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Kenneth Fourcell wrote on Wed, Jun 22, 2011 08:08 AM UTC:
TOWER SIEGE: 3D CHESS GAME The Chess Variant Pages

TOWER SIEGE: 3D CHESS GAME


INTRODUCTION

The Tower Siege: 3D chess game is a variant of chess called 3D chess. 3D chess has existed sense the early seventeen hundreds. The Tower Siege: 3D chess game presupposes a conflict between two armed forces vying for control of a multi-level structure; a building or a castle. Although the Tower Siege: 3D chess game is a variant of chess it adheres mainly to the basic rules of chess.

THE SCENARIO

Terrorist have taken control of a downtown city office tower, they've taken hostages and have made demands. They threaten to destroy the tower, themselves and the innocent victims within if their demands are not met with promptly.

An elite team of anti-terrorist commandos have been alerted to the situation and are preparing to mobilize when they are informed that the terrorist have just shot down several air crafts, a News chopper, a tourist and police helicopter with shoulder mounted rockets. They threaten to destroy anyone or anything that approach too close to the building. Realizing they will not be able to insert onto or near the tower by helicopter the commandos’ leader decide to embark upon a dangerous and daring plan to execute a H.A.I. (High Altitude Insertion) onto the roof of the office tower.

After successfully and stealthily inserting themselves onto the roof of the office tower the commandos secure the top two floors of the tower, and then they quickly and quietly make their way, floor by floor, down through the tower. Securing any civilians they find.

Midway through the tower the commandos encounter the terrorist.

A fierce gun battle ensues.

The terrorist leader and his team are captured, the weapon of mass destruction is secured, and the hostages are rescued.


SET UP

The Set Up

GAME PLAY

The set up and game play are based on the basic rules of 3D chess, which you can view at this link.


Written by KENNETH FOURCELL.
WWW page created: SEPTEMBER 16, 2010.
WWW page maintained by Kenneth Fourcell the Index Pages Editor.

Larry Smith wrote on Fri, Jun 24, 2011 07:54 PM UTC:
Interesting 3D game.

I would like to see an in-depth explanation of the individual movement of
the pieces.

The restriction of the King goes a long way to catching that 'slippery'
3D king. This also might solve the length of game problem with the 8x8x8
field.

With more info, I may work up a Zillions implementation for this game.

Ben Reiniger wrote on Sat, Jun 25, 2011 05:08 PM UTC:
Yes, the rules need to be clarified a bit.  It sounds though like each
piece moves as usual within each level, and steps to a corresponding square
in either of the adjacent levels (excepting pawns, which could only move in
one direction).

I'm happy to chat about the game, but I warn you that I tend to really
prefer games that treat the third (or fourth) dimension equally to the
first two.  Also, I'm in Illinois, so it will have to be restricted to
internet correspondence.

Your king restriction rule reminds me of the one in Joe's 4D game, but
with a twist.  Intriguing.

Larry Smith wrote on Sun, Jun 26, 2011 01:11 AM UTC:
I would suggest in a large game with this few pieces that the Pawns attack
both diagonal and triagonal. The White Pawns only changing levels upward,
and the Black Pawns downward. Though I might allow both to make these level
changes while attacking to any available cell. Technically this allows the
Pawns to retreat, but since they advance a level it all evens out. ;-)

Also the Knights might be best if allowed the moves of the Super Knight of
3D Chess. That is the (0,1,2), (1,1,2) or (1,2,2) moves.

The Rook might also be allowed the planar movement. This would greatly
speed up the game, and provided a piece which effectively mates the
'slippery' 3D King. I would not give this type of move to any other
piece.

The Bishop might also be allowed the triagonal slide. The sames goes for
the Queen. Though with their diagonal slide, they attack their opposites
from the start. So there might need to be some form of restriction for
sliders when changing levels. How about this: they may only perform level
changing slides if friendly pieces are present on levels which they pass
through. This could effectively restrict their level change to one. And at
the start, they could only change two levels. This rule could also be
applied to the planar Rook.

And the twin pennies have hit the table. ;)

Kenneth Fourcell wrote on Sun, Jun 26, 2011 05:23 AM UTC:
I made some corrections to 'Tower Siege', thanks to everyone who has made a comment. I cannot correct what I don't know what is wrong, so keep commenting...

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