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Dibs![Subject Thread] [Add Response]
M. Howe wrote on Mon, Jan 13, 2003 09:21 PM UTC:
Thanks for the info.  I am indeed concerned about avoiding confusion, and I
guess I retract my dibs (which I hope people realize was half-joking
anyway).  I'll try to think of something unique.

Meanwhile, I have written a ZRF for Mike Nelson's 'Capablanca-64' and
included an alternate array I'm calling 'Carrera-64'.  They both appear to
be very good games and a great way to incorporate the B+N and R+N onto the
standard chessboard.

Peter Aronson wrote on Mon, Jan 13, 2003 09:54 PM UTC:
Some similar ideas to Chess Plus: Chess++ (a joke on the computer language C++) or Chess+- (Chess more or less). <p> I don't think either of those are taken. On the other hand, there are a number of unpublished YA named games (no, not <u>Y</u>oung <u>A</u>dult, but <u>Y</u>et <u>A</u>nother, like in YACC for <u>Y</u>et <u>A</u>nother <u>C</u>ompiler <u>C</u>ompiler), such as YADCV (<u>Y</u>et <u>A</u>nother <u>D</u>ecimal <u>C</u>hess <u>V</u>ariant), or one by David Howe who's name escapes me.

M. Howe wrote on Mon, Jan 13, 2003 11:46 PM UTC:
Hey!  I rather like the Chess++ idea.  And it even fits my game concept
thematically.  Dibs again!  ;)  So here's a coding question for Peter or
the other top ZRF experts.  I'd like to set up a game where pieces are 'in
the queue' off the board behind specific pieces that start in the array. 
For example, let's say that a 'general' starts in the queue behind the
'cardinal.'  When the cardinal moves away from its array square, the
general appears there.  This only happens once, though, and additional
moves by the cardinal do not create more generals.  This idea might allow
me to incorporate unorthodox pieces on the standard chessboard without
clogging up the array and therefore bogging down the opening.  And who
wants clogging and bogging, anyway?  But I need to playtest it.  Any hints
on the best way to code this in Zillions?  I could probably come up with
something, but I have the feeling it would take me ten times as long to
reason it out as it will take Peter et.al.  Thanks!

Peter Aronson wrote on Tue, Jan 14, 2003 12:10 AM UTC:
Well, as usual with Zillions, there are a number of ways to do what you
want.  The approach I'd be inclined to try is use a first move attribute
for the piece, and on the first move use an add-copy instead of an add,
and then go back and do a change type on the starting square.

Membership[Subject Thread] [Add Response]
David Howe wrote on Tue, Jan 14, 2003 10:53 PM UTC:
I have implemented a very crude membership system for chessvariants.com. You
can now become a member of this site. I have also changed the commenting
system to be able to utilize member information. Stay tuned as we continue
to develop this capability and add member functions to various areas of the
site. Feedback is welcome and keep in mind -- this is a work in
progress...

David Howe wrote on Tue, Jan 14, 2003 10:58 PM UTC:
When creating a comment, if you are a member, you may specify your user id.
After previewing your comment you will enter your password. This will, in
effect, allow people to create *verified* comments (ie. the name
associated with the comment really is the person that the name indicates).
In the near future, I will be adding the capability of allowing people to
edit their own (verified) comments.

Dibs![Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Wed, Jan 15, 2003 03:24 AM UTC:
Here's a way to do it with a bit less overhead. Have two Bishop pieces and
call one an unmoved_Bishop. When the unmoved Bishop moves, change it to an
ordinary Bishop, and create another piece on its old space.

Membership[Subject Thread] [Add Response]
John Lawson wrote on Wed, Jan 15, 2003 03:58 AM UTC:
I'm just testing making posts as a member.

John Lawson wrote on Wed, Jan 15, 2003 04:01 AM UTC:
Had I understood that the comment pages would now display my ID instead of
my name, I would have not used such an anti-mnemonic ID.

David Howe wrote on Wed, Jan 15, 2003 04:06 AM UTC:
I can have it display your full name. But if you hover your mouse pointer
over the smiley face, it will give your name.

Ben Good wrote on Wed, Jan 15, 2003 05:30 AM UTC:
testing one two.

