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       #Post#: 747--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: HGMuller Date: April 2, 2018, 3:55 am
       ---------------------------------------------------------
       On further thought, it coud be better to allow an Air Lift to
       only fly over friendly pieces. Or assign ranking to pieces in a
       way similar to Tenjiku Shogi, where it cannot fly over pieces of
       a certain class (namely those with surface-to-air capability).
       Which should then be reasonably common to protect a player's
       camp from infiltration by flying enemy pieces.
       Of course there could also be flying pieces that don't carry
       others, but capture by themselves. There could even be several
       classes of flying pieces (like in Tenjiku), normal planes,
       stealth planes, ICBMs, progressively more difficult to stop
       (i.e. the number of pieces they cannot fly over decreasing).
       A Nuke could be a piece that moves as a Queen and optionally
       clears an entire 5x5 area after its move, which can only be
       blocked by a 'Missile Defense'. (Of which a player should have
       enough to keep his King safe.) Perhaps it should not even be
       allowed to pass over a 5x5 area centered on a Missile Defense.
       Cruise Missiles could teleport with a finite range (say in a
       10x10 area), and just capture on their target square
       (self-destructing in the process), or (the nuclear-tipped
       variety) a 3x3 area around it.
       There exists a variant called 'Regiment Chess' where it is
       always allowed to move any number of pieces of the same type
       along the same vector. Perhaps this would also be an idea here.
       It would of course only be useful for piece types of which you
       have many.
       I am not sure we would want only few piece types. In Taikyoku
       Shogi most types do occur at most twice. Although it might be a
       good idea to have some piece types that do occur in many copies
       (various types of Infantry), next to Pawns. On a 40-wide board
       you could have 40 Pawns, and 4 different kinds of Infantry, of
       which you each have 10. Scirocco is one of my favorite chess
       variants, b.t.w. Typhoon is a bit 'over the top' for my taste.
       #Post#: 750--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: ubersketch Date: April 2, 2018, 8:05 am
       ---------------------------------------------------------
       [quote author=Martin0 link=topic=103.msg746#msg746
       date=1522659179]
       How many pieces do you intend to use? When I talked about the
       infantry piece I was thinking of maybe having about 250 infantry
       pieces in a 50 x 5 area (if we're using a 50 x 50 board). Maybe
       a bit less or more depending on the other pieces and if you want
       to have a few holes in the infantry piece area (empty squares)
       or if you want the infantry to cover a larger area (such as 500
       infantry pieces in 50 x 10 area).
       Regardless, I would like to know how many pieces you want to use
       and how many types of different pieces. If it is around 800
       pieces for each side, then I don't really think it is a good
       idea to have a lot of different types of pieces that you have
       only 1, 2 or 4 of each. We don't want over 100 types of pieces
       with different rulesets, that's for sure (who would even
       remember those rules?).
       Also, I'm not really sure if I really understand the last post.
       What is your definition of how big a squad is? I had it as a 5x5
       area you can choose wherever you want, but is your squad related
       to where the infantryman is located instead? I am not at all
       worried about squads being too powerful, but rather the
       opposite. Too weak compared to moving the most powerful pieces.
       I would also prefer if squads was only related to how pieces
       move, not how other pieces captures pieces that are a member of
       a squad and no piece that interacts with enemy squads. Captures
       that cover an area is already some sort of counter since army
       movement encourages your pieces to be close to each other.
       [/quote]
       I'm thinking the type to number of piece ratio of Taikyoku shogi
       would be better.
       #Post#: 751--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: ubersketch Date: April 2, 2018, 1:12 pm
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=103.msg747#msg747
       date=1522659303]
       On further thought, it coud be better to allow an Air Lift to
       only fly over friendly pieces. Or assign ranking to pieces in a
       way similar to Tenjiku Shogi, where it cannot fly over pieces of
       a certain class (namely those with surface-to-air capability).
       Which should then be reasonably common to protect a player's
       camp from infiltration by flying enemy pieces.
       Of course there could also be flying pieces that don't carry
       others, but capture by themselves. There could even be several
       classes of flying pieces (like in Tenjiku), normal planes,
       stealth planes, ICBMs, progressively more difficult to stop
       (i.e. the number of pieces they cannot fly over decreasing).
