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Comments by MichaelNelson
Do the Queens' starting squares need to be empty for the synergism move?
A fine start to what I hope will be a lengthy and very informative series. The various games already generated by this project are first rate and I expect many more as the work continues. I might point out that the shorter range of pieces opens some possibilities that may be more practical than in games with long range pieces. Relay Chess leaps to mind, as well as various forms of Progressive. While I love the Shatranj Pawns in the variants, I think that a shortrange piece game with stronger Pawns might be most interesting as well.
David is surely correct. Black's Queen is not in check so how can moving it along the shared line of movement with the Lion put it in check? For the Lion to capture the Queen, there must be a third piece between them to act as a screen: Qh1, Qi1, or Qj1 being interpreted as check means that Black's Queen is being used as its own screen.
I'm working on a couple of additional piece sets for PM. One is part of the Short Range Project and the other eliminates Nightriders and provides additional enhancements. In both cases I expect a more strategic, less explosive game. I am in no way dissatisfied with the classic piece set, I just think providing some alternatives will be interesting for players who like the game concept but would prefer a different feel. When I have them worked up I will amend the game page and submit a new ZRF.
I really like this concept--it's not precisely like anything I've seen, fundamentally simple, yet makes for a very unorthodox game. So far as I know, Graeme isn't channeling me--perhaps I should channel him and get my creative juices flowing again.
I presume that capturing the opponent's King on the eighth rank with your last Pawn also wins. This is clear from the logic of the loss conditions, but you might want to state this explicitly. Also, stalemating by promoting your last pawn should win. You may wish to consider triple repetition as a loss--this is fairly common where stalemate is a loss. I intend these suggestions as minor clarifications for a very fine game.
If a piece is to be mutated, this must be done on the same turn as it is pocketed. Thereafter, the piece may remain in the pocket as long as desired.
I am ready to come back to the chess variant pages after a long absence (over 2 years). I had a stroke in April 2009 and it's been a long road back. I was in a nursing home for a year and a half and was still very weak when I came home. While I'm still confined to a wheelchair, I'm fully OK mentally and am physically very capable--fully up to hanging out on line, commenting on posts, inventing games.... So expect to see me now and again. A special hello to Joe Joyce and thanks for everyone who make CVP possible.
Thanks to everyone for welcoming me back! I have updated my profile with my new email.
For the new pieces. The Knave and Debtor have useful moves and a never before used (on a square board) set of bindings. Most original.
Add my favorable vote to the others. I find the articles interesting and enjoyable--and I say this as someone who has has disagreements in the past with Mr. Duke. If anyone doesn't like them they are easy to skip--no need for the CVP to spoil it by removing interesting articles.
What are the general characteristics of a pawn-like piece? I'd nominate these characteristics: 1. Most numerous piece type in the game. 2. Weakest piece type in the game. 3. Short range. 4. Non-retreating. 5. Promotes to something decisive (can force mate). For illustration, consider how several variants stack up: FIDE Chess: pawn satisfies each criterion perfectly. Shatranj: Perfect for 1-4, deficient in criterion 5, as K + Ferz that a pawn promotes to can't force mate (less of a problem with the Shatranj ruleset as stalemate and bare King are wins). my own Pocket Mutation Chess: 1-3 is perfect, 4 is not so much so, as a pawn can retreat via a pocket move, 5 partially not a fit, while the pawn has a promotion path to a decisive piece, it can only only promote directly to a Knight or Bishop, which can't force mate. Betza's For The Birds Chess: 1, 2, 4 and 5 OK but the pawn-like piece has a long range move. my own Wizards' War: nothing remotely resembling a pawn in this game (by design--one of my design objectives was a playable, pawn-less, strong piece game). I submit that all the games are playable Chess Variants (broadly defined) but the better a variant conforms to these criteria, the more 'Chess-like' it is. Try analyzing some other variants with these criteria and let me know what you think of this hypothesis, offering alternative/additional criteria if you wish.
Perhaps a rule change for the Go-Away scream is in order. I would suggest something like this: 1. All pushes are executed. 2. Any Human to Zombie promotions are executed. 3. Any effects resulting in piece destruction are executed (engulfment, zombies on ichor or multiple occupancy squares, etc.). 4. Any petrifications are executed. All partial moves under a single number would be deemed simultaneous. Under this proposed rule, the owner of the Go-Away is unable to specify the order of effects. This will reduce the tactical complexity of these moves and hopefully render the programming problem tractable. Whether it would overly damage the peculiar and interesting flavor of Nemoroth is a question I'm not qualified to answer.
Note that Xiangqi had no divergent pieces until the cannon was added, in the original version all pieces moved passively and captured in the same way. On the other hand, the Pawn in the various forms of early Indo-Persian Chess has been divergent since the earliest known times. If divergence is an evolutionary change, that suggests that Indo-Persian Chess is older that we currently think it is. On the other hand, it could be an import from some non-Chess Indo-Persian game, perhaps acquired from a Greek game at the time of Alexander the Great. This last factor does not apply at all to China. Note that divergent Pawns are conspicuously absent from Xiangqi, Janggi, and Shogi, but do occur in various SE Asian variants, which have influences fom both China and India. So I would propose the points: 1. Maybe both the Indo-Persian origin theory and the Chinese origin theory are wrong and two different but somewhat similar games were developed independently, perhaps with some mutual influence on one another. 2. My idea could easily be wrong (probably is). 3. So could anybody's idea be wrong, whether they think Chess originated in China, India, Atlantis, or Mars. 4. Documentary evidence is not definitive, nor is it likely to become so. 5. It ultimately doesn't matter, however interesting the question is. 6. It sure as hell isn't worth a. practicing racism, or b. accusing others of racism.
