Author Topic: IMPORTANT! The 100 Post Chess Variant Contest!  (Read 578 times)

chilipepper

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #30 on: February 12, 2018, 02:30:35 pm »
10 x 10 chess variant for submssion:

Battle of Kruger

The Battle of Kruger is a variant chess game inspired by a real wildlife video of a fight between buffalos, lions, and crocodiles. The video has become popular on YouTube, and can be viewed here:

https://www.youtube.com/watch?v=LU8DDYz68kM

The variant game is not as brutal, and instead of lions and crocodiles has cats, bulldogs, guards, chancellors, in addition to the normal chess pieces. Ideas for the new chess pieces comes from Chess and Half (cats, by Nicolino Will), Bulldog Chess (bulldogs), and Capablanca Chess (chancellors).

Rules:

Board: 10 x 10

The pieces:

Guard (G) - Moves and captures like a king, but is not royal. See move diagram below.


Cat (Cat) - Jumps 1 or 2 squares in any direction. See move diagram below.


The moves for the guard and cat are shown here:


Chancellor (C) - Moves and captures as rook + knight.


Bulldog (D) - Moves and attacks the same as a pawn, except pieces FROM ITS OWN ARMY ONLY can pass over it in any direction. If a bull dog reaches the 8th rank it can immediately move to any square in the first five ranks (but cannot capture a piece during this move). This move can only be completed during the same move it reaches the 10th rank. (If this option is not taken, the right to do so later is forfeited). The bulldog does not promote to other pieces as pawns do.


Board Setup:


Castling: - Castling is performed between the king and one rook. If castling with an inside rook, the king moves two squares. If castling with an outside rook, the king moves three squares. The rook finished inside and adjacent to the king. All squares between the king and the involved rook must be unoccupied. All other rules of castling are the same as in classical chess.

Misc - Pawns play the same as in classical chess. Pawns can promote to queen, rook, bishop, knight in addition to chancellor, cat, and guard. Promotions are unlimited (not restricted to pieces that have been captured).

Other rules of this game are identical with rules of classical chess.

Comments are appreciated. :)
« Last Edit: February 14, 2018, 12:02:31 pm by chilipepper »
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chilipepper

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #31 on: February 12, 2018, 02:44:32 pm »
Asher, I'm getting an error message "The upload folder is full. Please try a smaller file and/or contact an administrator" when I try to upload any image of any size. Even a single chess piece 50 x 50 pixels in size. :(

Is this a general forum issue right now, or is there some other way I can do it.

The video above is only a link to YouTube, which is hosted by YouTube so I'm assuming that's not a problem, right?

I can also send the game to you by PM, but am worried the overall forum may be overloaded with images? Let me know what I can do. Thanks.
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ebinola

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #32 on: February 12, 2018, 06:14:46 pm »
Asher, I'm getting an error message "The upload folder is full. Please try a smaller file and/or contact an administrator" when I try to upload any image of any size. Even a single chess piece 50 x 50 pixels in size. :(

Is this a general forum issue right now, or is there some other way I can do it.

The video above is only a link to YouTube, which is hosted by YouTube so I'm assuming that's not a problem, right?

I can also send the game to you by PM, but am worried the overall forum may be overloaded with images? Let me know what I can do. Thanks.

Put the images on a Google drive/imgur, then use the [img] tag. That way the image is fetched from an external site, not adding to local storage.

Also, are we supposed to post our variants here before the deadline if we've submitted?
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chilipepper

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #33 on: February 12, 2018, 07:16:31 pm »
I'm not sure if we're supposed to post the variants here before submitting to Asher. I didn't really see a reason to submit them only by PM, so I was planning on doing both.

I did upload all the images to imgur. But I'm still having problems getting them to display. Here is the full set both with and without the img syntax. What am I doing wrong?

(( All code deleted because it is now working ))
« Last Edit: February 14, 2018, 12:05:05 pm by chilipepper »
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John_Lewis

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #34 on: February 12, 2018, 08:27:16 pm »
I can also send the game to you by PM, but am worried the overall forum may be overloaded with images? Let me know what I can do. Thanks.

