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May I bring to the table what I call 'The Chiral Rook'. The Chiral Rook is the same as the normal Rook, but it can only access the left or right side of the board, which determined by its initial placement. This Rook can access only half of the board, and thus is similar to a Bishop, which is often called a colourbound Rook. What is the value of such a piece? How would it change when there is rotational symmetry?
Knights have a little secret. And that secret is: they're almost doubly colourbound. A narrow Knight is, a wide Knight is, and a certain configuration of Knight moves is even bound to 1/5th of the board. Knights alternate 1/4 bindings whenever they move. Thus, I propose the Quadrant-Changing Rook. The Quadrant-Changing Rook is the same as a normal Rook, but it must change what quadrant of the board it resides. This piece is absolutely horrid in development, and awkward in the endgame. What is this piece's strength?
In other words, if we have an empty 8x8 board and a white Chiral Marshall on the D1 square, this piece can move to B2, C3, D5, D6, D7, D8 (the four rook moves which must end on the opponent's side of the board), E3, and F2.
The same Chiral Marshall on D8 can move to A8, B8, C8, D8, E8, F8, G8, H8 (rook move), B7, C6 (knight moves), D7, D6, D5, D4 (rook move again), E6, and F7 (knight moves).
The black Chiral Marshall can only make a rook move ending on White's half of the board (A1-H4)
I like this because it encourages more aggressive play; by making the pieces more powerful on the opponent's side of the board, it makes passive play less fruitful and should make games more exciting.
- Sam
Just as a Bishop is colourbound, a Rook is squarebound. A piece even less bound than the Rook would be a Bishop that can stop on the corners of the squares, preferably only a certain type of corner, e.g. the lower left corners of the squares, though for symmetry in a FIDE-like set-up, a toroidal 64 point grid is recommended. And, yes, even this piece is bound in some way, for it cannot access the edges of the squares.
A piece with a constant (psition-independent) gait that has only two targets, located in an inversion-symmetric way, will be able to move back and forth along a line. Moves in one direction will exactly cancel moves in the other direction, so that only the difference determines where the piece is. This means all possible long-term destinations can be reached by moving only in one direction. If in this process the piece skips over a square, this square is unreachable. If a piece has 4 moves in an inversion-symmetric pattern, such as narrow or chiral Knights, but of course also Alfil and Dababba, the moves can be grouped in pairs of opposing moves. For each pair the same situation as above exists. All long-term targets can be reached through N moves in one direction of the first pair, and then M moves in one direction of the other pair. The targets can thus be mapped onto a two-dimensional grid, which in general will be a subset of the board. The Wazir is the only inversion-symmetric piece with 4 destinations that can access the entire board. With 6 or 8 moves and inversion symmetry, the destinations logically map onto 3- or 4-dimensional grids, but as the board is two-dimensional, you will see a projection of such grids on the board. Such a projection can quite easily acces every square, as the number of grid-points in a three-or more- dimensional grid is so much larger than the number of squares on a to-dimensional board. So color-boundedness is the exception, rather than the norm, in inversion-symmetric pieces with more than 4 destinations. For pieces that do not have inversion symmetry the situation is different. On a two-dimensional board you need at least 3 moves to lift color-boundedness. With 2 moves, the piece is either restricted to (a subset of) a line, or is irreversible an cannot return to its original position after it moves. The 'Y-piece' (fFbW) is an example of a piece with 3 moves that can acess every square of the board reversibly.
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