George,is the mate# also one for pieces such as the Amazon which can force mate without the assistance of the friendly King? Is there a need to distinguish these pieces from mate number 1 pieces such as the Rook which can easily force mate with the help of the friendly King but not without it?
IMHO, Muller's 7 criteria look quite useful for estimating how chess-like a game is--a continuum, rather than a binary is/isn't categorization. They would provide a conceptual framework for observations such as (to intentionally cite an extreme example) Capablanca's Chess is more chess-like than the Game of Nemeroth. Where the line is between chess variant and non-chess games cannot and indeed need not be determined exactly. The question is, is a given game chess-like enough for it to be useful to consider the game a chess variant--can a useful number of Chess concepts be helpful in playing and analyzing the game? But drawing lines can be fun and useful if it isn't absolutized. Approached in a spirit of 'reasonable people can disagree', everyone should be free to chime in. As a starting point for looking at some edge cases, I offer my own game Wizards' War for consideration: 1. It has royal pieces, though capturing them is not the only method of victory. 2. It is entirely pawnless (in the Muller sense--many games are pawnless in the sense of 'this game has no piece that moves like an FIDE pawn'). So is it a chess variant or not and why? Bonus points for citing games that are clearly but not hugely more/less chess-like.
Mr. Zanotelli raises an interesting point. His is indeed a possible way to apply the FIDE Pawn rules to the changed circumstances of this game. But Peter Aronson's way is equally valid. In the case of FIDE Chess, they are equivalent statements of the same rule, as a Pawn cannot make its first move from any place other than the second rank, and a Pawn on the second rank cannot have moved previously--neither of which conditions apply to the Pawn moves of other pieces in this game.
Congratulations on a fine first effort, Matteo! The triple move idea is untried, so far as I know, and will need play testing to see if it makes the game too explosive. If that is the case, this game should still keep most of its flavor as a double move variant. (Hope triple move works out, I really like that.) In any case, a balance rule to reduce the first move advantage is in order. For a double move game, the rule is well known--White may make only one move on the first turn. I propose a triple move analog to that rule: On the first turn, White makes one move. On the first turn, Black makes one or two moves. On the second turn, White makes one or two moves. On subsequent turns, the player on move makes one, two, or three moves.
Matteo, I didn't take the fact that Black chooses his arrangement after White is finished with his into account. My error in not noticing this. In this case, if any balancing is needed, limiting White to two moves on the first turn should be quite sufficient. I think my rule is about right for a triple move game with a) fixed setup b) random setup or c) players choose setup by placing one piece at a time in turns.
I've been corresponding with Matteo about programming this most interesting game, but I thought I would share with the Zillions programmers among the CV community. I have solved the first problem: rather than using last-to? (which would allow the movement of the same piece on the first and third moves of a turn) I set a has-moved attribute for the piece whenever it moves, and verify that this attribute is clear before allowing the move. After each turn (three moves), I have a random player scan the board and clear all has-moved attributes, so that all pieces can move freely on the next turn. This technique will work for any number of multiple moves. The drops restriction will require a board scan to find the friendly King.
Assuming that the laws of check follow FIDE rules (which is a reasonable assumption for a variant player by orthodox chess masters) Checking both Kings simultaneously is quite possible by discovery or fork, it is not automatically mate in the case of the fork, as the checking piece is potentially capturable, but cannot be answered by interposition or King move. Discovered check whereby each King ends up checked by a different piece is checkmate: there is no possible way to answer both checks. A line piece can also check by pinning one King to the other, for example Kings on a1 and c1, b1 and d1 vacant, enemy Rook moves to e1. This can be answered by capturing the Rook or interposing on d1 (not b1).
Excellent thematic variant! I've not seen the idea of imposing colorboundness on all pieces but removing it by the odd number of files on a cylindrical board, thought I recognize component ideas. A small quibble about promotion: Promotion to a Knight is needed in FIDE Chess, as its moves are not a subset of the Queen's move. In some positions, the Knight can checkmate when the Queen can't even check. This factor does not apply to this game; but there is one case where underpromotion to Rook or Bishop in needed (rather than merely allowed) in FIDE--when promoting to Queen would result in immediate stalemate, but the lesser promotion could force checkmate on a subsequent move. With three combination pieces to choose from, it is much less likely in this variant, but analysis is needed to determine if it is possible: if so, underpromotion must be allowed (if and only if stalemate is a draw).
I think Joe Joyce's post on "male predominance at chess" make more sense than the study itself. The explanation of gender differences in Chess may be simpler yet. **On average**, men are more likely than women to purse activities that have no social utility apart from the pleasure of doing that activity. Chess is in that category (as indeed are checkers, card games, etc.) No insult intended--I am interested in Chess variants for my own pleasure and no other reason and feel no need to apologize to anyone for that fact, and neither judge nor wish to judge anyone else for doing the same. I have considered that Chess can teach critical thinking, strategic planning, etc. Yes it can, but so can a myriad of non-game things useful in themselves apart from teaching. "Male predominance at chess" is a current fact of reality. I suspect there are males who believe this has 1) always been true, 2) always will be true, and 3) SHOULD be true. A significant number of such males will then reason by analogy about "male predominance in science", etc. I won't touch of the idea of a female human being who argues for "male predominance ...", the very idea terrifies me.
RPG themed chess has been around at least since Betza's Way of the Knight from 1995. (http://www.chessvariants.org/crossover.dir/wotn.html). Like your idea for earning upgrades, which need to be more liberal than those in Betza's game, since his upgrade ranks increase power more with each upgrade. I can't rate this game "excellent" without playtesting it, but a solid "good" for your idea.
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