Comments by Adrian King
Thanks, Mr. Smith, for some comments that are actually germane to this game. (The comment section for the original version of Scirocco somehow turned into a discussion on the perfectibility of chess variants in general, not something I had in mind when I created a very specific game.) I'm disinclined to remove the Dervish, since it's one of the pieces that gives this game its particular flavor. It's not a weak piece, considering the company it keeps; it's stronger than a majority of the unpromoted pieces in the game. I have given some thought to making it stronger, though, allowing to relay Firzan power as well as Alfil and Dabbaba, still with the constraint that the destination must be adjacent to the Dervish. I think I'll try this as an experiment, although it might make the Dervish too strong -- I don't want to turn it from *an* important piece into *the* important piece, since that role is intended for the Scirocchi. The Harpy, on the other hand, I've long felt a little uneasy about. It plays reasonably well in Typhoon, where you are more likely to get one while you have plenty of weak pieces on the board that can benefit from a Knight relay, but in Scirocco, where there are fewer pieces to start with, that happens less often. I'm thinking of redefining it (in both games) in a way that is a compromise between its current power and your suggestion for the Dabbaba promotion: namely, that it moves as a Queen and relays Knight power along Queen lines. Again, I'll try this as an experiment, but reserve the right not to adopt the change if I don't like the results. As for the starting array, I'm not terribly attached to the current one. My initial idea was to do what I did in Typhoon: that is, to allow you to swap any piece with the one on the same rank that is the same distance from the vertical midline of the board, provided that the overall result had either mirror symmetry or rotational symmetry. However, I decided that people would find it too troublesome to make this adjustment, which (mostly) has a pretty minor effect on gameplay. I settled on the current array, which is serviceable, pretty arbitrarily. Do you think anyone would actually go the trouble of choosing a piece arrangement at the start of each game, or (in Zillions, anyway) accept a randomly chosen arrangement? The Stork, Goat, and Guard, as well as the current promotions of Alfil and Dabbaba, I'm pretty attached to. They are admittedly a bit quirky and asymmetrical, but after a decade I think I've had enough time to consider them fairly carefully, and they make for a pretty game in practice, if not in theory.
I've conducted some experiments over the past few days with a stronger Dervish and Harpy. The Dervish I proposed (relays Firzan power to orthogonally adjacent pieces, as well as Dabbaba plus Alfil, provided the target piece lands next to the Dervish) seems to work well. The Dervish, already important for assisting in the development of the Pawns and weak pieces, now performs this role even better. It's more like itself, I'd say. On the other hand, The Mad Harpy, which relayed Knight moves along Queen lines instead of Knight lines, was a little too powerful. I was looking for a piece worth about a Queen, but even with the relatively low piece density usually prevailing at the point in the game when you can promote a Dervish to a Harpy, the Mad Harpy side won easily in most of the test games I tried. I also tried shorter-range versions of the Mad Harpy. The one that moved and relayed as Q2 was a little too weak, but the Q3 version seemed about the right strength, so that's the one I'll adopt. I haven't experimented with alternative starting arrays yet, but I expect I'll do that soon. Regarding Mr. Smith's Ninja and Lion, they're fine pieces and I'm sure someone has used them elsewhere to good effect. However, I don't want to add new pieces to a board that is already full enough (an initial piece density of 54%), and I don't want to displace the Dervish, which has a particular role to play in this game. Scirocco is full of slow-moving pieces, and video-game-addled 21st-century types are unlikely to have the patience to play through an opening of this game unless there's some way to expedite it. By improving the mobility of the weakest pieces, the Dervish helps those pieces reach the front lines before (I hope) the snooze factor sets in. Mr. Smith's Chain sounds like an extremely strong piece, but one that lacks clarity. The Harpy is already a bit of a challenge to keep track of: when you have one, any of your pieces may become able to move as a Knight, which scrambles any ideas you may have formed about your position before getting the Harpy. Still, it's not so bad: the new Harpy's range is limited, and we're used to dealing with Knights. However, a piece that potentially lets any of your pieces move like any other would be very confusing, at least for a poor player like me. Despite the large size of the board and the novel pieces, Scirocco really is meant to be a rather clear, playable game, not an exercise in complexity and confusion. (Admittedly, my idea of what constitutes playable may be affected by the years I've spent playing computer strategy games, where a game with 1000 pieces on the board that takes ten hours is considered a miniature.) I don't think Mr. Smith's Flip would be a very exciting addition to this game, because only a few pieces have different capturing and non-capturing moves, so it wouldn't have much effect. Mr. Solé's suggestion about the Pawns is one I adopted, but in Typhoon rather than this game. The asymmetry between the number of Pawns each player has and the number of other pieces has been around since Shatranj, and I didn't want to make such a sharp break with game aesthetics that have been established for a millennium and a half.
