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history of chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sat, May 11, 2002 05:28 PM UTC:
Continuing what Ralph said about the need for more prominent heading for
chess history. One possible idea is a specific page on the history of 
chess that shows a genealogy of chess. A genealogy because it shows both
history and the relationship between the different historical variants.
Such an undertaking would be no small one by any means but would provide
a good context for the layman and scholar alike in the foundations of 
this pusuit of variants.

David Howe wrote on Sat, May 11, 2002 06:41 PM UTC:
Here's another thought: Why not take HJR Murray's 'A Brief History of Chess', and Project-Gutenberg-ize it? That would be phase 1. Phase 2: Take HJR's 'History of Chess' and Guten-ize it (ie. produce an ebook version). Of course, phase 2 would be a huge job. Anyone know if these two books are public domain yet? HoC was published in the early 1900's. If anyone else is interested in doing this, I could check with the folks at PG. <p>Thinking smaller... perhaps a timeline page or chess geneology page. With links of course. Perhaps this would be a good job for Hans or JL Cazaux?

gnohmon wrote on Sun, May 12, 2002 05:16 AM UTC:
The copy of Murray that I own is the 1969 reprint, not the 1909 original.


It may well be that the reprint in some manner updated the copyright? Laws
on this subject have changed from time to time...

Project gutenburg is usually plain text files. Can Murray be appreciated
fully without the diagrams? No. Can it be appreciated to some extent? Yes,
of course.

Modern scanners may be able to extract the text pretty well, but then if
you don't proofread what the scanner said, the book is seen as if
through a scanner darkly
(title of a book by l cordwainer smith; always wanted to use that phrase in
casual conversation.)

Big job, no matter what. Big disk space, but there are so many terabytes
now, how else to fill them? Big download for the reader. But, what a book!
And how much we all owe to it!

Jianying Ji wrote on Sun, May 12, 2002 05:27 AM UTC:
The diagrams will have to be described using FFEN, which the FFEN to HTML
converter will take care of the rest. And probably lots of proofreading.
But it is possible.

Peter Aronson wrote on Sun, May 12, 2002 06:00 AM UTC:
Err, I don't think Project Gutenburg is using FFEN -- just plain text.

Jianying Ji wrote on Sun, May 12, 2002 06:06 AM UTC:
What I mean is that FFEN is a way to convert the diagrams to plain text. 
and for the people who want to read it they would understand it. Moreover
this way a special reader can translat it to diagrams.

David Howe wrote on Mon, May 13, 2002 05:11 PM UTC:
Project Gutenburg, while they concentrate on 'plain vanilla texts', also produces some works that are (or contain) non-textual information. Also, they are no averse to producing HTML products, as long as there is a plain text version available. <p>FFEN is one option, but we could also use GIF's. Or even plain old ugly ascii diagrams. The book would definitely have to be broken up into chapters, as the full book in one file would be too huge. <p>I'll send a request to PG to see if they feel the book (Hoc) is public domain.

3LWC Chess[Subject Thread] [Add Response]
Doug Chatham wrote on Tue, May 14, 2002 12:27 PM UTC:
I've recently had a strange idea for an 84-square chess variant, and I'd
like to get some comments on it.

I call it Three-Layer Wedding Cake Chess.  The bottom layer is a standard
8x8 chess board with the standard chess piece placement.  Above the middle
16 squares is the second layer, an initially empty 4x4 board.  Above the
middle four squares of the second layer is the third layer, an initially
empty 2x2 board.

The goal is to get your queen and king on the top layer before the
opponent's king and queen can reach the top layer.

There is no check, checkmate, or any true capturing.  A piece (including
P,R,B,N,Q, or K) can move onto a square occupied by an enemy piece only if
the square immediately above that enemy is empty.  When such a move occurs,
the enemy piece is 'elevated' to the square immediately above its current
positions.  If a player can elevate an enemy piece, he or she must do so. 
If more than one elevation is possible, the player can choose which one to
carry out.

A player may move a piece to the square immediately below that piece if
that square is empty.

Pieces move on the top layers just as they do on the bottom layer, except
that pawns may only promote on the bottom layer.

FIDE rules apply except as I've contradicted them above (so, for example,
there are no 3D moves other than the ones given above,).