You have to either email or PM the rules to him. Posting rules here does not enter the contest!  :P

chilipepper

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #35 on: February 12, 2018, 09:29:20 pm »
You have to either email or PM the rules to him. Posting rules here does not enter the contest!  :P

Ok, thanks for clarifying that. I just sent the rules to Asher. I still didn't send individual piece graphics, but everything shoud be understandable with the rules, and the starting board diagram which is already shown in post #16. :)
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HGMuller

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #36 on: February 13, 2018, 04:34:42 am »
I have found on other forums that the img tag only works on URLs with a recognized filename extension like .jpg, .gif, .png ... The files at imgur seem to have no extension at all, and I am not sure whether it offers you a way to control that. (I never used imgur; I have my own webspace.)

Martin0

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #37 on: February 13, 2018, 09:52:01 pm »
I used imgur in the event chess forum and it worked fine for me. The images I upload to imgur already had the .png at the end and they were kept. There is also a link with the img tag you can just copy from there (BB code).





« Last Edit: February 13, 2018, 09:55:44 pm by Martin0 »

Martin0

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #38 on: February 13, 2018, 10:31:07 pm »
here is one of your images:



If you right click on the image and copy image address you also get the ".png" at the end. Right now your link is just to a page with the image in it and not a link to the image itself.
« Last Edit: February 13, 2018, 10:36:05 pm by Martin0 »

chilipepper

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #39 on: February 14, 2018, 12:11:15 pm »
HGMuller and Martin0: Thanks for your help!

Everything now seems to be working. When I originally collected the image links from Imgur, I copied the entire links. But I suppose it displays without the file extension. So I guess it always needs to be added (when using Imgur).

I am new with Imgur. I'm surprised it supports image hosting without passwords. Does anyone know if this is regarded as secure (or at least reliable)?

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HGMuller

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #40 on: February 15, 2018, 06:16:46 pm »
Now the official submission term closes, it is perhaps a good time to also post a public description of the variant 'Decimaka' that I submitted.

Introduction

Decimaka is an attempt to translate the unique game dynamics of the historic Japanese Chess variant Maka Dai Dai Shogi to a context of wetern Chess, with a manageable size. Maka Dai Dai Shogi itself is played on a 19x19 board with 96 pieces per player, which makes it unplayable except for the most tenacious. Which really is a pity, as it is unlike any other Chess variant. The set of participating pieces in Decimaka was made suitable for this by supplementing the orthodox Chess pieces with a number of uncommon, but otherwise ot very special pieces.

At first glance there isn't much novelty in Decimaka: is uses a 10x10 board (of course, as that was a requirement for the contest), about half filled with pieces. The orthodox pieces King, Rook, Bishop, Knight and Pawn appear in the initial setup, and the fairy pieces that are added are all 'regular Chess pieces', i.e. they all capture as they move, by replacement, and have no side effectts on other pieces. Their moves are direct leaps or slides along orthogoal or diagonal paths.

Promotion rules

What distinguishes Decimaka from virtually all other variants are its promotion rules. For one, it is not just Pawns that can promote, but most other pieces do so as well. But there is no promotion choice; for each promoting piece it is predetermined what it will promote to. People familiar with Shogi (Japanese Chess) will recogize this as typical for Shogi variants. The Pawns in Decimaka are just regular FIDE Pawns, however (apart from their promotion), so Decimaka is not really a Shogi variant.

What is really unusual is that the right to promote is not derived from reaching some promotion rank at the opposite end of the board, but can be granted anywhere on the board: whenever a promotable piece makes a capture it can promote. In some situations this is even mandatory, on other occasions the player making the capture has the choice to promote the piece to its predetermined promoted form, or leave it as it is. This is important, because the promoted form is sometimes inferior to the original piece, so that promotion can be a curse rather than a blessing. The rule is that the promoted state is 'contageous': when you capture a promoted piece the latter is gone, the capturer catches the 'disease'. So when you capture a promoted piece you must promote, but when you capture an unpromoted piece, you have the choice whether to promote or not.

