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More detail about the use of the Rose as a royal symbol can be found on http://www.karpov.ru/katalog/_roza_en.php, a page showing a novelty set based on an English historic event called the Wars of the Roses. A genealogy at http://www.channel4.com/history/microsites/H/history/heads/footnotes/monarchtree.html shows the kings involved and much else.
The paths d1-b2-a4-b6-d7 and d1-f2-g4-f6-d7 indicate that a Half-Rose on d1 can, so to speak, 'double-check' a King on d7. I will follow Duke in defining the Half-Rose to be a circular nightrider making from one to four leaps. On a 12x12 board this piece seems to be worth as much as a Rook, perhaps a little more than a Nightrider. [EDIT 2007] Rose Chess XII has these three pieces, with the Half-Rose definitely looking stronger than the other two.
Seven years ago I looked at the combination of Knight and (3,3) leaper, decided that it was too strange, and went on to invent the Quarter-Rose. Replacing the Queens in the standard game with this two-step leaper can lead to: 1. d1-c3 c7-c5, 2. c3-b5 mate! Black's foolish move left both c7 and d6 empty, which means that the mate cannot be blocked. Clearly this can be a dangerous piece on an 8x8 board. Looks like King, Knight, and Quarter-Rose can force mate against a lone King.
2: I agree that a rose, like a reflecting bishop, should not be permitted to return to its square of origin.
3: Considering how many pieces comprise a nightrider, I am puzzled that no one seems to have fused the rose with anything else. The bishop, the rook, the queen, the alfil-rider, the dabbabah-rider, the dayrider, the nightrider, the Mann, the alibaba, the dragon king, and the dragon horse all occur as obvious possibilities.
The helpmate puzzle is interesting. I came up with the following: 0...Kd4 1.c4 Ke4 2.c5 Kf5 3.c6 Kg4 4.c7 Kh5 5.c8=Rose# Can someone please confirm this? I haven't been able to find the solution anywhere online. The one major problem with the rose is that it seems better suited for puzzles/compositions than for actual use in a chess variant. In the context of a practical game, it is just a little too cumbersome to examine all the different moving/maneuvering possibilities for one's own rose, and/or keep track of all squares controlled by the opponent's rose. The best variant pieces (in my opinion) add novelty and complexity to the game without it being impossible to intuitively visualize their way of movement.
Cameron, think back to when you first learned to play chess. Did you think the knight's move was intuitive right away, or did you have trouble visualizing it at first? And how about the bishop's move? If you say that one is intuitive, just imagine trying to visualize the bishop's move if the board wasn't checkered. I know it would be tough for me. But I'd get used to it after a while. I wouldn't mind playing a chess variant involving the Rose. (I'd like to try Golden Age Chess on a Really Big Board one of these days.) I agree, the Rose's move would be tough to visualize at first. I'd get used to it.
For anyone interested (because it took me quite a while to figure out and then code), below is GAME Code for a rule enforcing Rose piece that is designated RO (white) and ro (black). These can probably be condensed to an easier to read code, but it should function perfectly.
//define each move a knight can make as a direction
map ro1 1 2;
map ro2 -1 2;
map ro3 1 -2;
map ro4 -1 -2;
map ro5 2 1;
map ro6 -2 1;
map ro7 2 -1;
map ro8 -2 -1;
