Check out Atomic Chess, our featured variant for November, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Comments/Ratings for a Single Item

Earlier Reverse Order Later
Weave and Dungeon. Abstract game played on a board divided into Weave and Dungeon, with movement following different rules on each part. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Moussambani wrote on Mon, Sep 16, 2002 12:52 AM UTC:
What happens when a Star comes back to his throne? (after cycling d2 or f2). This game sounds interesting...

M. Howe wrote on Mon, Sep 16, 2002 02:37 AM UTC:
I'm not sure I understand the question 'What happens when the star returns
to its throne.'  The rules clearly state that once in the dungeon, the
star can only move to adjacent dungeon cells and can never return to the
weave, so it can therefore never return to its starting square, if that is
what the questioner meant by 'throne.'  At least, this is how I read the
situation.

Dan Troyka wrote on Mon, Sep 16, 2002 11:56 AM UTC:
The throne is just another bridge. It does not have any special significance except for grading wins. In the case of a Star circling back to its throne the player cannot claim a triumph.

Anonymous wrote on Mon, Sep 16, 2002 12:02 PM UTC:
I now see that my response to the question 'What happens when a Star comes
back to his throne? (after cycling d2 or f2).' was off base, since I had
not read the rules completely enough, and is properly answered by Mr.
Troyka.  I promise to be more careful before I respond in the future.

LCC wrote on Thu, Oct 3, 2002 01:08 AM UTC:Excellent ★★★★★
Excellent. This variant has easily the most interesting geometry I've seen.

Peter Aronson wrote on Wed, Oct 23, 2002 10:09 PM UTC:Excellent ★★★★★
Now that I've played this (Tony Quintanilla and I recently finished an e-mail game), I can say that it plays very nicely, but that the movement of the pieces takes some getting used to. This is not helped by the abstract design of the pieces, but I like the way they look so much that I'd rather not trade them for more helpful ones.

Joost wrote on Tue, Dec 14, 2004 02:00 PM UTC:Excellent ★★★★★
Excellent game. The idea of a semi-3D board is very nice.

I found two errors in the ZRF-file.
1. At the end of the tri-weave macro: The line before the last line
missed
a (recycle)

  else (if not-friend? (recycle) add))
instead of
  else (if not-friend? add))

2. In the recycle macro also counts captured Diamonds as captured
Pentagons

  else
  (if (piece? Pentagon)
  (counter Pentagon1 Pentagon2)
  ))))
instead of
  else
  (counter Pentagon1 Pentagon2)
  )))

And one question:
The ZRF-file does not allow a Diamond-move to the last rank if there is
no
piece to promote to. Is this correct?

💡📝Dan Troyka wrote on Wed, Dec 15, 2004 03:14 AM UTC:
Thanks for the comments and for posting the fixes to the errors.  I've
sent the editors a ZRF version 1.2 correcting the two bugs you identified
and giving the Diamonds the ability to advance to the far rank --
remaining a Diamond -- if there is no piece to rescue.  This raises the
question of whether a Diamond on a slope on the far rank should be able to
rescue (assuming a piece to rescue has become available) when making a
lateral capture.  Currently that's not permitted.

Joost wrote on Mon, Dec 20, 2004 12:02 AM UTC:
I found another bug in the tri-weave macro

  (if (and (on-board? $2) (not-friend? $2)) (recycle) $2 add $3)

is not right. The (recycle) is not executed at the position on which the
possible capture takes place, so it has to be:

  (if (and (on-board? $2) (not-friend? $2)) $2 (recycle) add $3)

The same correction for the same line with $2 <--> $3 a few lines lower.

💡📝Dan Troyka wrote on Fri, Mar 24, 2006 02:32 AM UTC:
I managed to miss the last bug report from Joost when he posted it many months ago. But I have now corrected the error and re-submitted a version 1.2.1, which hopefully will be up soon.

George Duke wrote on Wed, Oct 31, 2007 06:53 PM UTC:Excellent ★★★★★
Also at the top of 9x9 size, Weave and Dungeon. White Weave is like sine waves seen from above, Black Dungeon. Only the 81 squares may be occupied. ''An implied underpass[which cannot itself be occupied] is the trough of a strand located directly beneath the bridge of a cross-strand'' makes perfect sense. (White)Segments are only two or three long. Of the two motions, sliding and stepping, sliding is continuous either within Dungeon(Black) or along a strand(White). The other motion, a step, is abrupt change of altitude(there are four altitudes, but again exactly the 81 spaces). Capture being by displacement, the connectivity described is enough to differentiate the six piece-types, with some single moves allowed combining sliding and stepping both. Wins are graded hierarchically as Triumph, Ovation, or simple Victory. ''Stalemate and repetition are a loss.'' LCC's 2002 Comment still applies, ''This variant has easily the most interesting geometry I've seen.''

George Duke wrote on Fri, Apr 11, 2008 03:46 PM UTC:Excellent ★★★★★
9x9.  Here's a theorem by Niels Henrik Abel (Abelian set, group, integral) on convergence of series in 1826:     
 0 = 1^n - 2^n + 3^n - 4^n + etc.,  n positive integer.  Here's a poem by Mark Stroud (slashes are lines): ''In a field/ I am the absence/ of field./ This is/ always the case./ Wherever I am/ I am what is missing./ When I walk/ I part the air/ and always/ the air moves in/ to fill the spaces/ where my body's been./ We all have reasons/ for moving./ I move/ to keep things whole.''  How to slice, like apple or pizza, the 10*3 CVs from 'ECV' and 'CVP'? Any 100 of them, like Gilman's or Betza's, are 1%. To evaluate we need subsets of 10 to 200 to compare, in other words, 0.1% up to 2%. Criteria can be any of locale of invention, board size, number piece-types, power density, year invention, gender, shape, geometry, theme, number mutators, winning conditions . Take sizing's '9x9', containing about 50 CVs, 0.5%. Surprisingly there are 25 Very Good/Excellent within 9x9, a disproportionate 50%. Previously reviewed, Weave & Dungeon   uniquely has Circle, Star, Triangle, Square, Pentagon, Diamond.

12 comments displayed

Earlier Reverse Order Later

Permalink to the exact comments currently displayed.