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General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
John Lawson wrote on Wed, Apr 24, 2002 05:02 PM UTC:
One thing you might consider for the New Comment Added acknowledgement is a link back to the What's New page. Now I either back button through several pages, or just use my bookmark.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Kristi Martinez wrote on Wed, Apr 24, 2002 09:09 PM UTC:Excellent ★★★★★
THis was Great now I can Play chess!!!

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 25, 2002 01:26 AM UTC:
> Do you mean 'Danse Macabre' ...

Perhaps. It's the one that goes da DAAA da Daaaa da daaa da daaa da
dadadadadadadun dun dun, right?

John Lawson wrote on Thu, Apr 25, 2002 01:44 AM UTC:
Yes, that's it!

John Lawson wrote on Thu, Apr 25, 2002 01:46 AM UTC:
Actually, it's here.
http://fathom.org/opalcat/midi.html

John Lawson wrote on Thu, Apr 25, 2002 05:09 AM UTC:
This is the other Saint-Saens piece I was thinking of.  It is Carnival of
the Animals, Fossils.  The link takes you directly to the midi file.
http://www.geocities.com/lavendermist_lmg/midis/Classical/fossili.mid

Tandem Chess. 4 player variant where pieces taken from your opponent are given to your partner. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
Znark wrote on Thu, Apr 25, 2002 05:26 AM UTC:Excellent ★★★★★
In Australia we call it 'Transfer chess', or normally just 'Transfer'. 
Normally played with 5 minute time controls, no increment, and the team
loses when either player loses.  When a player is about to get mated they
will wait until their time runs out, unless their partner's opponent has
more time, in which case they will resign :)

Table talk generally includes 'knight is mate' (meaning that player can
give checkmate with a knight) or 'don't give him a knight!' (meaning if
that player's opponent gets a knight, some kind of terrible disaster will
happen), but suggestions of moves to play for your partner are frowned
upon.

Questions like 'Should I sac my queen for a pawn?' are also acceptable.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 25, 2002 03:48 PM UTC:
I spent some (to much!) time last night fooling around with Ruddigore Chess. I started by hacking and slashing up Fergus's Duniho's Chessgi ZRF, and seeing what happened. (Zillions is hardly the only tool suitable for this sort of thing, of course, but it is the one that usually comes to hand for me. Occasionally I worry about the effect this has on my game designing, since if the only tool you have is a hammer, everthing starts to look like a nail. However, the essay <u>Zillions of Games: threat or menace</u>, will have to wait for another day.) <p> As a frame, the battle represents a Loser-take-all battle between Sir Ruthven Murgatroyd (white) and Sir Despard Murgatroyd (black) as to who will be stuck being the cursed Bad Baronet of Ruddigore. <p> The initial rules were: <ol> <p> <li><b>Ruddigore</b> Chess is a <a href='../other.dir/chesgi.html'>Chessgi</a> variant, and all rules of that game apply except when contradicted below.</li> <p> <li>Each turn that a player does not perform a wicked deed by capturing a piece (their's or their opponent's), they must sacrifice a piece to the curse. Pieces in hand may be sacrificed. Sacrificed pieces are out of the game.</li> <p> <li>You may capture your own pieces ('If a man can't capture his own, pieces, <strong>whose</strong> pieces <em>can</em> he capture?'). Pieces of your own you capture go into your hand.</li> <p> <li>The first three turns are a Bank Holiday, and there are no captures or sacrifices then.</li> <p> <li>If you run out of other pieces to sacrifice, and you must sacrifice, you must sacrifice your King and lose.</li> </ol> <p> The problem with this game, as a few minutes of thought would have told me, is that it is far, far easier to capture your own pieces than the opponent's. What you get is mostly self captures with occasional threats in order to force a piece loss on the opponent, with the goal of having them run out of pieces to sacrifice first. Not very Chess-like. <p> The made the follow changes then, attempting to get more pieces engaged: <ul> <p> <li>Only the King, renamed the Baronet and given the ability to capture (but not move without capturing) like a Knight in addition to moving like a King [WFcN], can capture friendly pieces (if you want something done right . . .).</li> <p> <li>The Knights are replaced by Gentlemen, which are limited Nightriders (NN2).</li> <p> <li>Pawns are now Quickpawns which can always move two forward, and I've eliminated en passant to encourage them.</li> </ul> <p> This made a small difference, but not enough. So I eliminated the Bank Holiday, and made sacrifices required only on even turns (Sir Despard did all of his wicked deeds in the morning, and did good in the afternoon). This helped a lot, now you can capture your own piece on an even turn, and deploy it on an odd one. Now, though, I'm wondering if the Gentlemen are too powerful, since when dropped they can fork like anything. Maybe Halfling Nightriders? <p> I also find I'm tempted to rename everything: Pawns into Farmers, Bishops into Vicars, Rooks into Squires, and Queens to Stewards. But on the other hand, if the move hasn't changed, it is confusing to change the name of the piece. <p> Anyway, this is still very much an on-going project, and I'd appreciate any advice anyone has.

Peter Aronson wrote on Thu, Apr 25, 2002 05:27 PM UTC:
<a href='http://diamond.boisestate.edu/gas/ruddigore/discussion/short.html'>This</a> is a wonderful, if silly short summary of the plot of Ruddigore.

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
John Lawson wrote on Thu, Apr 25, 2002 11:45 PM UTC:Good ★★★★
If large teams were playing on many boards, like a tall skyscraper, there could be both local and express elevators.

ZoG world view[Subject Thread] [Add Response]
John Lawson wrote on Fri, Apr 26, 2002 12:10 AM UTC:
Peter Aronson wrote:
'(Zillions is hardly the only tool suitable for this sort of thing, of
course, but it is the one that usually comes to hand for me. Occasionally I
worry about the effect this has on my game designing, since if the only
tool you have is a hammer, everthing starts to look like a nail. However,
the essay Zillions of Games: threat or menace, will have to wait for
another day.)'

