Check out Smess, our featured variant for February, 2025.


[ 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 ]

Ratings & Comments

EarliestEarlier Reverse Order LaterLatest
Ruddigore Chess. Chessgi variant where you can capture your own pieces, and every other turn you must capture or sacrifice a piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
John Lawson wrote on Sun, May 12, 2002 12:31 PM UTC:
Most logically, 'Basingstoke' could be used to force ones opponent to vary
his move in a perpetual check or draw by repetition situation.  This would
hardly have a broad application.  Perhaps some mechanism could be added,
allowing one player to force the other to withdraw a move under some
circumstances.  To keep it under control, this could work like doubling in
backgammon, where once you use the option, you can't do it again until your
opponent has.
Maybe could work like that more exactly, where you could compell a move to
be taken back, but the value of the game doubles each time it's done.

Imitating Chess. Pieces move as the last moved piece.[All Comments] [Add Comment or Rating]
Jianying Ji wrote on Mon, May 13, 2002 03:49 AM UTC:Good ★★★★
Every move imitates the ability of the piece moved before, except the
first move for nothing is before it. What if time is circular, in that
spirit I propose the following variant:

As a first move, any piece can be moved with any power, however this
implies the last move must be made with a piece with such power, and
any move during the game that would make such a ending impossible is 
declared illeagal.

Anti-King Chess. Each player has both a King and an Anti-King to protect; Anti-Kings are in check when not attacked. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Mon, May 13, 2002 04:53 PM UTC:
I do seem in general to have been influenced by Parton. I share his interest in non-replacement capture; although in my case I came to Chess Variant design from a general interest in games, and have looked at many games over the years with many forms of capture. <p> But many of my games seem to owe somthing to Parton: Snark Hunt, Jumping Chess and Interweave in particular. <p> But there could be worse models.

history of chess[Subject Thread] [Add Response]
David Howe wrote on Mon, May 13, 2002 05:11 PM UTC:
Project Gutenburg, while they concentrate on 'plain vanilla texts', also produces some works that are (or contain) non-textual information. Also, they are no averse to producing HTML products, as long as there is a plain text version available. <p>FFEN is one option, but we could also use GIF's. Or even plain old ugly ascii diagrams. The book would definitely have to be broken up into chapters, as the full book in one file would be too huge. <p>I'll send a request to PG to see if they feel the book (Hoc) is public domain.

Ruddigore Chess. Chessgi variant where you can capture your own pieces, and every other turn you must capture or sacrifice a piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Tue, May 14, 2002 01:49 AM UTC:
'Seems to me that Basingstoke indicates a temporary mitigation of the
situation, not a permanent cessation;'

Wonderful. Supposed to be chess variants and here we are sitting around
discussing the deeper meaning of Basingstoke.

All praise to Meander, the god of Usenet thread drift, but the great thing
is that Basingstoke is totally on-topic for this CV!

Using Basingstoke as the official verbiage for a draw offer avoids
introducing any new rules that affect the play of the game; and it is only
a temporary thing because it is assumed that one might start another game.

Spacious Torus Chess. Chess on a toroidal board, using Ralph Betza's spacious pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Tue, May 14, 2002 01:52 AM UTC:Good ★★★★
The ascii diagrams show an extra White N on b1.

Anti-King Chess. Each player has both a King and an Anti-King to protect; Anti-Kings are in check when not attacked. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
gnohmon wrote on Tue, May 14, 2002 01:58 AM UTC:
> But there could be worse models.

Should I have explicitly stated that the word 'Partonesque' is implicitly a
compliment? 

I thought that would go without saying, like saying you've had an
Einsteinian idea....

💡📝Peter Aronson wrote on Tue, May 14, 2002 04:27 AM UTC:
Oh, I took Partonesque as a compliment!  It's just my regretable tendency
towards weak statements that made it sound otherwise.  I'm a big fan of
V.R. Parton's work.

Interweave ZIP file. Game with elements of Checkers and Ultima where all pieces are colorbound and only capture pieces on the other color.[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, May 14, 2002 04:47 AM UTC:
Another fix, I'm afraid, this time for a capture by a Pawn landing on the 7th rank, and not promoting. Previously, if you did not promote, you did not actually capture, which was wrong. ZRF is now at Rev. 1.5.

