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To indicate 'stinky' in notation, how about '*'? And to indicate being run over by the Train, how about '_'? I live a few score miles from PA SGL 312, and I have never seen any critter (aside from a Hunter) carrying lunch in a brown paper bag. Sometimes the brown paper bag contains appropriate liquid refreshment, like Wild Turkey. I try to imagine strategies and tactics, and my mind fogs up. Maybe Wild Turkey would help.
Moussambani comments on the number of rules; in response I have submitted to the editors an expansion of the design notes which explains first that there are not really so many rules because the way it's written makes there seem to be more than there are; and second, why there are so many rules. John Lawson claims never to have seen any critter (except a Hunter) carrying lunch. In response, I state that I am old-fashioned, and in my day critters did not order pizza deliveries with their cell phones. Moussambani lavishes compliments upon me. I respond that I am still in the first flush of post-creation happiness for this game, and can pat my own back for the moment; but I will treasure the compliments later. Patting my own back, I am fairly sure that I have created a playable and interesting game with no playtesting, merely by applying much effort, knowledge, and experience -- and this is not easy to do -- and I am also convinced that I have designed the rules in a way that truly and properly reflects the theme of the game. I may have cause to regret this boasting, but if that happens it will be educational for all of us, me included. John Lawson mentions Wild Turkey. When I returned from my trip to PASGL312, my first action was to enter a liquor store; I vaguely remembered that there was such a brand of something. It turned out to be a midrange, or perhaps a slightly cheap, Kentucky bourbon, produced since 1855. Not bad at all, and the picture on the lable looks enough like a real wild turkey to be recognizable; but I think that somewhere there is an Audobon painting that has it down to the last feather, because the first time I saw a wild turkey it already looked familiar -- and the picture on the bourbon lable isn't good enough to do that. Both correspondents give notation suggestions. I hope that the editor will incorporate them. Everybody should know that the excellent UAD of the starting position was contributed by the editor. Let us all praise the editor.
In the expanded design notes, in the Train section, it should be noted that the initial position of the Train was deliberately chosen to cancel White's first-move advantage. Everyone should know that showing the route of the Train in the UAD was the editor's idea.
Is it clear that in the general case a piece can move onto a square that is already occupied by another piece, friend or foe? Is it clear that unless the rules for the specific piece type say that it can't move onto an occupied square, or unless the piece normally carries lunch but currently has no lunch (a lunchlos piece), it can move onto any occupied square (except a square occupied by the Train) whether or not it is stealing a lunch?
If a Deer is at a3 and wants to jump to b5, when is it blocked by the train? Is it when the train is in a4, or in b4, or in either a4 or b4, or in both a4 and b4?
'If a Deer is at a3 and wants to jump to b5, when is it blocked by the train? Is it when the train is in a4, or in b4, or in either a4 or b4, or in both a4 and b4?' Hey! People are already saying too many rules! Hush! Unless otherwise specified, if a Knight cannnot jump it is considered to move first Rookwise then diagonally, so that a blockable Knight move from a3 to b5 is blocked when a4 is occupied; as per the 'Rule Zero' page -- which I haven't submitted to the editors because I've been so 'busy' thinking about PASGL312 Chess! (And so I can't blame you for asking, right?) In this game, the Train is capitalized, in honor of Jay Gould, who is the evil capitalist robber baron whose name is in Gouldsboro. If you are not familiar with the history of Jay Gould and Jim Fisk and the Erie Lackawanna RR, buy or borrow a book. It's a wonderful story. Yes, Gouldsboro is named after *that* Jay Gould, and yes, the Train in PASGL312 Chess is in real life the Erie Lackawanna RR! (I paused for a few minutes and decided that it really needs a few more exclamation points.) !!!!
Let me see if I understand 'Lunch' correctly: If a critter loses its lunch, that lunch disappears from the game; it is not lying around to be picked up by some other critter. If a critter drops its lunch, that lunch disappears from the game; it is not lying around to be picked up by some other critter. If a critter steals another critter's lunch, the stealing critter must, of course, already have a lunch. The result is that the stealee has no lunch and the stealer has lunch, not two lunches. Since lunches are not 'conserved' as objects, then they may be considered more as states, say 'lunchvoll' and 'lunchlos'. Did I get it?
