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Here's another thought: Why not take HJR Murray's 'A Brief History of Chess', and Project-Gutenberg-ize it? That would be phase 1. Phase 2: Take HJR's 'History of Chess' and Guten-ize it (ie. produce an ebook version).
Of course, phase 2 would be a huge job. Anyone know if these two books are public domain yet? HoC was published in the early 1900's. If anyone else is interested in doing this, I could check with the folks at PG.
<p>Thinking smaller... perhaps a timeline page or chess geneology page. With links of course. Perhaps this would be a good job for Hans or JL Cazaux?
The copy of Murray that I own is the 1969 reprint, not the 1909 original. It may well be that the reprint in some manner updated the copyright? Laws on this subject have changed from time to time... Project gutenburg is usually plain text files. Can Murray be appreciated fully without the diagrams? No. Can it be appreciated to some extent? Yes, of course. Modern scanners may be able to extract the text pretty well, but then if you don't proofread what the scanner said, the book is seen as if through a scanner darkly (title of a book by l cordwainer smith; always wanted to use that phrase in casual conversation.) Big job, no matter what. Big disk space, but there are so many terabytes now, how else to fill them? Big download for the reader. But, what a book! And how much we all owe to it!
The diagrams will have to be described using FFEN, which the FFEN to HTML converter will take care of the rest. And probably lots of proofreading. But it is possible.
Err, I don't think Project Gutenburg is using FFEN -- just plain text.
What I mean is that FFEN is a way to convert the diagrams to plain text. and for the people who want to read it they would understand it. Moreover this way a special reader can translat it to diagrams.
Project Gutenburg, while they concentrate on 'plain vanilla texts', also produces some works that are (or contain) non-textual information. Also, they are no averse to producing HTML products, as long as there is a plain text version available.
<p>FFEN is one option, but we could also use GIF's. Or even plain old ugly ascii diagrams. The book would definitely have to be broken up into chapters, as the full book in one file would be too huge.
<p>I'll send a request to PG to see if they feel the book (Hoc) is public domain.
I've recently had a strange idea for an 84-square chess variant, and I'd like to get some comments on it. I call it Three-Layer Wedding Cake Chess. The bottom layer is a standard 8x8 chess board with the standard chess piece placement. Above the middle 16 squares is the second layer, an initially empty 4x4 board. Above the middle four squares of the second layer is the third layer, an initially empty 2x2 board. The goal is to get your queen and king on the top layer before the opponent's king and queen can reach the top layer. There is no check, checkmate, or any true capturing. A piece (including P,R,B,N,Q, or K) can move onto a square occupied by an enemy piece only if the square immediately above that enemy is empty. When such a move occurs, the enemy piece is 'elevated' to the square immediately above its current positions. If a player can elevate an enemy piece, he or she must do so. If more than one elevation is possible, the player can choose which one to carry out. A player may move a piece to the square immediately below that piece if that square is empty. Pieces move on the top layers just as they do on the bottom layer, except that pawns may only promote on the bottom layer. FIDE rules apply except as I've contradicted them above (so, for example, there are no 3D moves other than the ones given above,). Previous variants inspiring and influencing this one include Bachelor Chess (the wedding theme), Pyramid Chess (board layout), Reenterent Chess (each square on the top two layers acting like a reentering square for 'captures' on the square immediately below), Losing Chess ('captures' compulsory), and Elevator Chess (inspiring the term 'elevate'). I hope you find this entertaining.
Well, to damn it with faint (or dubious) praise, it seems reasonable to me,
at least at first blush.
<p>
With forced captures and an attainment goal, the play will not be
particularly Chess-like, I suspect. Not that that's a problem.
<p>
It has some simularities to
<a href= '../diffobjective.dir/giveaway.html'>Losing Chess</a>, but only
in the middle. I do wonder if the board will just become hopelessly
clogged, particularly the middle board. The problem is, pieces
can only be forced to move by offering them captures, and captures can
only be offered <strong>on</strong> the squares you want to be able to
move pieces <em>off</em> of.
<p>
Perhaps some form of capture other than elevation is required for the
outer boards, such as <a href='../difftaking.dir/circe.html'>Circean</a>
capture where captured pieces are returned to their starting square.
What happens if the top squares get filled up? Is the game a stalemate, or is there a way to clear out the top to make room fo the king and queen? Also this has some resembalance to Cheops, in which one of the two objectives is to have the queen on the top level of the pyramidal board.
<h4>CV Descriptions as Literature</h4>
Ralph Betza recently complimented on how my page on <A
HREF='../other.dir/ruddigore-chess.html'>Ruddigore Chess</A> was
written. This led me to think about Ralph's excellent pages for <A
HREF='../other.dir/nemoroth.html'>The Game of Nemoroth</A>, and
wonder: can an Chess variant's description also be a work of
literature?
