)
This list is quite comprehensive, and quite impressive. Which makes it doubly strange that the odds chess has not persisted in any serious way in chess clubs today, especially organizations such as FIDE to determine the rating, handicap correspondence.
Chess had not had a tradition for handicaps, especially in the last 100 years. (Before that in the 18th 19th century there was odds chess which I thought looks like a good and fairly comprehensive system, but strangely it does not seem to have been adopted by organizations like FIDE) So, recently I being thinking about handicap systems and thought of a cross between shogi and chess that would provide a path toward handicaps. What I propose is then the weaker player given a set of tokens that give him the ability to drop captured pieces as his own for the price of the value of the piece he is too drop. In a even game the second player receive a small set of tokens to balance first mover advantage. If both player play with infinite tokens, the game becomes chessgi. If one side plays with infinite and the other player 0 then the infinite would probably have a guarenteed win. If both side have a limited supply of token then the game would have a finer balanced hadicaps. These are just some ideas, any comment welcome.
![A game information page](/index/game.gif)
Since pieces never disapear from the game, in shogi the values are all positional. That is pieces in hand can be considered as just another position for the pieces to be. and that value is assessed for a position taking into account of the positions of all pieces including those in hand and whose turn it is. So in a sense it is more like go, only holistic evaluation can be done.
Thanks for the response. I have thought further, and thinks that the dropping handicaps that I proposed suffers from similar flaws. Perhaps the most chesslike handicap is to give the weaker side the chance to augment the army temporarily. Say a set of tokens which for the price of one gives the pieces to take a step to an adjacent non-occupied square. One such token will probably be enough to even the odds between the players when given to the second player. It would convert some draws to wins and losses to draws. Though I could be wrong, for I am not too good at judging these things.
![A game information page](/index/game.gif)
Draw margin is dependent on the skill level of the play. In high level FIDE chess, as the recent competitions have shown the draw margin can be as high as 66% of all the games. It is so bad that some competition actively try to discourage draws. So draws can be a problem. And I think any chess variant that allows exchange to draw that is sacrificing material to force opponent into draw, is liable to have larger and larger draw margins as skill level increase. But ultimately it is an aethetic decision on whether this is a bad thing.
![A contest or tournament](/index/contest.gif)
From the ending part of the rule that says that the Queen can't generate a pawn if it is hedged in on all sides, I think the suggester means that the pawn is to be put next to the queen on an empty square
just a short response to the last comment. The sliding bishop's non-capturing move do not seem to include the camel, Since it is bishop plus optional wizir, it must be a n-n move or a color changing one, neither of which include the camel.
![A game information page](/index/game.gif)
Cool! one thing I find a bit aethetically off is that linking is not compulsary in that player could ignoire linking completely and play normal chess. So to satisfy my twisted aesthetics I would recommend following changes as a sub-variant: 0. Twinkie Danger Chess rule apply unless contradicted below. 1. White start on board 0 and black start on board 1 2. King remain on the board they started In this sub-variant no progress can be made without linking, so linking becomes crucial way to mobilize your forces.
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Thanks for everything hans. Best wishes on hans' other projects in life and hope to see hans dropping by in comment section once in a while.
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