💡📝Greg Strong wrote on Wed, Jul 1, 2020 10:34 PM UTC:
1) What is the advantage of allowing a capture on a brouhaha square? Spontaneously, I find this strange: I understood that such a square hosts a piece until it is activated and enter into play, then the square disapears. Then, this square is not part of the play area really. So, I wouldn't have allowed a capture on it at all. Maybe there is something I don't see.
Good question. The thought was that if we do not allow a capture on those squares, a piece can stay safe there potentially forever. I do not like the idea of a piece that cannot be attacked but can still "spring into action" at any time. The idea of this game is to add another knight-value piece and another rook-value piece to the normal 8x8 board. The launch squares are just a new way to give some flexibility about how to develop them.
2) Why this name of "brouhaha" square? At least in French a brouhaha is a surrounding noise. Those squares are more like a fog, brouillard in French. Brouhaha/brouillard, is there a linguistic confusion there?
In English, Brouhaha means a chaotic fight with lots of participants. It was only the name of the game. The squares just came to be called Brouhaha squares because of their origin, but it was not intentional. I think Aurelian is the one who started calling them that when he used the idea in his Apothecary games.
Good question. The thought was that if we do not allow a capture on those squares, a piece can stay safe there potentially forever. I do not like the idea of a piece that cannot be attacked but can still "spring into action" at any time. The idea of this game is to add another knight-value piece and another rook-value piece to the normal 8x8 board. The launch squares are just a new way to give some flexibility about how to develop them.
In English, Brouhaha means a chaotic fight with lots of participants. It was only the name of the game. The squares just came to be called Brouhaha squares because of their origin, but it was not intentional. I think Aurelian is the one who started calling them that when he used the idea in his Apothecary games.