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Check out www.debian.org. They have xshogi running for the Debian GNU/Linux distribution. You <i>should</i> be able to compile it for any Linux distribution if you have all of its dependencies. Here's the link to the Debian page for xshogi http://packages.debian.org/stable/games/xshogi.html.
In order to prevent the upper levels from being clogged up, perhaps I should introduce a gravity rule: before a player moves, all of his/her pieces that both (1) haven't moved in the past two turns and (2) have an empty square directly below them descend one level. Or perhaps, when an elevation isn't possible, a 'captured' piece could be placed on any empty square chosen by the capturer.
I have been studying the advices in this thread and examining some of my ideas along this line. The following is what I have developed so far: Pawnless Chess -by Jianying Ji Introduction: This variant is inspired these primary sources: 1: Kevin Maroney's Ur Chess 2: Ralph Betza's Halfling Chess One of the main motivations of this variant is similar to that of Ur Chess in that I was looking for a 'simplified' variant of chess. As I read Ur chess I saw that many of the fiddly rules he was trying to change concerned pawns, so it seemed natural to me to dispense with pawns alltogether. But that led to an immediate problem, which is with the major pieces of FIDE facing each other the opening usually end up with a lot of exchanges and not many pieces on the board after the exchanges end. To combat this, the pieces needs to be weakened and captured pieces recycled. So I used halfling chess to weaken the pieces, and added the capture return rule to recycle the pieces. I changed the knight to halfling Knightrider to strengthen the army a bit so that it won't be too slow. The details follows: Board and Setup: Use standard chess board and setup with the pawns removed r n b q k b n r * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * R N B Q K B N R Rules: 1. All pieces move as they do in halfling chess, except the knight, which becomes a halfling knightrider. Motivation: To weaken the pieces so the opening will be more strategic, rather than tactical. As Peter Aaronson suggested and Ralph Betza showed. 2. A captured piece is returned to the owner, who is to put it back on its starting rank. It is the owner's choice, which open square to put the returned piece on. If the starting rank is fully occupied then the captured piece is discarded. Motivation: Since the ratio of pieces to squares is so low, to start with, this rule will keep more pieces in play longer, for a more tactical and longer endgame. 3. No repetition of a previous board position Motivation: Super-Ko rule is adopted to reduce draws. Object: Checkmate or stalemate the opponent Motivation: Stalemating the opponent is included as a winning condition to reduce draws. Notation: R a1 x a5 [a8] piece source capture destination drop location piece: name of the piece source: starting square capture: x if capture occured, - if non-capturing move. destination: ending square drop location: the location to which the captured piece is dropped Can be abbreviated if no ambiguity arises. Remember, if capture occurs, drop location must be specified. Comments: Shortest fool's mate is 2.5 moves, which is comparable to FIDE, with the added benefit of being more 'foolish'. Tempo is most important in this game. Losing tempo can be fatal. It is even more important than safety of specific pieces. Since pieces are recycled. I have done some playtesting but I would welcome more. And any more suggestions!
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I've submitted an entry and I think that perhaps, just perhaps, they should remove the competing entry that's up there until they start adding new ones...just to be fair. Just a thought. Regards Tomas Forsman
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Looks good, but are two long leapers necessary? It seems to me that having just one repeated piece is not elegant (this is my OPINION in GENERAL, I'm not saying your game is not elegant). What do you think about that?
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Nice job, useful as starting point.
For Italian-speaking people see <a href='http://web.tiscali.it/marcobresciani/Manuale/'>Scacchi Tridimensionali</a> di Marco Bresciani.
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The ignored contestant is right.
If the moderator of the contest has insufficient time to handle the contest, then he should remove himself, replace himself with someone who can.
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Sorry about the lack of response. I have unlisted the one existing entry. Hopefully Fergus will publish the submitted entries in the near future.
This is looking interesting. Have you tried it yet? If you don't have an opponent it would be easy enough to program for Zillions, given that Halflings have been figured out for ZRF.
<p>
In his page on <a href='../dpieces.dir/amontillado.html'>Amontillado
Chess</a>, Ralph Betza speculates that a Halfling Nightrider is worth
in the neighborhood of 1/2 a Queen, or approximately the value of a Halfling Queen. I don't see this as a problem with your game, mind you, but if it is correct players will have to be careful to keep in mind the new balance of power amongst the pieces.
<p>
I do wonder about the piece density -- 16 pieces on 64-squares do seem to rattle around a bit. I suppose you could double the back rows except for the Kings, although I'm not sure that would improve matters.
