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I also need some kind of Pawns in the Water domain. Maybe, the Ships can become Boats/ Triremes, or Dolphins. I don't mind.
Fish Pawns (Standard pawn + bW) should work for Water.
Calling the Ships "Triremes" or "Transports" should appease the pedantic types.
I have updated the list with your suggestions. Now I have to decide how each piece moves.
Don't worry that I have too many pieces called Pegasus. I am planning to use them as some kind of sky horses.
What about having three royal pieces—land, sea, and sky?
What about having three royal pieces—land, sea, and sky?
I am using Titans as Gods of land, sea, and sky, but they are extremely powerful and would be difficult to checkmate. With two Kings for player on land that problem is solved.
Some feedback on the most recent edit(s):
- From the looks of things, it seems like the pieces that capture by pushing/pulling are (in game-mechanics terms) performing rifle captures that only work when the target piece is on (or at least near) the land/sea border, in such a position that the push/pull word make it move over that border.
- Some of the pieces have familiar names, but don't move like their familiar versions. I'd recommend either putting a note to that effect at the top of the listing, or adjusting the pieces to follow tradition (both are equally valid, and I figure you'll go with the former).
- The usual Centaur is a Man (non-royal King) + Knight (aka Horse) (KN). What you describe here (fRbB) is usually a Hunter -- which, now that I think of it, would be a valid piece for this game (in connection with Demeter).
- The more familiar form of the Medusa moves like a Queen, or leaps two spaces (QS). Still, there's not really any reason that, for this game, the Immobilization wouldn't also be possible.
- I think I went into Nereids, Pegasi, and Hippogriffs already.
- That said, as much as I'd like to see the Sphinx combine the moves of lion and eagle (even if it's just as simple KNS[F-R]), it's still a recent invention of my own, so I'll understand if you end up with something else.
- I could be mistaken, but a "drops anywhere after capture" feature on the Phoenix may be a bad thing. I personally would limit it to the Phoenices' starting spaces, or at least the player's own territory.
- Some clarity is needed on the Harpies' move. If they can only swap one square away, then it can't be "across territories." On the other hand, I suspect that you meant that they capture enemy pieces one square away; presumably they can do their swap at any distance, as long as it's across two different territories. And, presumably, the two territories have to be of the same type unless the switched piece is a Sky Army piece. (BTW, "swapping" has two P's.)
- About the Muses: if a piece is captured, it probably doesn't matter if its color is changed. Perhaps a more appropriate way to describe what they do is to give them a Grasshopper move (landing on the empty space beyond the target piece) and/or Advancer move (landing on the empty space just short of the target) which causes the target to change color.
- The crushing capture seems like it's either a costodial capture (like a Pincher, capturing a target by having a friendly piece on the opposite side) or something very similar (if the capturing piece has to displace the target).
- To clarify my earlier descriptions, in case you didn't get this: A Carrier is a rarely-used type of piece that literally "carries" another piece. The carried piece uses a "capturing" move on the Carrier, and the Carrier uses its own move to go to where the carried piece needs to go. Once there, the carried piece then uses its own move to leave the Carrier. From a conceptual standpoint, any type of ship or mount could be a Carrier.
- Having to place both Kings in checkmate is an interesting twist, and one I don't think I've seen before (though it wouldn't surprise me if certain individuals could find a half-dozen CVs that already have it). A few things to consider:
- If one King is checkmated and the other is being pursued, can the defending player do something to free the checkmated King (like capture the threatening piece)?
- Can the checkmated King be captured before the other one is checkmated? Might that even become the actually requirement (capture one and checkmate the other)?
A more general thought: What if one were to conceptualize the board as being an array of nine separate boards? Each of the nine territories is already the size of an orthodox chess board, so emphasizing the difference visually could be as simple as putting an extra board underneath the continents (thus raising them above the water). It wouldn't change the actual play in the slightest, but it might help the player to visualize what's going on.
Thank you again for your suggestions. You must like this game a lot if you spend so much time commenting on it. I am glad and grateful for that.
I have addressed most of your points and made the necessary changes. As for the way both Kings will get checkmated I'll have to worry about that later on. For now, I still need to find the right moves for several pieces, Hydra being the hardest of all. I don't know yet how to include Hydra into this game. If I have to stick to the legend and allow Hydra to increase its power every time it is captured, I also need to find a way for its power to be neutralised. Maybe I'll give that power to the Nereids and Medusa. What do you think?
Thank you again for your suggestions. You must like this game a lot if you spend so much time commenting on it. I am glad and grateful for that.
I like what you're doing with it. It reflects some ideas that I've expressed before, such as in Aquachess and Vanguard Chess (two of my earliest efforts, as it happens), that I'm wanting to expand on for one of my big pet projects, but in ways that are different from the way you're expanding.
I don't know yet how to include Hydra into this game. If I have to stick to the legend and allow Hydra to increase its power every time it is captured, I also need to find a way for its power to be neutralised.
I tried to see what other have done with the Hydra, and there's not a lot (perhaps Jean-Louis could help out here). One Hydra that I recall seeing before was a compound of the Manticore (Rhinoceros) and Griffin (Eagle), moving on space and then turning 45° to slide from there, which I think would be a good fallback (since you currently have only two per side listed).
