Comments/Ratings for a Single Item
Well, this certainly is (dare I say it?) a titanic undertaking.
Some of my suggestions (those that I consider particularly on point in terms of the mythology, I've marked with *):
Land:
- Astrologer
- Aurochs
- Bowman
- Centaur*
- Champion*
- Chariot*
- Dagger
- Dayrider
- Grasshopper
- Helepolis*
- High Priestess*
- Left/Right Chariot*
- Lion
- Manticore (Rhinoceros)*
- Midnighter
- Moonrider
- Ram (Battering)
- Spider*
- Viper
Water:
Sky:
And I hope I got all the links right. Most are from my Piece of the Day, and keeping the links straight is surprisingly difficult. (The rest of the links are from Piececlopedia.)
Anyway, that's what I could come up with offhand. I'll probably have more later.
PS: Feel free to peruse Unnecessarily Complicated Chess for anything that looks good. On my own perusal, I see (just going from top to bottom) Nightmare, Heroine, War Hawk, Swordsman, Oracle*, GemiKnight*, Unicorn, Harbinger, Dove, Pegasus*, Centauride*, Veteran, Shield Bearer, Medusa*, Torch, and Kraken*. You can probably find others.
Thank you so much. I'll have to go over them one by one when I get a chance because I want to choose the best candidates.
Since this is such a massive work I'll take my time. There is no need to hurry.
In the meantime I wanted to ask you if my choice of colours for the board is ok or do I need to use something else. I believe, blue and white goes well for the water but I'm not so sure for the land colour (brown).
To me, the colors look fine. If white is part of the "sea" theme, though, maybe the white spaces in the "land" areas can be some sort of pale tan.
A thing to consider here is whether (and how) pieces with orthogonal-only moves (like the Rook, mainly) can travel between from one land/sea area to another of the same type. Also, how you plan to avoid bottlenecks at the corners (unless you consider that part of the concept, of course).
On a separate note, as long as things are titanic in size, you might see if you could take a cue from Giant Chess.
A thing to consider here is whether (and how) pieces with orthogonal-only moves (like the Rook, mainly) can travel between from one land/sea area to another of the same type. Also, how you plan to avoid bottlenecks at the corners (unless you consider that part of the concept, of course).
I have included Ships for the purpose of helping pieces crossing the water. I'm also thinking about bridges, or giving the power to one of the Hybrid Creatures to cross pieces to the desired place.
On a separate note, as long as things are titanic in size, you might see if you could take a cue from Giant Chess.
The only thing that interests me from that game is how the Giant moves.
I haven't decided yet on a strategy for this game but it should be a game that encourages invasion. Perhaps I might use two Kings per player, placed in each of the controlled "Continents".
The only thing that interests me from that game is how the Giant moves.
That's the "cue" I was thinking of. Well, that and how it's attacked and captured. :)
I have included Ships for the purpose of helping pieces crossing the water. I'm also thinking about bridges, or giving the power to one of the Hybrid Creatures to cross pieces to the desired place.
Remember that Ship is the name of a familiar, recognized piece ([F?vR]), though you could rename the Ship to Warship and make Carries to call them Transports. Some of the typically large Air creatures could also act as Carriers.
The idea I had about it was to put 2x2 "bridge"areas (differently colored, maybe dark & light grey) at the four points where thee areas meet at the corners.
You also could be sure to include Air pieces with the ability to Swap with friendly pieces, Land to Land or Sea to Sea.
The idea I had about it was to put 2x2 "bridge"areas (differently colored, maybe dark & light grey) at the four points where thee areas meet at the corners.
I've been thinking about the same thing but I'm not sure if the board will look as cool as it looks now. But I will give it a try.
You also could be sure to include Air pieces with the ability to Swap with friendly pieces, Land to Land or Sea to Sea
That would be a better solution because bridges can be burnt or jammed.
The idea I had about it was to put 2x2 "bridge"areas (differently colored, maybe dark & light grey) at the four points where thee areas meet at the corners.
Ok. I have included the Crossing Points (Bridge Areas) into the rules.
Re: the look: I think the color change at those Crossing Points might actually make it look cooler, especially if you go with the tan for the lighter colors on the continents.
Re: burning/jamming bridges:crowding and blocking those areas can be a strategy in the game!
Re: burning/jamming bridges:crowding and blocking those areas can be a strategy in the game!
Exactly. That should be the main focus of this game.
I just updated the diagram. Please have a look.
I just updated the diagram. Please have a look.
I'd say it looks pretty dang awesome! It makes me want to print one out and play the game just to have the board. (Not kidding!)
I am glad you like the diagram. Maybe other people will like it too.
Now, the next task is to decide the army composition. I'm working on it.
I am glad you like the diagram. Maybe other people will like it too.
Consider something else that's very important: do you like it?
Of course, but I don't hope to ever play it. Maybe other people with more resources might want to turn it into a physical board game.
I don't mind.
Let's be honest, there are great games over here, but very few of them manage to get attention from the right people.
Maybe you should also have a condensed version on a 12x12 board with 2 6x6 continents and 2 oceans.
Maybe you should also have a condensed version on a 12x12 board with 2 6x6 continents and 2 oceans.
At first I wanted to make it 16x16 but I think the 24x24 board looks cooler.
Maybe I'll make a Medium, and Smaller version.
I'd suggest 18x18 for the next scale down; that'll let you keep the 3x3 pattern for the overall map.
I'd be inclined to calling it "Not-Quite-So-Titanic Chess"; but then again, that's me.
