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When a piece is captured, it becomes virtually a spirit, and shares the square with the capturing piece. It really becomes effective for attack when the latter leaves the square, forced or not, and when some normal friendly piece may reach this square to 'activate' (or as I called it 'invoke') it.
You may indeed put the virtual (still not activated) spirit aside and drop it later when the square is freed, but I prefer to leave it with some marker on the same square as the attacking piece.
It happens that you may capture a piece already sharing a square with a virtual spirit. In that case, the hierarchical rule applies.
Finally, spirits may capture definitly normal ('living') pieces, as normal Chess, but may not be captured themselves. They may not cross pieces, nor be crossed by pieces.
I hope I made it plain now for players willing to test the Game. Don't hesitate to complain in the negative...
Tony, the java game has just in common with my game the reappearance of a spirit or ghost once the capturing piece leaves the square. Then, my spirits can move freely, but may capture living enemies only if they are 'invoked', which means, in usual Chess, that their square is defended by friend living pieces. May be a small example ? (prefix 'S' for Spirit, W for white, B for black) 1 WP e2e4 - BP e7e5 2 WN g1f3 - BN b8c6 3 WB f1b5 - BP d7d6 4 WBb5xBNc6 -> SBN c6 - BPb7xWBc6 -> hierarchical rule: SWB wins against SBN so remain on square c6 BP and SWB 5 WP c2c3 - BPc6c5 -> no check ! 6 WQ d1a4 check by WB ! - etc...
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