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![A game information page](/index/game.gif)
In George Hodges' 'Ten Shogi Variants', Wayne Schmittberger states, in the Tai Shogi section, 'A single Pawn, or other weak piece, advanced too far to be protected can, under certain circumstances, be fatal in a game of Tai!' If this is true, then it's unlikely that Spinal Tap vs. Terror Chess has reached the stage where there is so much material imbalance doesn't matter.
Well, given that in Tai Shogi pieces promote when they capture (I think), he might have been discussing something other than material.
![A game information page](/index/game.gif)
![Unverified Commentor](/index/unverified.gif)
I'd rate both the site and the game as excellent, the site because the comments at the top prompted me to try the game, which has become my preferred form of chess. I haven't seen a zillions file for this; I wrote one myself which works fine except for the limited promotion rule -- given the current Zillions language, FIDE type promtion to any piece is easy, promotion restricted to previously captured pieces would be tedious to code.
![A game information page](/index/game.gif)
<p>Thanks for your good treatment of Ultima. It seems like this game is a common assignment for computer science students in AI classes. My programming class just had to make a 'Baroque Chess' program, and I put mine on my web page as an applet, just in case you want to link to it.</p>
<p><a href='http://people.tamu.edu/~jwp2654'>http://people.tamu.edu/~jwp2654</a></p>
<p>Thanks again for the help your site offered in designing the program. BTW, I did cite your website in my program report. :-)</p>
<p>
Jesse Plymale <br>
jesseplymale@tamu.edu <br>
http://people.tamu.edu/~jwp2654/
</p>
![A game information page](/index/game.gif)
![Former Member](/index/unverified.gif)
This is kind of a beta, it has not been tested and changes may need to be made. One thing that I have noticed already is that it is possible to completely avoid alowing the rook to get to a square from multiple directions is to have it move as a normal rook or move in any diagonal direction followed by an (optional) ouwards rook move. This seems to work better in all possable ways except that it does not feel right to have a diagonal move for a rook. Anyway I hope you enjoy the game. Another mistake I noticed was that I asked anyone who found a way to fix the bishop to email me, and then I didn't give my email. It is cpw@maine.rr.com
![A game information page](/index/game.gif)
![Former Member](/index/unverified.gif)
I was just wondering exactly how values add up. It says that the weakest Rook's estimated value is 1/24 of a Rook. Which means that one weakest rook is worth 1/24 of one Rook, but does it also mean that haveing one Rook is the same as haveing 24 weakest Rooks? I don't think that that is true. So, if I'm right, how does one add values together?
![A game information page](/index/game.gif)
![Editor](/index/editor.gif)
This is an interesting idea. Here's a logical extension of it:
<p>In 2d chess (thinking in the abstract), pieces are 0 dimensional (ie. points) that move in a line (1 dimensional movement).
<p>Perhaps in 3d chess, pieces could be 1 dimensional (ie. line segments) that move (as suggested) in a 2 dimensional plane. Their direction of movement would be constant, it would simply be their area of movement that would cover a two dimensions.
<p>In the diagram below, the 3d Rook piece at [a1,d1] could move to [a2,d2] or [a3,d3]. It would be blocked by the 3d Bishop piece at [c4,d4]. It could, however move to [a1,d1] on the next level up, assuming no friendly pieces are blocking it. However for the 3d Rook to move to the other half of the board (ie. files e-h) it might have to rotate. Or then again, perhaps in that direction it only covers a single rank instead of a plane.
<pre>
+---+---+---+---+
| | | | | 6
+---+---+---+---+
| | | | | 5
+---+---+---+---+
| | |---B---| 4
+---+---+---+---+
| | | | | 3
+---+---+---+---+
| | | | | 2
+---+---+---+---+
|-------R-------| 1
+---+---+---+---+
a b c d
</pre>
![Unverified Commentor](/index/unverified.gif)
I hadn't even thought of that. The next step is to find out how to implement it. On an 8x8x8 board it would make sense to have each large piece to take one column. But then you would have a normal chess game, as near as I can see, for this reason they would need to be less than 8, which has been the standard size of everything so far, long. I would welcome your imput on how long they should be, and how to implement a 1 dimentional bishop, I don't think that it should be the same as a rook. If I can think of a way to do it i might try to make a second 3d chess variant that utalizes this idea, if you can think of a good way to implement it please tell me. All of this so far assumes not rotation, if rotation can happen then the best set up I can think of would be each piece in its normal place, taking up the entire column, if no one rotates any pieces it is a very odd looking game of normal chess, but when rotation does occur things get more complex elemets appear. If anyone knows of a good rule for rotation, or has any ideas on how to implement smaller than 8 sizes of 1d piece please say so here. On two final notes, I'm trying to find a system to extend chess into nth dimetions, useing point based pieces. This would be too big to have in reality, unless your nuts like me. Second I'm sorry about my gramma, spelling, and general writing style; I write how I think which is sometimes confuseing even to me.
