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Just a few suggestions: The rotation of the die could be based upon the direction which the piece moved. Orthogonals would give the piece a single option. Diagonals would give the piece two options. A Knight-oriented die would always have two options. The optimal orientation of these faces, clock-wise or counter-clockwise, might prove interesting. How would each die be initially oriented on the field? The presence of multiple Kings might be handled in several ways. I would opt for check-mating the last King, and the capture of all others. This would allow the option of creating a King in response to a check. Greatly increasing the potential depth of the game. About the potential of Pawn promotion: A piece which moves to the last rank and becomes a Pawn, whether or not by choice, would then be given the option to freely promote to any face. Castling might prove un-necessary or impossible, unless this was allowed without any rotation of the two effected dice. I would opt for this.
Thank you so much for your comments. I take advantage of the occasion to say my pleasure and pride to be a chessvariant member despite of my limited background in this field. Moreover, really, 'chaotic' or 'polymorphous' chess was just an unexpected possible development of the idea of playing dominoes with dices. This is probably the reason why I did not develop much time in exploring more deeply the richness of this variant. Your comments are incentive. Conventions: 1 = Pawn 2 = Knight 3 = Bishop 4 = Rook 5 = Queen 6 = King In case of multiple kings, they simply have to be mated one by one; don't forget that the extreme sensibility of the least move can quikly turn an areopage of kings into an army of pawns! About pawns precisely, some necessary movements, like a gear, will give occasion to any piece to come to life again. Displacement: you use a column/range method, in this precise order, as in move's notation. For example, a bishop that starts from d3 to go to h7 with an up-face value of 3 and a player-value of 1, will stay with its up-face value of 3 and a player-face value of 1; but if it went from d3 to g6, it will become: up-face value 6 (king in our convention) and player-face value of 2 (knight in our convention). Initial position: (let's note that the chaotic nature of the variant appears in the existence of multiple possibilities of initial positions themselves!). In order to avoid a quick plethora of kings, I suggest that the player face of the pawn be a bishop.
Parlez-vous français, Laurent? I think that there may be some confusion in translation. I have a good idea of what you mean by 'displacement', but I am not absolutely sure. I note that you are determining a difference in the subsequent face-value according to distance. But the possible faces will be determined by the dice type. Did you know that there are left-hand and right-hand dice? This is based upon the order of the faces in relation to two opposing faces. This is further explained at the following site: http://homepage.ntlworld.com/dice-play/DiceStandard.htm So, players might have different types of dice on the playing field. Unless the specific type was determined beforehand. And just an aside, I would not consider any reasonable game arbitrary. Regardless of the amount of chaos present. ;-) This includes Fischer's Random Chess.
Hi Larry, oui, le français est ma langue maternelle; you are right, I did not take into account the configuration of the dice; in any case, it can be a matter of convention or left to... arbitrariness ;) About Fischer's Random Chess, among others, really, I don't discuss the pertinence of the variant per se, which is perfectly respectable and interesting, but its practicability in competition because of the dissymmetry between the games it causes. 'All good things' on board, 'All good things' in space ;) Best wishes Laurent
Actually, having either right-hand and left-hand dice on the field would nicely add to the complexity of the game. Whether one player has right-hand and the other left-hand. Or either player has a mixture of both(I like this one). Since the entire(or at least 5/6) die is visible, the players ought to be able to determine their potential. The dice that I'm making will be equally divided between right- and left-hand. How they are distributed in the initial set-up will be the option of the player. I'm planning to torture one of my nephews with this game at the next family get-together. ;-) I'm still using standard chess fonts for the faces. This does not preclude Michael Howe's suggestion(a really good one) of applying other piece types to the faces. For example, the Bishop symbol could also stand for a Cardinal or the Rook symbol for a Marshall. But I would like to make a Zillions implementation of this game. So establishing a few basic guidelines will help in this endeavor. I've already got the basic graphics for the game. They are 3D so that the user can see the sides of the dice. These cubes will only have pips.