Previous variants inspiring and influencing this one include Bachelor Chess
(the wedding theme), Pyramid Chess (board layout), Reenterent Chess (each
square on the top two layers acting like a reentering square for 'captures'
on the square immediately below), Losing Chess ('captures' compulsory), and
Elevator Chess (inspiring the term 'elevate').

I hope you find this entertaining.

Peter Aronson wrote on Tue, May 14, 2002 05:24 PM UTC:
Well, to damn it with faint (or dubious) praise, it seems reasonable to me, at least at first blush. <p> With forced captures and an attainment goal, the play will not be particularly Chess-like, I suspect. Not that that's a problem. <p> It has some simularities to <a href= '../diffobjective.dir/giveaway.html'>Losing Chess</a>, but only in the middle. I do wonder if the board will just become hopelessly clogged, particularly the middle board. The problem is, pieces can only be forced to move by offering them captures, and captures can only be offered <strong>on</strong> the squares you want to be able to move pieces <em>off</em> of. <p> Perhaps some form of capture other than elevation is required for the outer boards, such as <a href='../difftaking.dir/circe.html'>Circean</a> capture where captured pieces are returned to their starting square.

ChrisWitham wrote on Tue, May 14, 2002 08:29 PM UTC:
What happens if the top squares get filled up?  Is the game a stalemate, or
is there a way to clear out the top to make room fo the king and queen? 
Also this has some resembalance to Cheops, in which one of the two
objectives is to have the queen on the top level of the pyramidal board.

CV Pages as Lit[Subject Thread] [Add Response]
Peter Aronson wrote on Tue, May 14, 2002 11:30 PM UTC:
<h4>CV Descriptions as Literature</h4> Ralph Betza recently complimented on how my page on <A HREF='../other.dir/ruddigore-chess.html'>Ruddigore Chess</A> was written. This led me to think about Ralph's excellent pages for <A HREF='../other.dir/nemoroth.html'>The Game of Nemoroth</A>, and wonder: can an Chess variant's description also be a work of literature? <P> (Let me note that in my view, literature comes in a quite a large range of quality, and piece of writing does not have to be to the standards of F. Scott Fitzgerald or James Joyce to qualify. The fast and loose definition I'm going to use here is that literature is writing of at least reasonable quality, intended to be pleasurable or moving to read. (The intelligentsia may now commence my immolation.)) <P> A possibly analogous situation. One of my two degrees is in geography, and of course I was educated in its history. Until the late 19th Century, Geography (with the exception of Cartography and related disciplines) was primarily a descriptive science, and could be and was looked at as a variety of literature -- the literature of place. A piece of geographic writing was judged almost as much by the quality of its writing as the correctness and completeness of its facts. <p> Chess variants as described in these pages are a combination of rules and description, of algorithm and literature. While I would hardly suggest that the quality of the writing is anywhere near as important as the quality of the rules, yet sometimes the writing is very good. If you search through these pages, you will admittedly, find many bare-bones or clumsy descriptions of Chess variants. Often it is not the fault of the author, who may be laboring with a foreign language, or simply not have time or writing experience for the type of description they would like to produce. And opinions vary; as editor, I have corresponded with authors who prefered a very minimalist presentation of their designs. But still, if you wander through these pages, you will find stories and jokes and puns, references to arts and popular culture, small essays on the processes of designing and playing games, and snatches of biography and history. Sort of a literary smorgasbord. <p> Does all of this additional material add or detract from the rules that are the <I>raison d'etre</I> of the pages in the first place? Do readers like their Chess variants straight, or with a splash of story?

ChrisWitham wrote on Wed, May 15, 2002 01:14 AM UTC:
I think that it depends opon the variant and the wirteing style, a bare
bones rules would be preferable to a badly writen naritive which has the
rules in it, on the other hand a sci-fi/fantasy based varient would seem
stale or flat without somekind of backround.  And when it comes to
background there is a very large gray area, becuase you could easily say
that why a piece was chosen to move the way it does is part of a bare bones
discription, but sometimes the reasoning is so complex it could qualify as
literature.

There is also a question of 'What is literature?' a common question is 'Is
a comicbook literature?' in this case it might be better as 'Is a
discription literature?' some would say yes, others no.  Certainly I would
always prefer a discrtiption into which some kind of tone or voice has been
put, but that is not the same as haveing something on the level of Ralph
Betza's Nemoroth, which gives you the feel and atmosphere of the game.  If
everyone could write on that level then we would have an impressive
colection of CVs and literature in one, and games that otherwise might have
been overlooked would be noticed and played.

