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Colorboundmost and Nearly Colorboundmost Chess. Games with all pieces either completely or almost completely colorbound. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Pitt Bill wrote on Thu, Jul 25, 2002 12:33 PM UTC:
So what's the next superlative to be covered?

Runniest Chess, where every piece is a runner?

Leapingest Chess, where every move is a leap?

Le Plus En Passant Chess, where every move is, somehow, made en passant?

Castlingiest Chess, where the only moves are castlings?

Colorchangingiest Chess, where every move must change the color on which the moved piece stands?

Forwardest Chess, where every move is forward?


Billy Jo Bob wrote on Fri, Jul 26, 2002 12:04 AM UTC:
How about Snidemost Chess: after each move, the opposing player must
immediately make a sarcastic and cutting remark. For example:

1. e4

Black: 'Oooh! Hold on to your hats! Haven't seen that one before! What oh
what shall I do now?'

Glenn Overby II wrote on Sat, Jul 27, 2002 10:55 PM UTC:
I don't know if every-piece-a-leaper has been done on 8X8. One of my 84-spaces contest entries, Beastmaster Chess, is an every-piece-a-leaper (including the royal piece, but not the pawns). It tends to call for a different way of visualizing the board. The game should be on these pages shortly; the contest editor had an attack of Real Life, and is a bit behind on postings.

Mike Nelson wrote on Tue, Jul 30, 2002 10:12 PM UTC:Good ★★★★
Ralph has provided an interesting theme which can be developed in different
ways. Colorboundmost Chess emphasizes the race to mate theme too strongly
for my taste.  Nearly Colorboundmost Chess would be more playable.  

I have any idea for a game which emphasizes colorboundness but not to the
degree of either of these variants (based on Peter Aronson's An Odd Piece
comment).

King and pawns are standard FIDE.  The Rooks move as Dabbabah-riders and
capture as Rooks (mDDcR).  The Bishops move as Alfil-riders and capture as
Bishops (mAAcB). The Queen combines the Rook and Bishop (mAADDcQ).  The
Knight moves as Narrow Knight and captures as Knight (mvNcN).

The pieces move to half of their normal squares but capture normally.
Rooks, Knights, and Queens are initially confined to 1/4 of the board and
the Bishops to 1/8 of the board, but by capturing, each piece has its
normal reach.

Except for the moves of the pieces, normal FIDE rules would apply and the
colorbound castling rule in Rule Zero would apply.

gnohmon wrote on Sun, Aug 4, 2002 11:43 PM UTC:
Snidemost Chess was played by the ancient (and weak) computer chess game
named 'Boris'. 

Most of the other suggestions have already been implemented under
different names, I think; however, however....

Castlingmost Chess: all moves must castle. Any piece can castle with any
other piece, friend or foe; and of course a piece can participate in
castling more than once. Owner chooses promotion. Example: 1. a2-d5 (and
f7-c4), a8-a5 and a2-a6 2. a6-b7 and b7-a6; advantage W because the Pawn
ptomotes. (You may not make a move that merely is an undo of the
opponent's move.) The game is won by mate and there are no captures and no
stalemate.

Not play tested much. It may need another rule or two.

========

I've been on vacation.

Doug Chatham wrote on Mon, Aug 5, 2002 08:02 PM UTC:
Query on Castlingmost Chess: Are the castles strictly along ranks and files or will castles along diagonal lines be permitted? <p>Another query: If two pieces are already within 2 squares of each other, what do the castles look like?

Doug Chatham wrote on Mon, Aug 5, 2002 08:08 PM UTC:
Oops, your example starts off with a diagonal castle.  Duh!  Sorry, please
disregard my first question.

gnohmon wrote on Tue, Aug 6, 2002 07:02 PM UTC:
Yes, diagonal 'castling' is permitted -- and necessary to the game.

If an even number of squares, each piece crosses the midline: a2-d5+f7-c4;
a1-a5+a8-a4; a3-a5+a6-a4; a4-a5+a5-a4.

If an odd number of pieces, the piece initiating the castling occupies the
midpoint: e1-c1+a1-d1; e1-d1+c1-d1; and so on.

Just like FIDE Chess.

Peter Aronson wrote on Tue, Aug 6, 2002 10:36 PM UTC:Excellent ★★★★★
You could have a version of Castlingmost Chess with captures -- when castling with a friendly piece not separated from the castling piece by friendly pieces, any opposing pieces between them are captured. You may still castle with opposing pieces, just not capture in those cases.

gnohmon wrote on Sun, Aug 11, 2002 03:01 AM UTC:
I have been waiting for somebody to notice that, in Castlingmost Chess,
once you vacate a corner square that square can never again be occupied;
and if a8 is empty and you vacate b8, b8 must forever stay empty; and so
on.

Because there are no captures, this has interesting implications!!

Doug Chatham wrote on Sun, Aug 11, 2002 12:21 PM UTC:
One more question on Castlingmost Chess:
If there are no captures, what does a 'mate' look like?

gnohmon wrote on Mon, Aug 12, 2002 06:10 AM UTC:
> If there are no captures, what does a 'mate' look like?

It's what we call 'pictorial' mate. That is, if you look at the diagram it
appears to be checkmate, even though the rules of the game do not permit
capture. 

In other words, when it comes to check, the pieces have their normal
powers. It's a funny situation, and although I cannot think of an example
right now, I know that there are several variants that use this concept.

For an example, what's the fastest foolsmate?

1 Ke1-e2+e2-e1, e7-e4+Ke2-e5 is a promising start, but now what? Kf6+g7-e5
is illegal -- cannot put self in check -- and K can retreat from check by
Castling with b2 or h2. I said you can castle out of check, right? Maybe
that was a wrong choice.  

The foolsmate is not easy to find.

Flowerman wrote on Tue, Mar 16, 2010 03:25 PM UTC:Excellent ★★★★★
I liked this game.  And also i liked Pitt Bill's ideas (if games, he suggested, already exists, please, give links here); I have also some ideas:
game, where all non-capturing moves are different from capturing;
game, where all pieces must leap to move (like cannons in Korean chess);
game, where all turns are promotion;
game, where all pieces must (or, at least, can) use both orthgonal and diagonal moves in same turn (like gryphon);
game, where all pieces always can go almost anywhere (with different restrictions);
game, where all pieces are compound (the last is probabbly stupid idea)...

Anonymous wrote on Tue, Mar 16, 2010 06:36 PM UTC:
Good idea. But rules of this game are easier to understand and remember:
/play/erf/Colorbou.html

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