I've merged the additional material at the end, and added the notation additions.
Yes, lunchvoll and lunchlos; and I'd rather say lunchlos than lunchless in order to avoid possible confusion: creatures that never carry Lunch are lunchless, but they are not lunchlos.
I've been looking at the point scheme. The total number of points a player can have for critters next to the campfire is 24 plus 1 for each Shrew that can be promoted to Chipmunk, or 32. If you assume that promoting Shrews is difficult: Then the likelihood of exceeding your opponent's point count by 30 is close to zero. And the likelihood of losing the game even though the opponent's Bear is eliminated for 20 points is close to zero. Furthermore, to achieve the maximum score (32) for Campfire propinquity, there would have to be 16 critters adjacent to the Campfire. Since the train passes through each Campfire square 2 of every 20 turns, orchestrating the 'campout' without some critter getting sqooshed would be near impossible. Another interesting effect is that if each side loses its Hunter (foolishly, since the only way I can see for that to happen is for them both to be squished by the Train), the game can never end, except draw by agreement. Perhaps in this case we need something like a 50-move rule, but instead of a draw, the winner is declared on points. I can see the possibility of an urban variant of PASGL 312 called NYCTA IRT, where commuters jostle to be near the door to get on or off a subway train without being pushed onto the tracks or having their pockets picked. BTW, I noticed no one has actually rated this. I give it excellent for concept. Play is still moot.
If I'm interpreting the rules correctly, critters earn points EVERY TURN that they start next to the campfire. If a bear stays next to the campfire 6 turns in a row, that's 30 points. As for the possibility of an endless game, it looks like the only way it can happen is if both hunters are lost, as you said. How about we say that a player that loses a hunter loses the game? That would close the loophole without affecting gameplay much (the chances of losing a hunter are extremely slim).
I think Joseph is right. It looks like I missed exactly how points were accumulated. I was thinking they would be assessed once, at the end of the game, but assessing them at the end of each ply makes more sense. Then missing Hunters might not be a disaster, because if you outplayed your opponent, your score would eventually exceed his by 30 points anyway. It would probably be undesirable to have two royal pieces. This is another one of those games, like Nemoroth and Captain Spalding Chess, where you need to spend days studying the rules to have a chance. I love this stuff.
I've been meaning to ask how 'PASGL 312' is spoken. Most straight-forward would be 'pee-ay-ess-gee-ell-three-twelve'. I've personally been referring to it as 'Pennsylvania-State-Game-Lands-three-hundred-twelve Chess', but this might be considered hyper-correct. Other alternatives are also possible; which is most appropriate?
So many comments to answer! I think of the abbreviation as pronounced p, a, s, g, l. The roadside signs sometimes say 'sgl 312', and the 'pa' is implicit because you're obviously in Pennsylvania. Yes, scoring is cumulative per turn. I must confess that I didn't consider how many points one could score per turn. If the opponent does not shoot you or steal your lunch, I guess you can score enough in one turn to win; with the Train coming by, you have 10 moves to load up a square and ten moves to empty it; but some of the emptying moves could go from one Train square to another. Remember that pieces can become useless without being removed from the board. If you skunk a bunch of enemy pieces and occupy their home squares with Chipmunks it's a big advantage. Because of multiple occupancy, it's easy to promote a Shrew. However, it takes quite a few turns. If a piece is on its home square and you steal its lunch, what happens? (a) nothing much; it gets a new lunch just by being there; (b) it has to leave home and re-enter the square. This is unspecified, a hole in the rules. I'll specify after some more playtesting. It's serendipitous that you can try to scroe some points fast with 1. Df1-d4, but then Wg8->d4 bonk! and the Deer is lunchlos! 1. Df1xc7 merely helps the enemy development. Ths Skunk has such great mobility, what about 1. Sb1-b2 intending Sb2-b7 trying to get in the way and slow down enemies? Maybe the Fox is the key to the game? No? Hmmm, this is baffling to try to play.