//Create a function for each of the 16 moves a Rose can make
def ROA1 logride #0 #1 (ro1 ro5 ro7 ro3 ro4 ro8 ro6);
def ROA2 logride #0 #1 (ro1 ro2 ro6 ro8 ro4 ro3 ro7);
def ROB1 logride #0 #1 (ro5 ro7 ro3 ro4 ro8 ro6 ro2);
def ROB2 logride #0 #1 (ro5 ro1 ro2 ro6 ro8 ro4 ro3);
def ROC1 logride #0 #1 (ro7 ro3 ro4 ro8 ro6 ro2 ro1);
def ROC2 logride #0 #1 (ro7 ro5 ro1 ro2 ro6 ro8 ro4);
def ROD1 logride #0 #1 (ro3 ro4 ro8 ro6 ro2 ro1 ro5);
def ROD2 logride #0 #1 (ro3 ro7 ro5 ro1 ro2 ro6 ro8);
def ROE1 logride #0 #1 (ro4 ro8 ro6 ro2 ro1 ro5 ro7);
def ROE2 logride #0 #1 (ro4 ro3 ro7 ro5 ro1 ro2 ro6);
def ROF1 logride #0 #1 (ro8 ro6 ro2 ro1 ro5 ro7 ro3);
def ROF2 logride #0 #1 (ro8 ro4 ro3 ro7 ro5 ro1 ro2);
def ROG1 logride #0 #1 (ro6 ro2 ro1 ro5 ro7 ro3 ro4);
def ROG2 logride #0 #1 (ro6 ro8 ro4 ro3 ro7 ro5 ro1);
def ROH1 logride #0 #1 (ro2 ro1 ro5 ro7 ro3 ro4 ro8);
def ROH2 logride #0 #1 (ro2 ro6 ro8 ro4 ro3 ro7 ro5);
//Assign Rose moves to the Rose functions
def RO fn ROA1 #0 #1 or fn ROA2 #0 #1 or fn ROB1 #0 #1 or fn ROB2 #0 #1 or fn ROC1 #0 #1 or fn ROC2 #0 #1 or fn ROD1 #0 #1 or fn ROD2 #0 #1 or fn ROE1 #0 #1 or fn ROE2 #0 #1 or fn ROF1 #0 #1 or fn ROF2 #0 #1 or fn ROG1 #0 #1 or fn ROG2 #0 #1 or fn ROH1 #0 #1 or fn ROH2 #0 #1;
def ROL lograys #0 (ro1 ro5 ro7 ro3 ro4 ro8 ro6 stop) (ro1 ro2 ro6 ro8 ro4 ro3 ro7 stop) (ro5 ro7 ro3 ro4 ro8 ro6 ro2 stop) (ro5 ro1 ro2 ro6 ro8 ro4 ro3 stop) (ro7 ro3 ro4 ro8 ro6 ro2 ro1 stop) (ro7 ro5 ro1 ro2 ro6 ro8 ro4 stop) (ro3 ro4 ro8 ro6 ro2 ro1 ro5 stop) (ro3 ro7 ro5 ro1 ro2 ro6 ro8 stop) (ro4 ro8 ro6 ro2 ro1 ro5 ro7 stop) (ro4 ro3 ro7 ro5 ro1 ro2 ro6 stop) (ro8 ro6 ro2 ro1 ro5 ro7 ro3 stop) (ro8 ro4 ro3 ro7 ro5 ro1 ro2 stop) (ro6 ro2 ro1 ro5 ro7 ro3 ro4 stop) (ro6 ro8 ro4 ro3 ro7 ro5 ro1 stop) (ro2 ro1 ro5 ro7 ro3 ro4 ro8 stop) (ro2 ro6 ro8 ro4 ro3 ro7 ro5 stop);
def ro fn RO #0 #1;
def roL lograys #0 (ro1 ro5 ro7 ro3 ro4 ro8 ro6 stop) (ro1 ro2 ro6 ro8 ro4 ro3 ro7 stop) (ro5 ro7 ro3 ro4 ro8 ro6 ro2 stop) (ro5 ro1 ro2 ro6 ro8 ro4 ro3 stop) (ro7 ro3 ro4 ro8 ro6 ro2 ro1 stop) (ro7 ro5 ro1 ro2 ro6 ro8 ro4 stop) (ro3 ro4 ro8 ro6 ro2 ro1 ro5 stop) (ro3 ro7 ro5 ro1 ro2 ro6 ro8 stop) (ro4 ro8 ro6 ro2 ro1 ro5 ro7 stop) (ro4 ro3 ro7 ro5 ro1 ro2 ro6 stop) (ro8 ro6 ro2 ro1 ro5 ro7 ro3 stop) (ro8 ro4 ro3 ro7 ro5 ro1 ro2 stop) (ro6 ro2 ro1 ro5 ro7 ro3 ro4 stop) (ro6 ro8 ro4 ro3 ro7 ro5 ro1 stop) (ro2 ro1 ro5 ro7 ro3 ro4 ro8 stop) (ro2 ro6 ro8 ro4 ro3 ro7 ro5 stop);
That looks along the lines of what I was thinking of. Since there isn't much correlation between your numbers and the order that a Rose moves in each direction, I would suggest replacing your ro# labels with more meaningful directional labels, such as the ones commonly used for Knights in Zillions-of-Games, which I also used in this tutorial I just remembered to add to the index.
I noticed that It is what it is chess mentioned a piece called a mini-rose. I assume that a mini-rose is a circular king, that is, it moves like a king any number of times with one restriction: It has to turn 45 degrees each move.
H. G. Muller included a full set of move diagrams in his May, 2021 Comment to Rose Chess XII. This 12x12 variant uses the "Half Rose" - limited to no more than four Knight moves. This restriction reduces the number of multiple paths, but still allows the piece to target a full thirty squares. On larger boards the Rose can target up to 32 squares. This game also has Nightriders. - David Paulowich
Hey, David. Good to see you're still lurking on occasion! Shoot me an email some time.
Best,
Greg
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