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Larry, Both of these questions relate to how check functions. If the win condition were capture of the King, it would not be in doubt. I think one has to think of check as the potential for capture that must be prevented. However, it must be prevented only when potential capture is imminent. That means, only when the relevant board is in play. I'll have to think through the specific cases. I'm working on a Zillions implementation of this game. I wonder if the checkmate condition will handle check this way! Thanks!
Just an idea: I understand the mandatory rule of Pawn promotion in this game, but I was thinking that this restriction might be too strict. Since Pawns are still able to perform moves from the 8x8 and 10x10, might the promotion be mandatory only when they reach the far rank of the 12x12. They would still have the option of promoting on the far ranks of the 8x8 and 10x10. Thus if a Pawn performs a capture into the 10x10 and 12x12 area of the field, it would be forced to reach the far rank of that particular field to obtain the privilege. Or like Shogi, the promotion zone could be considered to be three ranks deep. But given the option, might a player automatically promote their eligible Pawn? Are there any potential positions where leaving a Pawn un-promoted is an advantage?
Or, to be really mean, promotion might be only allowed on the far rank of the currently active field. Then might a player promote a Pawn which is located on that far rank without moving it? [Forgive my babbling.]
Larry, Interesting ideas. I think that these options are certainly viable variants. The one that is most intriguing is that of promotion on the far rank, since it goes with the overall theme.
Here's another idea: Instead of returning from the 12x12 turn directly to the 8x8 turn, the sequence might be 8x8 to 10x10 to 12x12 to 10x10 to 8x8, etc. A sorta in-and-out effect. This would make the 8x8 and 12x12 phase every fourth turn, and the 10x10 every other turn. Pieces located on the edge of the 12x12 field would be immobile for an extra turn.
Larry, You got me! This is what could be called the 'Zillions Effect.' I usually design my games in Zillions first and then write the article. I initially wanted to have the game work like you suggest, but I could not think of an easy way to program it. Instead, I created a special random-moving (?)neutral pin piece that toggles through a special move direction from an 8x8 corner to a single 10x10 corner to a single 12x12 corner and back to the 8x8 corner. The pin makes a random, but unidirectional, move automatically before White. Each piece has to verify the location of the pin piece before moving into the corresponding board area. The corner pin is also a visual reminder for the players. Simple. However, I could not think of a move direction that reverses from the 12x12 corner back to 10x10 back to 8x8, or another simple method to move the pin in a reversing way! So, I decided to abandon the reversing rule in the interest of programming simplicity!! Oh scandal, to let computer considerations determine the rules of chess! Ok -- I'm not a purist. I'll post the ZRF soon.
Tony,<p>
Why not have your pin piece go from its 12 x 12 corner to a second (i.e. different from the corner you're already using) 10 x 10 corner back to the original 8 x 8 corner?
Prehaps the peices on the outer 'rings' could be pushed in when the board contracts?
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