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Good news indeed! Perhaps we will get to see a thousand year old chess set on one of the shows.
Definitely excellent news! I've been suffering jelly-babies withdrawal for so long. ;-) A Doctor Who Chess game. Hmmmmmmm. The Doctor versus the Master with time-jumps. I've got a Temporal 4x4x4 Chess game which might be converted for this form of play. With the shape of the playing field, it might be called Tardis Chess.
Crap. I see no word whatsoever on the website about airing on BBC America. *sigh* Oh well, at least there's E-mule...
Michael Howe's comment has reminded me of the old computer game Daleks, which is Chess-like in some respects. It is a turn-based game played against the computer, in which you move the Doctor around in the same way that a Chess King moves. The computer plays with the object of catching the Doctor, while the human plays with the object of avoiding the Daleks. The computer moves all of its Daleks at once, one space at a time. I forget if they move like Wazirs or Kings. Besides moving one space per turn, the Doctor can occassionally teleport or kill surrounding Daleks with a sonic screwdriver. Daleks die when they bump into each other or run into the remains of dead Daleks. So the human player tries to kill off the Daleks before they catch him. When the Doctor succeeds in this, the game moves to a new, more difficult level, making the ultimate goal the attainment of a high score.
Omigosh omigosh Daleks! I love it -- truly classic stuff.
<p>Daleks move like Kings and will always move orthogonally towards you if
you are on the same rank or file and diagonally towards you otherwise.
Also you can opt to stay put for a turn, instead of moving. Also, teleporting moves you to a completely random space.
<p>I have a Daleks clone around here somewhere that makes you a smileyface
and the Daleks into generic robots, but some of them (red ones) move two
spaces in one turn.
I'm not surprised to find many other Doctor Who fans here. I think this show exemplifies the same love of variety that draws people to Chess variants. It is about a guy who can travel to any time and place, who goes around with various (usually attractive female) companions, and can even regenerate his whole body, taking on a new appearance and personality. If I could be any TV character, I think it would be the Doctor. Regarding a Doctor Who Chess variant, this is a tough one, because the main themes of Doctor Who don't seem to translate to any single CV idea. I rather imagine a game in which a player could teleport from one CV to another, which would just be too wild. But maybe a card-based game, similar to Knightmare Chess, but with a Doctor Who theme, would be most fitting to this show.
I had thought that the Daleks would move either as Bishops or Unicorns in the 3D playing field. This is because they most maintain contact with a specific portion of the field for power. They would capture a piece by merely taking any adjacent cell without moving, like the Shogi Lion. Their movement would be without capture.
While putting together a display of Doctor Who magazines today, I found a flyer for a Doctor Who Chess set. I found it sitting on some magazines I had already laid out, as though some invisible hand had set it there for me. I imagine it fell out of an issue without my noticing it. It is one of those sculpted Chess sets made by a mint. The White pieces are the good guys, while the Black pieces are villains. By paging through various Doctor Who magazines, I was able to identify most of the pieces I didn't recognize right away. But then I got sidetracked by articles about Sarah Jane Smith and Elisabeth Sladen. I was able to identify the full White side, but the Black pieces had their backs turned in the photo, and I didn't recognize a couple. Here is what I did recognize: White: King -- Doctor (There are seven White Kings, one for each Doctor from the TV show) Queen -- Leela Bishops -- The Brigadier and Kamelion Knights -- Jamie McCrimmon and Adric Rook -- Tardis Pawn -- K9 Black: King -- Master Queen -- unknown person with long hair Bishops -- Cyberman and Draconian Emperor Knights -- Sea Devil and Ice Warrior Rooks -- unknown guys in armor and helmets Pawns -- Daleks
I have now identified the remaining pieces in the Doctor Who Chess set that I did not identify before. The Black Rooks are Sontarans, and the Black Queen is the Rani.
