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EEEEEEEEEEEEEEEEEEEEEEEX! Chess. A game designed to be as different to chess as possible while still being the same as chess. (1x72, Cells: 72) [All Comments] [Add Comment or Rating]
Moisés Solé wrote on Wed, Nov 2, 2005 06:57 PM UTC:
Yes, one thing makes a difference. Oranges should only be capturable by shopping carts.

On a different subject, why differentiate between golden and plastic keyboards?


💡📝(zzo38) A. Black wrote on Wed, Nov 2, 2005 07:35 PM UTC:
Quote:
Yes, one thing makes a difference. Oranges should only be capturable by shopping carts.
OK, I fixed that.

Quote:
On a different subject, why differentiate between golden and plastic keyboards?
To make it different than chess in the way that both players can start with different army! (Look at the setup of the board)

Larry Smith wrote on Thu, Nov 3, 2005 01:56 AM UTC:
Nice tweak on perspective.

J Andrew Lipscomb wrote on Thu, Nov 3, 2005 03:17 AM UTC:
Two other notes. First, ShoppingCarts should be able to promote on the square where a Rex began, as well as those you list. Second, you only need 71 squares--the last Fire is irrelevant to the play.

Thomas McElmurry wrote on Thu, Nov 3, 2005 03:57 AM UTC:
This is a very appealing game which seems to have considerable strategic depth. I think it is worthy of serious study.

There are a couple of points where the wording could be improved. 'If it steps on an opponent piece it is captured and is permanently off the board' seems to imply that the moving piece is captured, rather than the opposing piece. Also, the phrase 'your other Mook' in the description of seeing red could be taken to mean that one must have two Mooks in order to see red.


💡📝(zzo38) A. Black wrote on Thu, Nov 3, 2005 04:42 AM UTC:
Quote:
There are a couple of points where the wording could be improved. 'If it steps on an opponent piece it is captured and is permanently off the board' seems to imply that the moving piece is captured, rather than the opposing piece. Also, the phrase 'your other Mook' in the description of seeing red could be taken to mean that one must have two Mooks in order to see red.

Quote:
Two other notes. First, ShoppingCarts should be able to promote on the square where a Rex began, as well as those you list. Second, you only need 71 squares--the last Fire is irrelevant to the play.


OK, I fixed those things. But I didn't remove the last square, because it isn't important to do that. I know the last Fire is irrelevant to the play, but I will keep it in, in case other variants of this game come up (copying rules from other variants) to see what happens and how relevant the extra square is in these variant rules.

Todor Tchervenkov wrote on Thu, Nov 3, 2005 02:06 PM UTC:
What about translating this game in other languages? What language should be used in a international tournament?

Jared McComb wrote on Thu, Nov 3, 2005 02:13 PM UTC:
How come one player has two GoldenKeyboards and the other player has one each of Golden and Plastic? Was this intentional?

Doug Chatham wrote on Thu, Nov 3, 2005 04:12 PM UTC:Good ★★★★
Jared, your question is answered in a previous comment -- the inventor wants it to look like the players have different armies.

Now, I notice this game still uses a board. (How quaint!) I suggest replacing the board with a deck of cards, or perhaps a voice-operated game where a player tells the opponent what he wants the piece positions to be...


💡📝(zzo38) A. Black wrote on Thu, Nov 3, 2005 05:34 PM UTC:
I included instructions for using a deck of cards. As the language to use in international tournaments, I would let people give ideas and vote.

I have a few ideas for language to use in international tournaments:
  • Latin
  • Ancient Egyptian
If you have any idea, or would like to vote, you can indicate it as well.

Jared McComb wrote on Thu, Nov 3, 2005 06:57 PM UTC:
I would think that having each player have two of the same thing would still qualify as different armies, but whatever. Furthermore the game has 'Chess' in the title. ;)

Doug Chatham wrote on Thu, Nov 3, 2005 09:08 PM UTC:
For the tournament language, I nominate Xhosa. The clicking noises should make the game fun to listen to. :-)

I also nominate Chinese, since the game could use something that makes it sound like an Eastern variant.


