[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Comments by joejoyce
Congratulations, Gary! I see the Game Courier Tournament 2 results have been posted, and Gary Gifford has won without losing a game. Antoine Fourriere and Roberto Laviere came in second and third this year. Congratulations to both of you. I'd like to thank everyone I played. I met almost everyone, and also met almost every game, for the first time during the tournament, and all-in-all have enjoyed the experience. In spite of getting thumped pretty badly, I did manage to come in tied for eighth. It was a lot of fun, if sometimes nerve-wracking, and I did better than I expected. I actually won a few, and didn't lose a couple more. It's been a great introduction to the world of chess variants; and I've almost stopped bleeding from some of the losses. I liked the 'lots of different games' format and that we got a choice of games. The wide variety was what attracted me. So thank you very much to Fergus Duniho, who ran the tournament as well as participated. This was the second tournament I ever played in, and the first in 35-40 years. This was fascinating. Are all tournaments like this? Heck, I'd play in another 'many-games' tournament again. Thanks to the participants for making this a very good time. It was so much fun, I hated to see it end. :-) Joe
A very nice balance between chess and Ultima, with a nice twist in goal squares. The capture-by-replacement pieces allow direct assaults on a position but are limited in number and movement capacities and are vulnerable to counter-attack by the Ultima pieces. This is a nice balance of direct and indirect actions, with a 'capture the flag' aspect; a successful fusion of two very unlike games, with style.
A fine game, capable of being played on two levels, a simpler one of pushing whole ships around, and a more difficult one of getting the right pieces into the right ships. Beautifully overcoming the limitations of a small board, it is a big game in a small package. This game is well worth playing. I wish there were an easy way to play it face-to-face. The rules could probably be better written, but they are adequate for the game. I find the idea and the way it plays excellent.
Hi, Mats. I hate to preempt you, but I refer you to the 'Jumping General' in 'Two Large Shatranj Variants'. It appears as the queen analog in Grand Shatranj and as the royal piece in Atlantean Barroom Shatranj, both games currently being played on this site. It does work very nicely. It even has a new unique graphic which incorporates an elephant and a war machine, which appears in current games. And as soon as this computer/internet illiterate figures out how to accomplish it, the games will be available as public presets with unique rules sets. And rather than go through lawyers, I suggest we duel it out. After all, I can establish prior copyright; I just need better computer skills and advertising. If Gary is willing, I choose him as my second. And should there be an interested party lurking, feel free to choose sides. Seriously, this does point out the extreme difficulty of coming up with a genuinely new piece, especially one that is actually broadly playable. I'd be surprised if I were the first to propose this piece. I am curious as to how you figured its value as that of a rook. Short range jumping pieces are apparently not well represented in popular games. Is this a defect in the nature of short-range leapers, or just random chance that this piece is only really represented by the knight- and alfil-types?
Okay, count me in. I can come up with at least one thing by Christmas. :-)
Gentlemen, let me stick an oar into these murky waters. My first question is: what do you mean by 'big board'? If you accept FIDE as the standard, then anything above 8x8 is 'big'. I would argue against that and the ideas that you need really powerful pieces, or even many pieces, and more than 1 move per turn. (At least up to, say 25x25 ;-) At 19x19, Go does quite well with merely putting non-moving pieces on the board one at a time. I've worked at 'large' sized boards (10x8, 10x10, 9x21, 16x16) and, now that I'm looking at it, the general trend is the larger the board, the fewer the pieces, and the ranges in 'linear' distance often decrease, but that's because the 9x21 is conceptually also 3x3x3x7 and the 16x16 is similarly also 4x4x4x4, so you can't go very far in any one 'direction'. Okay, you might think that last bit is all bs, but Go still elegantly demonstrates you don't need powerful pieces for a large board. And the 9x21 game (189 cells) is a chancellor chess variant using only the standard 9 pieces and pawns per side of chancellor chess. The 16x16 game (256) uses only the standard 8 pieces and pawns of FIDE per side. Andy Thomas has made some excellent points. I think he's right in all of them. I just need to know what size we're talking about, and am curious about the line between chess and wargames, like say 'Axis and Allies'. I would recommend HG Wells book 'Little Wars' as an excellent example of what is clearly over the line. (It's also got great photos.)
