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Constitutional Characters. A systematic set of names for Major and Minor pieces.[All Comments] [Add Comment or Rating]
Anonymous wrote on Sat, Dec 13, 2003 08:01 AM UTC:
After much thought I have drawn some conclusions. Straight need not be orthogonal or even radial. The difference betwen Nightriders and Roses is that Nightriders move straight. Conversely you could have a hex piece making successive Wazir moves with 60º turns in between - orthogonal but not straight. The current CV usage of orthogonal is valid, as such a move connects cells by passing through the middle of cell boundaries at right angles. Whether such moves are at right angles to EACH OTHER is irrelevant as there are right angles between FIDE diagonal moves and between some oblique (e.g. Knight) moves. Non-orthogonal radial moves are all IN SOME SENSE diagonal, as they connect cells by passing BETWEEN cell boundaries at acute angles. Triagonal is of degenerate etymology and none of you like my extension of it to Hex variants, and those objections automatically extend to tetragonal. The confusion from these terms is evident from some comments mentioning 4d games, which I did not consider. However, some diagonals have longer shortest moves than others and I still wish to distinguish between them on that basis. How about equal distances in...: 2 orthogonal directions at 90º to each other = standard diagonal; 3 at 90º or 2 at 60º = nonstandard diagonal; 2 at 60º AND another at 90º to both = hybrid diagonal? Surely everyone can agree that Hex boards 'have a nonstandard diagonal but no standard diagonal'. First mentions could be clarified in more detail, e.g. (colloquially called triagonal).