Comments/Ratings for a Single Item
The last comment is quite interesting. Would probably make a great suggestion for rule 0 for 3 player games. It prevents that great bane of games for greater than 2 players, especially 3 players, 2 against 1 senario.
I don't think the 2-vs-1 scenario is all that big of a problem in 3-player games, since if one player begins to pull ahead, it only becomes natural for the other two to ally against the leader. One problem in 3-player strategy games I've seldom seen solved though is the kingmaker problem. Suppose one player is losing hopelessly, but is either able to hurt one of the other players enough on the way out to give the other one the game, or is able to determine the winner more directly (by deciding whose mating trap to walk his king into...). Then the winner ends up being decided not by who played better, but by whom the _loser_ was feeling better disposed towards.
You can find a PDF with a piece of the board at http://www.ee0r.com/tri-chess/ (Look for the section titled 'What You Need'.) The page is about a chess-like game using Icehouse pieces, and so the board isn't colored quite right, but it's still useable. Be sure to look at the very bottom--there's an interesting way of making a five-player board with the PDF.
Having played a lot of this game, I have some rule clarifications the way we play them. 1) Knights. Move diagonal + straight or straight + diagonal, but do not land on a square touching the square they started from. From c4 there are 9 possible moves (the usual 8 on the red-green board + blue d4), from d4 there are 10 (the usual 8 on the red-green board and blue c4 & d3). 2) The king is the only piece able to move to the square of opposite colour in the center (red d4 to blue e4). 3) Tournament scoring: Whenever a player is checkmated this ends the game. If he is in check by one player, score 2 - 1 - 0, if he is in check by both opponents, score 3/2 - 3/2 - 0. If a draw is reached, score 1 - 1 - 1.
Fun game, for those who want an easy to print board you can download a 4 x A4 pdf from here: http://www.shef.ac.uk/kevingillan/journal.htm cheers!
I've just started playing this game and it is a hoot. One decision we came to quickly is to dispense with the whole notion of check and check mate. They don't exist. A player loses when his/her king is captured. Why? Suppose player1 moves a piece which exposes player3's king to a piece of player2's. Now it's player2's move. Can he take the king? Of course he can and thus ends the game for player3. Not allowing player2 to capture the king would be silly. Try this. I'm in check, but another player is going to intervene before my king can be captured. Do I have to move out of check? Again only one answer makes logical sense. Of course I really have to trust the alliance to let my king wave in the wind like that. There are a thousand variations on this, but they all boil down to the same thing: you take the king or you don't take the king; there is no check. With the exception of not being allowed to castle through check, everything else about it can be explained as mere convention. Checkmate is nothing more than the king being captured on the next turn. Check is nothing more than warning the other person that this is about to happen. I think the game of chess would work perfectly fine if the conventions of check and checkmate had never become common.
this game is really different than classical chess but very interresting cause of many combinations and psychologic job
during the game we speak very much for mental intoxication
rules are ending amazing cases and sometimes we scratch our heads
the most important thing the timing of actions when you're checked by the first,the second is free to attack any piece cause you should face to the check before but sometimes he must defend you to avoid mate,your worst ennemy for the king is always the first and the second is the queen's killer
anyway take care of knights (crazy displacements near the center) thirty five years ago i've drawn many plates of three player's chess plates before it was really created and sold and the more useful was more rounded in the center(best global viewing of lines and columns) prefer hex plates than square
it is at last an excellent game ,try it and you'll be addict (or crazy;-)
ps sorry for my poor english cause i'am old french player
http://www.cie-maxi-jeux.com/animations-prestations/catalogue-jeux/jeux-en-bois-geants/jeux-reflexion-strategie/jeu-d-echecs-a-3---yalta.html
ps for moderate : i'am not a commercial and have no interrests of any kind in this sociéty it's just for example
I've been thinking, it's problably crazy, but if we make a 9x10 board we could make a FIDE x Shogi x Xiang Qi. The most significant change would be another queen to FIDE. Shogi wouls promote on any three last ranks and Xiang Qi would be the same. Hugs.
I was thinking of posting similar game, but instead second queen, FIDE had cardinal (B+N) and pawn may promote to marshal (R+N) and camel ((1,3) leaper). Plus, as Xiang-qi looks as weakest player, it have additional two pieces: it moves as camel-mao (two squares orthogonally, when diagonally outwards) on home territorry, but it moves as rook on FIDE and shogi territrries (based on additional pieces from original 3-players XQ variants). When shogi captures pieces of other teams, it can be dropped, and it transforms into corresponding shogi piece (cannon and marshal transforms into shogi rooks, cardinals and vaos (see below) transforms into shogi bishops, camels and XQ additional pieces transforms into piece, Charles Gilman calls 'hump' - leaps 3 forward and 1 sideways on same move, promotes to gold general). Victory is achivied by capturing both hostile kings. XQ king may capture other kings either by rook rifle-capture, or move like rook to it's square (when cannot go to palace again. advisors can move out of palace and elepants cross river when, but not return back). All pieces conquered player had, now changes sides and transforms into corresponding piece (cardinals and shogi bishops transforms into vaos, diagonal cannons). Promoted shogi pieces become unpromoted, but FIDE pawns don't (and they also don't demote when captured by shogis, i forgot to say it). Turn order: Xiang-qi-Shogi-FIDE. In beggining, XQ cannons can capture FIDE knight or shogi bishop (second is not recommended, it will give advantge to shogi). I also have team variant of this (it's not complete, i still have to think about it): 2 players are team, but third player have strong king: FIDE chess - maharaja (R+N+B), XQ - yitong (R+XQ horse+cannon), Shogi - lion (see description of chu shogi or piececlopedia). What do you think about it?
Its very different from my original idea, but go for it! Do it! Its very interesting. Hugs.
The board game Yalta was created shortly after the 1945 conference and supposedly gave a better feel for how the conference went than any of the commentaries on the meeting. The treating of millions of lives as though they were pawns on a chess board, plus the continually changing sides ... (Gratuitous political comment deleted - Editor.)
Yalta 3 Players Chess: TheHug Vs. tomski1981 Vs. Vytron
25 comments displayed
Permalink to the exact comments currently displayed.