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Hi chessvariants team! I tried to submit a chess variant 'Perleberger Bridge Chess' via e-mail to the general contact address one month ago. Without a reply until now I'm afraid my e-mail got lost? Is there another way for newbies to submit content? Thanks in advance. :-)

Hello, Martin. Email me and I'll try to get you set up. Click on my name on the left here, and use that email address. Joe
smess problem, trying to move ng7 to g6 and its saying ninny cant do that ?
I have send a pair of games rules by e-mail. How much time may pass before games become published?
You must publish it yourself, using this form: http://www.chessvariants.org/index/membersubmission.php /Mats
M Winther, there is no my name here (i am registred).
M Winther, read this: 'This form allows any person that has previously submitted material that has been published on these pages, to post their own pages'. So, i can't use this yet.
So how much time i need to wait before games i send are published? If they where not published for a long time, does it becessary means that my games are not suitable?
If you are a registered user you can submit chess variants using that form. Why don't you try. /Mats
I told you: there is no my name in list!

What is your name? And what games have you sent in?
Now it's not important, wich game i send in, i am just sking, how much time may pass before they become published.

How fast anything is posted depends entirely on when an editor with the necessary skills can get to it. Whether or not it gets posted at all depends on the content. As for the first condition, being an editor is voluntary. There aren't many of us still active, and I'm effectively the maintenance staff. Email me at the address you see on my info page [click on my name at left] and I'll see what I can do to help you. As for the second condition, content is to be 'G' rated, adequately presented, somehow remotely connected to chess, and if a game design, cannot have been done before. That's a brief run-down. You should follow the site links for specific information. Lol, that, or ask my son, is what I do! Joe
Is there any way to submit some content without e-mail (before becoming able to use 'post your own game' foem)?
Hi Joe I wish to have a chess variant built for phone apps and a website. I came across chessvariants by trying to find contact info for mark lefler and jeff mallett. You seem to well versed in the production of chess games and I am wondering if you could help with contacting these guys or could give me some advice with regards to getting a board version manufactured.

Hi, Tony: Being involved in trying to get a small board game company off the ground myself, and just beginning to learn my way around the very bottom of the NY metro area game industry, I have to tell you I know that most efforts fail, and in particular, chess variants are a great way to fill your garage or basement with unsold merchandise. It is extremely difficult to make money with a chess variant. I've been involved with IAGO [Int'l Abstract Game Org] for a few years now, and have met or dealt with several people who had 'the next chess'. [None regulars on this site.] None of them have, or we'd know about it. Okay, that's the disclaimer, and it's all true. Please look into the industry before you invest. Given all that, I started by saying I am doing a small boardgame company, and have found out a few things. Yes, the hard way, or a hard way, certainly, in every case. I will lay out a few things for anyone who is interested, then ask you to email me, as anything more than I will say generally here would be outside the scope of this website. When you are making a board game, for an idea of cost, you need to be guided by the purpose of the board game(s) you are actually making. Are you prototyping, creating a small number for playtesting and advertising, or going whole hog, and making 5-10,000 games or more? And why are you doing it? What is your budget? Let me put that another way: how much can you afford to lose on this? Expect to lose [except secretly] and fight to win. They say determination is important. Let's look at those numbers of games another way. How will you manage to get all of those games sold/used? First, build the prototype. This you should do yourself, and the very first attempt should be paper and pencil. [This does include things like colored pens and stickers and game bits just lying around, unused, suffocating in their boxes...] It just needs to be good enough to show your buddy or brother or cousin, and get them to play some to test the concept. If they don't sink it, draw up around 3 of the very best but very minimalist boards you can, to the exact size you would want 10,000 of them done professionally. [This is often determined by packaging constraints.] Then put together about 5 sets of the best-looking pieces you can, and start playtesting in earnest. If initial playtesting goes very well, your next step might be to produce 25 or so semi-professional to professional-grade good-looking games. Get them out to game groups to play and get comments. Do demos and leave a game with contact info and questionnaires. Follow up within a month. Run contests/tournaments at places like cons and game stores or wherever your target audiences hang out. This gets all the bugs worked out and gives you some idea of how the public likes it. Assuming things go well, you want to do a small to very small production run, say 100-1000 games. There are boutique companies you can use, but they are expensive. At that level, you might have to do it yourself, or pay/go into partnership with someone who already has a small game company. You become your own distribution system, trying to sell your games at conventions and to game stores, and it isn't at all easy. What you're doing at this level is trying to make a name for yourself and draw some attention from an established company... who will pick up your game and sell it far better than you could, and you'll still probably only make pennies per game. But that doesn't happen all that often. All the cheap Chinese companies want to do minimum runs. The minimum sizes I saw were 5000-20,000 games. This is a largish run. How will you distribute these games? The big toy companies have contracts with thousands of stores to show their items, so when they make something, it is already going nationwide in stores. With advertising. Don't do this. Go back to 100 games. Make and sell those. Then either quit, change your methods, or make and sell another 100 or more. Your key to volume sales is distribution network, and that means hooking up with someone bigger, realistically. The games you produce have to be good enough to help that happen. Prices? For the initial prototypes, under $10-20 dollars - plus travel costs to show it off. The 25 decent games would be maybe $200 - a few hundred. The 100 pro-looking games might go $2000 - a few thou. This all depends on size and components, and quality of components. These are roughly my costs for things from 1 to 100. After that, the Chinese are a few tens of thousands. Again, it depends heavily on components and quality.
Thanks Joe. I am just starting to get involved with people who invent games. Its a tough business from what I've seen and it doesn't seem that rewarding [ money wise ]. The biggest plus in my opinion is the inventors. Your quality and spark are a lighthouse in the fog. I am still interested in talking to Jeff and Mark from Zillions. Would you know how to contact them. I tried contacting them at the site but my email came back as failed. You mentioned that there are some matters that would not be appropriate on this forum. My email is tonyo@ludusline.com. Please feel free to contact me at that address. Looking forward to hearing from you and thanks again for your help.
Hi! I've seen that on Korean chess page is difficult to swap Knight with Elephant. Please help me. Regards. Antonio
I think you guys never replied to my latest email. Maybe it's down or something? Just in case, I will post my question here. I've recently become interested in cooperative abstract games and I would like to hold a chess variant contest on that theme (cooperative or semi-cooperative variants), if you like the idea. As far as I know, there are none on this site and I think it would be very interesting to see what people would come up with.
i hate it
I found your comments very, uh -- interesting and sobering, and yet in my heart I believe I have a great idea; unfortunately no funding. I wont say much more but only ask that you look at what I have invented and patented, your most critical opinion would be most appriciated. ken@3dchesstower.com email www.3dchesstower.com web site
Not having checked outside, as for CVs, the Three-Player Chesses, regardless 2-d or not, all of them would be cooperative, tilted to competitive, back and forth. The idea should be put again at one of those like Zubrin's for feedback. Just make some off-hand reference to Zubrin's or whoever's and ramify your contemplated offshoot ''from the heart.'' I have reaction already that would be inappropriate here but interesting at Heiser 2-d, Zubrin 2-d, or a related 3-d etc. There even would be context. (Maybe the one Star Trek comment of Fourcell does not compare/contrast.) Noticing Fourcell's emphasis is equally 3-d and cooperative, to start, along with Star Trek there are over 100 3-d CVs in CVPage index; find the one that's right for you heh.
i am in a game where my opponent has only his king left and i have a king and a rook, am i able to checkmate him with only these pieces or should we call it a draw?
Yes, you can checkmate him with only a King and a Rook.
How do you castle?
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