I think someone should come up with a successor to taikyoku shogi, which is obviously too small. Since the two largest known shogis are on boards 25 x 25 and 36 x 36, and since there also exist shogis of size 9 x 9 and 16 x 16, I'd assume the next in the sequence would be 49 x 49. Someone with plenty of free time should undertake this. Preferably someone young and healthy.
I've revised this game with the new Dervish and Harpy I described in previous posts, and put a link to the new game on the ZRF page (but I haven't figured out how to replace the main ZRF link, if I can do that). Let me know if you have a chance to try it out.
> why don't you consider revising Typhoon and Jupiter as well as Scirocco?
Consider it done. Because it is done.
The revisions haven't been reviewed yet, but I trust our editors will put them in the index soon. If you absolutely can't wait, check out Typhoon (revised) and Jupiter (revised).
There is still no ZRF for Jupiter, because Jupiter is just too big. The ZRFs for Typhoon and Scirocco (and my attempt to make one for Jupiter) all use a preprocessor I wrote for Zillions to try to make these big games more manageable. If you're interested, the first version of the preprocessor is posted at the Zillions site (I'll send them the current version soon, along with the input files from which the Scirocco/Typhoon/Jupiter ZRFs were generated).
Scirocco wouldn't have been much of an inspiration if I hadn't decided to incorporate some of it in something else, would it?
When I first came up with these games, I thought of Scirocco as the main event, and Typhoon as a sideshow. After playing with them both for a long time, I think the reverse is true; Typhoon (if you have the patience) is the better game. At least, it is if you like variety: because there are so many piece types, and because each piece promotes differently, and because the promoted pieces are so different from one another, it seems as if every endgame is different—almost like a different game entirely.
This game has a lot of Chu Shogi in it, as you'll notice if you look at the arrays for each game. The Japanese figured out a long time ago that it wasn't necessary for pieces to have symmetrical moves in order to have a good game—allowing asymmetry greatly increases the space of pieces you can choose from, which means you can better fine-tune piece values and piece interactions.
The new Typhoon ZRF doesn't seem to be in the index yet, but if you have Zillions and are impatient, it's here.
The new Typhoon ZRF has a bug that sometimes allows the Longleaper to capture pieces in a direction at right angles to the direction it moves. I appear to have exceeded my upload limit for the day by accidentally uploading the .zrf file itself instead of the .zip file, and I still don't seem to be able to replace the .zip file that's there, but I'll try to install the fix tomorrow.
I've been thinking that too many Typhoon endgames wind up with a Genie. The whole point of a big game like this is the feeling of surprise-within-familiarity. One game of Typhoon should be enough like another that you feel you can learn the game well enough to master it, but games shouldn't be so alike that you get the been-there-done-that feeling on a regular basis. (If you just like novelty for its own sake, you can just play smaller games. The game invention rate at this site appears to be on the order of one a day, and most are smaller than Typhoon.) Anyway, I've been conducting an experiment that weakens the Salamander: it can't move more than one space unless it ends adjacent to a friendly piece. So far, this seems to be having the desired effect of reducing the frequency of Salamanders promoting to Genies (the Salamander used to charge unescorted deep into the promotion zone in many games). The few endgames I've checked so far use a greater variety of promoted pieces than I saw in the past. I'll probably settle on this rule change, but I'll try it out for a little longer first.
