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Well, according to the ZRF non-capturing Pawns promote to other non-capturing pieces. This appears very logical. A very interesting game. Sort of Alice Chess meets Shogi with boxing gloves in a knife fight. ;-)
One thing I haven't seen mentioned explicitly in the rules, but which seems to be assumed, is that non-capturing pieces or non-capturing pawns are capable of giving check or checkmate (or even contributing to a stalemate, if that were somehow ever possible).
I'm playing my first GC game of this variant. The rules enforcing preset did not announce 'check' when a non-capturing piece/pawn could have been giving one, so I now assume that it's assumed by the rules that non-capturing pawns/pieces do not in fact have the power to give check, checkmate, or contribute to any possible stalemate.
It is part of the meaning of non-capturing that non-capturing pieces cannot check the King. After all, check just means that the piece would be able to capture the King if it were the turn of the player with that piece. If non-capturing pieces could check the King, that would have been stated explicitly as an exception to the non-capuring nature of these pieces, but it was not.
A cool idea for a variant. It takes some time to discover various strategies that can be employed by the players with the stated rules.
[edit: My tentative estimates for the piece values are as follows: Capturing pieces: P=2; B=3; N=3.5; R=4 and Q=6 (same values as I gave for in Crazyhouse); Non-capturing pieces: P=1.25; B=1.5; N=1.75; R=2 and Q=3 (computed using x0.5 penalty for non-capturing movements - note a pawn is thus slightly less affected in its value decrease).]
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