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Ratings & Comments
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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.
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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.
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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.
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'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.
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The ascii diagrams show an extra White N on b1.
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> 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....
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.
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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.
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I am convinced! The last paragraph of the <b>Notes and Comments</b>
section now contains the suggested terminology.
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.
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.
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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.
<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?
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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.
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.
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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.
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needs more deatel about how to move attack bord and moving peaces.
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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.
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.
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.
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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.
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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...
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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.
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