Still thinking about the basic dynamics of a new Doctor Who Chess game, and considering a game between un-equal armies. For the sake of development, I'm starting with a plain 2D game. But the field will probably be much larger than 8x8. Possibly the Doctor's force could have special powers associated with co-operative conditions. For example: being able to capture any enemy piece 'sandwiched' between two friendly pieces. And the Master's special powers could have a self-destructive quality. For example: A piece self-destructs taking out all pieces located adjacent. Or a piece, like the Shogi Fire Demon, is able to burn all adjacent pieces both friend and foe. Also most of the pieces of the Doctor's forces might have the ability to simply slide without capturing. This is to simulate the running around that often occurs in the stories. I figure that the Dalek should be the Pawn of the Master's forces. But it should step diagonal without capture, and attack any one adjacent cell without moving as a turn. What would make a good Pawn for the Doctor? Possibly K9, but does anyone have a better idea? And what would its powers be?
A GOOGLE search of Newsgroup: rec.arts.drwho produced an Oct. 23 1995 post, which confirms Fergus Duniho's list of pieces. Here is a quote for the Black army: KING = the Master QUEEN = the Rani BISHOP = Draconian and Cyberman KNIGHT = Sea Devil and Ice Warrior ROOK = Sontarons PAWNS = the Daleks
To anyone interested in seeing the first episode of the new Doctor Who: It is easy available on file sharing utilities (probably stolen by a BBC Wales employee.) I won't say anything specific about it, so as not to spoil it; I will only say that the characterization of new Doctor will not disappoint! And his companion is just about as georgous as possible. Also, the video quality of this avi release is outstanding! 'Rose' is the episode title.
Around eight years ago I used to read 'Doctor Who: The Internet Adventures' on the Newsgroups. Here is a brief excerpt from the multiauthor story: TIMEWAR - Chapter 10 - 'Endgame' by C. A Reed Jr. * * * The Black knight threatening the White King and Queen slowly reformed itself. It lightened in color until it matched the white pieces, and the figure itself reshaped itself into the image of the other two white Knights. The only reaction from the old man's opponent was the tightening of a hand into a fist. The old man shook his head slowly. 'You really have to know your pieces before you can use them to their best advantage.' He moved the reformed Knight to a new square near the other two Knights. 'I always enjoyed this game more then cards -- a little less random. Your move.'
I like the idea that pieces might change sides during the game. This effect could be associated with the temporal jumps. Obviously, a change in the space-time continuum might result in such shifts. What would be the condition of such shifts? I would restrict temporal jumps specificially to the Doctor and the Master piece. But they each might be able to take associate pieces with them. The temporal jump could be seen as a shock-wave which results in any pieces which are threatened or defended by this piece(and its companion[s]) shifting sides. Gaining an opposing piece would definitely be positive. And possibly losing a friendly piece might be the price to pay for such a move. Temporal jumps would need be controlled. There needs to be very restrictive conditions for such. Ones that allow the opposing player the opportunity to deny a player this ability. This might be associated with the control of a key and/or a particular piece. This actually might be a Tardis piece which is non-moving, except when it space-time leaps. The control of this piece might be based upon possession of its key.
I don't think there has ever been much switching of sides on Doctor Who. Turlough is the only one who comes to mind, and he switched sides because he was inspired by the Doctor's good example to turn good, not because of any temporal jump. As for the Doctor's Pawns, I'm thinking U.N.I.T. soldiers would be good.
Good point, Fergus. So I would not allow all pieces to be shifted, possibly only Pawns. These would represent fluctuations in the space-time matrix. So, a temporal jump might result in a large number of enemy 'soldiers' to face. But such shifts ought to be limited, or at least conditional. Good idea about U.N.I.T. Soldiers as Pawns. How would they move? They should offer a nice complement to the Daleks. I was also thinking that pieces should also be used as in Shogi. If captured they become the property of the capturer. They would then turn into their counterpart and may be dropped on a turn. This would guarantee sufficient material for any win condition. I had a musing about this particular condition, if the Doctor and Master pieces were allowed to be captured and turned this could result in either two Doctors or two Masters on the field. But this would necessitate that neither be the actual goal of the game. And might the Doctor and Master have multiple 'lives'? I was also thinking about the Tardis piece. It could be a neutral piece which could be used by either player and controlled by an off-board piece(the key). The players would lose and gain possesion of this key under specific conditions. What would be the goal of the game?