<P>
(Let me note that in my view, literature comes in a quite a large range
of quality, and piece of writing does not have to be to the standards
of F. Scott Fitzgerald or James Joyce to qualify. The fast and loose
definition I'm going to use here is that literature is writing of at
least reasonable quality, intended to be pleasurable or moving to
read. (The intelligentsia may now commence my immolation.))
<P>
A possibly analogous situation.
One of my two degrees is in geography, and of course I was educated in
its history. Until the late 19th Century, Geography (with the
exception of Cartography and related disciplines) was primarily a
descriptive science, and could be and was looked at as a variety of
literature -- the literature of place. A piece of geographic writing
was judged almost as much by the quality of its writing as the
correctness and completeness of its facts.
<p>
Chess variants as described in these pages are a combination of rules
and description, of algorithm and literature. While I would hardly
suggest that the quality of the writing is anywhere near as important
as the quality of the rules, yet sometimes the writing is very good.
If you search through these pages, you will admittedly, find many
bare-bones or clumsy descriptions of Chess variants. Often it is not
the fault of the author, who may be laboring with a foreign language,
or simply not have time or writing experience for the type of
description they would like to produce. And opinions vary; as editor,
I have corresponded with authors who prefered a very minimalist
presentation of their designs. But still, if you wander through these
pages, you will find stories and jokes and puns, references to arts
and popular culture, small essays on the processes of designing and
playing games, and snatches of biography and history. Sort of a
literary smorgasbord.
<p>
Does all of this additional material add or detract from the rules
that are the <I>raison d'etre</I> of the pages in the first place?
Do readers like their Chess variants straight, or with a splash of story?
I think that it depends opon the variant and the wirteing style, a bare bones rules would be preferable to a badly writen naritive which has the rules in it, on the other hand a sci-fi/fantasy based varient would seem stale or flat without somekind of backround. And when it comes to background there is a very large gray area, becuase you could easily say that why a piece was chosen to move the way it does is part of a bare bones discription, but sometimes the reasoning is so complex it could qualify as literature. There is also a question of 'What is literature?' a common question is 'Is a comicbook literature?' in this case it might be better as 'Is a discription literature?' some would say yes, others no. Certainly I would always prefer a discrtiption into which some kind of tone or voice has been put, but that is not the same as haveing something on the level of Ralph Betza's Nemoroth, which gives you the feel and atmosphere of the game. If everyone could write on that level then we would have an impressive colection of CVs and literature in one, and games that otherwise might have been overlooked would be noticed and played. I fear that I may have lost track of my point near the first or second line but if I try and go back and change it this will make even less sense. Basicly what I'm saying is that a well writen back story or setting could never hurt a discription, and in some cases it's absense would. Also a discription its self can have a certain literay flavor to it that makes it easier to read and understand than a bare rules only format. I think that the most disireable form of a discription is first and formost the rules, backround information on how the game came to be and why the pieces are the way they are, and any story or such thing that goes with it, i.e. a game claiming to be elven chess should say a bit about how the elves played the game. If the rules are mixed in with the other elements, like for example as in Nemoroth it may also be a good idea to have them listed sepreately, also as in Nemoroth, so that those that don't want to read the non rule related elements don't have to, and those that want to quickly refrence a rule can. I know I rambled and I hope it made sense and was in some way helpful.
Although the format of the CVP is like a database or encyclopedia, I think that it is actually better thought of as a 'conversation' about chess variants. Many variantists probably actually play very little, and most variants receive very little play. Therefore, the main point of the CVP, at least for some, is the communication of the ideas behind the variants. As in any 'conversation', although the primary focus is to impart information, a desire to amuse, entertain, and interact is perfectly valid. Also, some variants are better understood with the story that inspired them. A bare-bones exposition of the Nemoroth rules would seem incomprehensible and arbitrary. Other variants that are hard to appreciate without their background stories are Peter's Ruddigore Chess, or Dan Troyka's Hitchhiker Chess. One is on thinner ice with descriptions that are just plain silly, like my Pizza Kings. It is important to avoid a descent into pointless sophomoric humor, like the relentless plays on words in the headlines of bad newspapers. We should also remind ourselves, when writing rules, that the CVP has an international following. Therefore, it is likely that the point behind Ruddigore Chess is completely opaque to someone with no knowledge of or interest in late 19th C. English musical theater. We also have to be careful not to obscure the rules with verbal cleverness. The beauty of the recently improved comment system, is that it provides a forum for those so inclined to play with words and concepts, without getting in the way of the clarity of the descriptive pages. I think I might have had a point once in all this, but I ignored it and it wandered away. I like clever and amusing literate writing. I think it enhances the CVP, but it is not necessary to the CVP. Intelligent, well-thought-out, and clearly described variants are what is necessary.