I had never thought of this effect, perhaps because I neither design games
nor write ZRFs (I entirely lack creativity).  I take this to mean that
ZoG-wise game designers will avoid designing games using concepts that
cannot be effectively implemented in Zillions-of-Games, thereby limiting
their own creativity.

At the same time, ZoG has been considered a tremendous boon to board game
variantists of all stripes, allowing them to play and test their
more-or-less obscure discoveries and creations without the need to actually
find and interact with other people.

So, the starter questions are, 'Does ZoG limit creativity?', 'If it does,
does it matter?'  What do you think?

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
📝David Howe wrote on Fri, Apr 26, 2002 03:05 AM UTC:
Links added. Thanks for the suggestion.

Ruddigore Chess[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 26, 2002 03:14 AM UTC:
I think that the silly summary is actually longer than a serious one would
be; but it's lots of fun and reasonably accurate. Definitely a useful thing
for those who don't speak the language.

As for the game, it seems a worthy endeavour, but needs to be clever or
else it will never.

'Mostly self-capture with the occasional threat'.

Idea 1. There is no problem. Sacrifice a few Pawns to build up an attack;
give checkmate, and win. You merely weren't sufficiently enterprising in
your play. (This idea could very well be false, but deserves to be
mentioned.)

Idea 2. Make self-capture less appealing than other-capture. Pieces go in
hand but are demoted? Something might work.

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
gnohmon wrote on Fri, Apr 26, 2002 03:16 AM UTC:
Given that there are four elevator squares, two could be up, two could be down, two local, two express. However, I thought that the simplest rule would be the best.

ZoG world view[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 26, 2002 03:22 AM UTC:
The only tool I usually use is the chessboard in my head, which usually
limits my games to things that I can playtest blindfold.

Given a chessboard and a few coins and a pencil and paper, one can do a
wider range of games than can be done using just the mental board; but then
I wonder if that distracts one from the 'pure thought' which proves so
productive.

I would have to say that whatever works well for you is best.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:32 AM UTC:
I kind of like the current version, and will play with it further.  That
is:

- Sacrifice every other turn

- Knights replaced by Halfling Nightriders

- Only Baronets (Royal WFcN) can capture own pieces

- Pawns are quick Pawns and no en passant

I'll try to find some of my usual suspects to playtest with via e-mail, and
see how it works.

Four seasons chess.. Medieval multiplayer chess variant on 8 by 8 board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Koyama wrote on Fri, Apr 26, 2002 04:37 AM UTC:Good ★★★★
I think that this is a great game and it is similar to the popular chess. it is fun and you can play it with four players instead of two.

ZoG world view[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:43 AM UTC:
Well, I do worry about limiting my designs to what works well for Zillions. Of the 17 or so games I've published since I've learned Zillions programming, only one -- Transactional Chess -- has not been implemented with Zillions. This leads me to wonder what games am I 'self-censoring' in favor the ones that are easily implementable with Zillions. The games I designed before were often difficult to completely implement for Zillions; some would merely say that Zillions was simplify causing me to simply the games, which is all to the good. But there can be simple ideas that are not simple to implement with Zillions. Chatter Chess would be a great deal of work to implement in Zillions, for example.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Moussambani wrote on Fri, Apr 26, 2002 09:26 AM UTC:
OK, who of you asked for the wrong furniture?

PS: If you don't know what I'm talking about, then it's not you.

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
John Lawson wrote on Fri, Apr 26, 2002 12:58 PM UTC:
I wasn't actually being that logical. I was thinking that when a piece got in any elevator, the owner could say, 'This is the express elevator' and send the piece five or ten boards away, instead of one. Since it would only be used in large groups, which play would be social rather than serious, it might add to the general hilarity.

Ruddigore Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 26, 2002 04:20 PM UTC:
I hadn't worked with halfing Nightriders before -- it's a very nice piece. All halflings have shorter range the closer they get to the center, but the hhNN is more extreme somehow, moving like regular Knights when in the central 4x4 area. I'll have to use them somewhere else someday.

Elevator Chess. Multiple boards with simultaneous games are linked through central elevator squares.[All Comments] [Add Comment or Rating]
Jared wrote on Fri, Apr 26, 2002 04:21 PM UTC:Good ★★★★
What if you had the setups on each successive board be rotated 90 degrees clockwise (or counter-clockwise)? You could call it 'Twisted Elevator Chess' or something.

Ruddigore Chess[Subject Thread] [Add Response]
David Howe wrote on Fri, Apr 26, 2002 04:38 PM UTC:
I have an idea for self-captured pieces: a self-captured piece cannot be
dropped to a square which is threatened by a friendly piece. This should
alleviate the use of self-captured pieces to checkmate or block checks.

Peter Aronson wrote on Fri, Apr 26, 2002 05:05 PM UTC:
That's a though, David. It does, of course, require you to keep track of two classes of captured pieces. A few other ideas in that direction: <ul> <p> <li>Self-captured pieces go into your <em>opponent's</em> hand, not your own;</li> <p> <li>Self-captured pieces turn into 'Prisoners', which can not be dropped, only sacrificed to pay for the curse (this is a more extreme version of Ralph's suggestion that self-captured pieces be demoted).</li> <p> </ul> At the moment I'm inclined to allow full self-capturing -- it's, ah, interesting.

On ShareDebate International. Online BBS magazine, and software for chinese chess, Korean chess, and for making sets for these games.[All Comments] [Add Comment or Rating]
Anonymous wrote on Fri, Apr 26, 2002 06:08 PM UTC:
I could not find the page, may be the adress is wrong

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