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Comments by TonyQuintanilla

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How to Make Some Fairy Chess Pieces. How to alter standard plastic Chess pieces into various Fairy pieces.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Mon, Feb 23, 2004 04:49 AM UTC:Excellent ★★★★★
A very creative solution. Thanks!

Game Courier User's Guide. How to play games with the CV Play-by-Mail system.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Mon, Feb 23, 2004 05:01 AM UTC:Excellent ★★★★★
The new time controls now provide all the timing flexibility needed. If one is playing a long term game or a 'live' game and one wants time limits this provides the ability to select any time conditions wanted. Very nice!

Gridlock. Large, wargame inspired variant. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Wed, Feb 25, 2004 05:11 AM UTC:Good ★★★★
Impressive and original. I can't claim to have absorbed all the rules and permutations, but it certainly sounds neat.

Ready Chess. Pieces cannot capture right after capturing, they have to be restored first. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Tony Quintanilla wrote on Mon, Mar 8, 2004 06:10 PM UTC:
Right! Un-ready Chess? Well, I thought about it and liked calling the pieces that cannot capture Ready instead of Un-ready. They are ready, just resting!

Game Courier Tournament #1. A multi-variant tournament played on Game Courier.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Thu, Mar 11, 2004 12:13 AM UTC:Excellent ★★★★★
I second Michael Howe's comments. Excellent is for the tournament and Fergus' outstanding work and continuing improvements to the Game Courier. I tried the new time controls in a test game and they work very nicely, giving players a current time balance. The Game Courier has done for game play on the Chess Variants Pages what the Comments system did for discussion. Both are great additions to the game description archives. Its nice to see so much activity on the game log page! Yes, the tournament will be a little demanding, but very much worth it, and enjoyable. Sign up!

HexChess ZIP file. Various hexagonal chess games, including Glinski's and McCooey's.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Wed, Mar 17, 2004 06:25 PM UTC:
Ben, I ran into this problem. I resolved it by placing the ZRF in the main Zillions directory rather than in the Rules sub-directory. The images go in the Images folder as usual. I am not sure why this occurs.

[Subject Thread] [Add Response]
Tony Quintanilla wrote on Sun, Mar 21, 2004 07:22 PM UTC:
David Pritchard's criteria used in the 41-square contest are interesting:
playability, originality, simplicity and elegance. We also generally used
these criteria in judging the 42-square contest, with an added touch of
subjectivity--which should not be ignored. See:
http://www.chessvariants.com/41.dir/report.html