If you want to keep to the legend, then start each player with at least six, moving like Snakes (one step forward or backward, then outward diagonally). Every time one is captured, two more appear in the spaces where Hydra pieces started, or elsewhere in the starting territory if all of those (or all but one) are occupied. This can be stopped if the capturing piece is fire-based (that's how Hercules stopped the heads from regrowing), such as the Chimera, Dragon, or Phoenix (though the Medusa might also do). When only one Hydra piece remains, it becomes Iron (cannot be captured; one of the Hydra's heads was immortal).
On another matter, I don't think it's necessary to put a bullet list of the pieces that move differently from the usual, especially in the Pieces section. I'd either make it an inline list under Notes, or perhaps a remark at the bottom following an asterisk by each piece's name.
I don't know yet how to include Hydra into this game. If I have to stick to the legend and allow Hydra to increase its power every time it is captured, I also need to find a way for its power to be neutralised.
I tried to see what other have done with the Hydra, and there's not a lot (perhaps Jean-Louis could help out here). One Hydra that I recall seeing before was a compound of the Manticore (Rhinoceros) and Griffin (Eagle), moving on space and then turning 45° to slide from there, which I think would be a good fallback (since you currently have only two per side listed).
If you want to keep to the legend, then start each player with at least six, moving like Snakes (one step forward or backward, then outward diagonally). Every time one is captured, two more appear in the spaces where Hydra pieces started, or elsewhere in the starting territory if all of those (or all but one) are occupied. This can be stopped if the capturing piece is fire-based (that's how Hercules stopped the heads from regrowing), such as the Chimera, Dragon, or Phoenix (though the Medusa might also do). When only one Hydra piece remains, it becomes Iron (cannot be captured; one of the Hydra's heads was immortal).
I believe the Hydra problem could be solved by allowing it to multiply upon being captured. There is no need for extra snakes.
Both, the captured Hydra, and an extra one, will enter the game on the next turn. And yes, I can use Medusa and other pieces to neutralize its power, or the Dragons and Titans to capture it and completely remove it from the board.
There are a lot of Hydras, Hydra that's mentioned in Man and Beast 20: Far From Square, Hydra in Mutatis Mutandis which moves like any Crooked Nightrider, Hydra in Full house hexagonal chess which is Oneleaper+Threeleaper+√3-leaper+√7-leaper, Hydra in ChessCraft Adventure Mode, Hydra in MAD Chess which can spawn heads that acts like opting pawns, Hydra Circean Piece in fairy chess problems which reborn on its normal Circe rebirth square, and on the square that lies mirrored in the vertical line between the d- and e-file, etc.
I think I sorted out the moving and capturing abilities for all pieces. I hope they do make sense and are balanced against each other.
It looks like I am unable to create the setup diagram for Titanic Chess unless someone wants to help by adding the new mythological pieces to an existing set, or create a new set for mythological creatures. I would prefer the second option, but it's up to the editors to decide. A new mythological set would be great not only for estetic purposes, but also to give a new touch or originality to the game of chess.
If you feel comfortable making compounds, I probably already have what you're looking for in my SVG library. (If anything's truly lacking, I could just add it.)
If you feel comfortable making compounds, I probably already have what you're looking for in my SVG library. (If anything's truly lacking, I could just add it.)
I don't know how to access/use that. If you are referring to the Greenwade set, I will have a look at it. But my question is, does Titanic Chess really need a setup diagram? Maybe, I only have to show the starting position of the regular chess pieces, and the position of the front line. The remaining pieces are placed randomly on the board, according to certain rules.
But my question is, does Titanic Chess really need a setup diagram? Maybe, I only have to show the starting position of the regular chess pieces, and the position of the front line. The remaining pieces are placed randomly on the board, according to certain rules.
This being the case, I'd do exactly that (just show the orthodox pieces and the front line).
But my question is, does Titanic Chess really need a setup diagram? Maybe, I only have to show the starting position of the regular chess pieces, and the position of the front line. The remaining pieces are placed randomly on the board, according to certain rules.
This being the case, I'd do exactly that (just show the orthodox pieces and the front line).
I just updated the diagram. Please let me know if you like it.
Also, please have a look at pieces' movements and capturing abilities and see if they make sense. I tried my best to keep them as simple as possible.
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That's fair. (It's what I get for not reading my reference materials closely enough!)
Fish Pawns (Standard pawn + bW) should work for Water.
Calling the Ships "Triremes" or "Transports" should appease the pedantic types.
As for the Dolphin, well, I'm not sure that's any more "mythic Greece" than a Hippogriff. (At least, not much more; I'll grant that one's a real animal and the other's an invention.)
Sorry about that. The established Nereid moves like a bishop, but captures a piece by moving to the empty space beyond it.
What you call the pieces won't affect how simple or complex the game is. A Templar, Carpenter, Doughnut, Ouroboros, Scribe, Yar, or even Dabbaba-Knight (all names for the same piece movement) would be a better name than something as generic as "Land-Based Guy."
I neglected to suggest the Octopus earlier; that might do for the "Sea Monster."
Here are the Dayrider and Moonrider.