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Comments by MichaelNelson
I've submitted a revised ZRF which adds another variant: Mike's Camel Chess II. This allows Eaglets to promote on the eighth rank (as well as by flanking) but prohibits promotion to Tower of Hanoi.
A particular mutation that is often worth doing early is to pocket a Rook and mutate to Nightrider. This has technical merit and is also an excellent bit of psychological warfare--your opponent can't help but wonder 'What is he going to do to me with that Nightrider?'
For Mike's Camel Chess II, the promotion of the Eaglet on the eighth rank is immediate (does not use a separate move) but is optional -- it may remain an Eaglet if desired. If this option is chosen, the Eaglet must move off off the eighth rank and then back on in order to promote.
Antother fine Separate Realms variant. This should be a very close match with the Separate Realms II army, with more raw power but poorer developement. If it's a little too strong, using a Slip Queen instead of the SwR Chancellor should even it up.
Antoine raises a good point. Consider it done. Rule 2 is amended to read: 'If a player's pocket is empty, the player may remove any of his pieces (except his King) from the board and put it in his pocket as a move. White may not use the pocket for the first move.' I will also submit a corrected ZRF when I am able.
I am putting the finishing touches on a new game I'm calling 'Queenmate' (I am open to suggestions for catchier names).<p>
The Queen is royal and may not move across check. (like the Queen in <A href='http://www.chessvariants.com/large.dir/british.html'>British Chess</a>. The Queen is allowed to castle under the same conditions as the King.<p>
The King remains partly royal--any move leaving the player's King subject to capture is illegal.<p>
Checkmate is defined as 'the player in turn has no legal move, and his Queen is in check'. Stalemate is defined as 'the player in turn has no legal move as his Queen is not in check.' <p>
Some consequences of these rules:
<p>
Attacking the King so it can't escape is stalemate (unless the Queen is also attacked).<br>
Forking the King and Queen is checkmate unless the forking piece can be captured.<br>
Pinning the Queen to the King is checkmate if the pinning piece cannot be captured and no interposition is possible.<br>
Pinning the King to the Queen is stalemate if the pinning piece cannot be captured and no interposition is possible.<p>
The King is an interesting study in piece values: the better your game is, the more valuable it is. If you are winning, it is extremely valuble and if you are losing it has a high negative value.<p>
A variant of this game would be to borrow the stalemate rule from Chaturanga: the stalemated player wins.
I hav submitted the corrections to the editors. It is a good change in that reducing White's opening advantage is always a good thing. However, the original rules do not give White a win. Black can maintain equality by symmetrical play. The early loss of one Rook on each side is a bit of a flaw, though. In the revised rules, White is safe from the Nightrider attack if he opens Pawn d2-d4 or Pawn e2-e4. This covers one fork point and he has the tempo to cover the other if Black mutates a Rook to Nightrider. Since these are reasonable opening moves anyway, diffusing the Nightrider threat costs White little or nothing--this makes for a very balanced game.
The only requirement for the Rook in castling is that it has never moved. It may be under attack or cross an attacked square. The logic of this is that a Rook can be attacked but this is not check. The restrictions on the King are due to the fact that an attack on the King is check and moving into or through check is illegal.
I believe that mate with King, Bishop and Knight vs lone King can take up to 49 moves, which is the reason for the 50-move rule. IIRC, computer studies of more complex positions have shown mates requiring over 200 moves--which might or might not transgress the fifty move rule, as any capture or pawn move resets the clock. But in any case, the line has to be drawn somewhere and some wins (if arbitrary length games are allowed) will be draws under an x-move rule. I believe the 50-move limit should be increased for a larger board, but reduced for more powerful pieces (for the board size). The technical way would be to calculate the average crowded board mobitity of each piece (using Betza's method), then add up these values to get an approximation of the power on the board. Compare the ratio of this power to the number of squares to the ratio of the FIDE army (about 64, depending on the magic number) to 64 squares = about 1. The formula is movelimit = 50 times board size divided by total army mobility. For FIDE Chess this is 50 * 64 / 64 = 50. To examples for your duodecimal game: 1. Total army mobility = 90 50 * 144 / 90 = 80 2. Total army mobility = 200 50 * 144 / 200 = 36 You can probably guesstimate accurately enough without actually doing the calculations.
King and two Knights cannot force mate but can give mate if the opponent makes a mistake--this endgame is not an automatic draw.
