[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Comments/Ratings for a Single Item
Permalink to the exact comments currently displayed.
Check out Atomic Chess, our featured variant for November, 2024.
Permalink to the exact comments currently displayed.
Semi-Simultaneous Step Chess
This is a mutator. It should work across a broad range of variants.
Movement
Players make 1 standard move per turn. However, the pieces only make the smallest step possible each turn but turn after turn, each piece continues making the smallest step possible until it reaches its destination, where it stops and is once again available for movement. Sliders move 1 square/turn. Leapers make 1 leap/turn, so a knight gets to its destination in 1 turn, but a knight rider will advance only 1 knight’s leap/turn until it gets to its destination.
Who Moves First?
At the end of each player turn, each currently-stepping piece is moved in the same time order in which the moves were originally made. An alternate possibility is at the end of each player-turn, only that player’s pieces move, in time order. This change affects captures, see below.
Capture
During the stepping of the pieces, when a piece lands on another piece, the piece landed on is considered stepped on – it is captured and removed from the game immediately. Clearly the question of whether white and black interleave all their current steps, or if each side does all its own steps only, after its current move, has a huge effect on the game.
Discussion
Yes, the rules allow for players to capture their own pieces. And the rules allow players to see things coming and move out of the way just before the attacks will strike their pieces. And they can schedule an attack on the square just after the opponent piece gets there.
So why do any distance moves? Well, the more distance moves you do, the more pieces you can have moving at the same time. So the more attacks you can make in any given turn. You can try “time on target” attacks where you launch attacks over the course of several turns that all land in the same area at or near the same turn.
And that brings up another point. Why not have indeterminate moves? A slider may keep going in the same direction turn after turn until it captures a piece, hits the edge of the board, or is ordered to stop. It is given only a direction in which to move, not a destination.
Comments welcome.