I fear that I may have lost track of my point near the first or second line
but if I try and go back and change it this will make even less sense. 
Basicly what I'm saying is that a well writen back story or setting could
never hurt a discription, and in some cases it's absense would.  Also a
discription its self can have a certain literay flavor to it that makes it
easier to read and understand than a bare rules only format.  I think that
the most disireable form of a discription is first and formost the rules,
backround information on how the game came to be and why the pieces are the
way they are, and any story or such thing that goes with it, i.e. a game
claiming to be elven chess should say a bit about how the elves played the
game.  If the rules are mixed in with the other elements, like for example
as in Nemoroth it may also be a good idea to have them listed sepreately,
also as in Nemoroth, so that those that don't want to read the non rule
related elements don't have to, and those that want to quickly refrence a
rule can.

I know I rambled and I hope it made sense and was in some way helpful.

John Lawson wrote on Wed, May 15, 2002 05:56 AM UTC:
Although the format of the CVP is like a database or encyclopedia, I think
that it is actually better thought of as a 'conversation' about chess
variants.  Many variantists probably actually play very little, and most
variants receive very little play.  Therefore, the main point of the CVP,
at least for some, is the communication of the ideas behind the variants.

As in any 'conversation', although the primary focus is to impart
information, a desire to amuse, entertain, and interact is perfectly valid.
 Also, some variants are better understood with the story that inspired
them.  A bare-bones exposition of the Nemoroth rules would seem
incomprehensible and arbitrary.  Other variants that are hard to appreciate
without their background stories are Peter's Ruddigore Chess, or Dan
Troyka's Hitchhiker Chess.

One is on thinner ice with descriptions that are just plain silly, like my
Pizza Kings.  It is important to avoid a descent into pointless sophomoric
humor, like the relentless plays on words in the headlines of bad
newspapers.

We should also remind ourselves, when writing rules, that the CVP has an
international following.  Therefore, it is likely that the point behind
Ruddigore Chess is completely opaque to someone with no knowledge of or
interest in late 19th C. English musical theater.  We also have to be
careful not to obscure the rules with verbal cleverness.

The beauty of the recently improved comment system, is that it provides a
forum for those so inclined to play with words and concepts, without
getting in the way of the clarity of the descriptive pages.

I think I might have had a point once in all this, but I ignored it and it
wandered away.  I like clever and amusing literate writing.  I think it
enhances the CVP, but it is not necessary to the CVP.  Intelligent,
well-thought-out, and clearly described variants are what is necessary.

ChrisWitham wrote on Wed, May 15, 2002 06:43 PM UTC:
Having had time to think of my earlier comment I am almost entirely sure
that I lost the point, the reader, or both.  I'll try to keep it short this
time.  I completely missed one of the points that I had wanted to make.  A
discription with just the rules can be writen in such a way that the author
puts their own tone or flavor into it, this gives the reader a feeling that
the author is speaking to them.  This effect is helpful because for some
reason it is easyer to understand the same information if it seems like it
is said to the reader, it is also easier to remember.  This probably
doesn't make it all the way to literature, but it is somehow more than a
barebones discription.  This somewhat goes with what John said about it
being a kind of conversation.

gnohmon wrote on Fri, May 17, 2002 02:51 AM UTC:
Pizza Kings is a charming piece of somewhat humorous literature; it won't
make you laugh aloud like 'The Literary Offenses of James Fenimore Cooper',
but it may bring a smile.

Many variants recieve very little play, while others become popular. In
order for a variant to become popular, people have to try it at least once.
How do you get your reader interested enough to try playing the game?

A good presentation can't hurt. At least if it's interesting to read,
people may read it all the way through, and that's a start.

Sometimes the idea of the game is sufficiently intriguing in its own right
that you get people to play it without anything special in the way of
presentation. 'There's nothing in the way of presentation, you can get
right at it.' (That's from _It's a Gift_, right?) This was the case with
Avalanche.

A good presentation is Partonesque. His games were always introduced with a
bit of a premise and a bit of whimsy.

In other words, like all good literature, it's advertising; or even product
placement, as in Refreshing Bubble Fizz Chess.

I had a point here somewhere, but it wandered off. Perhaps my point was a
neutral piece and my opponent moved it somewhere I can't see it.

