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Comments by JorgKnappen
This one looks better, mainly because the templars (ND-compounds) are gone. But how bad the bishops are looking! You can't even dream of fianchetto, and the Knaves on the second rank have no sensible moves at all: If you advance one, it will be chased back to its starting square by a pawn, or you loose it entirely. The queen also looks cramped in the initial area, but she may find a way out of her mess. It is not easy to design a good army and initial position ... still good stuff for thought!
Concavities are indeed a good idea: Rank 0 may be filled as follows: d0 <- Debtor from h2, e0 <- Knave from b2, f0 <- Knave from i2, g0 <- Debtor from c2. This is probably the best board for mixing four Knaves and Debtors with Rooks, Bishops, and a Queen.
@Christine: Unfortunately, I do not even own an operating system necessary to run Zillions of Games; therefore I cannot make and test zrf files. @Charles: Yes, replacing Knights and Alfils with Crabs and Alibabas should make another army for Shatranj with different armies. Now waiting for more radical approaches touching the rook and the wazir, too.
Looking at 80 squares Knavish Chess, I don't see what the back ranks are good for. They contain very hard-to-develop pieces, and the templars (ND compunds) are also back in the game. Of course, you want to show something by your choices. The game just doesn't feel optimised for actual game play, which is a design goal I rate rather high. In case I cannot achieve it, I make it clear in the naming of the game: Nachtmahr is undertitled A study game.
I am updating the rating to excellent, because seeing the elegance of the knave and debtor pieces is obviously a non-trivial task. In fact, Abdul-Rahman Sibahi and Joe Joyce discussed the pieces (without naming them) here briefly [link deleted because it doesn't work no more] but they didn't see that they are exceptional. Perhaps it needs some hexagonal thinking to see it.
I just want to mention, that kind of a ferry also occurs in Floßschach (Raft Chess). Charles even commented on this item 8 years ago.
The raft of raft chess differs in its size from Flight and Ferry's ferry, leading to more raft moves.
Analysing the game deeper, it appears to me that it is too drawish to be worth playing. The issues are mating material and crossing the channel. Because the King is confined to his own half of the board, he cannot assist his pieces in giving checkmate. Therefore, at least two pieces (one major and one minor one) are needed for checkmate. There are at least three rule changes lifting this severe condition: a) [most elegant] import the rule from chinese chess, that the Kings may not face each other. With this rule, King+Rook win against a lone King b) Declare bare King a win as in Shatranj c) Declare Stalemate a win (and not a draw). The rules with the ferries are incomplete; I interpolate the following additional rules: * Pieces on the ferry are vulnerable to capture * The ferry loaded with a piece can capture another piece * An empty ferry sent to an occupied square does not capture, instead it is mounted by the piece there * An empty ferry cannot be sent to a square occupied by a dragon I cannot interpolate whether a rook or dragon may 'fly' over an empty ferry or not. The major issue is, that after crossing the channel, the piece on the ferry is essentially unprotected. It can be protected only by a rook or queen - it does not help against double attack. Therefore crossing the channel is hard. Wessex has a severe handicap here, because it lacks rooks and owns only one queen. Wales can try to monopolise the control of the ferries by bringing them both to its side: Only the Wessex' queen can than occupy the ferry and send it back. But, I'm afraid, this is also only a drawing strategy.
Ben asked: >Where does it say the king cannot move to the other side of the board? I infer this particular rule from the table entry King/on a ferry: It only mentions the default action of sending the ferry to another shore square (not occupied by the second ferry); but does not mention the ability of the King to move with the ferry. A king on a ferry is a strange beast: He cannot be checked by a dragon. Thus sending a ferry to the King can remove check given by a dragon. The Endgame King on a ferry vs. King and any number of dragons becomes a draw this way.
Charles, after all, you are the game designer and it is your decision (after, I hope, some playtesting) what design you want to implement. With the King being able to cross the channel, additional rules may be not necessary, but it is worth to think about game endings and how to judge them in any game design. Adding new methods of capture (like overtaking [2/3] and approach capture [4/5]) to the dragons is certainly a good idea, you may also consider igui capture (killing a piece on a adjacent square without moving). This will correct the balance of pieces protecting another piece over the channel on the ferry from 1:3 (Queen vs. Queen and 2 Rooks) to 3:5 (Queen and 2 Dragons vs. Queen, 2 Dragons, and 2 Rooks)---a balance I'd consider still very unbalanced, since Wales can try to sharpen it by exchanging Queens and Dragons.