I'd suggest 18x18 for the next scale down; that'll let you keep the 3x3 pattern for the overall map.
I'd be inclined to calling it "Not-Quite-So-Titanic Chess"; but then again, that's me.
Ok. Let's call that Titanic Medium, and the 12x12 chessboard Titanic Small. But first I need to finish the very Titanic 24x24 chessboard.
Various bits, going from the start (of the current edition) to the end:
- The Sphinx being a winged creature, I think it probably should be with the Air Army.
- I think I'd put the regular chess pieces listed separately, at the top of the list -- perhaps as one item, but still naming them each.
- Are the Nereids here the semi-standard [cB-fmF]mB type? If so, 12 per side seems to me like a lot.
- I think "Sea Monsters" may need to be better defined. The Kraken may be a bit excessive for this (even the toned-down version I use in UCC), but there may be a useful Sea Dragon or something similar sitting around the site somewhere.
- At first glance, 12 ships each seems like quite a lot; but then I remembered that you're planning to use them as Carriers, presumably non-capturing. Still, I think board placement would make 8 a more manageable number.
- I have a similar concern with the Pegasi as with the Nereids; the familiar Pegasus is [N?R]. (Again, you may be using these as non-capturing Carriers, in which case take the same note as weith Ships.)
- Even aside from the specific concerns about the Nereids and Pegasi, it's generally simpler to have only two, or perhaps four, of any given piece type, other than those functioning as Pawns. (Don't take that as gospel, of course; I violate that guideline plenty!) Some suggested additions, specific to the Air Army:
- I realized after the fact that Dayrider and/or Moonrider could be part of the Sky Army (especially if associated with Apollo and Demeter).
- Similarly, I suggested the Luna Pawns for their possible connection to Demeter.
- I should've put an asterisk next to the Four Winds in my earlier list, as those are definitively Greek concepts.
- Owls also figure pretty promently in Greek mythology, and on a board this size aren't horribly powerful.
- I also recommend the Hippogriff, as another Carrier type.
- "Sky Monsters," as with "Sea Monsters." Consider some sort of Dragon (which, research suggests, were prevalent in Greek mythology).
- It probably would be good to indicate which pieces can carry Land pieces over Water (or, conversely, carry Water pieces over Land).
- The list under "Moving and Capturing" probably should:
- Be in the "Rules" section (I don't feel strongly about that)
- Be separated into what's a capture, what's a non-capture effect, and what's simply an unusual move or ability.
- Just a thought: Can the two Kings leave their own continents? If they can, can they enter each other's?
- Some suggested additions, specific to the Air Army:
- I realized after the fact that Dayrider and/or Moonrider could be part of the Sky Army (especially if associated with Apollo and Demeter).
- Similarly, I suggested the Luna Pawns for their possible connection to Demeter.
- I should've put an asterisk next to the Four Winds in my earlier list, as those are definitively Greek concepts.
- Owls also figure pretty promently in Greek mythology, and on a board this size aren't horribly powerful.
- I also recommend the Hippogriff, as another Carrier type.
- "Sky Monsters," as with "Sea Monsters." Consider some sort of Dragon (which, research suggests, were prevalent in Greek mythology).
Even though this game looks "titanic" I am trying to keep it as simple as possible.
The Hippogriff is a medieval invention. I am planning to use Harpies as "Carriers". Four of them should be enough.
- At first glance, 12 ships each seems like quite a lot; but then I remembered that you're planning to use them as Carriers, presumably non-capturing. Still, I think board placement would make 8 a more manageable number.
I also need some kind of Pawns in the Water domain. Maybe, the Ships can become Boats/ Triremes, or Dolphins. I don't mind.
- The Sphinx being a winged creature, I think it probably should be with the Air Army.
Ok. I'll think about that.
- Are the Nereids here the semi-standard [cB-fmF]mB type? If so, 12 per side seems to me like a lot.
I was planning to use them as a "neutralizing force". Pieces under their influence will lose their power.
[cB-fmF]mB
I'm not sure what this means. A descriptive rule will be more helpful.
- I think "Sea Monsters" may need to be better defined. The Kraken may be a bit excessive for this (even the toned-down version I use in UCC), but there may be a useful Sea Dragon or something similar sitting around the site somewhere.
I'm trying to simplify the game as much as possible by using the generic name "Sea Monsters" or "Sky Monsters".
- I have a similar concern with the Pegasi as with the Nereids; the familiar Pegasus is [N?R]. (Again, you may be using these as non-capturing Carriers, in which case take the same note as weith Ships.)
- Even aside from the specific concerns about the Nereids and Pegasi, it's generally simpler to have only two, or perhaps four, of any given piece type, other than those functioning as Pawns. (Don't take that as gospel, of course; I violate that guideline plenty!)
I was planning to use Pegasus as the "Sky Horse" in order to neutralize the power of some extremely powerful pieces. Their number will help achieve just that.
- I realized after the fact that Dayrider and/or Moonrider could be part of the Sky Army (especially if associated with Apollo and Demeter).
- Similarly, I suggested the Luna Pawns for their possible connection to Demeter.
- I should've put an asterisk next to the Four Winds in my earlier list, as those are definitively Greek concepts.
- Owls also figure pretty promently in Greek mythology, and on a board this size aren't horribly powerful.
As I said before, I'm trying to keep this game as simple as possible, but if you could send me a link to the Moonrider/Dayrider I may use their movments in this game if I like them.
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Titanic Chess is a huge project and I might need help with choosing the pieces and defining their movements.
Please feel free to make your suggestions.