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Comments by JianyingJi
Absolutely a must read for formalizing variants. Will definitely be one of my references for my variants in the future, and will safe a lot of typing too :-) now that I can just refer to Rule zero
Then along these line one can establish a notation for describing the rule set of chess variants, in a similar spirit as Ralph Betza's Funny notation for pieces. And if we have that, then we can have a Funny variant notation to zillions translator, from that we can have a program that spits out random variants to play. Whether this is good or not is in the mind of the bethinker
This variant can be easily handicapped by giving the weaker player an extra amount of zorkmids at the start. the amount depending on the deference between the players.
I agree, it is hard to come up the specific scale of handicap, however what I meant by 'easy' is that to give handicaps in Rental chess does not require any special torture to the rules. As for where the handicap zorkmid comes from, from the same the salary per turn comes from. However my original idea that I discarded was to tax the better player, but such a rule would be far too complex I would think.
google can do a fair job:
<a href="http://www.google.co.uk/search?q=+%22murray+lion%22+site%3Awww.chessvariants.com&ie=ISO-8859-1&hl=en&meta=">http://www.google.co.uk/search?q=+%22murray+lion%22+site%3Awww.chessvariants.com&ie=ISO-8859-1&hl=en&meta=</a>
<p>for example of the murray lion query.
<p>a script that query google probably would be sufficient
this is absolutely amazing. a very clear exposition and easy to follow. The thing that intrigues me the most is a move leading to stalemate is not allowed. which get's away from the fuddily rules in FIDE and other variants dealing with stalemates. I think this is a worthwhile rule to adopt in other variants.
this is really cool! conceptually cohesive with every element contributing
I think part of the trouble with this variant, and the reason that people hesitate to try it is the lack of a coherent theme, by theme I include abstract themes such as all pieces have abstract quality X. this game have various categories of pieces: King : royal Squire, Viceroy, Pawn, Crowned Knight, left/right schzzhi: normal, i.e. no special powers but can be effected by others Bobber: extending powers (to itself) dazzler, hyenna : immobilizer archer, zednick : confabulators yanzee : invulnerable extentialist : morph teleporter: transports self. I feel there's a excess of categories and overlap between the powers between the pieces. this game would be better I think if no two pieces have the same higher power. for example having had the dazzler both hyenna and yanzee is somewhat superflous. similarly archer is a more coherent piece than zednick which has 4 unrelated powers, so it would be a better games without zednick. A compromise would to give the power of the zednick to the bobber which creates the stretegic tension of whether to keep the bobber around or to confabulate it with some other piece to increase that piece's power. I think the more constrained variant below might be easier to start with: all the normal pieces and the king. King : royal Squire, Viceroy, Pawn, Crowned Knight, left/right schzzhi: normal Dazzler: as the immobilizer and giver of invulnerability archer: as the confabulator bobber/zednick: moves as bobber or can confabulate as a zednick teleporter: transports itself extentialist: cycles through all the non-royal pieces, on 11th move it sleeps, than another cycle, then explode. I think I have preserved all the ideas in your game and simplified it a bit. hope you find it interesting.
this is a very nice page that provide info on a whole class of pieces. I like its organization very much
how cool, I was just wondering about leapers for a variant I was designing. this is perfect for it. and the diagram of the where all the leaper go is great, a very good exposition
It seems to me that the elephant in xiangqi (on the blackside) is most likely and almost certainly an import from india since china has no elephants. the character used on the black side is that of elephant which would be quite strange if it originated in china. so certainly that perticular character and that piece must have come after contact with india. The cannon piece almost certainly originated in china, since china invented gun powder quite early on. Also the different symbols on each side almost hint that it might be different army game once, with different powers on the sides, though there might have been a more prosaic reason, that all the pieces have different symbols between the sides since the original pieces were carved and the only way to tell the sides were the characters. (red and black came later) And finally, since it is the elephant (xiang) that gives name to the whole game, that is if translated directly word for word xiangqi would be elephant boardgame (qi having being derived from weiqi) and that elephants only known in china after contact with india, it is very likely that modern xiangqi derives from indian source.
A great and detailed page. However the images are not visible due to some mal formed link addresses ie the wrong slash being used. nonetheless the contents are very useful
thanks, as all the graphics works now!!
It might be interesting to try the following modest variant of ximeracak: 0: all rules as Ximeracak except as noted below 1: when the general is under check it can switch with the pegasus, provided of course the pegusus is not also attacked. This simple modification will increase the pegasus's streategic value which will make people be more careful before putting pegasus in harm's way, and keep it in the game for the end game. In fact it should have the overall effect of decreasing the apeal of captures in the game.
mating is not necessarily more difficult but endgame strategies are dramatically impacted. What I think will happen is a sequence of checks that manuavers the general in to a square such that a final fork of the pegasus and the general gives mate. To win a player must somehow construct the sequence, and not to lose by preventing them. Also it definitely impacts promotion choice and skew it toward pegasus for defense, or toward wizard/champion (maybe) for offence
Since ALL FIDE laws apply, I would say the answer for the question is most likely the following: 1: Fifty move rule, the stalemated player gets to roll the dice and if the opponent's roll or one's own removes stalemate before the opponent manages a checkmate then the game continues otherwise if it is still a stalemate after fifty moves then draw (probably extremely unlikely) 2: This is a tricky one, most variants would probably say that definitely double step allowed for a2 but a1 I'm not sure, though I think it probably should be allowed 3: I think that should be a yes Hope we'll have adrain's take soon
I wonder what about fWD? And what adjective should be used with this kind of elephant?
This been an idea I been thinking of for a while. It pleases me to no end that someone has made a variant along these lines. It would be great to see more variants using 'influencing' as an element in them.
Since white has slight opening advantage, it would be more equitable if the game start with black refusing one move from white and then white move and refuse black then game continues as described ...
The page was not index so I'm writing the comment here: Here's a modest variant: immortal pawns: Pawns promotes on the owner's last three ranks. Promotion required on last rank only. Pawns promote to captured pieces only. Pawns are return to the owner to be dropped, if captured. Dropped pawn drops only to the first four ranks of the Pawn's owner. Drops takes a whole turn. Comments: These changes are motivated by the desire to make it possible to resurrect any piece and have after some captures to restore back on the board the full 32 piece complement, and to do so with minimal change to the rules. It seemed tweeking promotion as the simplest way to do that
Really well designed and explained large variant without the clutter that often afflict them
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