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A variant based on the computer game ADOM (Ancient Domains of Mystery)
I have played ADOM. I'm not very good at it, however, and so do not know all types of monsters you can encounter, so I cannot create a variant. (Perhaps someone else can for you.) Have you read Way of the Knight by Ralph Betza?
I have some ideas for a chess variant based on ADOM:
- Traps: Traps can be created with wands of trap creation in ADOM. When a creature lands on it, it activates. The type of trap depends on which diagonal it is generated on. In a chess variant game you can provide a way to create traps and when a piece lands on a square containing a trap it will activate.
- Wands/spells: Some wands/spells have effects that will bounce off walls, such as magic missile, far slaying, etc. Possibly in a chess game some effects can bounce off the edges of the board.
Can someone make a variant, preferably a Xiang Qi one, on either of these boards?:
I think someone should come up with a successor to taikyoku shogi, which is obviously too small. Since the two largest known shogis are on boards 25 x 25 and 36 x 36, and since there also exist shogis of size 9 x 9 and 16 x 16, I'd assume the next in the sequence would be 49 x 49. Someone with plenty of free time should undertake this. Preferably someone young and healthy.
May I suggest the use of a piece called a Shishishishi, which moves as a King 4 times?
Can someone make a tarot cards variation? I've tried and got nothing, perhaps a wiki variation, with all of us thinking about all the 22 cards could do in the board? My problem was that sometimes I got the same effect in different cards, e.g., The Death and The Devil ans in others as The Justice I had no clue about what to say... Hugs!
I would request perfect hybrid of Xiangqi and Shogi, to have either 86 or 85 squares. That is the only restriction if you please. The reason is one is 90 and the other 81, and halfway is 85,86. Optional but preferred is no OrthoChess KQNBR or P at all whatsoever. Now The chess Variants pages had a contest of 84 squares for unspecified reasons, so that is irrelevant entirely, even though up to 30 '''games'' came out of it. Thank you very much sir.
A simple form of Shogi/XiangQi hybrid would be to have drops in a XiangQi game. But this does not answer the field size.
Thanks for the CV based on sound and the CV using coprimes. Besides Shogi/Xiangqi, at cross-thread matching ChessboardMath5, John, I would single out requests for your number (28) Infinite Chess version. Also (11) Alice Chess squares 64 to 100. (14) Negotiable move-turn order. ''(18) Design a one-path piece-type that only moves by bouncing off other pieces.'' Former is difficult because Winther bifurcators are one and all multi-path. (19) GM Reshevsky's Zonal Chess having good idea but poor implementation. (20) Meld Chess and Tetraktys? Actually already done by myself to be resurrected. Good luck upon completion of any one originally.
I have created an Alice on 64 squares called 'Magician's Chess'.
An Infinite Chess would be my Lava Chess with infinite lava surrounding the board. Larry's idea of Xianggi is impossible, of course, due to the bindings of the Advisors and Elephants. As a mathematician I am surprised that you would use the arithmetic rather than geometric mean in your calculations.
A negotiable win could be an offer of a lesser one, perhaps worth 3/4 of a win. This provides more strategy to Chess where there are only full wins, losses, and draws, in that one may choose to secure a win or risk it for a better one, bluffing being a factor.
So the geometric mean of two items would be either infinite chess like Lava or at ChessboardMath5 3.January.2008 number (2)''Design CV without a board for example where pieces competitively mutate''? I thought about means before for chessboards, and found a strange gap in the fifties. There are only 3 or 4 CVs having 50-59 squares. So, the next request is for a board having 53 or 59 squares, the two primes there. The existing '50-ones' are all 50 exactly or 56. Then there are some 60 squares. The fifties in CVs must be some island of instability, the way 9x9 itself is compellingly exemplary. What is nice about Shogi and Xiangqi is how close in size they are. The logical 85 would be 9x9 with four Omega Chess corners, and the logical 86 would be 9x10 with four Morley gaps.
What I had in mind is enforced trades. Each turn is preceded by a trade. Trade your move for two moves later and opponent moves twice now. Or optionally trade a minor piece once every five turns for the same, switching positions. Then you make regular move. Each round is trade phase and then the moves, like chance games.
An elegant solution to the Shoxiang problem is Shogi on a Xiang Qi board with pieces promoting to their Xiang Qi counterparts upon crossing. Kings and Golds cannot cross, and drops can be made on the opponent's half of the board.
Would someone create presets for some of my games? I am especially in need of assistance with Colour Chess and Chess Dial.
Good subject. I have a request: unequal armies game, where one player have usual king, other have royal queen, wich can't make single step (as picket in Tamerlanee chess). Game can be themed as short range vs long range, for example, if one player have rook, other player have modern dababa (dababa+wazir), if one player have bishop, other have modern elephant (shatranj elephant+shatranj ferz), or short range player have pieces from Grand shatranj. I'm thinking about game on 6x6 board (here values of short range and long range pieces, used here, are close), but i'm not sure that it' balanced: rbnqbr pppppp ------ ------ PPPPPP DANKAD D - modern dababa, A - modern elephant, q - is weak royal queen i described above, other pieces are usual. Or a large board, where short range player have Grand shatranj pieces instead modern alfil and dababa, plus players have strong knight variants: nightrider for LR, squirel for SR. And pawns are stewards for SR and pawnriders for LR.
And i have piece request. With influence of Betza's Koopa chess, i'm going to make 10x10 game, where each piece is certain character from Mario games. If someone played these games, can he suggest, how piranha plants, bullet Bills and boos (ghosts) would behave on chessboard? My original variant, probably, will not have any of these pieces, because it already have to many of them. My variant will have koopas (as in Betza's game), Mario bros (can take flowers to use rifle-capture and feathers to be more mobile), yoshis (can take foes, when can either 'spit' them to close squares to attack or pass turn and make 'eggs' for one-time rifle capture), princesses (jumps too far, but can use limited 'emotions', special actions), toads (weaker versions of Mario bros, promotion form of goombas), pokeys (limited range rook, range depends on 'height'), lakitus (very mobile, can't capture, can make 'spiked turtles', wich are slow, but must be captured with some method other than replacement), bob-ombs (i don't need to explain), hammer bros (bound to board's quarter (moves as Alibaba), can use rifle-capture at other bindings), shy guys (Mario bros, princesses and toads treat them as in SMB2 videogame), castles (immobile royal pieces) and goombas (they are just pawns, name is changed to keep theme). I'm no thinking about details of these pieces. Other ideas are welcome.
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