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Comments by Larry Smith
Berse could possibly have its initial roots in bersit, meaning to burst. This would explain the term bersim for a flower.
A very nice game. Interesting playing field, pieces and rules. As to the idea of using other shapes to denote cells in non-cubic fields within a 2D medium, a simpler form might be to have points with colorized radiating lines noting the various directions. Like Chinese Chess, pieces would move from point to point. Although this might also be confusing as lines would criss-cross one another without actually intersecting. But this is where colorization would come in handy. But I don't think it is necessary to change the graphics for this particular game as it is quite understandable in its current form.
The following is a form of time travel chess worked out by Jens Meder and myself. It involves the use of Checkers as markers. All pieces can be warped either from the future or into the future. A piece is time-warped from the future by 'cloning' a piece located upon the field. A duplicate piece preforms a legal move from the location of the 'original' piece. The 'original' piece is denoted with a number of red checkers, up to six. The player is allowed to move either 'duplicate' and 'original' on subsequent turns. At the end of each turn, the player removes one of the checkers from the 'original' piece. The 'original' piece is removed from the game with the last of the checkers. (If there is no extra piece available for the 'duplicate', a player can merely mark one of the checkers with a sticker noting the value of the 'original' piece and use the current piece for the 'duplicate'.) A player time-warps a piece into the future by placing a number of black tokens, up to six, with it. Such a piece is considered to have 'dis-appeared' and not allowed to be move from its cell until it 'reappears' in the future. Other pieces are allowed to move through and upon a cell occupied by such a piece. At the end of each turn, the player removes one of the checkers from this piece. When all the checkers are gone, it has 're-appeared'. Any other piece, regardless of owner, which is located on the cell of a 're-appearing' piece is considered captured and removed from the game. The 're-appearance' of a piece is automatic and not considered a turn in itself. Each player is only allowed one warp, either to the future or from the future, to exist during a turn. Since the checkers are not removed until the end of the turn, a player must wait to the next before creating a new warp. A player is not allowed to add checkers to a warp. The game is won by check-mating the opponent King or capture of an 'original' piece of a time-warp from the future. The latter condition of this rule is due to a paradox, since a captured 'original' piece would then be unable to warp back in time. And yes, the King can time-warp into the future to avoid a current check. And the King can time-warp from the future, its 'duplicate' would be subject to the check-mate portion of the rule while the 'original' is now subject to the capture portion of the rule.
Those particular time-warp rules were submitted as part of Temporal 4x4x4 Chess, a 3D Chess variant. It was never published. My apologies to Gary for taking liberties with the posting at his particular time travel variant. I meant no dis-respect, I was only being zealous.
Robert, Roberto and I have been in e-mail discussion about the implementation of this game. He has volunteered for the graphics. I have worked up a number of ideas on the handling of the code. There being several ways to approach each of the various conditions in this game. We should establish a discussion group specific for individuals interested in participating in this project. It would need to be a location which allows the posting of data files, so participants can easily exchange the lengthy examples of coding which will become part of this implementation.
I like it. I like it. I like it. The opponent Mato to’a are unable to keep up with the stone-throwing Ariki. So the field can become littered with its deposits. In addition to the goal of a cell, the win by immobilizing the opponent Moais is a nice condition. Nice work. The rules are not complex but the game-play will definitely challenge.
A nice simple formula for time control of the tournament: (maximum time length of tournament)/(maximum number of moves allowed in the particular game)=(maximum alloted response time) (number of moves allowed)=(total number of full turns allowed)*(number of players in the particular game) If a player fails to respond within the alloted time, they would automatically forfeit the game regardless of their current position or material gain. You've got to be cruel.
Okay, let's be nice. You could allow players to accumulate time during the tournament. Any time that they do not use to make a move would be alloted for their discretion in the subsequent moves. So a player who made short early moves at the beginning of the game could then use that excess time with later moves.
Since this is a game which involves the goal of a stalemate, the possibility of a cluttered field is actually desired. A player would be wise not to impede their own progress with stone-throwing. Capturing the opponent's Ariki will be an in-game strategy. With three of them, this will be a tough objective to capture them all. But the potential is there. Impeding this piece's moves and stone throws would be a good tactic. And once a player loses all their Ariki, they might not have the ability to make their cell goal but they still might capture the opponent Moais. Or even to draw the game. The Mato to’a can only be fully impeded by their own stones or enemy pieces(not enemy stones). They cannot be captured. Send them into the fray. Remember that the Moais can move swiftly across the field, it is merely dependent on the connectivity of its stones. The fact that a computer program has difficulty playing this game does not negate its potential. In fact, it increases it. Once a game has been fully quantified, although it may have a high degree of difficulty, it becomes trivial. For now, this game might best be played between two humans. Once certain patterns of play can be discovered, a good computer program might be worked out.
