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Ratings & Comments
Vincent wrote:
<i><blockquote>
I've considered the vast majority of the chess variants on these pages,
and, after some study, research, and play-testing, I found a grand total
of two that I feel are worth my time to play: Gothic Chess & Omega Chess,
and neither of them are on the list...
</blockquote></i>
Hmm. Tastes do vary. I've only gotten around to playing about 82+- of the
games on this site by my latest count (that is, with people, bunches more
with Zillions, but playing Chess variants against computers is rather
like a [analogy left out as this is a family website]), and I would say
almost all of them were worth my time to play, although some I am in no
particular hurry to play again soon. What is it you were looking for in
a CV? In particular, what were you looking for where you would leave off
Xiangqi and Shogi, games that are far more widely popular than either
Omega Chess or Gothic Chess?
I would suggest that with the anniversary of 9-11 tomorrow that--although perhaps in a small way--Chess is a point of sanity in this world, a world much in need of this. Remember the candle?
Things are too quite here, so I'm going to ramble on a bit.
<p>
Orthochess has a piece density of 50% -- 16 pieces on each side, and
64 squares on which to put them. Most variants on 8x8 keep that piece
density, but almost all variants on 10x10 boards have a lower density.
For example, recently Modern Kamil and a set of Chess with Ultima,
Rococo and Supremo Pieces variants have been published on these pages,
all with a density of 40%. This effects play a fair bit.
<p>
It's not just these recent variants, either of course. Grand Chess has a
density of 40%, while Omega Chess has a density of 42%. Of course, those
variants that keep a board of 8 rows, no matter how long, such as Gothic
Chess or King's Court or (David Short's) Double Chess can keep a density
of 50%. But very wide boards increase the power of orthogonal pieces at
the expense of other pieces. This is not necessarily a bad thing, but it
has a definite effect on the play of the game.
<p>
One reason for the lower piece density is a certain reluctance to go to
three row arrays. Mind you, Al-Ces has a full three-line array with a
piece density of 60%, but it's a game that takes a very long time to play.
That might be a lot of the reason. I have an unpublished Chess variant
on a 10x10 board that I playtested with Tony Quantilla where each side had
25 pieces (10 Pawns, 3 'Super-Pawns' and 12 pieces per side), and it seemed
like we had a ton of material each. While Tony got the upper hand on me
early on, it seemed like it took forever for him to finish me off. Perhaps
20-22 pieces is right number to have on a 10x10 board if you want fairly
Orthchess-like play.
<p>
The moral of this rambling? Maybe you can't compare densities between
different size boards. Perhaps there is some better measurement out there
(although if you are trying for a game whose play is not much like
Orthochess, then you shouldn't care, anyway).
I have two observations. First is that I think wide boards actually increase the relative value of diagonal movers, not orthogonal ones. Consider a very long narrow board. It will take a diagonal mover many moves before it can hit a square on the opponent's half of the board, whereas an orthogonal mover can do so on turn one. On a wide board, the diagonal mover has more squares from which it can attack squares in the opponent's camp. Secondly, I agree about unit density. I am currently working on a large, complex ultima-like game with powerful unorthodox pieces. I found that the game only works on a 10x10 board with three rows: one row of pawns, one row of guards (with value intermediate between pawns and pieces but without the pawn's ability to promote) and one row of pieces. Unit density is 0.60. Immediate development is slower than in orthochess, but because units are more mobile than orthodox pieces, the game heats up pretty quickly. All of the games I have playtested, and there have been a lot, have ended in less than a hundred moves. The game isn't quite ready for posting to these pages but if anyone is interested in seeing what I'm talking about and wants to email me, I can send them a 'beta' version. It's quite playable and interesting, I think. But you'll only like it if you like games that are more complex and somewhat wilder than orthochess.