Tony Quintanilla wrote on Mon, Mar 29, 2004 06:23 PM UTC:
When I designed Heroes Hexagonal Chess, I first started with the idea
to design a game on a hex board that was unencumbered by Glinski's
adaptation. I then developed the thematic pieces based on a liking for the
ancient variants, Shatranj, Makruk, for example. The idea of the Hero as a
source of power for his army was inspired by the role of the Hero in
ancient folklore. To determine the power of the pieces, I made a rather
simple estimate of power density and I tried to come close to that of FIDE
chess. I did this because FIDE seems to have achieved a nice level of
power density, probably through countless attempts. With some play-testing,
some good feedback, and some calculation, I then refined the specific
characteristics of the pieces. For me, Chess has to engage the imagination
as well as the intellect to be interesting. Here, predilection play a big
role. The game must also be playable. Here, some calculation helps.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Sat, May 1, 2004 04:24 AM UTC:
For some reason, I have not been able to implement the flipping feature in the preset with Shogi-style images. So, I changed the images to be all right-side-up instead of Shogi-style. <p>If anyone can point out my error in the original file that would allow flipping, here it is: <pre> &lt;? $dir = 'http://www.chessvariants.com/graphics.dir/gifford/'; $pieces = array( 'a' => 'cpawn_b.gif', 'A' => 'cpawn_r.gif', 'b' => 'wbishop_b.gif', 'B' => 'wbishop_r.gif', 'c' => 'cannon_b.gif', 'C' => 'cannon_r.gif', 'd' => 'promoted_lance_b.gif', 'D' => 'promoted_lance_r.gif', 'e' => 'elephant_b.gif', 'E' => 'elephant_r.gif', 'f' => 'promoted_sbishop_b.gif', 'F' => 'promoted_sbishop_r.gif', 'g' => 'guard_b.gif', 'G' => 'guard_r.gif', 'h' => 'promoted_silver_b.gif', 'H' => 'promoted_silver_r.gif', 'i' => 'promoted_sknight_b.gif', 'I' => 'promoted_sknight_r.gif', 'k' => 'king_b.gif', 'K' => 'king_r.gif', 'l' => 'lance_b.gif', 'L' => 'lance_r.gif', 'n' => 'wknight_b.gif', 'N' => 'wknight_r.gif', 'p' => 'wpawn_b.gif', 'P' => 'wpawn_r.gif', 'q' => 'queen_b.gif', 'Q' => 'queen_r.gif', 'r' => 'wrook_b.gif', 'R' => 'wrook_r.gif', 's' => 'silver_b.gif', 'S' => 'silver_r.gif', 'u' => 'promoted_spawn_b.gif', 'U' => 'promoted_spawn_r.gif', 'v' => 'promoted_srook_b.gif', 'V' => 'promoted_srook_r.gif', 'w' => 'sbishop_b.gif', 'W' => 'sbishop_r.gif', 'x' => 'sknight_b.gif', 'X' => 'sknight_r.gif', 'y' => 'spawn_b.gif', 'Y' => 'spawn_r.gif', 'z' => 'srook_b.gif', 'Z' => 'srook_r.gif' ); $flipped = array( 'a' => 'cpawn_b_rev.gif', 'A' => 'cpawn_r_rev.gif', 'b' => 'wbishop_b_rev.gif', 'B' => 'wbishop_r_rev.gif', 'c' => 'cannon_b_rev.gif', 'C' => 'cannon_r_rev.gif', 'd' => 'promoted_lance_b_rev.gif', 'D' => 'promoted_lance_r_rev.gif', 'e' => 'elephant_b_rev.gif', 'E' => 'elephant_r_rev.gif', 'f' => 'promoted_sbishop_b_rev.gif', 'F' => 'promoted_sbishop_r_rev.gif', 'g' => 'guard_b_rev.gif', 'G' => 'guard_r_rev.gif', 'h' => 'promoted_silver_b_rev.gif', 'H' => 'promoted_silver_r_rev.gif', 'i' => 'promoted_sknight_b_rev.gif', 'I' => 'promoted_sknight_r_rev.gif', 'k' => 'king_b_rev.gif', 'K' => 'king_r_rev.gif', 'l' => 'lance_b_rev.gif', 'L' => 'lance_r_rev.gif', 'n' => 'wknight_b_rev.gif', 'N' => 'wknight_r_rev.gif', 'p' => 'wpawn_b_rev.gif', 'P' => 'wpawn_r_rev.gif', 'q' => 'queen_b_rev.gif', 'Q' => 'queen_r_rev.gif', 'r' => 'wrook_b_rev.gif', 'R' => 'wrook_r_rev.gif', 's' => 'silver_b_rev.gif', 'S' => 'silver_r_rev.gif', 'u' => 'promoted_spawn_b_rev.gif', 'U' => 'promoted_spawn_r_rev.gif', 'v' => 'promoted_srook_b_rev.gif', 'V' => 'promoted_srook_r_rev.gif', 'w' => 'sbishop_b_rev.gif', 'W' => 'sbishop_r_rev.gif', 'x' => 'sknight_b_rev.gif', 'X' => 'sknight_r_rev.gif', 'y' => 'spawn_b_rev.gif', 'Y' => 'spawn_r_rev.gif', 'z' => 'srook_b_rev.gif', 'Z' => 'srook_r_rev.gif' ); $flip = true; ?&gt; </pre>

Take Over Chess. Jump across pieces to take them over from your opponent.[All Comments] [Add Comment or Rating]
💡📝Tony Quintanilla wrote on Sat, May 1, 2004 04:40 AM UTC:
Thanks to Antoine for the rules enforcement.

Shanghai Palace Chess. A blend of Chinese, Japanese, and Western Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Tue, May 4, 2004 04:37 AM UTC:
Combined setup and flipping has been fixed.

Cambodian Chess ZIP file. Mysterious 9x9 "Cambodian" Chess game that seems unknown in Cambodia.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Thu, May 13, 2004 02:53 AM UTC:
I found the same thing. However, XP seems to have this problem only with archived ZRFs that are named something like, something_chess.zrf instead of something.zrf.

