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On Designing Good Chess Variants. Design goals and design principles for creating Chess variants.[All Comments] [Add Comment or Rating]
John Lawson wrote on Sun, Feb 19, 2012 09:18 PM UTC:
David, I also find the 'point-count' classification interesting and possibly fruitful.  One interested in games in general might establish 'point-count' characteristics for other types of games, and then for those games that are ambiguous, one could perhaps, for instance, compare the various 'point-count' analyses of a difficult case like Nemoroth to decide whether it is more a Chess variant or a Fox-and-geese variant.
One of the characteristics could be, as trivial as it sounds, does any game in question take advantage of the physical nature of a chess set to define or clarify aspects of its own rules?