<p>
I'm not sure if it necessary, but if the game tends to end in draws even with the stalemate rule, you could also add victory by Bare King.
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Well of course elegance is in the eye of the beholder, but that's hardly a satisfying answer, is it?
<p>
Why only one doubled piece? Well, the descent of Rococo is from Orthochess via Ultima, and in Orthochess of course there are three pairs of pieces, while in Ultima there are two pairs, and Rococo has one pair. It seems as piece types are added, doubled pieces are removed.
<p>
But that's history, not an answer. One way to look at it as is that pieces in Rococo are either <strong>paired</strong> or <strong>doubled</strong>. Here are the pairs:
<p>
<ul>
<li>King and Chameleon. This is the weakest pairing, but does correspond roughly to Orthochess's King and Queen: the piece the must be captured and the piece that captures in the most ways.</li>
<p>
<li>Advancer and Withdrawer. The two mirrored capture methods, also the two capture methods borrowed from Fanorona.</li>
<p>
<li>Immobilizer and Swapper. The piece that stops opposing pieces from moving, and the piece that can move opposing pieces.</li>
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</ul>
This leaves the Long Leaper doubled up, as it doesn't seem to have a logical complementry partner. Can you think of one?
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<blockquote>
'The only other rule I can think of is that if it's your move and the
other player is already in check, you cannot capture the King but you
can play any other legal move you choose'
</blockquote>
This also deals with the discovered check problem in multiplayer variants:
that is, when player A moves a piece that was blocking player B's piece,
so now player B's piece attacks player C's King, and the turn sequence is
A-B-C so player C never gets a chance to move out of check before being
captured.
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Perhaps a copy to President Bush might enlighten.
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I had lost the rules for the game but thanks to this item it has clarified how to win and how to play although I would like to know the importance of the king.
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This link is broken.
<br>'Die Seite, die Sie suchen, gibt's hier nicht (oder nicht mehr).'
<p><i>Fixed! --DH</i>
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IS THERE A TEN MOVE CHECK MATE??? QUESTION IF U KNOW PLZ CONTECT ME AT WINGERJJ@HOTMAIL.COM
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In Mexico Bughouse is known as ESPARTACO like the Roman slave. Drop a pawn in 7th rank is not permited, but the rules can vary and nobody knows how it came to Mexico, but it is really delightful specially for young people, who considers it with so much excitement.
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As the inventor of Invasion, I'm warmly thanking this anonymous reader for his comments. He wants a bigger board. Why not, good idea ! This game was designed for the 84-square contest. I've just seen that this contest is frozen and my game unlisted ! Tough award ! So, it might be the time to get free and think about a bigger board, dear reader. Check it out in future here or on www.chez.com/cazaux/ Cheers
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The link works again. http://www.spielbox-online.de/indxtemp.html?/spielarchiv/ttm/dastroja.htm
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> This also deals with the discovered check problem in multiplayer Not to mention variants where both (or many) sides move simultaneously and then the moves must be resolved. For example, the multiplayer game Diplomacy, which IM Bela Toth introduced me to, has everybody move independently and then conflicts are resolved by complicated rules; and for contrast, the multiplayer game Risk (and thanks to Bela I can win this game) is completely turn-based. These things are complex, and this is unfortunate in a way because we susally seek simplicity; but it may be necessary. Synchronous Chess is an ancient chess variant where both sides move at once and the conflicts are somehow resolved. Realtime Chess is a first-draft inspiration of the moment by me, and the idea is that you just move your pieces without waiting for the other guy to move. Your clock is *always* running. ((I see no way to make rules that keep it from bing a simple stupid clickfest.))
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NOTE: New permanent web page address for CHESMAYNE CHESS DICTIONARY Hello, The 2002 edition of the Chesmayne Chess Dictionary is now available at a new permanent address [below]. It has 100,000+ chess related keywords, AZ indexes, pictures, midi's, graphics etc. I would be grateful if you could give me a link. http://chesmayn.valuehost.co.uk Yours sincerely, Chesmayne.
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Having just bought a chess board as we felt too much time was spent in front of the TV!!!!!! Well done, You explained the rules very simply. Thanks.
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I hve played the game a few times. mate does take time but not impossible, in fact draws should be extremely rare, since captures are nearly impossible and positions can't be repeated, so a mating position will have to come up, and failing that a stalemate position which is also a loss or win depending on the player. Though I am looking for more playtesting. email: jianyingj@yahoo.com
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