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The interraction between Charge and Field can be simplified into two logical statements:
1) If x
2) Then y
X is the charge, while Y is the field.
X = positive, negative, and neutral.
Y = positive, negative, and neutral.
We first check for the charge, and then for the field.
a) As I said in the rules, only pieces of oposite charges can capture each other. Neutral pieces are not affected by these rules and can capture, or be captured by any piece.
b) The above rule is only true on a positive or negative field. If the field where the capture happens is positive, the white piece remains on the board. If the field is negative, the black piece remains on the board.
c) On a neutral field, the charge doesn't matter.
I hope this is clear.
Latter on, I'll make some example diagrams to explain the capturing mechanism.
In other words:
- If the field is Neutral, capturing is as normal
- If the field is charged:
- If both pieces involved share a nonn̈eutral charge, they repel each other
- Otherwise the survivor is:
- White on a +ve field
- Black on a −ve field
if I've understood correctly?
The other points about randomness and directions still apply
That's pretty much the idea.
The other points about randomness and directions still apply.
When one piece attempts to capture another piece there are only two directions involved:
1) Towards the attacker
2) Away from the attacker in the opposite direction.
There is no need to complicate things with other directions.
When one piece attempts to capture another piece there are only two directions involved […] no need to complicate things with other directions.
Ok, I'd sort of guessed that might be the case, but it'd be worth making explicit on the page. And it doesn't answer (a) which piece goes where (attacker back where it came from and defender away?), or (b) what exactly constitues ‘opposite’ between a radial and a knightwise direction
The reshuffling of fields every turn and concealment of their nature unless interaacted with still seems unnecessary to me; you'd be as well (unless I've missed something major) rolling a die once every time a capture is attempted to see whether it proceeds as normal or favours white/black (or causes repulsion in the case of matching nonzero charge).
Regarding the first point I will make some example diagrams when I get a chance.
As for the second point, this could be solved by shuffling the fields only once, at the beginning of the game. And it will be up to the players to remember the fields.
The reshuffling of fields every turn and concealment of their nature unless interacted with still seems unnecessary to me; you'd be as well (unless I've missed something major)
The idea behind this is to create a chess variant that would be very hard to analyse for computers, but I have no intention to use a dice to decide outcomes. Shuffling the fields has a different probability.
Is it known in advance which King is royal, or is this hidden too? Can the royal King have any charge?
What happens when your royal King gets captured, or destroys itself in the attempt to capture on a square with an unfavorable field? It seems that moving your royal King to a square with a field where the capturing piece would disappear makes it immune to check or checkmate.
Charges and fields are only revealed when a capture is attempted?
Rules like this tend to make a game very hard for humans, while it would stay easy for computers (which have perfect and practically unlimited memory). To keep revealed field invisible would only lead to cheating in on-line play, where peuple can write them down. In over-the-board play it would raise the problem of how to make the initial assignment without the players knowing it. A straightforward method would be to cover all squares with tiles that have the field written on the bottom. The game would be a lot more user-friendly if tiles would remain flipped after having been revealed. People that like memory games probably would prefer to play blindfold chess.
Is it known in advance which King is royal, or is this hidden too?
No. This is hidden but it is only revealed when that King is involved in a capture.
Can the royal King have any charge?
The white Royal King has a positive charge, while the black Royal King has a negative charge.
What happens when your royal King gets captured, or destroys itself in the attempt to capture on a square with an unfavorable field? It seems that moving your royal King to a square with a field where the capturing piece would disappear makes it immune to check or checkmate.
Neutral charged pieces can still deliver checkmate.
Charges and fields are only revealed when a capture is attempted?
Rules like this tend to make a game very hard for humans, while it would stay easy for computers
You are right.
A straightforward method would be to cover all squares with tiles that have the field written on the bottom. The game would be a lot more user-friendly if tiles would remain flipped after having been revealed.
This looks like a great idea. I'm going to update the rules right now.
I suppose the idea now is that when the white King is put on a positive field one must capture it with a positive piece to kick it off, before it can be captured by a neutral or negative piece? That still seems hard; since 1/3 of the squares have positive field, the King will almost always have the choice to step back on one, to make it immune to check again.
On a positive field the white King can be checkmated by a neutral piece.
On a positive field the white King can be checkmated by a neutral piece.
Not according to your rule description: the neutral black piece cannot capture to a positive field; the King would survive, and the piece would disappear:
- On a positive field, the white piece will remain on board.
I have made some changes in the rules to address all your points and to solve some additional problems.
This game only needs some diagrams to show the capturing mechanism, which I will make soon.
Please let me know if there is anything else to consider.
- On a positive field, the positive piece will remain on board.
- On a negative field, the negative piece will remain on board.
And if neither piece is appropriately charged? Presumably the capture takes place as normal? (unless both are oppositely‐charged, in which case they repel)
If a negative piece attempts to capture a negative piece on a negative field, the shortcircuit rule does not apply
I assume you meant ‘neutral’ here?
If a shortcircuit happens, the two pieces will change colors, and the field will reverse its charge:
If a nonroyal nonn̈eutrally‐charged King is short‐circuited, since it has the right charge (+ve for black‐becoming‐white, −ve for vice versa), does it become a second Royal for its new owner? Since you specify Royalty of Kings as a primary property and charge in terms of royalty I assume not, but just to be sure…
When two pieces change colors they will also swap their initial positions
I'm not clear on the relevance of this; as far as I can tell once a piece has moved in this game its initial position becomes irrelevant. Or did you mean they repel each other in the opposite direction compared to how they would without a colour change?
All Kings (of a player) behave as non Royal Kings until the Royal King is revealed.
So it's also possible to capture a king outriight? If it hasn't tried to capture anything and is attacked either on a Neutral space or on an oppositely‐charged space by an oppositely‐charged or neutral piece
All Kings (of a player) behave as non Royal Kings until the Royal King is revealed.
So it's also possible to capture a king outright? If it hasn't tried to capture anything and is attacked either on a Neutral space or on an oppositely‐charged space by an oppositely‐charged or neutral piece
Exactly. That will bring a lot of adrenaline into the game.
I made the suggested modifications. This now should be ready.
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It doesn't seem to me that this is distinct (outside the possibility of taking back moves, which in any case is a pain when randomness is involved) from simply deciding after each move the target square's charge. Which is significantly easier to implement (one die roll rather than an 81‐element shuffle), if less interesting thematically.
Though on the theme, would it make sense to have the fields somehow depend on the charges of the pieces on the board (as in actual electrostatics)? Trickier to do convincingly of course…
Any directions in particular? If not, who choses? (attacker?, defender?, dice?)
And how is ‘opposite’ defined for radial vs N directions?
I'll also have to take some time to see whether I've understood how the two charge‐dependent rules interact