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Comments by RichardHutnik
It definitely is Beer and Bits in nature. It started out as a way to do 4 player chess on a regular chessboard, but has mainly been a two player game actually. Has a bunch of twists and turns. Perhaps the best way to think of it is as 'Desert Warfare' because there is a lot of mobility in the game and little resources.
You can get a Zillions adaptation of Simplified Chess here:
http://www.zillionsofgames.com/cgi-bin/zilligames/submissions.cgi/38673?do=show;id=1591
http://www.zillionsofgames.com/cgi-bin/zilligames/submissions.cgi/38673?do=show;id=1591
This game looks like a chess variant to me. The object is to either stalemate your opponent or eliminate one of his classes of pieces from the board (there are three classes). Anyone else agree it is a chess variant? You can learn more about it here: http://www.boardgamegeek.com/image/258704
Well, Extinction Chess is a chess variant, so... hmm....
Preset for this game is up here: /play/pbm/play.php?game%3DMillennium+Chess%26settings%3DNC1
Let me give an IAGO spin on this (not meant to be 'my' spin, but it is mostly mine at this point). As of this point, a categorization of games involving capture is that they are broken into two categories, these being multi-elimination (Checkers) and Royal Elimination (Chess). Royal elimination games involve one or more classes of 'Royal' pieces, where the objective is to eliminate or neutralize a particular class or sets of classes. In multi-elimination, the objective is to eliminate all or most of the pieces. Based on this spin, the games on the chess variants site should fit into the Royal Elimination category, unless you talk Axis and Allies Chess. And under this criterion, then I see Tzaar being a game that would fit here. It is in the extinction chess category, where you get to fuse pieces together to make them more powerful.
Gess I see as a chess-like game, but why would Go be appropriate here? I don't see it.
An issue comes down to the function of this site. This site is THE site for all chess-like games. While 'Chess variant' is very likely not the best term, it is mean to describe chess-like games. So, the question then becomes when should a game be considered chess-like or not. What is the core element? My take is that it has one or more royal pieces where the object is to eliminate them. Elimination consists of capture and/or some other neutralizing method. Does this sound acceptable to people? This then begs the question as to what is going on with Tzaar.
I will add comment here that if chess variants are treated as nothing but 'art' that is to be admired and not played, we have issues with the whole CV concept. Games are meant to be played, and put into effect and enjoyed. To do this would be to treat a recipe book as 'art' in which no one bothers to cook. There is creation aspect to making chess variants, but the end should be good play. The measure of the quality is how well it plays. The creation PROCESS can produce some not so good ideas, but there may be a germ of a good idea there that can be used. I won't comment on the game Simplified Chess, but I personally believe the Simplified Chess BOARD is one of these creations. All this being said, we seriously need a lot more play of games and see if they work or not. We also need functioning definitions that help keep identity in place. Theoretical angels on a head of a pin doesn't help here. So, all this being said, get back to Tzaar, and answer whether or not this should be a game on the CV site or not. I would say yes, because Extinction Chess is here. If the answer is no, then I would argue that a bunch of what is on the CV site (Royal Elimination games by IAGO standards) should be here or not. Like, is a game which involves an escape/race victory condition allowed, and so on on...
I believe the value of a piece should relate to its mobility first and foremost. If one were to end up rating a piece, come up with a value of 1 for the most pathetic potential piece in the game, and then adjust accordingly. How about a pawn that starts out on the second space and only moves backwards one as its move and doesn't capture? That pawn has a value of one. How much more is an Asian chess pawn that moves only one space forward, and doesn't promote worth in contrast? To base it on a normal chess pawn is to not provide a full solution for the variant community. Let me provide another challenge for people here regarding pawns. How much is a pawn that moves only one space forward (not initial 2) but starts on the third row instead of second worth in contrast to a normal chess pawn? How much is it worth alone, and then in a line of pawns that start on the third row?
It seems like a normal FIDE pawn, but by simply shifting all the pawns up one row, the value of all them changes. In other words, their value is dependent upon their proximity to other pawns. In light of this, are pieces worth the same in every configuration of Chess960? This issue is more complicated than it appears. Take Near vs Normal Chess, for example. Which side has an advantage? The Near side moves everything up one row, but drops castling, but has a back row to either drop the king back or mobilize the rooks. And, against this, Near can En Passant the pawns of Normal, but Normal can't do the same to Near. Because of all this, I suggest evaluating entire configuration of pieces, rather than a single piece.