John Lawson wrote on Fri, May 17, 2002 05:21 AM UTC:
I went back and reread Pizza Kings, and it's better than I remembered. 
Pizza Kings actually had a definite satirical purpose.  At that time,
people were suggesting various different armies with themes like leaping,
or spaciousness, or fizziness.  I just extended the theme to something
completely irrelevant to chess, and then developed the theme deadpan.  Part
of the point I was making earlier is that sort of thing is only pleasing in
moderation.  If I had gone on to invent the Avenging Appetizers and the
Beer Batterers, the result would have been far less than three times as
amusing.

I was also unclear in stating my preference.  I much prefer an entertaining
and engaging description.  I am one of those variantists who actually
rarely play, but, concurring with gnohmon's point, I found Nemoroth so
fascinating that I am actually playing an email game.  That is based on two
things: the terrific description, and the original mechanics.  In the case
of Nemoroth, they cannot be separated.  Without the story, the mechanics
would seem capricious.  Without the unusual mechanics, the story would just
be an exercise in cleverness, without point on the CVP.  Now, e.g., there
is a clear picture in my mind of a Leaf Pile, what it does, and why.

Tony Paletta wrote on Fri, May 17, 2002 05:17 PM UTC:
MY personal preference is for CV proposals that contain a minimum of
narration and a straight-forward presentation of the author's rules. 

I'm OK with very brief comments that actually simplify learning the rules,
but I have very little interest in extended narratives.

3LWC Chess[Subject Thread] [Add Response]
Doug Chatham wrote on Sat, May 18, 2002 06:02 PM UTC:
In order to prevent the upper levels from being clogged up, perhaps I
should introduce a gravity rule:  before a player moves, all of his/her
pieces that both (1) haven't moved in the past two turns and (2) have an
empty square directly below them descend one level.

Or perhaps, when an elevation isn't possible, a 'captured' piece could be
placed on any empty square chosen by the capturer.

Pawnless chess[Subject Thread] [Add Response]
Jianying Ji wrote on Sun, May 19, 2002 05:16 PM UTC:
I have been studying the advices in this thread and examining some of 
my ideas along this line. The following is what I have developed so far:

Pawnless Chess

-by Jianying Ji			

Introduction:

This variant is inspired  these primary sources: 
1: Kevin Maroney's Ur Chess
2: Ralph Betza's Halfling Chess

One of the main motivations of this variant is similar to that of Ur Chess
in that I was looking for a 'simplified' variant of chess. As I read Ur
chess I saw that many of the fiddly rules he was trying to change concerned
pawns, so it seemed natural to me to dispense with pawns alltogether. But
that led to an immediate problem, which is with the major pieces of FIDE
facing each other the opening usually end up with a lot of exchanges and
not many pieces on the board after the exchanges end.  To combat this, the
pieces needs to be weakened and captured pieces recycled. So I used
halfling chess to weaken the pieces, and added the capture return rule to
recycle the pieces. I changed the knight to halfling Knightrider to
strengthen the army a bit so that it won't be too slow. The details
follows:

Board and Setup:

Use standard chess board and setup with the pawns removed

r n b q k b n r
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
* * * * * * * *
R N B Q K B N R

Rules:

1. All pieces move as they do in halfling chess, except the knight, 
which becomes a halfling knightrider.

Motivation: To weaken the pieces so the opening will be more strategic,
rather than tactical. As Peter Aaronson suggested and Ralph Betza showed.

2. A captured piece is returned to the owner, who is to put it back on 
its starting rank. It is the owner's choice, which open square to put 
the returned piece on.  If the starting rank is fully occupied then 
the captured piece is discarded.

Motivation: Since the ratio of pieces to squares is so low, to start 
with, this rule will keep more pieces in play longer, for a more 
tactical and longer endgame.

3. No repetition of a previous board position

Motivation: Super-Ko rule is adopted to reduce draws.

Object:

Checkmate or stalemate the opponent

Motivation: Stalemating the opponent is included as a winning condition 
to reduce draws.

Notation:

R        a1        x           a5  	         [a8]
piece	source   capture    destination    drop location

piece: name of the piece
source: starting square
capture: x if capture occured, - if non-capturing move.
destination: ending square
drop location: the location to which the captured piece is dropped

Can be abbreviated if no ambiguity arises.

Remember, if capture occurs, drop location must be specified.


Comments:

Shortest fool's mate is 2.5 moves, which is comparable to FIDE, 
with the added benefit of being more 'foolish'.