Ruddigore Chess. Chessgi variant where you can capture your own pieces, and every other turn you must capture or sacrifice a piece. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, May 14, 2002 04:56 AM UTC:
I am convinced! The last paragraph of the <b>Notes and Comments</b> section now contains the suggested terminology.

3LWC Chess[Subject Thread] [Add Response]
Doug Chatham wrote on Tue, May 14, 2002 12:27 PM UTC:
I've recently had a strange idea for an 84-square chess variant, and I'd
like to get some comments on it.

I call it Three-Layer Wedding Cake Chess.  The bottom layer is a standard
8x8 chess board with the standard chess piece placement.  Above the middle
16 squares is the second layer, an initially empty 4x4 board.  Above the
middle four squares of the second layer is the third layer, an initially
empty 2x2 board.

The goal is to get your queen and king on the top layer before the
opponent's king and queen can reach the top layer.

There is no check, checkmate, or any true capturing.  A piece (including
P,R,B,N,Q, or K) can move onto a square occupied by an enemy piece only if
the square immediately above that enemy is empty.  When such a move occurs,
the enemy piece is 'elevated' to the square immediately above its current
positions.  If a player can elevate an enemy piece, he or she must do so. 
If more than one elevation is possible, the player can choose which one to
carry out.

A player may move a piece to the square immediately below that piece if
that square is empty.

Pieces move on the top layers just as they do on the bottom layer, except
that pawns may only promote on the bottom layer.

FIDE rules apply except as I've contradicted them above (so, for example,
there are no 3D moves other than the ones given above,).

Previous variants inspiring and influencing this one include Bachelor Chess
(the wedding theme), Pyramid Chess (board layout), Reenterent Chess (each
square on the top two layers acting like a reentering square for 'captures'
on the square immediately below), Losing Chess ('captures' compulsory), and
Elevator Chess (inspiring the term 'elevate').

I hope you find this entertaining.

Peter Aronson wrote on Tue, May 14, 2002 05:24 PM UTC:
Well, to damn it with faint (or dubious) praise, it seems reasonable to me, at least at first blush. <p> With forced captures and an attainment goal, the play will not be particularly Chess-like, I suspect. Not that that's a problem. <p> It has some simularities to <a href= '../diffobjective.dir/giveaway.html'>Losing Chess</a>, but only in the middle. I do wonder if the board will just become hopelessly clogged, particularly the middle board. The problem is, pieces can only be forced to move by offering them captures, and captures can only be offered <strong>on</strong> the squares you want to be able to move pieces <em>off</em> of. <p> Perhaps some form of capture other than elevation is required for the outer boards, such as <a href='../difftaking.dir/circe.html'>Circean</a> capture where captured pieces are returned to their starting square.

ChrisWitham wrote on Tue, May 14, 2002 08:29 PM UTC:
What happens if the top squares get filled up?  Is the game a stalemate, or
is there a way to clear out the top to make room fo the king and queen? 
Also this has some resembalance to Cheops, in which one of the two
objectives is to have the queen on the top level of the pyramidal board.

CV Pages as Lit[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, May 14, 2002 11:30 PM UTC:
<h4>CV Descriptions as Literature</h4> Ralph Betza recently complimented on how my page on <A HREF='../other.dir/ruddigore-chess.html'>Ruddigore Chess</A> was written. This led me to think about Ralph's excellent pages for <A HREF='../other.dir/nemoroth.html'>The Game of Nemoroth</A>, and wonder: can an Chess variant's description also be a work of literature? <P> (Let me note that in my view, literature comes in a quite a large range of quality, and piece of writing does not have to be to the standards of F. Scott Fitzgerald or James Joyce to qualify. The fast and loose definition I'm going to use here is that literature is writing of at least reasonable quality, intended to be pleasurable or moving to read. (The intelligentsia may now commence my immolation.)) <P> A possibly analogous situation. One of my two degrees is in geography, and of course I was educated in its history. Until the late 19th Century, Geography (with the exception of Cartography and related disciplines) was primarily a descriptive science, and could be and was looked at as a variety of literature -- the literature of place. A piece of geographic writing was judged almost as much by the quality of its writing as the correctness and completeness of its facts. <p> Chess variants as described in these pages are a combination of rules and description, of algorithm and literature. While I would hardly suggest that the quality of the writing is anywhere near as important as the quality of the rules, yet sometimes the writing is very good. If you search through these pages, you will admittedly, find many bare-bones or clumsy descriptions of Chess variants. Often it is not the fault of the author, who may be laboring with a foreign language, or simply not have time or writing experience for the type of description they would like to produce. And opinions vary; as editor, I have corresponded with authors who prefered a very minimalist presentation of their designs. But still, if you wander through these pages, you will find stories and jokes and puns, references to arts and popular culture, small essays on the processes of designing and playing games, and snatches of biography and history. Sort of a literary smorgasbord. <p> Does all of this additional material add or detract from the rules that are the <I>raison d'etre</I> of the pages in the first place? Do readers like their Chess variants straight, or with a splash of story?