Pieces in Decimaka come in four kinds:
  • Non-promoting: King, Rook and Bishop. Other pieces capturing those don't have to promote.
  • Weak promotion: Pawns. These promote to omni-directional Pawns ('Omni' for short), which move one step orthogonally and capture one step diagonally in every direction. They are not that much stronger than a Pawn, but because they are promoted they are sortt of immune to attacks by pieces that you'd rather not promote, which can make them a real pain in the ...
  • Strong promotions: Knight, Tee and Fiancee. These are leapers or even steppers, but promotion turns them into riders / sliders with the same moves. So a Knight becomes a Nightrider, a Fiancee (a non-royal King) turns into a Queen, and a Tee (so called because its 3 forward steps and step straight backwards define a T pattern) turns into a Trident, moving like a Rook along files, and like a Bishop on forward diagonals.
  • Demotions: Lion, Star, Cross and Y turn into a comparatively worthless Omni. Expecially for the Lion and the Star this is pretty disastrous, and thus suppresses their value when the number of promoted opponent pieces goes up during the game.

Pieces

The Pawn, Knight, Bishop, Rook, Queen and King move as in orthodox Chess; the King moves 3 squares on castling. The Lion and Star are pieces with 24 direct (i.e. unblockable) leaps, which would make them worth more than a Queen on an 8x8 board (11 vs 9), if it were not for the fact that they cannot capture promoted pieces without 'selfdestructing', i.e. demote to a very weak minor. The other unorthodox pieces are of 'Knight class' or weaker: they are leapers with 9, 8 or even only 4 targets. The latter one makes up for its low mobility by promoting to a Rook-class piece. The move diagrams are as follows:

Code: [Select]
. . . . . . . . . .
. . . . . . . . . .
. . . * * * * * . .
. . . * * * * * . .
. . . * * L * * . .    Lion (* = direct leap)
. . . * * * * * . .
. . . * * * * * . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .


. . . . . . . . . .
. * . . * . . * . .
. . * . * . * . . .
. . . * * * . . . .
. * * * S * * * . .   Star
. . . * * * . . . .
. . * . * . * . . .
. * . . * . . * . .
. . . . . . . . . .
. . . . . . . . . .

. . . . . . . . . .
. * . . . . . * . .
. . * . . . * . . .
. . . * . * . . . .
. . . . Y . . . . .   Y
. . . . * . . . . .
. . . . * . . . . .
. . . . * . . . . .
. . . . . . . . . .
. . . . . . . . . .


. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . * * * . . . .
. . . . T . . . . .   Tee
. . . . * . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .

o . . . o . . . o .
. o . . o . . o . .
. . o . o . o . . .
. . . o o o . . . .
. . . .+T . . . . .   Trident (promoted Tee), o = sliding move
. . . . o . . . . .
. . . . o . . . . .
. . . . o . . . . .
. . . . o . . . . .
. . . . o . . . . .

. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . c m c . . . .
. . . m O m . . . .   Omni (m = non-capture, c = capture)
. . . c m c . . . .
. . . . . . . . . .
. . . . . . . . . .
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. . . . . . . . . .

. . . . . . . . . .
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. . . . * . . . . .
. . . . * . . . . .
. . * * C * * . . .   Cross
. . . . * . . . . .
. . . . * . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .


. . o . . . o . . .
. . . . . . . . . .
o . . o . o . . o .
. . o . . . o . . .
. . . .+N . . . . .   Nightrider (promoted Knight)
. . o . . . o . . .
o . . o . o . . o .
. . . . . . . . . .
. . o . . . o . . .
. . . . . . . . . .


. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . * * * . . .
. . . . * F * . . .   Fiancee
. . . . * * * . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .

Tactics

It is common Chess lore that complex tactical exchanges are best started with the least valuable piece. Promotion upsets this, however, as is already apparent in orthodox Chess: when multiple pieces attack the same opponent on the promotion rank, you gain most by saving the Pawn capture for last, to be left with a Queen rather than something else.

