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ZigZag Madness. (Updated!) Featuring the crooked dual path sliders: the ZigZag Bishop and the ZigZag Rook. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 5 06:27 PM UTC:

I found a nice way for dropping the Ninja Pawns. The mU from some reserve brouhaha squares , restricted by a morph is not really working here, because in the same turn as the drop the Ninja Pawn can also move. And it is not possible to use the U in a multi-leg descriptor together with other moves.

The mU method is very inefficient anyway, because the AI will first generate drops to all empty squares, and then examine all of those through the morph array, to reject most of them. And if there are multiple pieces of the same type to drop, it would do that for each of those, duplicating moves that are really the same.

What I have now positions all Ninja Pawns on the 2nd rank in an area disconnected from the true board, and let them enter the board as a non-capturing Flying Rook. They cannot 'fly' before they crossed the chasm between the hand area and the play board, so only the left-most in the hand area can be dropped. The Rook move has a defined direction, so that continuation legs can be appended to take care of the move they can do after dropping. A morph transforms them to the desired move wherever they land, and forbids moving within the hand area.