> I suggest the Salamander move as a Q3 that must approach a piece whenever it moves. That's another interesting possibility. I think the move I settled on is better for what I was trying to do, which was to keep the Salamander as a good defensive piece while reducing its ability to promote. I assume your formulation lets the piece move when it lands next to a piece of either color along its line of movement. This means there's just one direction in which the enabling piece (should we call it a 'screen', by analogy with hopping pieces, even though it's in the wrong place?) can be located, as opposed to 7 in my version, so your Salamander would be less powerful overall. If your screen could be an opposing piece as well as a friendly piece, that means (other things being equal) that your Salamander would be able to make an approach-constrained move about 2/7 as often as mine, and might be less inhibited about moving into enemy territory, because the opponent would typically have a number of pieces that could not capture the adjacent Salamander. I might use your rule elsewhere, though. I have long thought that the Jupiter Hooklet and Hawklet might be overpowered for that game (I can't really tell until I have some software capable of playing the game). One way to throttle them down would be to make the second parts of their moves conditional on an approach. In their case, because their promotions are not as strong as a Genie, there would be less reason to discourage them from moving toward the promotion zone. The fact that you can so readily come up with a different, but still easily understood, rule of movement for a piece worth less than a Rook should cheer the folks at the ShortRange project. There is still a very large space of interesting pieces for them to explore.
> How about it moves like a Q, but must jump over a friendly piece on every step bar the last? That is another interesting piece. Not short-range in the sense that is has a fixed distance (less than the width of the board) beyond which it cannot go, but short-range because it would usually be impractical to create a long bridge of friendly pieces to the destination. Much harder for it to get boxed in than an ordinary Commoner, so worth more. Is it worth as much as a Rook? What other types of movement are there that are situationally short-range? I think I like the Salamander the way I've made it now. The goal is not to keep changing Typhoon indefinitely, but to get the game into a fixed form that has the specific feel I've been aiming for. That said, there is always the question of which pieces will go into the next game in the series beyond Jupiter.
The fix is in for the Longleaper. I've also updated the Salamander to have the restriction that it must land next to a friendly piece when moving more than one step. My experiments with this restriction seem to result in a greater variety of endgames.
> 3-Ds are just 2 or more layers of 2-Ds, unnecessary contrivance, when you could just lay the whole smear end to end in nice flat canvas. Strictly speaking, of course, 2-dimensional games can also be represented as 1-dimensional games. A 1-dimensional layout is simpler mathematically (and game-playing software often stores a game's positions in a 1-dimensional array), but the human visual system generally does better with 2 dimensions than with either 3 or 1. Exactly what this says about the relationship between mathematical tidiness and playability, I'm not sure.
First, the answers:
- If a relay piece (eg a Relay-Ferz) is empowered by a Doubler, can it
relay moves to two other pieces in a single turn?
- Yes.
- If a piece is empowered by an enemy Doubler, and uses its first turn to
capture that Doubler, does it still get a second turn?
- Yes.
- If a Fiery Dragon is empowered by a Doubler, does it burn pieces on the
end of each go, or only after the second go?
- At the end of each go.
- According to your rules, if the Halmopper captures by a single
Grasshopper move, it may then make a series of Grasshopper moves as a second
move, possibly ending in a second capture. However if it takes two
Grasshopper-leaps to capture on its first move, it cannot make any subsequent
move. Is this correct?
- No. The original phrasing is misleading. A Halmopper may make a complete Halmopper-style series of leaps, resulting in a capture (or any other legal Halmopper move), as the first part of its doubled move. From the destination square, it can make another complete Halmopper move.
Now, the philosophy underlying the answers.