Tempo is most important in this game. Losing tempo can be fatal. 
It is even more important than safety of specific pieces. Since 
pieces are recycled.

I have done some playtesting but I would welcome more. And any
more suggestions!

Peter Aronson wrote on Tue, May 21, 2002 03:42 PM UTC:
This is looking interesting. Have you tried it yet? If you don't have an opponent it would be easy enough to program for Zillions, given that Halflings have been figured out for ZRF. <p> In his page on <a href='../dpieces.dir/amontillado.html'>Amontillado Chess</a>, Ralph Betza speculates that a Halfling Nightrider is worth in the neighborhood of 1/2 a Queen, or approximately the value of a Halfling Queen. I don't see this as a problem with your game, mind you, but if it is correct players will have to be careful to keep in mind the new balance of power amongst the pieces. <p> I do wonder about the piece density -- 16 pieces on 64-squares do seem to rattle around a bit. I suppose you could double the back rows except for the Kings, although I'm not sure that would improve matters. <p> I'm not sure if it necessary, but if the game tends to end in draws even with the stalemate rule, you could also add victory by Bare King.

Jianying Ji wrote on Sat, May 25, 2002 12:44 PM UTC:
I hve played the game a few times. mate does take time but not 
impossible, in fact draws should be extremely rare, since captures are 
nearly impossible and positions can't be repeated, so a mating position 
will have to come up, and failing that a stalemate position which is 
also a loss or win depending on the player. Though I am looking for more 
playtesting. email: [email protected]

White Elephants[Subject Thread] [Add Response]
Peter Aronson wrote on Wed, Jun 12, 2002 05:58 PM UTC:
<h4 align=center>What's the Value of a White Elephant?</h4> Here are some thoughts on a variant I've played around with, but never finished as I was uncertain about the balance. I thought they might be of minor general interest, so here they are. <P> Sometime back, after reading the Piececlopedia article on the <a href='../piececlopedia.dir/alfil.html'>Alfil</a>, I started thinking about the other sort of Elephant piece, the one that moves like a Ferz or one step forward (fWF), found in <A HREF='../oriental.dir/burmese.html'>Sittuyin</A> (Burmese Chess) as the Elephant, in <A HREF='../oriental.dir/thai.html'>Makruk</A> (Thai Chess) as the Thon, and in <A HREF='../shogi.html'>Shogi</A> (Japanese Chess) as the Silver General. <P> It's a simple piece, but what is it worth? A <A HREF='../piececlopedia.dir/ferz.html'>Ferz</A> is generally accepted to be worth about 1/2 a Knight (balancing colorboundness with a good forward move), but how much more does that single forward move add? I'm not as scientific about these sorts of things like Ralph Betza is, but it does add a lot. First, an Elephant is not colorbound like a Ferz is, and second, its forward moves are the same as a <A HREF='../piececlopedia.dir/man.html'>Commoner's</A>. In fact, you could look at an Elephant as 5/8's of a Commoner, which is generally considered a Knight-valued piece and about which Ralph Betza says: <BLOCKQUOTE> This is a very short-range and very flexible piece that is much weaker than a Knight in the opening, very strong in the middlegame if it can occupy the center, and almost always wins against a Knight or Bishop in the endgame. </BLOCKQUOTE> Of course, an Elephant is less flexible in the endgame where the opposing pieces very well might not be in front of it. But on the other hand, it has the three most useful moves of the Commoner for the opening. So we'll assume 5/8's of a Knight is about right; roughly two Pawns. <P> The next thought I had on the subject was what if I were to combine the Alfil and the Elephant? This produced a piece that moved one or two (jumping) diagonally or one square forward. Looking at this, I realized that if I added a two square jump forward (yielding fWFfDA) , I would repeat the shape of the Elephant's move (supposedly four legs and a trunk) on a slightly larger scale. Thus was born the 'Great Elephant'. <P> Now, what's the Great Elephant's value? It attacks 10 squares on an empty board, and it is neither colorbound nor colorchanging. The simplest calculation would be a Knight and a quarter -- 3.75 Pawns. The lack of colorchanging might kick it up to as much as 4 Pawns. <P> OK, the actual variant. Thinking about Ralph Betza's game of <A HREF='../d.betza/chessvar/ghost.html'>Black Ghost</A>, where black is given a piece worth less than a Pawn to balance white's first turn advantage, I decided to give white an Elephant-based army worth a tiny bit less than black's in order to balance white's first turn advantage. <h4 align=center>White Elephant Chess</h4> The rules for <B>White Elephant Chess</B> are as for <A HREF='../ichess.html'>FIDE Chess</A>, except where stated otherwise. <P> White's Bishops are replaced by Elephants (fWF), and Knight's by Great Elephant's (fWFfDA). Black's array is the usual FIDE array. <P> Pawns may promote to any non-Pawn, non-King piece that started the game on either side (Elephant, Knight, Bishop, Great Elephant, Rook or Queen). <hr> My suspicion (backed up unreliably by Zillions) is that white might be a tad <STRONG>too</STRONG> weak. I tried adding the Alfil's move to the white Queen's to produce the Queen Elephant, but that didn't seem right, either.