Hey, Gary! Agreed Go is not a chess variant. It is at once much simpler and more complex than chess. I was using it as an example of a 'large' board game that has about the simplest, least powerful pieces possible. They just exist, they don't even move. The game is played 1 stone at a time. For those of us who are not experts, there isn't even a clearly defined end to the game. But it is an awesome game, and conceptually much simpler than chess. On a big board. Consider it a point in game-space, that nebulous conceptual area where all games reside, just outside a boundary of chess. It's like 'Little Wars' in that respect, using much of the trappings of chess-like games, but being clearly outside the boundary. So we can define 'chess' by triangulation, if you like, or not, if not. As to my statement about the size & range trend, it was in strict reference to my designs. I apologize for not making that clear. Specifically, with reference to Hyperchess, Walkers and Jumpers, and my large shatranj variants, the statement is [reasonably] true. BTW, I hope you like the new piece designs for Grand Shatranj, Gary. I will admit to being somewhat tongue-in-cheek in my whole approach to this topic, though. Just because they're attacking my whole design philosophy of minimalism and simplicity is not reason enough to get all exercised. ;-) Enjoy. Joe
Hi, Gary. Okay, you said: 'I am inclined to agree with the opinion that larger boards can more easily accomodate pieces with greater mobility... and that multi-move turns are more at home on such boards... as are larger numbers of different piece types.' Me, too. I just felt that two things were being fluffed over. One is how big 'big' is; and the other has to do with designing increasing numbers of pieces and powers as you increase board size. I personally feel 8x8 is small; but I don't agree that larger boards mean more pieces. I think an often more elegant solution is to use a few pieces on a large board. This allows the workings of the pieces and the board to stand out more clearly. This is, of course, personal preference only. Where I differ from you is in 2 other statements: 'But still, I would not consider the GO stones as chess pieces any more than I would consider the 'X' and 'O' of tic-tac-toe to be pieces' and 'The fact that GO pieces work well on a 19 x 19 board has no signifigance to chess pieces.' Those two statements go right to the foundation of my design philosophy. When I first decided to design games seriously, I thought about what any game was, how to look at it, and where I could stake out a unique position. I look at a game as (almost always) having 3 components, pieces, rules and board. Go stones, X's and O's, chessmen, they're all the same in this view, the game pieces. The difference is in the rules: the 1st two games' play involves placing the pieces on the board in an advantageous way; chess already has the pieces on the board, play involves moving the pieces advantageously. The above is a gross simplification, but this post is already long. I'll finish by suggesting that Go pieces are only a shift from wazirs and ferzes. In conceptual space, Go is fairly close to one 'side' of chess, and 'Little Wars' or Axis and Allies are roughly on the other side of chess, fairly close, along the complexity line. Tic-tac-toe is on the other side of Go from chess and the other games along that complexity line. Enjoy. Joe
Hey, Jeremy - yes I have looked at Gess, and I think it's an excellent idea that hurts my head. Simple, brilliant, and leading to possibly mind-boggling complexity. I like it and I'm afraid to play it. I see LL Smith wrote a zillions implementation for it; I'd recommend checking it out. Michael Howe mentioned being interested a year ago... maybe someone is now. I suspect it's easily as much a game of pattern recognition as it is a game of chess. ps: if you like my games, you're easily impressed - admittedly, I like 'em, but everyone who knows me knows I'm easily impressed - enjoy ;-) pps: Gess is a great example of an 18x18 with delightfully simple pieces and rules. I'm almost tempted to play it.