Most of the special effects in this game (that is, actions other than simple movement and capture by displacement) can be described straightforwardly in terms of an “acting piece” that causes something to happen. For example, a Hummingbird that exchanges places with some other piece is the acting piece, but both pieces move. In the case of relay piece, the acting piece doesn't move, but some other piece does.
Two invariable rules in the games in this family are:
- On every turn, there is always a single acting piece, and it is a friendly piece (owned by the player whose turn it is).
- Promotion by the normal mechanism can occur only if the acting piece both moves and ends its turn in the promotion zone.
Doubling, immobilization, and poisoning work in a more complicated manner than the “acting piece” model allows. They have to, because they may be effects of opposing pieces, and an opposing piece can't be the acting piece.
The “latent effects” of doubling, immobilization, and poisoning can be understood by imagining a phase that takes place between the turns of the two players during which the pieces with latent powers distribute “cards” that modify other pieces' normal moves. The algorithm goes like this:
- All cards from the previous turn are removed.
- Each piece with a latent effect distributes its cards to the affected
places. Some cards (doubling, immobilization) are delivered to the pieces in
those places; others are
just left in the affected squares (poisoning).
Distributing cards is not considered an action, so immobilized pieces distribute their cards as usual.
- Duplicate cards on the same square or in the possession of the same piece are discarded, so that, for example, there is no doubled doubling.
- The next player's turn takes place. If a piece in possession of a card acts, it obeys the instructions on the card.
- At the end of the player's turn, each piece located on a space with a card on it must obey the instructions on the card.
The doubling card says to the piece that holds it: after you act (possibly including promoting according to the normal rules!), discard this card, and, if you want, act again.
The immobilizing card says to the piece that holds it: you can't act, except to capture yourself (but you can still be acted upon, and you still have to obey any cards on the space where you're located at the end of the turn).
The poisoning card (which comes in two colors, one for each player) says to the piece on the space where it is located: if you are an enemy of the piece who poisoned this space, remove yourself from the board.
And now the reasoning behind the answers:
- Because relaying is an action, a doubled relayer can perform it
twice if two pieces are in range. (The relayer does not relay a doubled
move to the piece it moves.)
(It would be completely reasonable to formulate relaying in terms of cards, too; you can imagine a card that lets you move as some other piece. But that's not how it works in this game.)
- Capturing an enemy Doubler doesn't take away the card that that Doubler gave you.
- The burning that takes place on your
turn is actually a capture by approach, and it is an inherent part of each phase
of the doubled FiD move. During the interturn phase, the FiD also
poisons the spaces around its final destination, but that poison doesn't take
effect until the end of the turn.
(Mutual capture of one FiD approaching another occurs because the moving FiD captures the stationary one by approach, but the poison left by the stationary FiD kills the moving one at the end of the turn.)
- The Halmopper follows the above algorithm, like every other piece.
The only complication with the Halmopper is that you can't distinguish a series of noncapturing Halmopper leaps as a single move from the same series split into a double move (after which leap does the split occur?). This gives Zillions fits but should not be a problem for humans.
Sorry it's taken me a while to get to this. I've put all the images for Jupiter (and Scirocco and Typhoon) on github at: https://github.com/archontophoenix/chessVariants
I can't find any reference to the East and West General, either. I think it's because I never put them in this game. But surely there's room for them in Jupiter's successor... Some of the ambiguities in the rules are clarified (I hope) in the revision at http://www.chessvariants.org/index/msdisplay.php?itemid=MSjupiter%28revise.
One answer to the charge of unnecessary complexity in Jupiter is that complexity was the point: I was trying to see just how much I could fit into one game, while still making it feel something like chess. Another answer is that I wanted to see how the various move geometries and abilities interact. What makes a piece with unconventional abilities more or less valuable? How much does its value depend on its location relative to other pieces on the board, or on the unconventional abilities of those other pieces? To answer questions like these, perhaps the complexity is necessary after all. Because I've never gotten a computer to play Jupiter, I haven't yet figured out the answer for this particular set of pieces. But Typhoon, which is basically a subset of Jupiter, is a lot of fun.
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