gnohmon wrote on Thu, Jun 13, 2002 04:23 AM UTC:
Values are different in Shogi, where the drops and 6th-rank limited
promotion rules change all values. After I sought out and visited the Shogi
equivalent of the Nihon Ki-In (but decided not t play because of my limited
shogi experience -- the exercize of finding it on the map and actually
finding my way to a remote region of Tokyo was quite rewarding enough!), I
downloaded the supremely weak shogi master program from the home of the
underdogs, and played quite a bit; and my impression is that (1) having
more Pawns is good, but not specific number of Pawns is worth anything; (2)
fR == ffN; Gold == Silver == 2 of the previous; R == B == 2 of the previous
(although R versus B may often be decisive).

But in a 'normal' game, what's a Silver worth? My ancient researches seemed
to indicate that adding the forward move+capture of Wazir to something else
is worth nearly half as much as adding a whole Wazir; and that adding the
sideways moves is worth most of the remaining half-Wazir. For the Ferz, I
forget. It's written down somewhere but of course forwards is worth more
than half.

Thus, the basic estimate for the Silver General is roughly 3/4 of a Knight,
and the basic estimat for the Gold General is somewhat more than 3/4 of a
Knight.

If the simplest possible estimates of the values are taken, then your
Elephant may possibly be worth 3/4 N and your Great Elephant may possibly
be worth 1.5 N, which is roughly the value of a Rook.

According to the shock-troop theory, the combination of weak FfW which have
no jumping move and the strong fWfDWA which does have jumping, this
combination interferes with the harmonious development of the army; but
Philidor's shock-troop theory, although it contains some truth, is not the
final word. Morphy showed how one can cause great damage to the opponent by
developing the Rook-valued pieces, and his example must be kept in mind
when you are playing an army that includes HFD or Great Elephants as
R-valued pieces.

If the Great Elephant is Rookish in value, then it is logical that splicing
equine genes into the Greater Elephant must produce a Q-valued piece; using
this in the same army would be consistent but it would be overkill.

If my guesses about the elaphantine values are somewhat near correct, then
why does your playtesting seem to hint that the army is too weak?

In my experience, the unreliable values produced by my pseudoscientific
guesses are actually more reliable than playtesting. The most common
problem with playtesting is that if you don't know how to use a piece to
best advantage, it seems weaker than it really is. Learning to use every
possible piece is difficult and time-consuming.

Peter Aronson wrote on Thu, Jun 13, 2002 05:38 AM UTC:
While I am certainly willing to believe in the inaccuracy of playtesting as a means of determining the value of pieces (unless, of course, there are a great number of games played by strong players), still, I have some trouble thinking of the Great Elephant as a Rook-equivalent piece. <p> And I wonder. While almost 1/2 the value of the Wazir might come from its forward move, does that mean that that forward move necessarily adds 1/2 of the value of a Wazir to a piece, like the Ferz, which already has considerable forward movement? In the Great Elephant's case, the fWfD component adds two forward moves to a piece that has four already -- it seems to me that there ought to be some principle of diminishing returns here. There is also the strange issue of directional colorboundness; that the Elephants are colorbound when moving backwards but not when moving forwards.

gnohmon wrote on Fri, Jun 14, 2002 03:27 AM UTC:
'I have some trouble thinking of the
   Great Elephant as a Rook-equivalent piece.'

It has two full atoms, half of another, and a quarter of another; this puts
it already in the Rookish range, though maybe a bit weak. The partial atoms
are the forward parts, which must boost it to full Rookitude.

You have inspired me to write Captain Spalding Chess, of which the most
important feature is that one may find

an Elephant in one's Pajama.

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