Having had time to think of my earlier comment I am almost entirely sure that I lost the point, the reader, or both. I'll try to keep it short this time. I completely missed one of the points that I had wanted to make. A discription with just the rules can be writen in such a way that the author puts their own tone or flavor into it, this gives the reader a feeling that the author is speaking to them. This effect is helpful because for some reason it is easyer to understand the same information if it seems like it is said to the reader, it is also easier to remember. This probably doesn't make it all the way to literature, but it is somehow more than a barebones discription. This somewhat goes with what John said about it being a kind of conversation.
Pizza Kings is a charming piece of somewhat humorous literature; it won't make you laugh aloud like 'The Literary Offenses of James Fenimore Cooper', but it may bring a smile. Many variants recieve very little play, while others become popular. In order for a variant to become popular, people have to try it at least once. How do you get your reader interested enough to try playing the game? A good presentation can't hurt. At least if it's interesting to read, people may read it all the way through, and that's a start. Sometimes the idea of the game is sufficiently intriguing in its own right that you get people to play it without anything special in the way of presentation. 'There's nothing in the way of presentation, you can get right at it.' (That's from _It's a Gift_, right?) This was the case with Avalanche. A good presentation is Partonesque. His games were always introduced with a bit of a premise and a bit of whimsy. In other words, like all good literature, it's advertising; or even product placement, as in Refreshing Bubble Fizz Chess. I had a point here somewhere, but it wandered off. Perhaps my point was a neutral piece and my opponent moved it somewhere I can't see it.
I went back and reread Pizza Kings, and it's better than I remembered. Pizza Kings actually had a definite satirical purpose. At that time, people were suggesting various different armies with themes like leaping, or spaciousness, or fizziness. I just extended the theme to something completely irrelevant to chess, and then developed the theme deadpan. Part of the point I was making earlier is that sort of thing is only pleasing in moderation. If I had gone on to invent the Avenging Appetizers and the Beer Batterers, the result would have been far less than three times as amusing. I was also unclear in stating my preference. I much prefer an entertaining and engaging description. I am one of those variantists who actually rarely play, but, concurring with gnohmon's point, I found Nemoroth so fascinating that I am actually playing an email game. That is based on two things: the terrific description, and the original mechanics. In the case of Nemoroth, they cannot be separated. Without the story, the mechanics would seem capricious. Without the unusual mechanics, the story would just be an exercise in cleverness, without point on the CVP. Now, e.g., there is a clear picture in my mind of a Leaf Pile, what it does, and why.
MY personal preference is for CV proposals that contain a minimum of narration and a straight-forward presentation of the author's rules. I'm OK with very brief comments that actually simplify learning the rules, but I have very little interest in extended narratives.
In order to prevent the upper levels from being clogged up, perhaps I should introduce a gravity rule: before a player moves, all of his/her pieces that both (1) haven't moved in the past two turns and (2) have an empty square directly below them descend one level. Or perhaps, when an elevation isn't possible, a 'captured' piece could be placed on any empty square chosen by the capturer.
I have been studying the advices in this thread and examining some of my ideas along this line. The following is what I have developed so far: Pawnless Chess -by Jianying Ji Introduction: This variant is inspired these primary sources: 1: Kevin Maroney's Ur Chess 2: Ralph Betza's Halfling Chess One of the main motivations of this variant is similar to that of Ur Chess in that I was looking for a 'simplified' variant of chess. As I read Ur chess I saw that many of the fiddly rules he was trying to change concerned pawns, so it seemed natural to me to dispense with pawns alltogether. But that led to an immediate problem, which is with the major pieces of FIDE facing each other the opening usually end up with a lot of exchanges and not many pieces on the board after the exchanges end. To combat this, the pieces needs to be weakened and captured pieces recycled. So I used halfling chess to weaken the pieces, and added the capture return rule to recycle the pieces. I changed the knight to halfling Knightrider to strengthen the army a bit so that it won't be too slow. The details follows: Board and Setup: Use standard chess board and setup with the pawns removed r n b q k b n r * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * R N B Q K B N R Rules: 1. All pieces move as they do in halfling chess, except the knight, which becomes a halfling knightrider. Motivation: To weaken the pieces so the opening will be more strategic, rather than tactical. As Peter Aaronson suggested and Ralph Betza showed. 2. A captured piece is returned to the owner, who is to put it back on its starting rank. It is the owner's choice, which open square to put the returned piece on. If the starting rank is fully occupied then the captured piece is discarded. Motivation: Since the ratio of pieces to squares is so low, to start with, this rule will keep more pieces in play longer, for a more tactical and longer endgame. 3. No repetition of a previous board position Motivation: Super-Ko rule is adopted to reduce draws. Object: Checkmate or stalemate the opponent Motivation: Stalemating the opponent is included as a winning condition to reduce draws. Notation: R a1 x a5 [a8] piece source capture destination drop location piece: name of the piece source: starting square capture: x if capture occured, - if non-capturing move. destination: ending square drop location: the location to which the captured piece is dropped Can be abbreviated if no ambiguity arises. Remember, if capture occurs, drop location must be specified. Comments: Shortest fool's mate is 2.5 moves, which is comparable to FIDE, with the added benefit of being more 'foolish'. Tempo is most important in this game. Losing tempo can be fatal. It is even more important than safety of specific pieces. Since pieces are recycled. I have done some playtesting but I would welcome more. And any more suggestions!