Hi, Tony. Thanks! There is a preset that should have been accessible by clicking on the picture of the setup. My 3 rules sets were supposed to be for 5 presets that should be linked to the pictures in the mini-rules. You still can get to the presets by going to 'Two Large Shatranj Variants', and clicking on those pictures. I'd fix it myself, if I knew how - at least my handful of attempts didn't eliminate the board picture, but I managed to get a little 'fuzz' around the bottom of the picture. Would it be possible to hook the 5 presets to the 3 sets of rules? Thanks, Joe
Hi, Gary. A good part of our difference is merely a semantic debate. I, too, agree with the ideas you express: 'My point was simply that large boards are a good home for long-range pieces and more types of pieces.' That's 100% accurate, and I agree with you. My problem here is how you define 'large', and if greater numbers, longer ranges, and more different pieces are required by larger (not 'large') boards. The point about Go is that a 19x19 board is small enough that 2 players merely putting unmoving stones on the board one at a time in alternating turns is a good game. And it isn't even chess. My 16x16 4D game uses only a standard FIDE piece set, with close to FIDE moves, and starts with a piece density of 12.5% My 9x21 game starts with a piece density of 19%. Grand Chess, as well as 2 of my large shatranj variants, all start with a 40% piece density on a 10x10 board. Maybe my argument here is one of aesthetics. Larger boards do not require larger numbers of pieces. Elegant simplicity is a valuable goal in game design, for it increases the playability of the game. And 10x10, or 20x20, is not 'large' - for square, even-numbered boards, 8x8 is about the smallest size that gives a decent game - clearly 2x2 and 4x4 are useless, and 6x6 is 'the easy game for the ladies and children' and early computers, so 8x8 is the bottom. For odd numbered boards, 5x5 is useless, and 7x7 is Navia Dratp. Still not much room below 8x8, and 7x7's can have their bishop setup problems. Please, define your terms. ;-) On piece 'powers' - this is where I was tongue-in-cheek, in describing pieces with diminishing *linear* ranges. On a 4x4x4x4 board*, you can only possibly go 3 at most from your starting position in any one direction, but you have a lot of directions in which to go. A simple rook, moving linearly, can reach 12 positions on this board. A knight, in the middle, can reach 23, using only its 'L-shaped' move. Even from a corner, it reaches 12. *Of course, the board is actually physically 16x16, divided into 4x4 sections, and movement rules simulate the 4x4x4x4 board, but you could use Great Shatranj pieces, none of which move more than 2 squares, quite successfully on that board. I am not arguing against any position as much as I'm arguing for mine. If you say 10x10 is big, and requires at least 25 pieces per side to maintain the 50% starting density, and we need amazons at least, then I'm arguing against you. ;-) Enjoy. Joe (and I know I left a lot out, but next time)
The links to the presets are back in the mini-rules. Please list the 5 presets. Thank you. Joe
Hi, Gary! You always take me so seriously. :-) 1 You've defined 'large, medium and small' in reference to FIDE. Okay, then I stand by my initial statement. ;-) 2 On women, children, and early computers: When I did a bit of research on 6x6 a while back, as well as Los Alamos Chess, I ran into variants from the 1800's that were specifically designed as easy chess for the ladies and (precocious?) children. First, I will say, for the record, I am a New York liberal, living smack dab in the middle of the NY metro area, on the east bank of the Hudson River. Then I will (gently) point out that the line you object to was sarcastic, and that NY liberals (even if they are only fake liberals and don't really mean it) are not likely to seriously espouse such a position. Second, after the 2 extremely bitter and hard-fought draws I've played against zcherryz, if you think I'd seriously maintain men are innately better than women at chess, you're crazier than I am. And as far as kids, I'm 58. I have a 32 year-old son and a daughter who will be 25 in 25 days, and comes off our car insurance! As far as I'm concerned, probably most of the people on this site are kids. And I can tell ya, I'm certainly not beating them all. :-) On the serious side, we do have a few points of agreement, in that we both apparently feel (from what you said) that 8x8 is actually the smallest decent size for a game. [Before the winners of the 44, 43, 42... square contests kill me en masse, let me admit to a number of awesome small exceptions discussed some other time.] And we can agree to call 10x10 and 20x20 'large'. But I still maintain that a large board gives much greater scope for elegant simplicity. Too many pieces can muddy the theme; you might as well play a wargame. [I design those, too.] As always, these discussions with you get me thinking. Enjoy! Joe
Hi, Tony:
I don't understand what you mean about having to make pages for the presets. Aren't their pages just like the following:
Atlantean Barroom Shatranj which is the url for Atlantean Barroom Shatranj? I'd love for people to actually know I made the presets. I suppose it's questions like these that demonstrate why I'm not an editor...