Perhaps we need to look back to exactly why we need piece values. Is it to balance different armies, or just because people are curious? Is the objective to turn Chess Variants into a single balanced game, or something else? Maybe need to think of the reason for the discussion, so then you can perhaps find a way to cut the Gordian knot instead of trying to untangle it.
I am of the believe the variant community should do more in this area in creation, rather than spin off every single mutator as a separate game.
There is likely a lot of work that needs to be done. I see it as a larger project that would be part of the future of chess variants actually, and chess itself.
May I offer up this page as a way to break out chess into its elements, to be able to see where you would classify mutators: http://abstractgamers.org/wiki/definitions-of-abstracts
In wargames, you have combined units attacking a single unit that is more powerful to eliminate it. You don't have that, as far as I can tell, with this game. This makes, in my assessment, a game where pieces are exponentially more powerful than they would be normally. I don't see what issue is 'addressed' here at all. Chess is an abstract strategy game, where combat/capture is deterministic in nature. This proposal stops making it chess, or chess-like, in my assessment. It becomes a simple wargame. If you want to go this route then have it so that pieces move next to others and then can attack multiple against one. You also need to allow multiple pieces to move. In other words, make it more wargame-like.
João, thanks for the reply. My hope is there could be a 'Chess of Tomorrow' project taking off that could do all the classification work, and so on, and help plan this stuff out. I know IAGO is vested in such activity. Someone have asked why such granularity is needed. Well, my take is that such is important to be able to run tournaments, and help to be able to cause something as diverse as chess variants to get traction. Also, coming up with a system that has mutators, will enable people to propose elements, without having the usual 'hey, let's do ANOTHER GAME based around a single idea'.
This is on the subject of balancing methodologies for sides so play is fair. The entire question of piece values, and the endless discussion with not a breakthrough, had myself wondering if there was not another angle on these issues, and wondering what the point is. I am sure part of it has something to do with determination of strategy and calculating exchanges (thanks Joe Joyce for this one), but I consider a more pressing issue has to do with an issue of both fairness and certain mixes of pieces not breaking the game. A breaking situation can be excessive draws, or that a game is considered optimized down one path, reducing its richness. So, in light of this, would not another approach here be to ask how players can be assured of a game that is balanced and not broken, in light of not knowing the value of the pieces. The unknown could serve as a strength actually for playing, as players may not know exactly if a mix is ideal or not. Maybe the luck element increases some, but perfect information should be there. I believe that by addressing this issue now, we can come up with methodologies that would enable to handle to the fullness of variant community, right down to new boards and also mutators. I believe doing this also can then lend to a pool of experience that can then be used for determining actual piece values. Anyone want to list some suggestions here for balancing mechanisms in light of not knowing the values of pieces. I see several possibilities here (please add more): 1. You do a mechanism like the latest CV Pot Luck. For a tournament, players would end up selecting pieces they want to use, boards and so on, and then vote them out or in. 2. Randomized pool. Tournament director loads up a pool of pieces of certain types, and then randomly selects which will go in. 3. Auction mechanism. Players bid on pieces they put up, to determine if they get in or not. I will let others decide further on this.
George, I would like to comment on what you said. I personally don't believe the issue is quantity, per-se, it is just that there isn't a systematized way to organized the quantity in a meaningful way. If such a system existed, then you could generate a large number of pieces, and they fit into the large chess variant world. I will say, without organization, there is likely far too much content being generated, that isn't going to get used at all. The lack of a systematized approach, does lead for cases of the Eurasian pawn I entered recently, because it didn't seem to fit anywhere.
I do like the simplification of rules. Are you going to have so that either you win by capturing the enemy king or the king must move if threatened to be captured, but can't move into a space that is captured, in order to fulfill the win condition requirement?
Machines beat human beings at things such as speed and power. I don't see it as a problem if an AI can beat humans at Ortho-Chess. What DOES matter in this area is that Chess doesn't get so optimized in its play that it leads to excessive amounts of draws, and failure of players to creatively beat their opponents, limiting the drama. Also, if a game is feeling overly played out, it begins to lose the community it is supposed to serve. If people raise up the game as some sort of infalliable god, and refuse to look at how it can better serve, then the game has a problem.
A problem when you propose game rules for literary or 'artistic' reasons, is that the foundation doesn't come from gameplay. If your idea is to have a unit challenge another unit to a duel, add another game level of play, where the battles can be fought out, and based on skill of players at the mini-game, one unit or another can win.
If all units are the same value, or there is a bunch of them, you can do single combat (this is Risk). When you decide a queen is worth a LOT more than another piece, it leads to things being exponentially worse.
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