Computer Cheats![Subject Thread] [Add Response]
Douglas wrote on Wed, Jan 15, 2003 01:59 PM UTC:
How is it possible for someone to know if the person you are playing is
using a computer cheat program to win against you? I wouldn't think that
would be fair to someone who is trying very hard at the game with no
chance of winning.

Membership[Subject Thread] [Add Response]
David Howe wrote on Wed, Jan 15, 2003 05:06 PM UTC:
Verified comments now display full name instead of user id. I have also
added editing capability so that verified comments can be edited even
after they are posted..

World Champ[Subject Thread] [Add Response]
Richard Hutnik wrote on Wed, Jan 15, 2003 11:50 PM UTC:
I believe chess variants would be taken more seriously, and get better
support, if there was a world champion at them and a world championship to
determine who is the best Chess Variant player.  For this, all variants
agreed to by the regulating organization would be open game.  A problem
with fostering one or another chess variant in particular to serve as an
alternative standard FIDE is that it doesn't generate enough interest.

What are people's comments regarding this?  Do you feel having a world
champion chess variant player, and a rating system, would be of value?

Glenn Overby II wrote on Thu, Jan 16, 2003 12:54 AM UTC:
I absolutely agree.  But I note several practical difficulties.

1) Which variants?  This also invites subquestions...how is a variant
recognized for official play, how is the list determined for a
championship series, how do we develop laws which cover the wide realm of
variants...
2) Should games such as shogi and xiangqi (or Western chess!), with their
own firmly established organizations, be considered as variants?
3) Should tournaments utilizing only one variant be counted, or only
events involving two or more?
4) How does one balance the variants in issuing ratings, given that player
proficiency is certain to vary across the spectrum of games?
5) Is there enough of an audience of variantists (who play more than one
or two games with some proficiency) to be credible or worthwhile?

Certainly as the contest guy here, I'm keenly interested in the idea you
raise.  But we'd have quite a road in front of us...

Glenn Overby

Coalition Chess[Subject Thread] [Add Response]
Ben Good wrote on Thu, Jan 16, 2003 04:12 AM UTC:
anybody know where i can find the rules to coalition chess
(koalitionsschach)?  it doesn't appear on cv.com or in the evc.  i don't
know if it's a good game, but i'm curious because it was invented by
12-tone composer arnold schoenberg.

John Lawson wrote on Thu, Jan 16, 2003 04:50 AM UTC:
Look at:

http://www.schoenberg.at/6_archiv/designs/designs_chess_e.htm

http://www.usc.edu/isd/archives/schoenberg/painting/gamehtms/noritter10.htm

Ben Good wrote on Thu, Jan 16, 2003 06:17 AM UTC:
hey, thanks.  the rules are horribly written, i can't tell if this because
it's not a good translation, or cause schoenberg's original rules were
written badly also.  it's not clear to me if the plane can only capture at
the end of the second move, or if it can capture on the first and then
make a second knight move (chushogi lion-style), but it's more likely that
he meant the former, in which case his claim that the plane is the most
powerful piece is false, considering that the sub is equivalent to the
amazon.  anyway, i'll add it to my (long) cv to-do list to submit a page
to the editors for linking to these pages.

World Champ[Subject Thread] [Add Response]
Antoine Fourrière wrote on Thu, Jan 16, 2003 09:25 AM UTC:
In each match, each player chooses his variant (which may be Orthochess),
and the two players send simultaneously their moves in four games (this
takes care of games which are a sure win for one side).
In a round-robin, win, draw and loss are valued the usual 1, 0.5 and 0,
and you can have the players share four points or have their scores
normalized to 1, 0.5 and 0.
In match play, first first win (in one variant) is awarded an extra 0.11,
and second first win (in the other variant) gets only 0.10, so this may
untie the match.

Pocket Chess[Subject Thread] [Add Response]
Michael Nelson wrote on Thu, Jan 16, 2003 06:15 PM UTC:
I have the game concept worked out and I'm going over the list of pieces
and writing a ZRF. 