Thanks for the comment, Namik. The game you propose could be quite interesting, ABS vs Sym. As it stands, each side has 10 pawns, but Symchess has 12 pieces to ABS' 10. I might suggest throwing in a couple colorbound 1 or 2 square movers for ABS, 'FAD' leapers. They slide 1 diagonally or jump 2 orthogonally or diagonally, landing on every square of their color within 2. Just how closely the sides are matched is an interesting question. While piece values for Sym are pretty well determined, I know of no info on values of most of the (brand new?) ABS pieces. The zigzag general in particular is a deliberately overpowered piece restricted by its short range, as to a lesser extent are the twisted and flexible knights. So it's sort of 10x10 Chess with Very Different Armies. Very possibly worth doing.
Okay, Gary, I stand chastened. 'Scum of the Earth reporting for barnacle-scraping duty.' I meant no offense in relating what most 19th century men thought about the general abilities and capacities of women and children, conveyed in the form of a game deliberately dumbed down to allow for their 'innate inferiority'. And I included computers in that disadvantaged group with Los Alamos chess - a 6x6 game dumbed down for the early computers. I was implicitly contrasting statements from the past with what we know now. I don't think I could beat today's computers, either. You wouldn't need a Deep Blue to beat me, a shallow HAL would be more than adequate. ;-) Your note made my morning. I'll try to be better, but I'm not a serious person, so I may slip. I am, however, a serious designer - you know I'd love to design games professionally, but it's a killer field to break into with no computer skills. So I enjoy what I do and maybe some day, I'll get lucky. In the meantime, I have a deep interest in the theory and practice of game design. And this topic of big board CV's, while I undoubtedly will never make a penny selling chess variants, is something I find extremely interesting and very useful. You've seen a couple of my non-chess games, Spaceships and 4War. I see very strong connections between them and chess, on more than one level. 4War grew out of Hyperchess. And I'm just starting to explore a Spaceships chess variant. So I don't see a sharp line between 'genres'. They cross-pollinate. I'm very interested in this topic, but I'd like to see a number of approaches to big board variants. For example, I oppose adding pieces because there's more room on the board. (This is undoubtedly a minority position, however. So I'm working to get the viewpoint adequately represented and examined.) And I oppose having a large number of different pieces because you've got all these pieces you just added because you had more room and now you're trying to figure out what to do with them. This affects playability in many ways. And I think playability is the first consideration of game design. Not the only, but the first. Enjoy. Joe
Great, Tony! Three pages, with 5 presets, are now waiting for approval. David, thank you very much.
The basic idea of this game is excellent. The geometry of the board is intriguing, and I'm impressed by the cleverness of fiting the board into 100 squares (for the 100 square contest). I, too, have a question on the knight's move, however, prompted by my attempt at an answer to Jeremy's question. I figured this way: - the central squares are not 'really' on board B, they are 'really' on boards A, B, and C, most likely simultaneously but apparently on any level at will. - for the 'dabbabah' move to happen, the knight must move 1 'up' from B to A on the central square on which it starts, then it 'turns 90' and moves 2 across board A to the side, ending between the 2 moves made as if the knight started on board A, move 2 to the side, then turned 90 and moved 1 along the side. Or start the other way and do the same thing on C. However, if that's correct, then the knight can be considered to be on board C to start, move C to B to A on that same central square for the 2 square leg of its move, then turn 90 and move 1 square off the original central square to end. And that would add 4 squares to the knight's move in the diagram, the 2 light squares next to the lower left-hand corner of the boards A and C central holes. So I may not understand this very well.
Thanks. I have to share credit with my son and Fergus, though. Hope you enjoy it. Luck. Joe
You madwoman! The 'great Joe Joyce' indeed. You're embarrassing me. I thought I was great, grand and Atlantean. ;-) I never could take a compliment. Enjoy.
