Comments/Ratings for a Single Item
I don't understand what you mean about having to make pages for the presets. Aren't their pages just like the following:
Atlantean Barroom Shatranj which is the url for Atlantean Barroom Shatranj? I'd love for people to actually know I made the presets. I suppose it's questions like these that demonstrate why I'm not an editor...
Joe, David Howe has just added the ability to make a page for Game Courier presets at, http://www.chessvariants.org/index/membersubmission.php?isgamecourier=1 You still have to create the basic HTML code for the Game Courier preset URL and any text you want.
Great, Tony! Three pages, with 5 presets, are now waiting for approval. David, thank you very much.
An excellent concept game and I think it will be quite playable. Joe's whole series of Shatranj variants are fascinating. The varying power levels of short and medium range pieces with few or no long range pieces make for something quite different. This particular variant with its direction changing moves reminds me of Jetan.
Thank you very much for the comment, Mike, and I hope to be able to live up to the compliment. After I accidentally designed Modern Shatranj, I got interested in short-range and jumping pieces, and eventually realized I had a series of games that could feature pretty much nothing but short-range jumpers. And that seemed unusual enough to be worth pursuit. Great Shatranj was the 1st, with no (rooks optional) piece moving over 2 squares, but some 'new' combo pieces; then Grand Shatranj, featuring 2-step pieces moving up to 4 squares, and 1 more 'new' combo piece (the Squire/Jumping General/Mammoth). Finally, I found the idea of bent riders irresistable, and decided to make a game with almost super-powered short range pieces. The zigzag general comes close, and it may actually be a new piece. All the 2-step pieces would be quite comfortable on larger boards, also. I plan to continue exploring short and medium range pieces for a while. I'm looking at some 3-square movers and contemplating what might go 5 or 6 squares. There's gotta be some opportunities for genuine new pieces there.
Thank you for the rating, George. I'm never quite sure what to say when you give me a good rating. [I'm very tempted to say: 'Who are you really, and what have you done with George?' :-)] You've rated and discussed a few of my games now, this one most recently. I'd like to make a few comments, but before I do, I have to ask: is the ZigZag General in this game appropriately named? It is certainly and deliberately a multipath piece. ;-) Modern Shatranj, Great, Grand, Barroom, and Lemurian Shatranj are a tightly-connected series, each one growing out of the previous one. Obviously, they are what inspired the ShortRange Project. [Oh, yeah, Hypermodern is in there too, right after Modern.] I owe a great debt of gratitude to Christine Bagley-Jones, my collaborator on the ShortRange Project, effectively a co-inventor of Great Shatranj, and an independent designer of Hypermodern Shatranj. I also owe thanks to David Paulowich and Roberto Lavieri [another independent designer of Hypermodern] for inspiration and encouragement and most of all, fascinating conversations. This game does break one of Fergus Duniho's design rules. The queen analog can checkmate the king analog by itself, even though the king can not only step to the adjacent 8 squares, but leap directly over those squares to the 8 directly beyond them. The ZigZag General is far and away the most powerful piece I've ever designed. It moves 4 squares at most, but can reach most squares within 4 and all within 3 squares when it moves, attacking 64 squares. It steps 1 or leaps 2 in any direction, then may step 1 or leap 2 in any direction again. Its restrictions are that it must stop upon capture and that it may not make a null move. The ZZG is a combination of the moves of the Twisted and fleXible kNights, the bishop and rook analogs. Interestingly, while each of these latter pieces reaches 32 squares, the ZZG reaches 12 squares more than either other piece could reach by starting on the same square because the TN and the XN overlap squares within 2 of start. This makes it more than the queen, which is just the combination of the squares the bishop and rook reach. On an 8x8, from one of the 4 center squares, the ZZG can reach 56 squares, missing only every other square along the 2 farthest board edges. Now the queen gets an extra pawn value for combining the powers of rook and bishop in the same piece, even though it takes no more than either piece could from the same square. What does the ZZG get for the combination and picking up ~21% more squares?
This game does break one of Fergus Duniho's design rules. The queen analog can checkmate the king analog by itself
I assume you mean this design principle: Avoid any piece that can force checkmate by itself, such as the Amazon or the Cavalry Chess Knight. I haven't analyzed your game and don't know whether it violates this principle, but I will point out that the key word in the principle is force not checkmate. For example, this principle does not rule out using the Paladin (or Cardinal or Archbishop), which is able to checkmate a King without any assistance from other pieces but is still unable to force checkmate without assistance.
George, Fergus, your comments are interrelated, so I'll answer them together. First, there are [at least] 4 squares that are 3-path. The squares 4 away orthogonally are reached in 2 jumps orthogonally, for 1 path, and in jumping diagonally 'forward' but right or left of the path, the twisted knight moves, you have 2 more paths. If you choose a square 2 away orthogonally, there are the same 3 paths as above in miniature - that is, there are 3 '1-square + 1 square' moves -1 set of wazir moves, and 2 sets of ferz moves. There are also 3 2-square paths. The first is the straight 2-square dabbabah jump. The other 2 paths are alfil then dabbabah jumps. This is 6, but it could be considered only 5, because the 2 wazir steps are over the same squares as the dabbabah jump. As a total technicality, the dabbabah jump doesn't touch the intervening square [it can be occupied], and the 2 wazir moves do, so they are different paths. The 'jumping king' can reach 16 squares at a range of 1 or 2, but it can't reach the knight's destination squares in 1 turn. It would need 2 turns to 'make a knight's move'. But the ZigZag General moves twice in a turn, so it can get to knight squares, as long as there is an intermediate empty square to land on during the move. It moves as the jumping king, then may do so again, changing directions. The king, jumping or otherwise, has no chance I can see. The minimum board size for this piece should be 10x10; it should do well on larger boards. I suspect the Twisted and fleXible kNights and the ZigZag General are new pieces. But all of them are amazingly powerful. In attempting to tame that power a little bit, I cut the pieces in half, 'literally', and designed Lemurian Shatranj. The Shaman and Hero are half of the Twisted and fleXible kNight. I believe those 2 pieces might also be new.
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