ChrisWitham wrote on Wed, May 15, 2002 01:14 AM UTC:
I think that it depends opon the variant and the wirteing style, a bare
bones rules would be preferable to a badly writen naritive which has the
rules in it, on the other hand a sci-fi/fantasy based varient would seem
stale or flat without somekind of backround.  And when it comes to
background there is a very large gray area, becuase you could easily say
that why a piece was chosen to move the way it does is part of a bare bones
discription, but sometimes the reasoning is so complex it could qualify as
literature.

There is also a question of 'What is literature?' a common question is 'Is
a comicbook literature?' in this case it might be better as 'Is a
discription literature?' some would say yes, others no.  Certainly I would
always prefer a discrtiption into which some kind of tone or voice has been
put, but that is not the same as haveing something on the level of Ralph
Betza's Nemoroth, which gives you the feel and atmosphere of the game.  If
everyone could write on that level then we would have an impressive
colection of CVs and literature in one, and games that otherwise might have
been overlooked would be noticed and played.

I fear that I may have lost track of my point near the first or second line
but if I try and go back and change it this will make even less sense. 
Basicly what I'm saying is that a well writen back story or setting could
never hurt a discription, and in some cases it's absense would.  Also a
discription its self can have a certain literay flavor to it that makes it
easier to read and understand than a bare rules only format.  I think that
the most disireable form of a discription is first and formost the rules,
backround information on how the game came to be and why the pieces are the
way they are, and any story or such thing that goes with it, i.e. a game
claiming to be elven chess should say a bit about how the elves played the
game.  If the rules are mixed in with the other elements, like for example
as in Nemoroth it may also be a good idea to have them listed sepreately,
also as in Nemoroth, so that those that don't want to read the non rule
related elements don't have to, and those that want to quickly refrence a
rule can.

I know I rambled and I hope it made sense and was in some way helpful.

John Lawson wrote on Wed, May 15, 2002 05:56 AM UTC:
Although the format of the CVP is like a database or encyclopedia, I think
that it is actually better thought of as a 'conversation' about chess
variants.  Many variantists probably actually play very little, and most
variants receive very little play.  Therefore, the main point of the CVP,
at least for some, is the communication of the ideas behind the variants.

As in any 'conversation', although the primary focus is to impart
information, a desire to amuse, entertain, and interact is perfectly valid.
 Also, some variants are better understood with the story that inspired
them.  A bare-bones exposition of the Nemoroth rules would seem
incomprehensible and arbitrary.  Other variants that are hard to appreciate
without their background stories are Peter's Ruddigore Chess, or Dan
Troyka's Hitchhiker Chess.

One is on thinner ice with descriptions that are just plain silly, like my
Pizza Kings.  It is important to avoid a descent into pointless sophomoric
humor, like the relentless plays on words in the headlines of bad
newspapers.

We should also remind ourselves, when writing rules, that the CVP has an
international following.  Therefore, it is likely that the point behind
Ruddigore Chess is completely opaque to someone with no knowledge of or
interest in late 19th C. English musical theater.  We also have to be
careful not to obscure the rules with verbal cleverness.

The beauty of the recently improved comment system, is that it provides a
forum for those so inclined to play with words and concepts, without
getting in the way of the clarity of the descriptive pages.

I think I might have had a point once in all this, but I ignored it and it
wandered away.  I like clever and amusing literate writing.  I think it
enhances the CVP, but it is not necessary to the CVP.  Intelligent,
well-thought-out, and clearly described variants are what is necessary.