The same considerations are important in Decimaka, to a much larger extent, as virtually all tactics can involve promotions. The 'winner' of a tactical exchange (in the sense that he makes the last capture to the square) will always have the option to promote the last capturer, and therefore should in general save the piece that is most valuable after promotion for last. For pieces that won't survive the exchange it hardly matters whether they promote, and they should be accounted as they are before engaging.

There is a twist, however, because some of the pieces would lose value on promotion, and might be forced to promote. E.g. when an unprotected Omni, worth only half a Knight or so, would be captured by a Star, the latter would suffer a forced demotion, because the Omni is a promoted piece. So the net balance of the trade would be a Queen-class Star for two Omnis, plus loss of a tempo (as the opponent does not even have to recapture). It is like the Omni 'self-protects' against the valuable demoting pieces Lion and Star.

In longer capture sequences, the side that is going to lose the exchage (i.e. would not make the last capture) can try to use such self-protection for the last capture he can make. E.g. if a Cross is attacked by a Y and protected by a Star, you can capture it and promote the Y (to Omni). This gained you an Omni + Cross at the expense of a Y, but the Omni self-protects against the Star. If you had not promoted the Y, the Star could have safely recaptured it, and you would have traded Y for Cross, coming out an Omni less.

Non-promoting pieces (Bishop and Rook) play an important rule in this, as they are able to break the contageon of promotion, capturing a promoted piece, and still leaving an unpromoted one in its place. This means the cannot be used to force the final capturer to promote. Which again means you probably would not want to safe them for your last capture, if the opponent would only have demoting pieces left to retaliate. So if you attack someting with Rook + Tee, and it is protected by Omni + Lion, it would be best to start capturing with the Rook, and after recapture by the Omni promote the Tee in the second capture. As a Trident is similar to a Rook (perhaps a little bit stronger, because more of its moves are directed forward) you only lost the Tee at that point, for the Omni and the origial occupant, and the Trident still effectively self-protects against the Lion (as Lion > Trident + Omni). Had you started with the (less valuable) Tee, you could not have followed up with the Rook, as a Rook does not self-protect. When the opponent's second protector would have been a non-demoting piece, nothing could deter him from making the last capture.

These examples also show that eve initially, without ay promoted pieces on the board, demotion is an important handicap for the pieces suffering it. Because they cannot be used to protect something against pieces that can promote (even to weaker ones), as they would have been promoted by the time of the recapture. Demoting pieces can be used to gobble up unprotected unpromoted pieces, however.

The Queen

The Queen is the strongest piece, but it is not present in the initial setup. There is a Fiancee, which promotes to Queen, however. So the Queen is a promoted piece, which gives it some permanence, as promoted pieces do not promote a second time. Of the 'super-pieces' Queen, Lion and Star it is the only one that cannot suffer demotion.

But there is a twist to the Queen in Decimake: it is contageous. This means that every piece that captures a Queen, turns into a Queen. Even if it is a piece that normally cannot promote, or is already promoted. Only a King is exempt from this rule ('immune'). This means it is not easily possible to trade Queens, as the side making the last capture to a square where a Queen dwells will always end there as a Queen. Except when it was the King, but the King usually does not get involved in tactics before the end-game.

Strategy

The Lion and the Star are highly mobile pieces, which tend to seek each other out to neutralize each oher's attacks. Then they get easily traded, as there is no provision to preserve these pieces, as there exists for Queens. Trading can be discouraged, however, by keeping them protected by a piece with a strong promotion, such as the Tee or Fiancee.

That there is no promotion without capture means that you ca get stuck with unpromoted pieces in the end-game. This is quite different in games with a promotion zone, where it becomes progressively more easy to reach the zone as the board population thins. So if you are left with King + Tee vs King, it has become impossible to promote the Tee to Trident, and the game will end in a draw, as a Tee has no mating potential.

Weak pieces, such as Pawns, therefore become a liability in the end-game, as they can be used by the opponent to promote his pieces. There is a strong temptation to pick off weaker opponent pieces with your super-pieces (Queen, Lion and Star) when you have achieved an advantage in the latter. It is much more difficult to do this with your steppers (Fiancee, Tee, Knight), as they typically ae far away, and move slowly. But the strong pieces do not improve on promotion, and by annihilating all undefensible targets with them, you will deny your steppers to cash in on their strong promotions. It is therefore important to develop your steppers, so they can participate in the cleanup and promote in the process.

