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Odin's Rune Chess. A game inspired by Carl Jung's concept of synchronicity, runes, and Nordic Mythology. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Gary Gifford wrote on Tue, Mar 1, 2005 05:45 PM UTC:
Thanks to all who have commented on this new game. Comments are much appreciated. Here I wish to respectfully address two piece issues that were raised. (1) One comment was that the colorbound pawns were likely not a good idea. I need to point out that the pawns are not truly color-bound because Valkyries can rellocate friendly pawns to an opposite color square. But aside from the Valkyrie factor, the Ethel Pawns are much like little strange Bishops confined to a Runic vector. But, that was part of the game design, i.e., to adhere to Runic images and interpretation. [note: the Ethel Pawns are certainly far more free than the Chinese Chess Elephants and Guards]. Anyway, the Ethel pawns are only truly color-bound after the player losses both Valkries. In Chess we often hear of 'Opposite colored Bishop endings' which are typically drawish. In Odin's Rune Chess we can now experience 'opposite color pawn endings.' Of course, Valkries can change these opposite color endings. (2) There was also a comment about the Kings' dependency on adjacent pieces. Indeed, the Kings can be very strong or completely powerless. The writer stated that players may go after non-royal pieces to weaken the Kings. But is that a bad thing? Now players may have to treat other pieces, at times, with the same respect usually reserved for Kings. I think it makes for richer strategic and tactical possibilities. Time shall tell. Regards to all, Gary K. Gifford