Aviary. New pieces with shogi elements and a bird theme. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Thu, May 20, 2004 04:40 AM UTC:
The set images are now posted! Very nice indeed.

Regenbogen. Unusual spectrum-based game with Wizards, Clerics and Spirits. (Cells: 44) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Thu, May 20, 2004 12:01 PM UTC:
Jared, this is an interesting game. <p>For a preset the limitation is the number of discrete pieces that will be present in the game. The practical limit is 52, the number of letters in the alphabet x 2 (small and capital letters). I did a quick run down and it seems that a preset is not practical, unfortunately. <p>How many distinct pieces can be formed in this game, including all colors? More than 52, it seems. <p>Another route would be to assemble pieces by making each hexagon a composite of different levels, so the assembly of each piece is done on the board using separate layers. How many discrete piece components (Queens, Drones, Pawns) are there? I count 27. <p>How many possible layers of piece components are possible? If a Wizard has 5 health Pawns, that's 7 layers. A Cleric with health and spells could have 9 layers. 44x9 cells is not practical to implement as separate layers. <p>Another option would be to designate stacked Pawns and Drones by number, P1-P5, D1-D4. How many combinations are possible? I count 8x5 for Pawns and 8x4 spell Drones. So that's 72 Pawn and Drone assembly combinations and that totals to 81 piece components. That's not possible to implement. <p>Additional clarification on how pieces are assembled and what they do may help. Are 'clear' and 'translucent' synonymous? Does 'opaque' mean anything but 'clear'? What does 'orientation' mean? How many Pawns and Drones can be stacked?

Canyon Chess. Small variant with Marshalls and Archbishops and some new rules. (8x8, Cells: 44) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Sun, May 30, 2004 05:46 PM UTC:
I have posted a basic Game Courier preset, without rules enforcement.

Geodesic Chess. Variation of hexagonal chess on a geodesic sphere with a few new pieces added. (Cells: 279) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Tue, Jun 1, 2004 05:17 PM UTC:Good ★★★★
Jack, have you considered using a Dymaxion projection to project the geodesic sphere to 2D and make a Game Courier implementation possible? The geodesic sphere is a very appealing concept for a board.

Masking Chess. Mask and move pieces so they are invisible to the opponent. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Wed, Jun 2, 2004 02:59 AM UTC:Good ★★★★
As far as playing, a quick look at Kriegspiel did not show any innovative ways to avoid the referee. The only other option, I think, would be the 'honor system', whereby players exchanging moves by e-mail would not only exchange visible moves, but also masked moves using three separate text files, one for each board. The masked moves files, though, would be 'off-limits' to the opponent (unless he cheats) until the end of the game. At that time, both players can verify that all the masked moves were executed correctly. The other option would be to record the masked moves without exchanging them, trusting that the players will not alter the files surrepticiously. Of course, if you can't trust your opponent, why play chess, right? That's the beauty of chess! FIDE not withstanding!

Canyon Chess. Small variant with Marshalls and Archbishops and some new rules. (8x8, Cells: 44) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Thu, Jun 3, 2004 05:17 PM UTC:Good ★★★★
Well, I am going to break the mold here. I don't think its fair to the game to let a 'poor' rating dominate. There is justification for some of the comments, such as a lot of power for a small board; an odd-shaped board; a lot of board edge changes; and the possibility of 'stereotyped' play. However, the game should be played first before relegating it to the 'poor' bin. There are some good points: the use of Knight moves mitigates against the odd-shaped board; the higher power density provide more options on a small, restricted board. In fact, the odd-shaped board provides some of the interest, as the name implies. The game will probably be very tactical and very exchange driven. I think it would be fairly enjoyable. Give it a chance!

Sculptures by James Killian Spratt -- Three New Chess Variations. Beautiful chess sets created by a sculptor of three of his own Chess variations plus Jetan.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Sun, Jun 6, 2004 04:58 AM UTC:Excellent ★★★★★
The sets of these variations appear trully very nice indeed. Take a look at the site. Hopefully, the rules can be posted soon too. Stay tuned!

Janggi - 장기 - Korean Chess. The variant of chess played in Korea. (9x10, Cells: 90) (Recognized!)[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Wed, Jun 9, 2004 09:16 PM UTC:
I am copying a comment made on a 'new' Korean Chess topic to this string:


Good greeting to all the Korean chess lovers.

