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Well, this game is at least very original and it seeems really interesting at first view. I`m anxious to see the ZRF and game example, to take a better idea. Good job, Joost.
Do the colors of the board have any special significance? (ok, grey separates segments, but what about pink, green and blue, and the outlines of grey squares?)
many interesting ideas in this game - well done!
The ZRF implementation is already finished and so is the sample game. I encountered some problems trying to send them to the Chess Variant Pages. Probably this problem will be solved soon. The colors pink, green and blue do not have any significance. Before I created Hexa Decimal, I already had a hexagonal board from another game I am working on. That game requires 7-hex colored segments. I deliberately left the colors for decoration. The reason that the grey hexes have colored outlines is that I first resized the board and then used the flood fill tool to create grey hexes.
This looks like an interesting game. Notation should be simple, but I'd like it to have to do with sectors somehow, ie not a whole coordinate system, but somehow sector-square (or road-square) would make it colorful. For initials of pieces I'd say T for star, R for prince, M for pawn master.
I haven't thought about notation while creating the game. Zillions' notation is clear. But one might want a more beautiful notation. Position naming: My Zillions file uses a 21x11 grid (a..u by 1..11, lefmost cell is a6, three adjacent cells are b5, c6 and b7, etc). Naming by segments or roads is probably more elegant. The position names should have the same symmetry as the starting position. Piece abbreviations: Zillions uses the whole piece name. It's possible to abbreviate it to a letter and one might even use no letter for a Pawn. To prevent ambiguity, use a T for Star, M for Pawn Master and an R for Prince when using the letter P for Pawn. Triggered effects: A Pawn Master creates Pawns. A King can create a Pawn Master. The Disruptor, Star and Elephant can capture more pieces. Choose whether or not to notate the effect. Promotion move: In Zilions, the promotion move is executed by dragging one invading Pawn to the Pawn Master and choose the piece. The Pawn captures the Pawn Master and becomes the promoted piece and as an extra effect, the other invading Pawns are removed. This creates ugly moves like 'Pawn p5 x r5 x n5 = Disruptor on r5'. A promotion move can be notated by naming the segment and the promoted piece. Wizard move: In Zillions, a move caused by a Wizard is notated like 'PawnMaster g4 x i2', which looks very strange, especially when you move an enemy piece. Notation should indicate that the move is caused by a Wizard. Also a good idea is to notate whether the moved piece is a friendly piece or an enemy piece. Check, mate, stalemate: Can be done like in chess.
I have played a test game (main variant) against Zillions. I could win after 278 moves, interesting game but really extense, and I think it is not casualty, it is very possible that the game tendence is to last a lot of moves. My opinion is that there are too many pieces, and perhaps the game works better in a slightly smaller board and with less pieces. I have not tried the (included) variant with less pieces, but I am sure the game lenght average is much less in this variant, I´ll try it soon.
This game has a high learning curve, but it seems as though it would be interesting if I could wrap my mind around it.
I liked ideas of this game, but how about variant on squares (with same pieces)? I think, it can be made! By the way, same symmetry was used in XQ.
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