Very clever. I wonder if Joseph will be developing designs for other chess variant pieces. Please let the answer be 'Yes'.
In XiangQi, it is suppose to be illegal to expose your King to capture. But these students might merely be playing these games through to capture in order to learn its nuances. That way they can learn to visualize all these potential lines of attack on the King and realize a 'checkmate' position. Then again, it might be a local form of play. ;-)
Instead of the win-conditon being the presence of the King within a particular zone, make the win-conditon also the absence of the King on the rest of the field. This is your current condition: (win-condition (White Black) (absolute-config King (promotion-zone))) Make it: (win-condition (White Black) (and (absolute-config King (promotion-zone)) (absolute-config (not King) (not-promotion-zone)) ) ) You will have to define the not-promotion-zone, which will be all the cells that are not part of the normal promotion-zone. The Zillions engine will now have the 'urge' to move that King into the promotion-zone.
Replacement pieces for Pawn promotion are obtained from those which were captured. Rooks are often turned up-side down to represent extra Queens. If none are available, use a Checker under the promoted Pawn to represent the new Queen. Pawn promotion may also include other pieces besides the Queen.
I'm sure that the game might be interesting. But I gave up reading after the first page. There is probably a more concise way to impart the directions for this game. The instructions, although colorful, were a little convoluted. The graphics, although attractive, contain excessive amount of material which did not add to the move description but actually confused. I will download each of these pages and peruse them at my convenience. But I anticipate a rather long slog through these instructions.
The King moves two cells as a first move only if it performs a 'castling' move. Other than that particular condition, it always moves one cell.
Isn't this particular discussion line about the FIDE, or 'Mad Queen', variant? That was the foundation of my answer to the previous question.
So, don't move your Hero on the first move. ;-) The position assures that the Hero will not come into play without at least a few development moves. Of course, a player could trade Heroes. And leave their King file open. It is a nice game, including the variants.
Another consideration would be the advantage in the exchange. No matter the number of the various pieces, a game might have a significant difference between the weakest and the strongest. This allows for the potential of advantage in the game, even if the exchanges are equal. Of course this value would be quite difficult to quantify and would vary from one game to the next, being dependent upon field and goal.
The advantage of any exchange can be simply expressed by the strength(or value) of the pieces being exchanged. If a game was populated with pieces of near equal value, the advantage of exchange might not be significant. But if the pieces were of various degrees of value, enough to clearly differentiate them, exchanges would hold the potential of an advantage. Yes, a player can make sacrifices to obtain positional or material advantage. This gambit would not be possible unless there was a prior consideration of the value of such an exchange. But whether or not the exchange is a gambit need not be part of the determination of a game's potential for advantage in exchanges.
The clarity of the rules is extremely important. For example, I think I've figured out the game of Gridlock but I'm still not absolutely sure. So I'm reluctant to actually tackle the game. Whether the game is simple or complex, if the rules are incomprehensible the game will never be attempted. The presentation of a game will definitely effect its overall evaluation.
The rules for the game of Nemoroth, though complex, was completely understandable. The various moves and powers were well defined. The only area of non-clarity would the the potential inter-relationship between all the effects when a specific move is preformed. This makes strategic planning very tough, if not impossible. It can strain the limits of the mind. And the developer gave all players fair warning about its nature. It can be used as an example of a well-defined complex game. [BTW, the Gridlock game I referred to in an earlier posting was Paul Leno's Gridlock, or Gridlock's Ruins or New Wave Chess. I've been able to decipher about ninety percent of it, and it has caught my interest. I will post a few of questions about it on the appropriate pages.]
A hoax? I'd like to hear Leno's comment on that. If this is truly the case, it is one of the most intricate. And if something is not comprehended how can it ever be played? How do either of the players know if an action is legal. They could resort to flicking pieces across the table at each other.
I can completely understand the source of this topic. I know that there has been several requests that the Archer in Field Chess be re-named because it doesn't have the 'shoot'. I am one of the guilty. The naming of playing pieces is the privilege of the developer. Games with themes have often given names to pieces which might otherwise have previous designations. And new pieces are sometimes given the title of pieces which are barely similar. The standardization of piece names is an ardent task. There are a lot of published games that would need reconciliation, some of which the authors are no longer available for such. In the compilation of a list of piece descriptions, there might be several different forms. This means that the researcher will just have to accept the labor. There will develop, over time, a common use of certain piece names. And these can be tagged as such in the name description. And whether a particular description of a piece is mentioned will be totally dependent on the criteria of the list. What ever this evaluation, it should be fairly applied.
Well, according to the ZRF non-capturing Pawns promote to other non-capturing pieces. This appears very logical. A very interesting game. Sort of Alice Chess meets Shogi with boxing gloves in a knife fight. ;-)
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