I am a Korean-born Korean and an avid Korean chess player.
I would like to post some useful information for those who wish to play
and practice Korean chess on-line and off-line.

There is a Korean Chess club in Yahoo! Korea Games. All you need is a
Yahoo ID to log in. 
http://kr.games.yahoo.com/

http://kr.javagames.yahoo.com/games/login2.html?page=jg




And I would like to introduce a great Korean Chess machine called
'JangGi
Dosa', Dosa stands for a master or expert in Korean.

Go to http://www.janggidosa.co.kr/ and download 'dosa.zip ÆÄÀÏÅ©±â 665
KB'.


The rest is all yours.
Any question or comments, e-mail at doi63@yahoo.com

Sculptures by James Killian Spratt -- Three New Chess Variations. Beautiful chess sets created by a sculptor of three of his own Chess variations plus Jetan.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Sun, Jun 13, 2004 12:30 AM UTC:
The editors received this response from Mr. Spratt: <p>Dear Tony, and Mr. Howe, if you are attending: Thank you for your comments on my games; you're right on all counts except perhaps the 'outrageously expensive' part, at least pertaining to IMPERIAL and CHESS FOR THREE. The playing pieces for those two games are small, I can cast a whole team at once so the colors match, the molds have no parting lines to clean, so all I have to do is sand the bottoms flat; accent detailing with model car enamel makes the pieces more easily identifiable, and felting the bottoms makes for a nice quiet game and protects the board, which takes several tedious careful hours to hand-paint. I have on hand maybe a dozen sets of those two, and if anyone wants a set of the pieces, somewhat cleaned and bottom-sanded, to hand-detail and felt themselves, I'll let them go for $l per player; the se (2-3') pieces are designed for play, but properly detailed with a nice matching board they look pretty sharp. I don't think that's outrageously expensive for limited custom items, but I admit that 'expensive' is a relative condition, and I can't do them for less without getting into mass production; I will try to post some better photos as soon as possible. <p> On JETAN: I had a chat with Danton Burroughs, proprietor of the ERB legacy, about selling the JETAN sets back in ('96?) when I made them, and he said that a few sets for the fans would be okay, but don't go overboard; I guess I sold half-a-dozen, maybe, and the molds were starting to wear out anyhow. These pieces are five to seven inches tall, very detailed, cast one-by-one, chased, sanded, tediously hand-painted in many colors, and yes, I admit you might call them expensive. Not for everybody, sad to say, but I can't do them for nothing, and they do take time, materials and long experience. The same is true for SARANG, and more so; there are ninety-six players in the set. I was able to pour four complete sets and some spares before the molds were shot. This is how you establish limitedness--the molds get rough and after a while at the same crazy-making tedium, Meester Arteeste does, too. <p> My website is fairly new and I'll be posting a price sheet, bio and credo sometime soon, as well as the rules to these games and explanations of the players/pieces. Be patient, and know that I do appreciate your attention. <p>Thank you, James Killian Spratt, m.sc.