The Fiancee and the Cross have mating potential against a bare King, and thus are not truly minor pieces, even though they have about the same value as Knight or Bishop. The only pieces without mating potential are the Pawn, Omni, Tee, Knight, Nightrider, Bishop and Y. A Pawn is virtually useless against a bare King, as there is no opportuity to promote, and it will be confined to its file, so we won't consider it any further. A Lion can even force checkmate without King help. The Y is on the brink: on an 8x8 board it does have mating potential, and any assistance would push it over the threshold. For pairs of pieces mate cannot be forced with 2 Omnis, 2 Tees, 2 Knights. The combination Tee + Omni is a boundary case: building an EGT shows this is lost in ~50% of the cases when the bare King has the move, while for generally won end-games this is typically 25%. (The remaining 25% being positions where one of the pieces can be captured immediately.) Geeral draws usually have just a few percent of lost positions. It could be that KOTK is always won if the O or T cannot be chased to their doom. Against optimal defense it the mate ca take 120 moves, though.
« Last Edit: February 16, 2018, 05:42:16 am by HGMuller »

ebinola

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #41 on: February 15, 2018, 08:53:43 pm »
Now that the deadline has been passed, I have to ask: who are the judges, and who will be on the panel of playtesters?
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ebinola

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #42 on: February 16, 2018, 09:59:44 am »
I think I will do the same as H.G. has done and give a wee introduction as well.

SAMURAI SHOGI

Samurai shogi started as a tongue-in-cheek comment in response to Zied Haddad's musketeer chess:
Could you imagine if someone went as far as to make such a thing as samurai shogi? I think the Japanese would go absolutely mental.
And, well, here it is. Samurai shogi takes inspiration from two variants: musketeer chess, and okisaki shogi, which introduces the chess queen and knight to the shogi board. I'm not a huge fan of okisaki, because I think that the queen and knights upset the balance of material strength, and while the golds and silvers still hold some significance, they just aren't as important as they are in shogi. But, I liked the idea of introducing pieces that were between/greater than the values of the bishop and rook, so I decided to tone it down a little bit.



The setup of samurai shogi is just like the setup of regular shogi but on a 10x10 board (the black side is promoted just for the sake of showing their sprites). This size increase affects the speed of the generals, and the race to mate in the endgame. You can see that the square adjacent to each king is empty; before a game of samurai shogi begins, Sente chooses one piece from a pool of six to add to the game:

  • The Platinum General (白金将/白/PG): Moves as a king, but is not subject to check or mate. Promotes to the Promoted Platinum (成白/首1/+PG), which moves as a platinum, a knight, or jumps 2 squares diagonally forwards
  • The Jumping Horse2 (跳馬/跳/H): Moves as a chess knight. Promotes to Horse General (駒将/駒/+H), which moves as a Horse or 1 square orthogonally.
  • The Drunk Elephant (醉象/醉/E): Moves as a king, but cannot go directly backwards. Promotes to the Prince (太子/太/+E), which moves as a king. The Prince counts as a second king, and must be captured to win, if present.
  • The Gold Chariot (金車/3/GC): Moves an unlimited number of squares as a gold general. Does not promote.
  • The Silver Chariot (銀車/3/SC): Moves an unlimited number of squares as a silver general. Does not promote.
  • The Samurai (武士/武/SA): Moves 1 square orthogonally or jumps 2 squares diagonally. This is the move of the phoenix in larger shogi variants. Promotes to Daimyo (大名/大/+SA), which moves as a samurai or jumps 2 squares orthogonally. This is the move of the champion from omega chess.
Here are the moves, in spoilers (unpromoted on left, promoted on right):

Spoiler: Platinum General (hover to show)
Spoiler: Jumping Horse (hover to show)
Spoiler: Drunk Elephant (hover to show)
Spoiler: Gold Chariot (hover to show)
Spoiler: Silver Chariot (hover to show)
Spoiler: Samurai (hover to show)

HOWEVER. Gote has the power to refute sente's choice. When sente chooses the piece, gote can respond with either はい (hai/yes, I agree), or ノー (no/no, I disagree). If gote refuses sente's choice, the samurai will be used as a default. If the samurai is the piece being refuted, the platinum general. Players then place the selected pieces next to their kings, remove the other extra pieces from play, and the game begins.