This is looking interesting. Have you tried it yet? If you don't have an opponent it would be easy enough to program for Zillions, given that Halflings have been figured out for ZRF.
<p>
In his page on <a href='../dpieces.dir/amontillado.html'>Amontillado
Chess</a>, Ralph Betza speculates that a Halfling Nightrider is worth
in the neighborhood of 1/2 a Queen, or approximately the value of a Halfling Queen. I don't see this as a problem with your game, mind you, but if it is correct players will have to be careful to keep in mind the new balance of power amongst the pieces.
<p>
I do wonder about the piece density -- 16 pieces on 64-squares do seem to rattle around a bit. I suppose you could double the back rows except for the Kings, although I'm not sure that would improve matters.
<p>
I'm not sure if it necessary, but if the game tends to end in draws even with the stalemate rule, you could also add victory by Bare King.
I hve played the game a few times. mate does take time but not impossible, in fact draws should be extremely rare, since captures are nearly impossible and positions can't be repeated, so a mating position will have to come up, and failing that a stalemate position which is also a loss or win depending on the player. Though I am looking for more playtesting. email: [email protected]
<h4 align=center>What's the Value of a White Elephant?</h4>
Here are some thoughts on a variant I've played around with, but never
finished as I was uncertain about the balance. I thought they might
be of minor general interest, so here they are.
<P>
Sometime back, after reading the Piececlopedia article on the <a
href='../piececlopedia.dir/alfil.html'>Alfil</a>, I started thinking about
the other sort of Elephant piece, the one that moves like a Ferz or
one step forward (fWF), found in <A
HREF='../oriental.dir/burmese.html'>Sittuyin</A> (Burmese Chess) as
the Elephant, in <A HREF='../oriental.dir/thai.html'>Makruk</A> (Thai
Chess) as the Thon, and in <A HREF='../shogi.html'>Shogi</A> (Japanese
Chess) as the Silver General.
<P>
It's a simple piece, but what is it worth? A <A
HREF='../piececlopedia.dir/ferz.html'>Ferz</A> is generally accepted
to be worth about 1/2 a Knight (balancing colorboundness with a good
forward move), but how much more does that single forward move add?
I'm not as scientific about these sorts of things like Ralph Betza is,
but it does add a lot. First, an Elephant is not colorbound like a
Ferz is, and second, its forward moves are the same as a <A
HREF='../piececlopedia.dir/man.html'>Commoner's</A>. In fact, you could
look at an Elephant as 5/8's of a Commoner, which is generally considered
a Knight-valued piece and about which Ralph Betza says:
<BLOCKQUOTE>
This is a very short-range and very flexible piece that is much weaker
than a Knight in the opening, very strong in the middlegame if it can
occupy the center, and almost always wins against a Knight or Bishop
in the endgame.
</BLOCKQUOTE>
Of course, an Elephant is less flexible in the endgame where the
opposing pieces very well might not be in front of it. But on the
other hand, it has the three most useful moves of the Commoner for the
opening. So we'll assume 5/8's of a Knight is about right; roughly
two Pawns.
<P>
The next thought I had on the subject was what if I were to combine
the Alfil and the Elephant? This produced a piece that moved one or
two (jumping) diagonally or one square forward. Looking at this, I
realized that if I added a two square jump forward (yielding fWFfDA) ,
I would repeat the shape of the Elephant's move (supposedly four legs
and a trunk) on a slightly larger scale. Thus was born the 'Great
Elephant'.