Any kind of multi-variant tournament or single-variant tournament would be of interest to me. More than one could feasibly be in play at once. Game courrier tends to encourage fast play, so this opens more options. For scoring, there is no way to determine a fair score differential for Black. FIDE is the only variant where a deecnt guess of the size of White's advantage is available, and even that no doubt varies by rating. Not all variants even favor the player who moves first--my own Pocket Mutation Chess slightly favors Black under the current rules.
I think that requiring Black to capture White's unpromoted Pawns only would make a better game. By analogy with other games where capture rather than checkmate is the object, it would be legal for White to promote his last unpromoted pawn but would result in Black winning the game.
I like Charles' thinking on this game also. Whatever the inventor's intent, I like the idea of the third thru sixth ranks all being water so that you can't get to the enemy back ranks without using rafts. Moves from one land square to another must be legal, as otherwise the King is immobile. It should be legal to give or avoid check, mate, or stalemate by moving a raft.
I would assume that promotion on ranks 2 and 15 is optional, while the promotion on 1 and 16 is mandatory. Very occasionally it would be advantageous not to promote a pawn (say to avoid stalemate).
The web page states that the Chameleon can check the King from an adjacent square and this is correct per Abbott's rules for Ultima in 'Abbott's New Card Games'. He states that a Chameleon may capture a piece if it mimics it's move in direction and distance. So a pawn can only be captured by a Rook move and a King can only be checked from an adjacent square. Leaping a Long Leaper does not invalidate the mimic of another piece. This seems illogical at first glance but really is logical. The idea is that making a capture of one piece does not prevent the capture of others. If the Chameleon had made a Rook move away from a Withdrawer that sandwiched a Pawn, both captures would be allowed. Abbott believed that leaping a Long Leaper should not preclude other captures.
The comments about the pieces in Supremo Superchess have me thinking about cannon pieces generally and how they might be used in CV's. Rook+Pao (never mind Queen+Leo) are much too powerful for an otherwise FIDE-like game. But imagine these power pieces up against say the Reaper or Combine from Tripinch Chess. Sounds more interesting? Also consider divergent cannon pieces: Rook+Vao and Bishop+Pao. For these I would use the Korean cannon moves--the RpB must leap to move diagonally as well as to capture. These should be interesting pieces in a variant--starting off at about Cardinal value, declining to little more than Rook and Bishop in the endgame. Thes would be interesting with other pieces that gain power in the endgame. Any thoughts about a cannon Nightrider? (It needs a big board!)
Peter, Sorry about that typo--I know the correct name of your fine game, but my fingers don't work so well sometimes. As for no draws by agreement, the rest of the rules by design make it impossible for a game played to a conclusion to be drawn. My feeling is that the players cannot agree on an impossible result, any more than two players of FIDE Chess are able to agree to split the point 3/4 - 1/4. My reason for a drawless game is personal one: playtesting and analysis indicate draws would be extremely rare using checkmate and King to the eighth rank as win conditions. I simply dislike the idea of a draw rate of say 1/2%. The fifty move rule is arbitrary, but will never be invoked by skilled players: the player with the won position can win quicker than that.
There are two advantages provided by castling: 1. The King is safer near the corner behind a wall of pawns. 2. Brings the Rook towards the center where it can get into the action more easily. King and Rook move normally on subequent turns. There is no such move as 'uncastle', but some people use this term to describe a series of Rook and King moves that restore the position of Rook and King before castling.
Yesterday I tried several varieties of Backward Chess adapted from these rules and none seemed playable. When Peter published Feebback Chess, I tried a backward version of it. (Would that be Feebfore Chess?) I have been unable to find a way to make the pawns workable--it always seems too hard to break up pawn formations.
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You had one of Abbott's later books. The original game did not have the distance limitations, this is the change he proposed that no one else liked.
The Zillions implementation handles checkmate/stalemate positions fairly well, but often overlooks fairly obvious 'run for the border' (moving the King to the enemy eighth rank) wins. Any suggestions how to improve its play in this area?
Larry's suggestion also improves play and the code is elegant. I'm going to do some testing and see which approach seems to do better. I have a more elegant macro for Peter's method which will allow the final move to be made: (define King-win ( (verify (in-zone? promotion-zone)) (if (in-zone? promotion-zone a1) White-throne ; dummy position with a White King else Black-throne ; dummy position with a Black King ) add ))
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