DROPS

It seems unusual that in larger shogi variants, the iconic drop rule is all but absent. Experiments with these variants have shown that incorporating drops make many of the weaker pieces innocent bystanders as the more powerful pieces are constantly dropped back onto the board.
Samurai shogi, however, features shogi's drop rule, and for sake of clarification I will explain drops here.
With the exception of the prince, captured pieces are not removed from play. Instead, they go into your hand. If you have pieces in your hand, instead of making a move, you can drop a piece from your hand back onto any unoccupied square of the board as your own! There are a few exceptions to this, however:
  • You cannot drop a pawn to give checkmate.
  • You cannot drop a piece where it would be stuck for the rest of the game, i.e. you can't drop a pawn/lance on your last rank, or a knight on your second of last rank, because they can't go anywhere.
  • You cannot drop a pawn on a file that already contains one of your pawns.
  • (for sake of reiteration) Princes cannot be dropped, they are removed from play entirely. Drunken elephants, however, can be captured and dropped as normal.

Drops drastically increase the complexity of shogi (and any variant, for that matter). Don't be fooled, though - samurai shogi, with its extra major piece and bigger board, is drastically different from vanilla shogi.
A 9x9 variant is possible with the extra piece being placed anywhere on the second rank of your camp, but all the same, the extra piece means that not only does a lot of Ranging Rook theory need rewriting, but Static Rook suffers as well. Anyone who has an intimate knowledge of shogi will be able to identify all the things that you break with the addition of these things. But hey, that's chess variants for you.

Other rules are exactly identical to that of shogi: see https://en.wikipedia.org/wiki/Shogi for more info.

1 - I'm cheating a little bit here. This character means chief, one who leads, etc. but it bears resemblence to 白, so it shall be used in its place.
2 - Originally 'white horse,' but to avoid confusion with the white horse in chu shogi, and the fact that another piece has 白 in its name, I changed it to the name used for the knight used in okisaki shogi. This allows for 2 unique characters that can be used to notate this piece in traditional Japanese notation.
3 - Yeah, I couldn't find a character for these guys. I don't know if in larger shogi variants people have to write both characters to notate which piece is being moved (due to the large variety of pieces), but I hope this isn't too jarring for people who use traditional notation.
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HGMuller

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #43 on: February 16, 2018, 12:39:01 pm »
The commonly given explanation as to why the Elephant was ousted from Sho Shogi when drops were introduced is that it would enormously drive up the occurrence of 'impasse': in stead of walking the King to the opponent camp, with very low survival probablilty on the way, you just drop the Elephant there, and promote it. You can do that any time when you got a foothold in the opponent camp.

Not allowing a Prince to return doesn't solve this. You could still drop the Elephant in the zone (one would expect the Prince to revert to Elephant anyway, on capture), to get a Prince there one move later. And you can do that after you built a fortress there from some Tokins. I guess you should also forbid dropping the Elephant. But as you already have several alternative choices for the Elephant, I don't think it would be a great loss if you abandoned it altogether. Then you would not need special rules for it.
« Last Edit: February 16, 2018, 12:42:39 pm by HGMuller »

ebinola

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Re: IMPORTANT! The 100 Post Chess Variant Contest!
« Reply #44 on: February 16, 2018, 12:58:59 pm »
There's also handicaps to think about. The elephant, on its own, is the weakest of the pieces. Stronger than a gold but not as strong as the others.
I just read Asher's comment, the deadline has been extended, so... would it even be fair for me to revise the rules?
Chess player, amateur writer and on the side shitposter extraordinaire.