I made Zillion file of Chaotic Chess.
Download ChaoticChess.zrf: http://zzo38computer.org/Zillions/ChaoticChess.zrf
You also need the Z_GenImg library: http://zzo38computer.org/Zillions/Z_GenImg.zip
Download ChaoticChess.zrf: http://zzo38computer.org/Zillions/ChaoticChess.zrf
You also need the Z_GenImg library: http://zzo38computer.org/Zillions/Z_GenImg.zip
Here is a example game of Chaotic Chess:
1. partial 2 Two g1 - f3
1. = King on f3
1. partial 2 One b7 - b6
1. = Five on b6
2. partial 2 Two b1 - c3
2. = King on c3
2. partial 2 One e7 - e6
2. = Five on e6
3. partial 2 One e2 - e3
3. = Five on e3
3. partial 2 One h7 - h6
3. = Five on h6
4. partial 2 One d2 - d3
4. = Five on d3
4. partial 2 One d7 - d6
4. = Four on d6
5. partial 2 Five d3 x d6
5. = One on d6
5. partial 2 One c7 x d6
5. = Four on d6
6. partial 2 Three c1 - d2
6. = Five on d2
6. partial 2 Four d6 x d2
6. = Two on d2
7. partial 2 Five d1 x d2
7. = Four on d2
7. partial 2 One f7 - f6
7. = Three on f6
8. partial 2 Three f1 - d3
8. = Five on d3
8. partial 2 One g7 - g6
8. = Three on g6
9. partial 2 Five d3 x g6
9. = Three on g6
9. partial 2 Five h6 x g6
9. = Four on g6
10. partial 2 One g2 - g3
10. = Five on g3
10. partial 2 One a7 - a6
10. = Five on a6
11. partial 2 Four a1 - d1
11. = Five on d1
11. partial 2 Five b6 x e3
11. = One on e3
12. partial 2 One f2 x e3
12. = Four on e3
12. partial 2 Three f8 - g7
12. = Five on g7
13. partial 2 Four e3 x e6
13. = Five on e6
13. partial 2 Three c8 x e6
13. = Five on e6
14. partial 2 Four d2 x d8
14. = King on d8
14. partial 2 Three f6 x d8
14. = Two on d8
15. partial 2 Five d1 x d8
15. = King on d8
15. partial 2 Five e6 x e1
15. = King on e1
16. partial 2 Four h1 x e1
16. = Five on e1
16. partial 2 Four h8 x h2
16. = King on h2
17. partial 2 Five g3 x h2
17. = Three on h2
17. partial 2 Two b8 - c6
17. = King on c6
18. partial 2 Five e1 x e8
18. = King on e8
18. partial 2 Four g6 - h6
18. = Five on h6
19. partial 2 Three h2 - c7
19. = King on c7
19. partial 2 Five g7 x c7
19. = Four on c7
20. partial 2 King d8 x c7
20. = Two on c7
20. partial 2 Five a6 x a2
20. = Four on a2
21. partial 2 One b2 - b3
21. = Three on b3
21. partial 2 Two g8 - f6
21. = King on f6
22. partial 2 Two c7 x a8
22. = Three on a8
22. partial 2 Four a2 x a8
22. = Five on a8
23. partial 2 Three b3 - f7
23. = King on f7
23. partial 2 King f6 - e5
23. = Five on e5
24. partial 2 King c3 - c4
24. = Five on c4
24. partial 2 Five a8 x e8
24. = King on e8
25. partial 2 King f7 x e8
25. = Five on e8
25. partial 2 Five e5 x e8
25. = King on e8
26. partial 2 One c2 - c3
26. = Five on c3
26. partial 2 King c6 - b7
26. = Five on b7
27. partial 2 Five c4 - c6
27. = King on c6
27. partial 2 Five b7 x c6
27. = Three on c6
28. partial 2 Five c3 x c6
28. = Three on c6
28. partial 2 Five h6 x c6
28. = Four on c6
29. partial 2 King f3 - e4
29. = Three on e4
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