GO CHESS Was well into the second mile of my walk, just past the local police and fire stations, when my comment to Gary about Go being just a ferz and wazir movement away from chess ran through my head, bringing the following train of thought. Play a game of Go. As you put your stones down, mark them with either an 'X' for ferz or a '+' for wazir. A stone gets an X if it is not connected to any friendly stones when it is placed. It gets a + if it is connected to one or more friendly stones. Captured pieces lose their markings. When the Go game is over, the captured stones are used to fill territory, the Go score is calculated, and the captured stones are removed from the board. Then the chess game starts. White moves one piece either along a line to the next intersection, W, or diagonally across a square to the opposite corner intersection, F. Last person with pieces wins the chess game, and scores one point per piece left. The total score is figured as the sum of the two. Still not chess, but getting there. Okay, no king? Make all the pieces pretenders. The last one left on a side gets promoted to king, with a king's W+F move. Still not chess? Drop the Go scoring. Play Go only for chesspiece placement, using all the rules of placement, capture, and when the game ends; but no score. More pieces? Allow a friendly piece to move onto and combine with another friendly piece. The N is a W-then-F mover, for example. Combos of Fs could build alfils, elephants, and bishops. Combos of Ws are dabbabahs and rooks. You could even set aside a certain number of moves at the beginning of the movement portion of the game to be used only for combining moves. You might even restrict all combining moves to this part of the game. You could have to make a single king, also. Now, you place your piece atoms and fight to destroy your opponents atoms in the placement stage, build your complex pieces in the combo stage, then play chess in the movement stage. This is Go morphed into chess, but where did it cross the line?
Go Chess; hard to think of many outside of Vulcans or mentats, or somesuch, who would actually play this game. It has every feature/suffers from every flaw of big CVs. If done right, it may even add a new sin to the big CV list. *It's extremely logical. You're in control. You can build every piece and board position step by step yourself. *It's excruciatingly slow. You have to build every piece and board position step by step. It'd take Deep Blue to have even a chance at 'mentally' organizing the chaos on the board to plan even a little ahead. HAL wouldn't have a chance. ;-) *You will have a large number of pieces and types of pieces to contest with, making for rich tactical opportunities and strategic play. *You will have to wade thru legions of the opponent's pieces before you even get close to the king. This last contrast has a direct bearing on any large CV. There is always the temptation to load up the board with pieces; they look so empty with 100 - 200 empty squares and 30 - 50 pieces. But you can cut to the chase fairly quickly; you don't have to exchange your first two rows of pieces with your opponents before you can get down to serious maneuvering. Being up a queen in Grand Chess is far more meaningful than being ahead 7 - 6 in queens in '8 of everything' chess. But not all big games have to feature goodly numbers of power pieces. Try a big game with pieces that only move 4-5 squares at most; see what that's like. Different piece strengths give different game flavors. Most large games have pieces that move across the board, knights, and the king/man piece(s). That's so one-sided. How many pieces is too many? Most would say it's a matter of taste, but I think measuring piece numbers against playability will at least give use a useable product, which is a consideration. I think it's a sin to put pieces on a board just to fill in spaces. Either get rid of the spaces or find a more creative use for them. David Paulowich has used the first method, of getting rid of spaces, and creates tight, intense games on 8x8 boards. I've attempted the second, with some unusual board design, but so far met with less success. Doesn't mean I'm wrong, just means I have to try harder. Now, with all that being said, I kinda like GoChess. Anyone interested in discussing rules attempting idea playtesting? A 9x9 to 13x13 would be a decent size to try things out. Done right, it could be almost choked with pieces of widely varying powers in semi-random starting positions. So I've got nothing (other than what's in the first paragraph;) against large games with all the trappings. I'll offer all my opponents in this debate a new big CV, goChess, to atone for my heresies. Except you, Gary. :-) For you, I got another game, Lemurian Shatranj, featuring some new moderate-range pieces, because you already said goChess is not your style. I promise you'll find Lemurian Shatranj intriguing, buddy. :-) Enjoy Joe
I tried the Logical Followup to the Duke of Rutland's chess preset twice, and got the standard chess rules and an 8x8 board, with the Logical title in large black letters. Maybe it's me ;-)
Gary, I'd be very happy to have you and anyone else who wishes playtest this baby bear. Thanks. Joe
25 comments displayed
Permalink to the exact comments currently displayed.