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Please confirm on special powers (I ask because the piece descriptions for some pieces don't specifically mention that they don't have special powers): Soldier: Both Overtaker: Both Dimaond Warrior: CH only Lion Man: Both Grand-Bishop: Both Mage: Neither Reducer: H only King: Neither Grand-Cannon: Both Grand-Rook: Both Also, the special powers includes any squares in the fortress. Correct?
Soldier: Both Overtaker: Both Diamond Warrior: CH only Lion Man: Both Grand-Bishop: Both Mage: Neither Reducer: H only (moves as a Queen, so this is a consequence) King: Neither Grand-Cannon: Both Grand-Rook: Both That´s correct. Originally, I thought the game with ALL pieces (except the King) with CH and H movements. Posterior refinements after testing, made me take the decision of weaken some pieces, for a more strategical and better game play. YES, all squares are available if the movement is legal.
'It takes by jumping (like piece of draughts but in all directions), jumping an enemy piece diagonally.' so can it or can't it take orthogonally?
George, yes, the piece of Roberto's you mentioned that I was referring to in the traffic cop remark is the Reducer. [I'm perfectly happy to continue from MAB Overview & Glossary to Prince to here, and I admit to being a bit curious where we'll wind up next. I enjoy these 'far-ranging' conversations.] The relevant part of your comment/question was: 'What is a ''traffic cop piece'' of Joyce? It could be a good one. In some languages overseas they call those deliberate bumps all the way across the road ''lying-down policemen'' loosely translated.' I think the traffic-cop piece acts in a similar manner to the reducer, which limits all pieces to a 1-square move, if next to them. But I would give it an area effect, since that's what we've been talking about. I'd suggest a 'zone of influence' that extends 2-3 squares [cubes, tesseracts...] and slows pieces. How does it slow them? First, let's consider an 'infinite' slider; on the standard chess board [8x8], it actually moves only 1-7 squares. So call its movement 'allowance' 7. As it moves across the board, it expends 1 from its allowance to enter each empty square. When it does not have enough allowance left to move one more square, it must stop. We can define more powerful pieces as having a larger allowance, maybe 10 for a queen, say. Now we can define some pieces in terms of movement allowances. Our traffic cop piece would work very simply, by increasing the cost to enter squares in its zone. For the first square entered, it costs the basic 1, plus 1 additional. For the second square, the basic 1, plus 2 additional. For a third square in the zone, it's 1 + 3, and so on. We can also define a 'bender' piece, that works similarly, but pulls a piece 1 square toward itself for each square that piece moves in the bender's zone of influence. This is 'point gravity' chess. Just thinking about how pieces might move through a bunch of these gravity points with a handful of movement points can cause thoughts of 'gravitational slingshots' where pieces travel farther than their movement allowance, 'black holes' which cannot be escaped from because they're too big and powerful, and severe headaches. Since we're on a page of Roberto's, I'll mention one piece he uses, the battery. The battery augments the power of a piece it's next to. So it would increase the range of the cop and the bender, thus allowing the creation of the effects mentioned at the end of the last paragraph. But I don't think this discussion is actually appropriate to Roberto's Altair page, so I'll continue it in the Philosophy thread. Roberto's stuff rocks; it shouldn't be taken over, other than marginally, by a discussion that is only peripherally related to Altair. I worked in the reducer and traffic cop, and added a possibly new, certainly rare, piece along with another of Roberto's pieces, so he's getting equal time. ;-) [He deserves at least that! Hope to see that name show up again as an author of something.] But before I leave, I have to correct one small thing. George, you said: 'Two-path Rook being attributed to Witham in Joyce's present instigating comments is already invented long ago shows Pritchard 'ECV'' All I did was attribute the use of the word 'planar' to C Witham, which Witham used to describe hook-rooks, a different thing than the planar pieces of Prince.
Altair is CV where "piece values are not a good indicator of one side's advantage in chess" to use V's current words, because most of the pieces for a move can also be dropped to empty square in rank nearby of the same color. Also they most of them can slide along their rank unimpeded. So if coming up with guide-values for stronger Mage and Lion and Diamond around 7, 5 and 4 respectively, good use of the board itself makes all the pieces closer to heuristic 3.8-4.2 each with only Pawns in some 2.x range.
Muller wrote up problem theme 3Q v. 7N in "Charge of Light Brigade." If you keep 8 Pawns, the 3 Queens versus 7 Knights may go to 3Q by already 8x10 any array, certainly by 10x10. Board used and Rules interact piece values, and cannot really be safely generalized even as to '<' or '>' for all cases; with special rules (or board) we can think of CV where even N>Q one on one!
For ex., make narrow stair step where Q can only occasionally go 3 or 2, but N leaps cross empty space and get values maybe N4 Q3 as convenient.
This is a cool game to play, though I myself had some slight difficulty with possible ambiguity to the wording of certain rules, as put forward on this page. One case I solved by looking at an earlier comment about this page that George made, in reply to someone's question about a rule. Other than that, the different colouring scheme of various ranks, and the purpose to that, is one nifty aspect of this game.
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