For comparison's sake, I quickly calculated some piece densities: Shogi 49.4% XiangQi 35.6% Timur's 50.0% The density of any 9x9 variant with an extra piece is 44.4%
Michael
<p>
I got a little sloppy there talking about diagonal moves. Indeed a wider
board allows a diagonal moving piece access to a higher percentage of
longer moves. However, consider a 12x8 board. The longest possible Bishop
move is 7 squares, but the longest possible Rook or Queen move is 11. And
while in the opening and midgame those forward attacking moves are the most
important, this is less so in the endgame.
<p>
Your big project sounds reminiscent of Parton's 2000 AD or Royal Fury.
This, no doubt, why you've been playing around with Gorgonas
(what about Gorgons? -- now <strong>there's</strong> a piece to shudder
over!). I'd be interested in seeing what you've got, although I can't
promise to spend much time on it at the moment.
<p>
<hr>
<p>
John
<p>
I think Xiangqi's low density gives the game a lot of its distinctive
character.
ok, i'll have to come back and read more carefully later, but one thing i noticed is something to the effect that wider boards help increase the value of diagonal movers more than orthogonal movers. i have had no experience that would even remoately back up such a claim. in david short's doublechess, a game in which the board is 16x8, the bishop is severely weakened by the width of the board. it's well-known that increasing the board size weakens the knight, but in doublechess the B is hurt almost as much as the N by the board change (comparing to 8x8). the fact that it is more likely to attack the opponent's camp in 2 directions rather than 1 is small compensation for the fact that it often takes 10 moves or move to get the bishop from side of the board to the other. the rook, on the other hand, is not affected at all. in fact, when studying the relative values of pieces on different sized boards, it is my claim that all other things being equal, the rook is the most consistent piece from board to board, and should be the baseline against which other pieces are measured.
The measurement that was used by Gabriel Vincente Maura to justify the design of his variant, Modern Chess (Ajedrez Moderno), http://www.chessvariants.com/large.dir/modern.html is kind of interesting. This is taken from the booklet that came with my Modern Chess set, 'Mathematical Thesis of Modern Chess', 50 p., 2nd English Edition Revised, 1974. He defines the maximum mobility of each piece as the number of squares it can move to from its best position on the board, that is: K=8, Q=27, B=13, N=8, R=14, P=2 The maximum relatve mobility for the total of each player's pieces is the sum of the maximum mobilities of all the pieces, divided by two, because there are two players. Thus: (K+Q+2B+2N+2R+8P)/2 = (8+27+26+16+28+16)2 = 60.5 He defines the maximum mobility that the chessboard offers simply as the number of squares. He wants the maximum relative mobility of the pieces (60.5) to be equal to the maximum mobility offered by the chess board (64). Since the numbers aren't equal, he declares FIDE Chess to be defective. Needless to say, for Modern Chess, with the addition of the Marshall, both numbers work out to 81. Some example calculations for other variants: 'mobility' board Grand Chess 98 100 Timur's Chess 86 112 Xiang Qi 59.5 90 Shogi(unpromoted) 45.5 81 Shogi(promoted) 75 81 I believe that this is little better than numerology, but it's still fun to play with.
I think Gabriel is on the right track but needs an improved methodology. I would suggest using Betza's crowded board mobilty calculations. To get middle game figures, deflate the piece count by 40% and then calculate the piece density. For FIDE chess this gives a deflated piece density of 30% and a square emptiness probability of 70%. Then using these numbers calculate the croweded board mobility of one army (for divergent pieces such as pawns, just use the average of the mobility of the capturing and non-capturing moves). As it happens this is quite close to 64 for FIDE chess--so lets simplfy and say that that it is exactly 64 for a ratio of mobility to number of squares of 1.0. Having calculated the crowded board mobility of the army divide the square of the number of squares by the mobitity. For FIDE chess, this is 64 squared divided by 64 = 64. For a hypothetical 100 square game with a whole army crowded board mobility of 125, this is 100 squared divided by 120 = 80, while an 81 square game with a whole army mobility of 72 = 91 1/8. I would predict that the first hypothtical game would have a typical number of moves close to FIDE chess than the second, even though it has more squares. Final results significanlty greater than 64 indicate games that play slower than FIDE Chess, results significantly less than 64 indicate games that play faster than FIDE Chess. Taking two real games as examples: Betza's Tripunch Chess would play faster than FIDE Chess even if it were played on a 10 by 10 board, Feeble Los Alamos Chess will play slower than FIDE Chess even though it is played on a 6 by 6 board. There is no real need to do the actual calculations for purposes such as time limits for tournaments--a good guess as to whether the game is faster or slower than FIDE chess is adequate. The relevant factors are number of squares, piece density, and strength of pieces.