Greg Strong wrote on Fri, Nov 4, 2005 01:24 AM UTC:
This is interesting, and worth a laugh if nothing else. There is still a difference from Chess, though. I don't see any equivalent to En Passant.

Charles Gilman wrote on Fri, Nov 4, 2005 08:35 AM UTC:Excellent ★★★★★
Simulating En Passant is what the Oranges are all about.

The idea of expressing 2d Chess as a 1d game has obvious extrapolation to expressing 3d or even 4d games in 2d. Of course this would use several Fires in a row, forming a Firewall - to go with the Computers and Keyboards, I suppose!


Doug Chatham wrote on Fri, Nov 4, 2005 02:20 PM UTC:
Question: Are the standard chess rules for checkmate and stalemate properly reflected in this variant? I'm not sure.

Thomas McElmurry wrote on Fri, Nov 4, 2005 10:02 PM UTC:
Yes, they are, although they're replaced by the more basic concept of Rex capture. Strictly speaking, moving into 'check' is legal in EEEEEEEEEEEEEEEEEEEEEEEX! Chess, but it's a very bad idea to do so if you can avoid it, because it will result in an immediate loss if your opponent is on his toes. The AnalogComputer and Water ensure that the same applies to Seeing Red out of or through 'check', and the last sentence in the Main Rules section establishes that 'stalemate' counts as a draw.

Christine Bagley-Jones wrote on Sat, Nov 5, 2005 01:08 AM UTC:
pretty 'bent' ideas coming out lately, and this is one of them, would be interesting to see how this plays .. yeeeeeeeeeeeeeeeeeeeeeeeees? (he he)

Moisés Solé wrote on Mon, Nov 7, 2005 10:30 AM UTC:
Is it just me, or is checkmate a draw?

Jianying Ji wrote on Wed, Nov 16, 2005 08:47 AM UTC:
what happened to the new version of this page, and the comment that the author added answering the 11/7th question?

David Paulowich wrote on Wed, Nov 16, 2005 02:20 PM UTC:
Apparently two days of messages were accidentally erased from this site. See the 'Time Warp' comments thread on 2005-11-11.

Christine Bagley-Jones wrote on Wed, Nov 16, 2005 03:06 PM UTC:
are they lost forever, i've been waiting for a comment from an editor, cause i rated a game ... seems they are all out of town or something :)

Peter Aronson wrote on Wed, Nov 16, 2005 03:51 PM UTC:
Well, David Howe is the keeper of the comment system, and he seems to be
unavailable at the moment.  I don't think any of the rest of us have much
of clue of how it works, except maybe Fergus?

David Howe wrote on Wed, Nov 16, 2005 04:02 PM UTC:
Apparently at some point, our database was restored to an earlier state, which means we lost some comments. I apologise for that -- I have no idea why the database would have been restored to two days earlier, unless our server had some sort of crash and the site had to be restored.

As far as letting other people use my code for the commenting system -- I certainly have no objection. I shall work on packaging the code and documenting how to use it. Perhaps I shall even clean it up and make it more generic. However, that is all in my spare time, of which, I seem to have less and less these days.

My apologies to all the people I haven't gotten back to. Believe me, I still intend to get back to you all. Perhaps over the holidays! ;-)


Greg Strong wrote on Mon, Nov 21, 2005 01:34 PM UTC:
I'll repost this question, since the old message got lost:

What happens if you make a move, but forget to say 'Ouch'?
My suggestion: Your opponent gets to punch you in the arm.  That should
provoke an 'Ouch!'

Roberto Lavieri wrote on Mon, Nov 21, 2005 02:37 PM UTC:
Other possibility: The player who missed the 'Ouch!' lose the game after the other player´s claim. It can provoque an 'Ouch!', but it would not be valid at that time.

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