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A very clean design with lots of tactical interest.
Very well explained rules! I played it with a good friend of mine and can't get over how the pieces move through the warps. Fun!
Elegant, and very playable.
Warp Point Chess turns out to have a very similar feel to it as Knight Relay Chess. They both contain uncapturable / uncapturing knights that weirdly impact other pieces. The gameplay suffers, in both cases, from leaving the rest of the board sparser by exempting two live pieces to work with. An expanded board with more varying types of uncapturable, weirdly impacting pieces would benefit the gameplay of both types of games. However, these games are good ways of familiarizing oneself with warp points and relay knights.
Just created a preset for Shields' Grand Warp Point Chess. I expect it to be an improvement and am anxious to try it out.
It's worth noting, I think, that this game was apparently preceded by the similar Vortex Chess. In Warp Point Chess, each side gets to use two portals that coordinate with one another. The 'warp points' replace the knights (in Grand Warp Point Chess, the knights get to stay in the game) and the 'warp points' move like knights, but as with knight relay chess, they are denied the ability to capture or be captured. In Vortex chess, the portals act together much the same way (as spots through which pieces may move) but there are only two of them and they are split between the two players. The portals in Vortex Chess move, by teleportation. Here is a version of Vortex Chess with two pairs of Portals instead.
In the diagram for Grand Warp Point Chess, shouldn't the upper knight also be able to go to d8? (Would like to see it be able to go to g4 and e4 too).
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