I have never seen the plural of the man/Mann piece of the Courier game, but I'd consider the plural 'Mannen' (which has an archaic tone and restricts the meaning from male person to soldier or guardian). Mannen may even work as an irregular pliral in english (like oxen or VAXen)
@charles: ... but can the rhino and the king force this position? Yes they can, and they can do so easily: Essentially, after forcing the opposite king to the edge of the board, the rhino pushes forward using the wazir move.
I suggest that you take a chess board, two kings and some piece representing the rhino (a knight works well for me) and try it out. I must admit, that I didn't analyse the specific position nnz gave here, the placement of the supporting King is a bit awkward here. Both of your proposals to repair the situation work out fine. For similar pieces: A gnu and a king can drive the king to the edge, but cannot give mate; the same holds for the quintessence (of quintessential chess).
A maybe funny question: What happens to a pawn when it is converted into an undead piece? Say, a white undead bishop attacks a black pawn: Does the black pawn turn into an undead white pawn or does it turn into an undead black pawn under white's control? The difference between the two is the inherited directionality: By becoming an undead white pawn the black pawn turns 180 degrees and marches against his old camp; while an undead black pawn under white's control continues to march against the white camp (and may block white pawns in their progress). Another question: Can an undead piece attack a life piece of its own camp? Because this action may strengthen the piece by taking its life it might be a favourable move.
Well, I have to disagree with the previous comment from George Duke: In fact, the rule that a pawn can promote to *any* piece in the starting setup including the opponents' pieces is essential. Otherwise, the Colorbound Clobberers with their light queen (being the Knight-Bishop compound) fall back against the other armies. Even small differences in the value of the pawns are multiplied by the fact that there are 8 of them. Giving the pawns different promotions enters the land of---slightly, but feelable---different pawns.
Patzer has definitely german relations, there is the verb 'verpatzen' in german, meaning to crab, to mull, to fluff, to foozle, to snafu. I don't know its further etymology, it is quite possible that it is either yiddish oder rotwelsch.
Now I found the time to look up patzen/Patzer in an etymological dictionary. It is a german word; deriving from the common german wird 'Batzen' (lump, chunk, glob; also a historic small coin minted in Switzerland) and showing Bavarian or Austrian spelling (B->P). Batzen is derived from 'Backen' (to bake).
I looked up patsy in the OED, it is attested in 1889, postdating the german use of Patzer. I assosciate the word Patzer to the Viennese coffee house chess culture, where chess master earned money playing against Patzers. It is the age of Steinitz (one generation before Einstein and Lasker) or even ealier.
Ah, and than there is another german word, related but not too close, 'patzig' meaning stroppy, snotty, bolshie. It describes the typical mood of teenagers very well.
David, that's a aice X-mas present for all of us! There is one minor poiint I want to correct (it is not your fault; already Jeliss has this particular sentence wrong): >null piece (Exotic): n. Piece that, combined with any other piece leaves it unaltered = Dummy = (0,0) leaper. Not the same as zero. Link(s): All the King's Men. [index] Source(s): [ATKM] Unique ID: [CVT-10825] A dummy is a piece without any move; as a leaper it is an \emptyset-leaper, not a (0,0)-leaper. A (0,0)-leaper has one move to its starting square, essentially the piece-bound licence to pass a move. This is always confounding to see that zero is something different from the emptyset.
The only measure to get solid information about the strength of a certain piece is to playtest it (in human play and/or computer play). As far as I know, there are few divergent pieces really tested. Mike Nelson's Seperate Realms Rook comes out on a value of about 75% Rook plus 25% Dabbabarider, suggesting that capture constitues about 3/4 of the piece value, while moving alone constitutes about 25%. But this particular piece has rather similar move and capture patterns; the more the patterns diverge, the more playtesting is needed, and there is probably no simple formula describing the results. Note also that the results of playtesting depend on the testbed: What board is choosen, what is the oppenent's army, what pieces are in the same army (sociability effects).
Some time ago, either in a published CV or in a discussion a new piece type called 'area mover' or 'areal mover' was proposed here. It was kind of a lame hook mover (known from large Shogi variants): It only could perform a hook move when the whole area (defined as the rightangle spanned by the two orthogonal rook moves) was free of intervening pieces. I tried to google the reference, but it wasn't indexed. Can someone remember the reference to this kind of piece?
The wording on the game maker's website is not very clear, but I interpret this dragon as a simple Q3 (a queen restricted to 3 steps in either direction). Nothing fancy here, no jumps.
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