<P>
Now, what's the Great Elephant's value? It attacks 10 squares on an
empty board, and it is neither colorbound nor colorchanging. The
simplest calculation would be a Knight and a quarter -- 3.75 Pawns.
The lack of colorchanging might kick it up to as much as 4 Pawns.
<P>
OK, the actual variant. Thinking about Ralph Betza's game of <A
HREF='../d.betza/chessvar/ghost.html'>Black Ghost</A>, where black is
given a piece worth less than a Pawn to balance white's first turn
advantage, I decided to give white an Elephant-based army worth a tiny
bit less than black's in order to balance white's first turn advantage.
<h4 align=center>White Elephant Chess</h4>
The rules for <B>White Elephant Chess</B> are as for <A
HREF='../ichess.html'>FIDE Chess</A>, except where stated otherwise.
<P>
White's Bishops are replaced by Elephants (fWF), and Knight's by Great
Elephant's (fWFfDA). Black's array is the usual FIDE array.
<P>
Pawns may promote to any non-Pawn, non-King piece that started the
game on either side (Elephant, Knight, Bishop, Great Elephant, Rook or
Queen).
<hr>
My suspicion (backed up unreliably by Zillions) is that white might be
a tad <STRONG>too</STRONG> weak. I tried adding the Alfil's move to
the white Queen's to produce the Queen Elephant, but that didn't seem
right, either.
Values are different in Shogi, where the drops and 6th-rank limited promotion rules change all values. After I sought out and visited the Shogi equivalent of the Nihon Ki-In (but decided not t play because of my limited shogi experience -- the exercize of finding it on the map and actually finding my way to a remote region of Tokyo was quite rewarding enough!), I downloaded the supremely weak shogi master program from the home of the underdogs, and played quite a bit; and my impression is that (1) having more Pawns is good, but not specific number of Pawns is worth anything; (2) fR == ffN; Gold == Silver == 2 of the previous; R == B == 2 of the previous (although R versus B may often be decisive). But in a 'normal' game, what's a Silver worth? My ancient researches seemed to indicate that adding the forward move+capture of Wazir to something else is worth nearly half as much as adding a whole Wazir; and that adding the sideways moves is worth most of the remaining half-Wazir. For the Ferz, I forget. It's written down somewhere but of course forwards is worth more than half. Thus, the basic estimate for the Silver General is roughly 3/4 of a Knight, and the basic estimat for the Gold General is somewhat more than 3/4 of a Knight. If the simplest possible estimates of the values are taken, then your Elephant may possibly be worth 3/4 N and your Great Elephant may possibly be worth 1.5 N, which is roughly the value of a Rook. According to the shock-troop theory, the combination of weak FfW which have no jumping move and the strong fWfDWA which does have jumping, this combination interferes with the harmonious development of the army; but Philidor's shock-troop theory, although it contains some truth, is not the final word. Morphy showed how one can cause great damage to the opponent by developing the Rook-valued pieces, and his example must be kept in mind when you are playing an army that includes HFD or Great Elephants as R-valued pieces. If the Great Elephant is Rookish in value, then it is logical that splicing equine genes into the Greater Elephant must produce a Q-valued piece; using this in the same army would be consistent but it would be overkill. If my guesses about the elaphantine values are somewhat near correct, then why does your playtesting seem to hint that the army is too weak? In my experience, the unreliable values produced by my pseudoscientific guesses are actually more reliable than playtesting. The most common problem with playtesting is that if you don't know how to use a piece to best advantage, it seems weaker than it really is. Learning to use every possible piece is difficult and time-consuming.
While I am certainly willing to believe in the inaccuracy of playtesting
as
a means of determining the value of pieces (unless, of course, there are
a
great number of games played by strong players), still, I have some
trouble
thinking of the Great Elephant as a Rook-equivalent piece.
<p>
And I wonder. While almost 1/2 the value of the Wazir might come from
its
forward move, does that mean that that forward move necessarily adds 1/2
of the value of a Wazir to a piece, like the Ferz, which already has
considerable forward movement? In the Great Elephant's case, the fWfD
component adds two forward moves to a piece that has four already -- it
seems to me that there ought to be some principle of diminishing returns
here. There is also the strange issue of directional colorboundness;
that
the Elephants are colorbound when moving backwards but not when moving
forwards.
'I have some trouble thinking of the Great Elephant as a Rook-equivalent piece.' It has two full atoms, half of another, and a quarter of another; this puts it already in the Rookish range, though maybe a bit weak. The partial atoms are the forward parts, which must boost it to full Rookitude. You have inspired me to write Captain Spalding Chess, of which the most important feature is that one may find an Elephant in one's Pajama.
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