       A Nuke could be a piece that moves as a Queen and optionally
       clears an entire 5x5 area after its move, which can only be
       blocked by a 'Missile Defense'. (Of which a player should have
       enough to keep his King safe.) Perhaps it should not even be
       allowed to pass over a 5x5 area centered on a Missile Defense.
       Cruise Missiles could teleport with a finite range (say in a
       10x10 area), and just capture on their target square
       (self-destructing in the process), or (the nuclear-tipped
       variety) a 3x3 area around it.
       There exists a variant called 'Regiment Chess' where it is
       always allowed to move any number of pieces of the same type
       along the same vector. Perhaps this would also be an idea here.
       It would of course only be useful for piece types of which you
       have many.
       I am not sure we would want only few piece types. In Taikyoku
       Shogi most types do occur at most twice. Although it might be a
       good idea to have some piece types that do occur in many copies
       (various types of Infantry), next to Pawns. On a 40-wide board
       you could have 40 Pawns, and 4 different kinds of Infantry, of
       which you each have 10. Scirocco is one of my favorite chess
       variants, b.t.w. Typhoon is a bit 'over the top' for my taste.
       [/quote]
       Hm, good suggestions. I have a feeling this might turn into a
       more extreme Scirocco (which isn't a bad thing).
       #Post#: 753--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: Martin0 Date: April 2, 2018, 3:49 pm
       ---------------------------------------------------------
       [quote author=ubersketch link=topic=103.msg750#msg750
       date=1522674346]
       [quote author=Martin0 link=topic=103.msg746#msg746
       date=1522659179]
       How many pieces do you intend to use? When I talked about the
       infantry piece I was thinking of maybe having about 250 infantry
       pieces in a 50 x 5 area (if we're using a 50 x 50 board). Maybe
       a bit less or more depending on the other pieces and if you want
       to have a few holes in the infantry piece area (empty squares)
       or if you want the infantry to cover a larger area (such as 500
       infantry pieces in 50 x 10 area).
       Regardless, I would like to know how many pieces you want to use
       and how many types of different pieces. If it is around 800
       pieces for each side, then I don't really think it is a good
       idea to have a lot of different types of pieces that you have
       only 1, 2 or 4 of each. We don't want over 100 types of pieces
       with different rulesets, that's for sure (who would even
       remember those rules?).
       Also, I'm not really sure if I really understand the last post.
       What is your definition of how big a squad is? I had it as a 5x5
       area you can choose wherever you want, but is your squad related
       to where the infantryman is located instead? I am not at all
       worried about squads being too powerful, but rather the
       opposite. Too weak compared to moving the most powerful pieces.
       I would also prefer if squads was only related to how pieces
       move, not how other pieces captures pieces that are a member of
       a squad and no piece that interacts with enemy squads. Captures
       that cover an area is already some sort of counter since army
       movement encourages your pieces to be close to each other.
       [/quote]
       I'm thinking the type to number of piece ratio of Taikyoku shogi
       would be better.
       [/quote]
       So Taikyoku shogi is played on an 36 x 36 board with 402 pieces
       of 209 types.
       If we convert that to 50x50 board we get 775 pieces of 403
       types.
       I like your enthusiasm, but I'm very pessimistic of having that
       many piece types.
       #Post#: 754--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: ubersketch Date: April 2, 2018, 4:04 pm
       ---------------------------------------------------------
       [quote author=Martin0 link=topic=103.msg753#msg753
       date=1522702169]
       [quote author=ubersketch link=topic=103.msg750#msg750
       date=1522674346]
       [quote author=Martin0 link=topic=103.msg746#msg746
       date=1522659179]
       How many pieces do you intend to use? When I talked about the
       infantry piece I was thinking of maybe having about 250 infantry
       pieces in a 50 x 5 area (if we're using a 50 x 50 board). Maybe
       a bit less or more depending on the other pieces and if you want
       to have a few holes in the infantry piece area (empty squares)
       or if you want the infantry to cover a larger area (such as 500
       infantry pieces in 50 x 10 area).
       Regardless, I would like to know how many pieces you want to use
       and how many types of different pieces. If it is around 800
       pieces for each side, then I don't really think it is a good
       idea to have a lot of different types of pieces that you have
       only 1, 2 or 4 of each. We don't want over 100 types of pieces
       with different rulesets, that's for sure (who would even
       remember those rules?).