Pieces will have value classes from 1 for pawns, 2 for minor pieces, up to
8 for an Amazon-rider (!).  If you don't have a piece in your pocket you
may remove one of your pieces (not your king) from the board and put it
'in your pocket'.  This piece is is immediately demoted one value class
(but pawns are not demoted)--except when the piece is removed from the
eight rank: in that case the piece is immediately promoted one value class
(but a class 8 piece remains class 8).  You may choose any piece of the
appropriate value class when you put the piece in your pocket. 

If you have a piece in your pocket, you may drop it on the board.  A class
1 piece (pawn) may drop anywhere on the board, a class 2 piece may drop on
the first to seventh ranks, a class 3 piece on the first to sixth ranks,
and up to a class 8 piece can only drop on the fisrt rank.

Pocketing and dropping each count as moves.

Promotion is done only by pocketing on the enemy eighth rank, so it is
legal to pocket a pawn, drop it on the eight rank, repocket it and promote
to a minor piece. But this will take four moves to get the minor piece on
the board.  Pocketing and dropping closer to the eight rank for promotion
won't be used for non-pawns as you demote one class for the first
pocketing and the promotion takes you back to where you started-- though
this could be a viable way to reconfigure your army.

A pawn dropped on the first rank may not take a double step, a pawn
dropped on the second rank or moved up from the first rank may. Castling
may not be done with a dropped Rook.

Your may keep a piece in your pocket as long as you wish, but you choose
the new piece when the piece goes in to the pocket.

Strategy and tactics will focus on breaking through to the enemy back rank
to use it for promotions.

I would like to hear suggestions for the pieces in each value class.

Tentative Rules[Subject Thread] [Add Response]
Peter Aronson wrote on Sat, Jan 18, 2003 10:31 PM UTC:
The designs for the <a href='../dpieces.dir/fighting-fizzies.html'>Fighting Fizzies</a> and for <a href='../other.dir/ruddigore-chess.html'>Ruddigore Chess</a> were first posted in the comment system for input before they became pages. No one complained, and the feedback was helpful.

Moussambani wrote on Sun, Jan 19, 2003 07:24 PM UTC:
mmm... looks good. But you must tell what happens with an arrow that points
directly at a board corner (vg a northeast arrow at h8)

ZRF question[Subject Thread] [Add Response]
Peter Aronson wrote on Sun, Jan 19, 2003 09:00 PM UTC:
At Zillions 2.0 you can use the create command.

Antoine Fourrière wrote on Sun, Jan 19, 2003 09:38 PM UTC:
Here is a piece of code which works for another pair of drops (plus a third
one on a phony square). The macro drops a pair of halfling long-leapers on
b1 and g1, or b8 and g8, by clicking on g1 or g8, after veryfing that
shooters, coordinators, advancers or withdrawers haven't been dropped by
either player(only one pair of halflings will be dropped -- the same type
for each player, but the first player chooses where -- and which kind --
to drop), and that the two squares to receive the halfling long leapers
are empty . (It also drops a third one on DroppedLongLeapers, to prevent
the drop of shooters, coordinators, advancers or withdrawers.)

(define drop-halfling-long-leapers-on-g (
	(verify (and (neutral? WhiteKingMoved) (neutral? BlackKingMoved)))
	(verify (empty? DroppedShooters))
	(verify (empty? DroppedCoordinators))
	(verify (empty? DroppedAdvancers))
	(verify (empty? DroppedWithdrawers))
	(if (am-white) b1 else b8)
	(verify empty?)
	(if (am-white) g1 else g8)
	(verify empty?)
	cascade
	(if (am-white) b1 else b8)
	cascade
	DroppedLongLeapers
	add
))

The procedure is called in the drops part of the piece. So something like

(if (am-white) 'this square' else 'that square'
(verify empty?)
cascade
(if am-white) 'that square' else 'this square'
(verify empty?)
change-owner
add


should work, at least if the rotational or reflectional squares are known
-and empty?

Tentative Rules[Subject Thread] [Add Response]
Joseph DiMuro wrote on Mon, Jan 20, 2003 04:27 AM UTC:
I assume that a piece moving, say, northeast from g8 bounces off two
imaginary squares and reenters on h7, moving southwest.

Did I assume correctly? :-)

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