Tony Quintanilla wrote on Sun, Jun 13, 2004 12:37 PM UTC:
The editors received this reply from Mr. Spratt: <p>Hi Michael: Thanks for your comments regarding Imperial Chess rules; here I'll try to clarify some of the muddy areas you pointed out. Please understand, first, that as the inventor of this game, I consider myself responsible for clarifications of all points, although I freely admit that you and the other editors share vastly greater experience in rules than I, and might have superior ideas about some of them. Know that I am open to any of them that you feel firmly about; I'm flexible, I play for fun, and I grasp that a firm codification of rules must be thorough, comprehensive, and comprehensible. <p> On Capturing All the Imperials To Win: I feel that this game should adhere metaphorically to the way wars and life really work, or fail to work. It is in the nature of Empires to serve themselves and to perpetuate themselves. It has been known for a King to marry a commoner and call the offspring a King; therefore, to eliminate the royalty entire would require the elimination of all of them. Possibly the Win Condition could be simplified to just the Emperor, or just the Empress, or the pair of them. If anyone would like to play it that way, it's fine with me; just remember the Imperial Prince, when he gets the news from his messenger from home (special rules:Emperor killed.) <p> On Promoted Pawn Return: 'Pawn is returned to his original position.' I've never played a game wherein that spot was occupied by another piece, although I realize it could be; in that case, the pawn should be placed as near that space as possible, behind the occupying piece. The Pawn should be returned in the file in which his promotion took place. (Thus eliminating the need for numbering the pawns.) <p> On 'Moves Any Two Spaces, Square or Diagonal.....' I believe you are referring to the Knight's move, especially, and the Princes. I call this the Knight's Backjump, wherein he can move from a1 to a2 to b1 or b3; a literal interpretation of Edgar Rice Burroughs' Jetan rules, regarding the Thoat's (Knight's) move permits this, and it does make the Knight much more dangerous. Some players dislike this option on the very face of it, but then many chess players dislike variations of any kind. I'd consider this optional, to be agreed between the two participants before play; I happen to like it. <p> On 'The Charge.....Within One Move of Direct Attack Position': This would be threat position, minus one move. Look at any given piece on any given board in any given game; you can tell how many moves it will take that piece to clobber another one. Back up one move, and you're in Threat Position; back up one more move, and THAT's the position you need six of your foremost men in. It takes a fairly sharp, predatory eye to perceive this. <p> More About 'The Charge': Charging is an advantage, but not an overwhelming one. Remember, if you're close to him, he's close to you, too. It's usually a matter of who throws the first punch. There is also the danger of overextending your troops by being TOO aggressive, say, two or three charges in a row. The Charge permits the smart to be really smart and the dumb to be really dumb. Any charge, or countercharge, immediately sets up at least six fights which must be dealt with NOW, and introduces an element of desperation which I consider very much like real combat; a truly anal and conservative player will almost never initiate a charge, but they need their butts kicked anyway. There is a little element of serendipity in the post-engagement moments--sorta like 'Wow! WHAT was THAT?!--but some sharp General once said that no battle plan ever survives contact with the enemy. ALSO, it's a big board, with a lot of pieces; without the Charge, it takes three hours; with the charge, half that time or less. <p> Michael, thanks again for your pertinent questions. I hope I've made it clearer, and let me know if there's anything else about the game that's doubtful. I'm open to your suggestions about how to improve it, but I really think you oughtta play it a few times first. Stay in touch! Yours, James

Imperial Chess. Large variant with new pieces and victory by capture of royal pieces. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Sun, Jun 13, 2004 12:42 PM UTC:
I am copying Mr. Spratt's comments to the Imperial Chess page for reference: <p>Hi Michael: Thanks for your comments regarding Imperial Chess rules; here I'll try to clarify some of the muddy areas you pointed out. Please understand, first, that as the inventor of this game, I consider myself responsible for clarifications of all points, although I freely admit that you and the other editors share vastly greater experience in rules than I, and might have superior ideas about some of them. Know that I am open to any of them that you feel firmly about; I'm flexible, I play for fun, and I grasp that a firm codification of rules must be thorough, comprehensive, and comprehensible. <p> On Capturing All the Imperials To Win: I feel that this game should adhere metaphorically to the way wars and life really work, or fail to work. It is in the nature of Empires to serve themselves and to perpetuate themselves. It has been known for a King to marry a commoner and call the offspring a King; therefore, to eliminate the royalty entire would require the elimination of all of them. Possibly the Win Condition could be simplified to just the Emperor, or just the Empress, or the pair of them. If anyone would like to play it that way, it's fine with me; just remember the Imperial Prince, when he gets the news from his messenger from home (special rules:Emperor killed.) <p> On Promoted Pawn Return: 'Pawn is returned to his original position.' I've never played a game wherein that spot was occupied by another piece, although I realize it could be; in that case, the pawn should be placed as near that space as possible, behind the occupying piece. The Pawn should be returned in the file in which his promotion took place. (Thus eliminating the need for numbering the pawns.) <p> On 'Moves Any Two Spaces, Square or Diagonal.....' I believe you are referring to the Knight's move, especially, and the Princes. I call this the Knight's Backjump, wherein he can move from a1 to a2 to b1 or b3; a literal interpretation of Edgar Rice Burroughs' Jetan rules, regarding the Thoat's (Knight's) move permits this, and it does make the Knight much more dangerous. Some players dislike this option on the very face of it, but then many chess players dislike variations of any kind. I'd consider this optional, to be agreed between the two participants before play; I happen to like it. <p> On 'The Charge.....Within One Move of Direct Attack Position': This would be threat position, minus one move. Look at any given piece on any given board in any given game; you can tell how many moves it will take that piece to clobber another one. Back up one move, and you're in Threat Position; back up one more move, and THAT's the position you need six of your foremost men in. It takes a fairly sharp, predatory eye to perceive this. <p> More About 'The Charge': Charging is an advantage, but not an overwhelming one. Remember, if you're close to him, he's close to you, too. It's usually a matter of who throws the first punch. There is also the danger of overextending your troops by being TOO aggressive, say, two or three charges in a row. The Charge permits the smart to be really smart and the dumb to be really dumb. Any charge, or countercharge, immediately sets up at least six fights which must be dealt with NOW, and introduces an element of desperation which I consider very much like real combat; a truly anal and conservative player will almost never initiate a charge, but they need their butts kicked anyway. There is a little element of serendipity in the post-engagement moments--sorta like 'Wow! WHAT was THAT?!--but some sharp General once said that no battle plan ever survives contact with the enemy. ALSO, it's a big board, with a lot of pieces; without the Charge, it takes three hours; with the charge, half that time or less. <p> Michael, thanks again for your pertinent questions. I hope I've made it clearer, and let me know if there's anything else about the game that's doubtful. I'm open to your suggestions about how to improve it, but I really think you oughtta play it a few times first. Stay in touch! <p>Yours, James