I notice in the page for the Griffon the statement that the Griffon has asymmetrical-retreat properties. This is interesting. I wonder if it might be a nice idea to devise a chess variant where all of the pieces have asymmetrical-retreat properties. Are there any other pieces which have asymmetrical-retreat properties or would some need to be devised in order to produce such a game? There could be a piece which is related to a conventional bishop in much the same manner as a griffon is related to a conventional rook, in that for such a piece there could be a move of one square orthogonally followed by a diagonal move away from the original position for zero or more empty squares, together with the possibility of capturing from a final occupied square of the move. This piece would always move to a square of the opposite colour. It would seem that in order to have asymmetrical-retreat properties that a piece could not be simply a leaper. There could be pieces where one screen piece in the route of movement is a necessity. One such could perhaps be a piece that has movement which changes from orthogonal to diagonal at the screen piece. Any ideas for existing or new pieces which would be suitable for such a game please?
Check out Ralph Betza's article on <a href='http://www.chessvariants.com/piececlopedia.dir/bent-riders.html'>Bent Riders</a> for more information on this type of piece.
My s[w]eeping switchers army for chess with different armies features three pieces with assymetric retreat. All of them are bent riders: The panda (aka slip rook), the erl queen (aka slip queen) and the unicorn. Another one is the mao (xiangi horse) which is not a bent rider. --Jörg Knappen
The bent riders and lame leapers (like the Mao) are part of a larger class that might be called 'multi-movers'. These are pieces that can make two (or more) geometrically different moves in the same turn. The gryphon moves as a Ferz and then (optionally) as a Rook; the Mao moves as a Wazir then (mandatorily) as a Ferz. Any such piece will have the asymmetric retreat property if the order of move types is not reversible. If the gryphon could move Ferz then Rook or Rook then Ferz it would not have the asymetric retreat property (and would be immensely powerful). True leapers such as the Knight in a sense might be said to have the asymmetric retreat property but it is irrelevant as they can jump over occupied squares--I prefer to think of a leaper's move as a direct point-to-point move that does not pass over interventing squares, in which case the Knights retreat is not asymmetic. I believe that multi-movers are the only type of pieces which have symmetric movement patterns but asymmetric retreat. (OK everbody, please prove me wrong if possible!)
well, besides multi-movers, leaping pieces such as grasshoppers have symmetric move patterns but assymetric retreat. and xiangqi cannon has assymetric retreat when capturing but not when moving, which is one of the things that makes it such a neat piece (and difficult to get used to).<P> and incidentally any piece that move differently forwards than backwards (these pieces don't have symmetric move patterns, at least not about the x-axis) is going to have assymetric retreat. this includes lots of betza pieces such as fBbR, fRbB, etc etc (i could go on and on) and shogi pieces (which can of course be easily described in betza notation) such as the gold, silver, copper generals, the white horse and the whale, etc etc.
