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Comments by ultimatecoolster
New games may also be exhausted, and people do not like constant new games, so I think one should be created that is less exhaustible. In such we should look at history of Chess to see all the problems and address them specifically, as I believe that when exhaustions should be negated, it makes for better than if new exhaustions are made, which we have with new variants, whether good or not. If you agree, help the cause: http://chessvariants.wikidot.com/drafting-page
Thus, if we are not to be able to reconcile our own works, thinking too much that our variants are the 'right' one, perhaps we should try reconciling previous works. That bring us to syncretism. A new wave of variants shall arrive, giving new life in amalgamation. The more different the variants the better.
http://chessvariants.wikidot.com/liberation-chess Examine it, and perhaps you should find insight in the syncretic process of variants.
I cited the inspirations for Liberation Chess in the introduction, and I wanted people to see what elements I have used in the game.

Your planar movers are not restricted to certain moves, correct? They can go to any space on the board. Basically, a planar move is a move from one square to another where all other squares within a rectangle with the origin and destination as corners are empty. It's almost quantum movement, taking many possible methods of arrival simultaneously...
Well, what I did was just look at some random variants, picked out some interesting things from them, and worked a variant around those. If there are too many special features, I try to blend them together, especially where common points arise. (Some people don't do this, resulting in some very ugly variants.) Perhaps you can create Chimera #2, Rich.

I'm having trouble displaying the pieces with more than one letter in their name. How do I do this?
Edit: Nevermind. I have to enclose the labels with {braces}.

To speak as George Duke: Rider is mono-axial Class in Phylum Planar. The Kingdom is Chessoids; displacement-captors with no effects, in the Domain Wargames.
Moorider can be Maorider+Moarider or what is called 'multi-path', correct? Multi-path is the father of planar, and grandfather of rider/slider. Leaper/stepper is the father of multi-path, descending as movement becomes more restricted...
Multi-positional, I reckon, Mr. Duke, is an entirely different thing from the rest, which can be established in my said hierarchy. It is like a sub-species, as any piece can have such quality and the rest is the same. Now that the hierarchy is established, also, I wonder what new cousins pieces could have. Leaper/Stepper ___|___ | | ??? Multi-Path (must have at least one clear path) ___|___ | | ??? Planar (must have all clear paths) ___|___ | | ??? Rider/Slider (must travel along one axis only)
You're right; there aren't strict subsets and we don't know all the
different possible piece types. When I heard multi-positional, I was
thinking of something like a Wall that takes up two squares. Perhaps you
mean a piece that can move from multiple positions as origin, viz
Fourriere's Wizard. This brings us to a new division, variable-destination
pieces and invariable-destination pieces. An independent-destination piece
could always move to the same squares. Dependent-destination pieces move to
different squares based on certain variable statistics. The most obvious
dependent pieces are those that have movement trace a path from their
current square. An alternative piece would be the Loner, which moves to any
squares that have a piece density of <25% as calculated from an average of
all possible 3x3 rectangles on the board. It becomes trivially more
powerful toward the endgame.
The Emperor is non-autopositional variable piece, moving to any square defended by a friendly piece. The counter of the Emperor would be the Anarchist, which moves to any square attacked by an enemy piece. Anarchists would make for much more aggressive games by discouraging defense. The fluidity would be too high for most initial positions, so there could instead be Libertarians, moving to any square attacked by two enemy pieces. Between an Emperor and an Anarchist would be a Moderator, which moves to any square both defended and attacked. Pieces of this sort make for careful positioning, and are best suited for sparse boards.
http://chessvariants.wikidot.com/conversion-chess Further syncretism. Games of this sort can be considered 'themed' and a good method of generating themed games is to combine similar points of existing variants.

I disagree. We shouldn't have Checkers listed here for the same reason.
I'm confused. There are pieces in the Pieces section different from in the Setup. Where are the other pieces?

Thanks for the comment. I've been trying to solve that problem myself. How about there is no fixed palace, but instead when it enters Xiang Qi mode, a new palace is created wherever the General/Advisor is?
While there are previous pieces, Duke, I submit my own in a line of all too little used pieces with effects derived from personality: Fox is cowardly. When attacked, he will defend himself. Fox is clever. When another piece is attacked, he can move to any square attacking the attacker. Dog is loyal. He must defend. Dog is aggressive. He must capture otherwise, and attacked pieces are immobilized. Ox is stubborn. He will not stop moving on a path, or standing still. Ox is industrious. He will keep moving on a path, capturing any pieces. Frog is benign. He does not do much when attacked. Frog is talented. He will do much when not attacked.

I was asking to submit more variants, which can have any prime number of squares rather than 47. However, due to a glitch in the entry system, the title on the What's New page still displays it as 47 contest. Could an editor please fix this?
I bring to you the Bodhisattva Pawn. Normally Pawns will promote as soon as possible. However, the Bodhisattva Pawn may instead wait on the last rank, allowing any Pawn to either move to his starting square or move any amount of squares along the path he took to promotion before being obstructed if either on that path or his starting square.
Bodhisattva diagram: . . . . . . . . . . P . . P . . P . . P . . P . . , . . P . . . . . . . . P . . , . . 3 . . 3 . . 3 . . P . Q P . Q 3 . . n . . P . . , . . , . . 2 . . 2 . . P . . 2 . . , . . 2 . P P P , P P , P P , P P 1 P P P P , 1 P , 1 P , , P , 1 P 0 a1-b2 b2-b3 b3-b4;b4-@ c1-a1 a1-b2 b2-b3 b4-Q;b4-a3 b3-b4;b4-@ Once the Bodhisattva promotes, he can no longer help others. However, if he has helped at least one Pawn, this Pawn can become another Bodhisattva.

I don't think the Queen was invented on the basis of Rook+Bishop. Rather, it was probably invented as the most obvious powerful and aesthetic piece pairing with the King.


Maybe the Queen is easier to understand when learning Chess when it moves more like a King, because kings and queens pair in real life. In Shatranj, the corresponding piece is called a general, and generals do not pair with kings so much. In Xiang Qi, the king moves only orthogonally, maybe to pair better with the diagonal moves. Kings are really a difficult thing to choose, because it is the center of Chess and you want it to represent most pieces to make different pieces at least seem important even if weaker. I don't think the Queen is a more intuitive piece personally, but most people I teach Chess have problems with Knights more, and also then Cardinals. Many Chess players perceive some balance between orthogonal and diagonal, and sometimes also Knights. Really diagonal is just orthogonal on a different, bigger board and Knights are diagonal but use 2 different diagonals together that make them not colorbound.
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