Tony Quintanilla wrote on Mon, Jun 14, 2004 10:49 AM UTC:
The editors received this reply from Mr. Spratt: <p>Dear Fergus, or Dr. Duniho, if you prefer: Thank you for your critique on the presentation of my new game, Imperial Chess. You found some features not to your liking, and I'll respond to them one-by-one here. First let me explain that the editors posted the game description rather quickly and without many changes, based on a 'promotional' rule sheet/game description that I wrote years ago, so the 'bad' text is my doing, not theirs. <p> On the HYPE: That was, I admit, a somewhat silly, somewhat overexuberant ad-style intro written in a mood of antipathy toward a local chess-club whom I had visited to get their (largely negative) reactions to this game and a couple of others. They were focused on CHESS, traditional-style, and I soon became pointedly aware that these type guys were not my market; the warmest kudo I got from any of them was 'Hmm...interesting.' Personally I feel the traditional mind-set rigid, unimaginative and stultifying; they've got their ways and they're sticking with 'em; to try to expand someone else's narrow view might be unkind, and I should be more gracious. (snicker!) I wouldn't mind if that line were dropped--it isn't really ne cessary--and it was intended to appeal to NON-Chess-players, to expand interest in the game. Not everyone can become really good at Chess, and many people become disenchanted with the game by frowning self-involved 'chessmasters,' who take it too seriously and gloomily stomp them every chance they get. How 'bout 'A New Chess Game Anyone Can Play?' Better? <p> On the NUMBERS: You're dead right; there isn't really a need to tell anyone who can count how many pieces of each type he has. <p> On PIECE DESCRIPTIONS: I wondered about the piece descriptions that said 'Same as...' The reader is forced to look elsewhere to see how the piece moves. Several of the pieces move similarly, and are in the game because they exist in real life, such as the Queens and Princesses, and enhance the metaphorical similarity of the game to real life (Even traditional Chess is not purely abstract; the pieces have real-life names, and the moves-set is not purely abstract, but that's another discussion.) The presence of many female characters, even though they move in similar ways, I think adds a visceral element to play, expecially since most players are men; we gotta protect our ladies, and it smarts to lose one just a mite more than it smarts to lose a buddy. A sad condition of our species. The Piece Descriptions in my original rule-sheet are more thoroughly written, and I'll post them on my website, www.sprattart.com, within the week. Tony? <p> On PIECE IMAGES: That's not my doing--the online board w/icons--and I wondered about the Princess having a horse-type image. I'm not familiar with icons used online to represent chess pieces, especially those of the move exotic variations, which I now deduce are many. I wish I were more skilled at programming and computer stuff, but as we speak I have to leave that to others who are far ahead of me in that department. (Tony! Ben!! Thumbuddy he'p me, Pleathe!!!) <p> Again, Fergus, thanks for your comments. I hope we can get all the bugs out soon, and let me know if you see anything else that doesn't seem just right. <p>Yours, James

Imperial Chess. Play this large variant with new pieces and victory by capture of royal pieces![All Comments] [Add Comment or Rating]
📝Tony Quintanilla wrote on Mon, Jun 14, 2004 05:03 PM UTC:
I have deleted the log and revised the preset.

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