ChrisWitham wrote on Wed, May 15, 2002 06:43 PM UTC:
Having had time to think of my earlier comment I am almost entirely sure
that I lost the point, the reader, or both.  I'll try to keep it short this
time.  I completely missed one of the points that I had wanted to make.  A
discription with just the rules can be writen in such a way that the author
puts their own tone or flavor into it, this gives the reader a feeling that
the author is speaking to them.  This effect is helpful because for some
reason it is easyer to understand the same information if it seems like it
is said to the reader, it is also easier to remember.  This probably
doesn't make it all the way to literature, but it is somehow more than a
barebones discription.  This somewhat goes with what John said about it
being a kind of conversation.

Tridimensional Chess (Star Trek). Three-dimensional chess from Star Trek. (7x(), Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
david wrote on Thu, May 16, 2002 01:33 AM UTC:Good ★★★★
needs more deatel about how to move attack bord and moving peaces.

Southern Shogi. Shogi variant where pieces move like friendly pieces `south' of them. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Jianying Ji wrote on Thu, May 16, 2002 11:02 PM UTC:
This variant also appears as Annan Shogi

CV Pages as Lit[Subject Thread] [Add Response]
gnohmon wrote on Fri, May 17, 2002 02:51 AM UTC:
Pizza Kings is a charming piece of somewhat humorous literature; it won't
make you laugh aloud like 'The Literary Offenses of James Fenimore Cooper',
but it may bring a smile.

Many variants recieve very little play, while others become popular. In
order for a variant to become popular, people have to try it at least once.
How do you get your reader interested enough to try playing the game?

A good presentation can't hurt. At least if it's interesting to read,
people may read it all the way through, and that's a start.

Sometimes the idea of the game is sufficiently intriguing in its own right
that you get people to play it without anything special in the way of
presentation. 'There's nothing in the way of presentation, you can get
right at it.' (That's from _It's a Gift_, right?) This was the case with
Avalanche.

A good presentation is Partonesque. His games were always introduced with a
bit of a premise and a bit of whimsy.

In other words, like all good literature, it's advertising; or even product
placement, as in Refreshing Bubble Fizz Chess.

I had a point here somewhere, but it wandered off. Perhaps my point was a
neutral piece and my opponent moved it somewhere I can't see it.

John Lawson wrote on Fri, May 17, 2002 05:21 AM UTC:
I went back and reread Pizza Kings, and it's better than I remembered. 
Pizza Kings actually had a definite satirical purpose.  At that time,
people were suggesting various different armies with themes like leaping,
or spaciousness, or fizziness.  I just extended the theme to something
completely irrelevant to chess, and then developed the theme deadpan.  Part
of the point I was making earlier is that sort of thing is only pleasing in
moderation.  If I had gone on to invent the Avenging Appetizers and the
Beer Batterers, the result would have been far less than three times as
amusing.

I was also unclear in stating my preference.  I much prefer an entertaining
and engaging description.  I am one of those variantists who actually
rarely play, but, concurring with gnohmon's point, I found Nemoroth so
fascinating that I am actually playing an email game.  That is based on two
things: the terrific description, and the original mechanics.  In the case
of Nemoroth, they cannot be separated.  Without the story, the mechanics
would seem capricious.  Without the unusual mechanics, the story would just
be an exercise in cleverness, without point on the CVP.  Now, e.g., there
is a clear picture in my mind of a Leaf Pile, what it does, and why.

Tony Paletta wrote on Fri, May 17, 2002 05:17 PM UTC:
MY personal preference is for CV proposals that contain a minimum of
narration and a straight-forward presentation of the author's rules. 

I'm OK with very brief comments that actually simplify learning the rules,
but I have very little interest in extended narratives.

Tridimensional Chess (Star Trek). Three-dimensional chess from Star Trek. (7x(), Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
ChrisWitham wrote on Fri, May 17, 2002 05:36 PM UTC:Good ★★★★
This is more or less an overview of the rules, for the full rules you have to pay. If you are intrested in them go to Andrew Bartmess' page linked to under the notes.

Rules of Chess FAQ. Frequently asked chess questions.[All Comments] [Add Comment or Rating]
Gr8 at chess wrote on Fri, May 17, 2002 10:11 PM UTC:
if your not in check, and you accidently move yourself there, not realizing that it will put yourself in check, and you take your hand off it, can you take it back, because i heard its a rule you can't move yourself into check...

Moussambani wrote on Sat, May 18, 2002 02:10 AM UTC:
Yes, that move is illegal, so you must act as if it never ocurred. it's not that you can take it back, it's that you MUST take it back.

25 comments displayed

EarliestEarlier Reverse Order LaterLatest

Permalink to the exact comments currently displayed.