While looking through Doctor Who magazines today, I found an article on the Chess set I mentioned earlier. It listed what the pieces were, and its list matched my identifications except that it listed the Black Knights as Sea Devil and Terileptil instead of Sea Devil and Ice Warrior. But I just found a picture of a Terileptil, and it doesn't look like any of the pieces in the flyer, whereas the Ice Warrior, shown in the same picture, does. The article was written before the full set was released, and the piece lineup may have changed in the meantime, or the author may have made a mistake. The article included some pictures, but none were of the Black Knights. With respect to a Doctor Who CV, I don't really have a clear idea of how Doctor Who could be translated into a CV. It is too diverse of a show to really lend itself to any clear CV idea. It might be better to isolate certain aspects of the show and see what can be done with them. For example, suppose a checkmated King could regenerate, causing the goal of the game to be something more than simple checkmate. Or maybe a particular storyline or scenario could serve as the basis of a game. Although an unequal armies game would echo the diversity of the show, it would be tricky business, because the armies of any good CV should be balanced. Ralph Betza spent years coming up with the precise armies for Chess with Different Armies, and comparable work would be required for an unequal armies Doctor Who CV. Of course, in the spirit of good always triumphing over evil on Doctor Who, we might purposely make it unbalanced so that the Doctor's side normally wins. I think that would be truer to the TV show, though it wouldn't make a better game. One more thing to consider is that Doctor Who is a merchandisable product of the BBC, and rights to some parts of the Doctor Who universe are owned by various writers, such as the Daleks, the rights to which are owned by Terry Nation. We would either have to get the permission of the BBC and various Doctor Who writers, or disclaim any officialness and hope the owners of the characters used in the game don't complain.
Fan-based projects are usually tolerated, as long as there is no attempt to profit without permission or utilize protected items in an in-appropriate manner. Satirical approaches offer a wider venue. But it does not hurt to ask permission. The worst that can happen is they can say 'No!' I would be very surprise if the subsequent set of rules was not accept-able. In the meantime, it doesn't hurt to discuss and speculate. Once the project has been worked up, an outline can be sent to the proper persons for any necessary approval. *************************** The capture of the Doctor or Master could result in its owner needing to buy it back with a particular token denoting a 'new life'. The piece must then be immediately place on the field on that turn, so that a player must always maintain this particular piece on the field. The 'new life' token can be earned during play. It could start with one player and shift between them as the goal pieces are ransomed. So having your Doctor/Master captured without a 'new life' token would mean the loss of the game. This condition could be met as a simple checkmate, as a player without a 'new life' token would not be able to leave their goal piece under attack. I suggest that the Master player begin with this token, giving the Doctor player the incentitive to make the first capture.
Curiously enough, I have learned from reading Doctor Who magazines that there is a writer on Doctor Who named David Howe. I read at least one article by him and saw him mentioned various places. On doing a Google search on the name David Howe, this one got the top spot, and our David Howe got the second. Anyhow, they are not the same person. They don't look the same, and they live on opposite sides of the Atlantic. Anyway, I'm thinking that one of the primary characteristics of the Doctor Who TV show is its randomness. The Doctor would frequently let his TARDIS take him hither and thither at random, not knowing where or when he would turn up next. Also, when the Doctor regenerated, he could not control or predict what changes this would have on his personality, though maybe he would have some foreknowledge from meeting his future selves. But, of course, the cast, audience, and writers would not have this foreknowledge. So what I'm thinking is that a Doctor Who variant should have some kind of random element to it. For example, a checkmated King might regenerate into some random combination of any two one or two space leapers, and if this allowed him to escape checkmate, then the game could continue. And maybe he could also be limited to the number of regenerations. I'm also still thinking that a card game, similar to Knightmare Chess, would be appropriate.
Nice idea about the variety of possible Doctors. What could also be included in the buy-back using the 'new life' token is the application of generation of new potential powers for the new Doctor. And would this apply to the Master?. This can be a simple list of possible 'king' types. If they are to be selected randomly, the number of them ought to reflect a multiple of a common die(6). These different 'king' types can be of a wide variety, from the simple stepping 'king' to the powerful leaping 'emperor'. But might this regeneration reflect any of the common Chess moves. For example: Pawn, Knight, Bishop, Rook, Queen or King. That makes six. ;-) But rather than a random selection of the potential types, the player might have a list of potentials to choose from. And each could only be chosen once. Such can be up to the discretion of the player, or the opponent. With the 'new life' token and the changing nature of the goal piece, this game would be very interesting play.
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