'...I guess you can score enough in one turn to win; with the Train coming by, you have 10 moves to load up a square and ten moves to empty it; but some of the emptying moves could go from one Train square to another.' If you are accumulating points fast enough, it may not be necessary to make any attempt to unload the Campfire square if you reach the 30 point advantage before the Train actually squishes your critters. 'Because of multiple occupancy, it's easy to promote a Shrew. However, it takes quite a few turns.' And all that time, your opponent is gathering his critters around the Campfire. (Do critters gathered around the Campfire sing songs and make s'mores?) '...this is baffling to try to play.' This is an alarming admission. I confess that, even after actually playing Nemoroth and Captain Spalding Chess, I am having trouble getting my mind around PASGL 312, and now the inventor is baffled, too. Maybe I'm not as dense as I feared.
'...but some of the emptying moves could go from one Train square to another.' Also, if you unload a Campfire square to a Campfire square on the other track, the train will be back to that square in 10 moves or so.
I understand that the Hunter cannot shoot through the Train, and the Deer cannot leap over the Train, but it is unspecified if the Woodchuck chucks wood in a high enough arc to clear the Train.
'if the Woodchuck chucks wood in a high enough arc to clear the Train' Yes, I think it does. I said it could chuck past obstacles. The Woodchuck's shooting aims at awkward places, but I am finding it to be a very interesting piece in my attempts at playtesting. No wonder I had to post before testing! It would have taken me months and months to playtest because the strategies and tactics are even stranger than Nemoroth's!
I will be playing PASGL 312 in the near future, and one of the plans I had considered was the Woodchuck and Fox working as a team against the opponents medium-sized critters. The Woodchuck bonks them, causing them to drop their lunch, and then the Fox darts in and devours them.
I think that pasgl312 will be very hard to play. At least, my own attempts to play a game against myself have all ended after just a few moves with confused positions where i really didn't understand what was going on or what strategy would be appropriate. In designing this game, I first thought about what critters and features of the real pasgl312 I wanted to have in the game, and then I determined the major characteristics of each piece according to the nature of the real-life critter as best I could; and then for several days I thought about individual interactions one-on-one between the pieces. The result is, as far as I can tell, that no piece is overly dominant. This means that there is a skunk strategy and a woodchuck strategy and a deer strategy and even a chipmunk strategy (because of multiple occupancy, you can advance the shrew from c2 to g6 to h7 to g8, and get a chipmunk; it's very hard to stop! But it takes a few moves, so what is the enemy doing while you do this?) Yes, the Fox strategy is designed into the game. If you can eat all the medium/small critters (oops, actually there aren't any small, are there?) then the large critters lack support. A combined Woodchuck+Fox attack is a nice idea. By design, the Woodchuck aims at awkward squares, and by design you may have trouble implementing this strategy. Because I designed primarily for the theme, there are lots and lots of rules. Because I thought so hard about the one-on-one interactions, every strategy i think of has a counterstrategy. I do not think that I will ever be very good at this game; on the other hand, when i used to play my own games competitively, the games i played poorly were usually more popular than the ones I could win -- people got a kick out of beating the game's inventor, I guess. I think i could play Nemoroth pretty well. I hope to see somebody play pasgl312 well. I will admire and applaud.
I have searched, and I cannot find any rule regarding repetition. Stalemate results in a pass or multiple passes, but I mean voluntarily repeating a position. What happens, if anything? Does it matter if points are being accumulated? Does the position of the Train count?
I did not think that repetition would be an issue in pasgl312 chess. If a position is the same except for the Train, it is a different position. Therefore, in order to have a real rapetition. you have to wait for the Train to come to the same place and have all the same pieces in the same place, and have them all just as lunchvoll or lunchlos as they were before. If the relative score is the same you can claim end of game and the higher score wins. Is that a good enough rule? This will not often happen, I think.
Yes, that's a good enough rule. My feeling was that it didn't matter. Even in a dual stalemate position, with just the Train chugging around, if there are pieces near the Campfire, the score will be incrementing, at least until the critters are squished by the Train. Wouldn't achieving a stalemate position be difficult? With multiple occupancy, it is near impossible to blockade lunchvoll critters, and if one player's critters were all lunchlos, he would be in a very bad position anyway, and possibly lost.
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