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AltOrth Hex Chess. Hexagonal variant using pieces moving only one way along each orthogonal. (11x11, Cells: 91) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Mon, Mar 5, 2007 04:39 PM UTC:
Hi, Charles. You're right about the miscount. And when I read over my
original comment preparatory to writing this, I did not like the tone, and
for this, I apologize. This is supposed to be a discussion, not a harsh
criticism. You get one free snipe at me.
I thought about this game for a while before I decided it didn't have
enough pieces for a chess game, in my opinion. I think it needs more
maneuver and piece interaction. I'm sure others will differ, very
possibly most. But here's my reasoning:
There are only 2 pieces of consequence in the game, the full rook and the
half rook, and they both have exactly the same mode of action, unlimited
orthogonal slide. [And the names Forerook and Hindrook are inextricably
entangled with Pierson's Puppeteers in my mind.]
The viceroys are ineffective. It takes a half-dozen moves to get one
across the board and into attack position. You see them coming; and all
you have to do to defend is step 1 hex, and they can never threaten you.
They need a better move. How about they keep their current move, but allow
them a color-changing move to any adjacent hex in addition. This would give
them a good close-in defensive ability. Maybe restrict the 1-hex move to
only the 2 rearmost hexes relative to the piece, keeping it weak, but
giving it a chance to support or attack any piece.
The pawns are very nice. I believe that is truly the only way to have
pawns, as pawns, on a hex board. But both flanks of the pawn line hang
totally unsupported in air. Even in the Eastern versions of the game where
the pawn line has holes, the entire front is covered - sketchily, to be
sure, but the line runs from side to side. I think this is a weakness, too
readily exploited by the rooks. 
The king is a 1-step that isn't likely to attack on such an open board
with rooks. 
Let's look at coverage. A half rook covers 10 to 15 hexes of 91. The FIDE
rook always covers 14 of 64 squares, a noticeably higher percentage. The
half rook acts much more like the FIDE bishop, which covers 7 to 13
squares of 64. The FIDE queen covers 21 to 27 of 64, the full rook, 20 to
30 of 91.
You're effectively using a queen and 4 bishops, without any meaningful
knight support [and low pawn support] to cover 91 hexes. 
I seem to have written a book here. I think you have a very nice game
idea, but only half a chess game. As a board game, this may play well, and
then I'll have even less to say, but I think it needs more. You've got
your basic longrange pieces, nice pawns but too few, and the king. Come up
with a few short and medium range pieces that work well, and you've got an
excellent game. Just let them have some area coverage for offense/defense
as you already have point and line pieces. Maybe do something that is more
forward than back moving to balance power.
Again, this is all my opinion. Andy ? likes this game just as is, so
believe him rather than me. If anyone who's hammered you the way he has
says this is a good game, it certainly must have something going for it.