![A contest or tournament](/index/contest.gif)
![Unverified Commentor](/index/unverified.gif)
Looks like Invasion is currently in the lead. :-) Are people preparing entries for this contest?
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A couple of off-the-cuff ideas: Rotation: A rotation of a piece would count as a move (a la 3M's Ploy), but perhaps should be limited in such a way as rooks remain rooks and bishops remain bishops, etc. Size: Pieces could start at eight squares, and change size as a move. That might be interesting, because a shorter piece would have less influence but might be able to slip through places otherwise blocked.
![A contest or tournament](/index/contest.gif)
The editor handling the contest, Fergus Duniho, hasn't been available to work on it of late. But there's plenty of time, and it will be caught up eventually.
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![Former Member](/index/unverified.gif)
This is how i see rotation as playing out, each piece is 8x1x1 and acts like a normal 2d piece because it can only move in two dimentions, but by rotateing it (in multiples of 90º) you can change which 2 dimentions it can move in. What I'm not sure about is what it would rotate around, if the piece is to rotate around it's middle it could only rotate when in one of the center squares. In this idea 3d moves don't really matter. But if the piece size is changeable then 3d moves could happen, then the question is what type of 3d should it be? I'm not sure how this (the 3d moves presented here) would translate with a piece that takes up more then one square, I'll look into it when I have the time.
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![Unverified Commentor](/index/unverified.gif)
Your explinations are both to complicated and confusing you should try simplifing the discription and how you explain the rules. This is just a suggestion so if you get mad its your bad. In conclusion I would like to say people hate reading complicated things because it will, most of the time, confuse them and remind them of the many grolling years of grammer school they attended.
![A game information page](/index/game.gif)
![Editor](/index/editor.gif)
I was thinking of a setup such as:
<p>Each piece is a vertical line of length 4. The leftmost white Rook (for example) would initially occupy a1 on levels 3 though 6. The leftmost white Knight would occupy b1 on levels 3 through 6. Etc. Black pieces would occupy similar positions on levels 3 through 6.
<p>Rotation would be allowed, but only allowing pivot points on the ends of the lines. Rotation would require an entire move and capture by rotation would not be allowed. For white pawns that have been rotated to be horizontal, forward is up. For black pawns, forward would be down. Pawn promotion would still only occur on the last rank (and not the last level).
![Former Member](/index/unverified.gif)
That sounds like a good set up, do you see moves occuring in the same patterns as I presented above, just wider in one dimention, or do you think that a more tradional, or even entirely new move system should be used? I'll draw up move diagrams with 4x1x1 pieces, do some calculations and see how it comes out, but I'm almost entirely sure that the pieces will come out stronger than they should be. It shouldn't be hard at all to do the same for tradtional 3d moves so I'll do the same for them.
![Former Member](/index/unverified.gif)
Well I'm not going to figure out how my moves would work with larger pieces because I thought to begain with the biger pieces would be too strong, and I guess I was being optimistic, because the the pieces would probably be able to get to almost every square in one move. On the other hand I found the tradtional 3d moves gave intresting results: the bishop was far stronger than the rook. I think that an entirely new system of 3d moveing would have to be created for 1d pieces to maintain normal values. I don't think that I could make a new one that fits well with the 1d piece, on the other hand you guys seem pretty smart so maybe one of you can.
Continuing with this subject let me propose the following: let their be 9 levels of mastery (similar to asian game ratings, but in keeping with western chess theme, we need a different name than dan) Between each level and the one below is divided 4 sublevels. (Again a name is sought) The difference between sublevels is one point, as described by Ralph Betza in http://chessvariants.com/d.betza/pieceval/p3-01.html. The move is good enough for difference of one sublevel. The difference between levels is then naturally 4 points, or pawn and move. For other handicaps we need to temper with the army somewhat, but whatever we do must be ballanced, from openning to endgame. Also as can be calculate, I envision the largest handicap to be 36 points, roughly the value of an amazon. I think this is a reasonable upperbound but as I am not a good chess player, input would be really appreciated.
![A contest or tournament](/index/contest.gif)
![Unverified Commentor](/index/unverified.gif)
I know of three other entries that have been submitted, and one more in playtest. I presume that Fergus is simply backed up for now.
![A game information page](/index/game.gif)
![Unverified Commentor](/index/unverified.gif)
![A game information page](/index/game.gif)
![Unverified Commentor](/index/unverified.gif)
In Spain is called 'vicio' that mean vicious because when you start to play you can´t give up. If you need any other information about can look for me in ICC
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![Unverified Commentor](/index/unverified.gif)
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!
![A game information page](/index/game.gif)
![Unverified Commentor](/index/unverified.gif)
Thanks i didn't know which way the king could move thank you so much
![Unverified Commentor](/index/unverified.gif)
I think you should be able to have a mini game of chess
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![Unverified Commentor](/index/unverified.gif)
can a king switch places with a pawn when in check?
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