Thanks, Ben. Cannon type pieces of course have asymmetic retreat (though these could be arguably defined as a subtype of multi-movers). Indeed the Grasshopper and the Cannon when capturing have a stronger form of asymettric retreat. Some definitions: 1. High-power Symmetric Retreat--the piece can alway return to its starting square on the next move by reversing its path (unless prohibited by the need to meet check, etc.) Example: Knight. Nb1-c3 can always be followed by Nc3-b1. 2. Low-power Symmetric Retreat--the piece can return to its starting square on the next move by reversing its path unless the opponent has used his turn to block it. Example: Rook. Rc3-h3 can be follewd by Rh3-c3 if opponent has not moved a piece to d3,e3,f3 or g3. 3. Low-power Asymmetric Retreat--the piece cannot reverse its path but may be able to return to its starting square on the next move if the alternate retreat path is not blocked. Example: Gryphon. 4. High-power Asymmetric Retreat--the piece cannot return to its starting square on the next move unless the opponent moves to facilitate it. Example: Grasshopper. Gc3-c7 cannot be followed by Gc7-c3 unless the opponent moves a piece to c4.
An even stronger form of asymmetric retreat is the fairy piece the
<a href='../piececlopedia.dir/locust.html'>Locust</a> as used in
<a href='../dpieces.dir/edgehog-chess.html'>Edgehog Chess</a>. It
can only move to capture, and captures by leaping over a piece to
be captured to land on the empty square just past. Thus, while a
Grasshopper can
make a symmetrical retreat after leaping over an adjacent piece,
a Locust could only make a symmetrical retreat if a hostile piece moved
into the square it captured from.
Thank you all for your replies.
Might be interesting to have a large variant built on the general theme of asymmetry: some pieces would have the asymmetric retreat property but have symetric move patterns, some would also have asymmetric forward and backward moves, some with asymmetric left and right moves, some with divergent captures, etc. Perhaps a 11 by 11 game with strong pieces and a strong, asymmetric King.
11 by 11? Shouldn't a game with an asymmetry theme be played on an asymmetrical board? :-) Perhaps the 43-square contest would be perfect for an Asymmetry Chess...
I came up with that while trying to think of something else, which might
be called 'Bent Rider Chess'. This would be played on a 11-by-10 board.
Each player would have five different bent rider pieces (two of each)
selected as in Betza's
<a href="../diffmove.dir/augmented.html">Augmented Chess</a>.
<p>
Each piece would have a move consisting of a step or leap followed by a
(optionally) by a rider move. A player would choose from (where X>Y
means moves X, then can move Y):
<pre>
F>R A>R D>R N>R
W>B A>B D>B N>B
F>NN W>NN A>NN D>NN
F>DD W>DD A>DD N>DD
F>AA W>AA D>AA N>AA
</pre>
in such a way that neither the first move component nor the second is
duplicated. That is if you have F>R you cannot have F>NN or A>R.
<p>
Any thoughts?
I like the idea of the large board. In addition to the general game with the ability to select armies, I feel that it might be nice to define a game with preset armies and a distinctive name as a particular case of the general format so that a collection of games could hopefully be produced by various players.
Hey, man.the details of the rules are really good and helpful. thank you
I have been able to find out what a wyvern (or wivern) is and what it looks like in a monolingual dictionary. However, I was unable to find a translation of this term into german --- tho I found Vouivre as a possible french equivalent. Someone knows? --J'org Knappen
Hi, Can someone state the rule regarding when the King is checked three consecutive times and it moves to the same two squares back and forth? Does this result in a draw? Suppose the King had other squares that he could have moved to but chose the same ones to force a draw. Is this valid? Would this be a draw? Does it matter which of the opponent's pieces were involved in giving check? If I am not being very clear in my question, I do apologize, but therein lies the problem: I do not clearly understand this rule; though, I do know that such a rule exists. Would someone clarify? Appreciatively,
Here's the rule from our FIDE laws page (http://www.chessvariants.com/fidelaws.html): 10.10 The game is drawn, upon a claim by the player having the move, when the same position, for the third time: (a) is about to appear, if he first writes the move on his scoresheet and declares to the arbiter his intention of making this move; or (b) has just appeared, the same player having the move each time. The position is considered the same if pieces of the same kind and colour occupy the same squares, and if all the possible moves of all the pieces are the same, including the rights to castle [at some future time] or to capture a pawn 'en passant'.
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