       Also, I'm not really sure if I really understand the last post.
       What is your definition of how big a squad is? I had it as a 5x5
       area you can choose wherever you want, but is your squad related
       to where the infantryman is located instead? I am not at all
       worried about squads being too powerful, but rather the
       opposite. Too weak compared to moving the most powerful pieces.
       I would also prefer if squads was only related to how pieces
       move, not how other pieces captures pieces that are a member of
       a squad and no piece that interacts with enemy squads. Captures
       that cover an area is already some sort of counter since army
       movement encourages your pieces to be close to each other.
       [/quote]
       I'm thinking the type to number of piece ratio of Taikyoku shogi
       would be better.
       [/quote]
       So Taikyoku shogi is played on an 36 x 36 board with 402 pieces
       of 209 types.
       If we convert that to 50x50 board we get 775 pieces of 403
       types.
       I like your enthusiasm, but I'm very pessimistic of having that
       many piece types.
       [/quote]
       There's the problem I'm facing right now. I need a lot of
       pieces. I have a feeling I'll be just getting a lot of pieces
       from other variants.
       #Post#: 757--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: ubersketch Date: April 3, 2018, 9:29 am
       ---------------------------------------------------------
       [quote author=Martin0 link=topic=103.msg746#msg746
       date=1522659179]
       How many pieces do you intend to use? When I talked about the
       infantry piece I was thinking of maybe having about 250 infantry
       pieces in a 50 x 5 area (if we're using a 50 x 50 board). Maybe
       a bit less or more depending on the other pieces and if you want
       to have a few holes in the infantry piece area (empty squares)
       or if you want the infantry to cover a larger area (such as 500
       infantry pieces in 50 x 10 area).
       Regardless, I would like to know how many pieces you want to use
       and how many types of different pieces. If it is around 800
       pieces for each side, then I don't really think it is a good
       idea to have a lot of different types of pieces that you have
       only 1, 2 or 4 of each. We don't want over 100 types of pieces
       with different rulesets, that's for sure (who would even
       remember those rules?).
       Also, I'm not really sure if I really understand the last post.
       What is your definition of how big a squad is? I had it as a 5x5
       area you can choose wherever you want, but is your squad related
       to where the infantryman is located instead? I am not at all
       worried about squads being too powerful, but rather the
       opposite. Too weak compared to moving the most powerful pieces.
       I would also prefer if squads was only related to how pieces
       move, not how other pieces captures pieces that are a member of
       a squad and no piece that interacts with enemy squads. Captures
       that cover an area is already some sort of counter since army
       movement encourages your pieces to be close to each other.
       [/quote]
       Squads are centered around an Infantryman.
       #Post#: 833--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: joejoyce Date: April 20, 2018, 9:43 am
       ---------------------------------------------------------
       [quote author=ubersketch link=topic=103.msg733#msg733
       date=1522591966]
       I have an idea, why don't we make it so that when a piece in the
       opponent's side of the board gets captured, one type of your
       pieces gets promoted. This should allow for more powerful pieces
       to come through.[/quote]
       Graeme Neatham and I tried this idea of battlefield promotions -
       promoting a piece when it captures - but found it destroyed the
       game we were playtesting. In chess, most pieces are guarded, and
       when one player captures, the other generally recaptures. This
       means that whoever captures first gives the opponent a promoted
       piece, effectively. We stopped being the first to capture...
       #Post#: 836--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: ubersketch Date: April 21, 2018, 11:01 am
       ---------------------------------------------------------
       [quote author=joejoyce link=topic=103.msg833#msg833
       date=1524235387]
       [quote author=ubersketch link=topic=103.msg733#msg733
       date=1522591966]
       I have an idea, why don't we make it so that when a piece in the
       opponent's side of the board gets captured, one type of your
       pieces gets promoted. This should allow for more powerful pieces
       to come through.[/quote]
       Graeme Neatham and I tried this idea of battlefield promotions -
       promoting a piece when it captures - but found it destroyed the
       game we were playtesting. In chess, most pieces are guarded, and
       when one player captures, the other generally recaptures. This
       means that whoever captures first gives the opponent a promoted
       piece, effectively. We stopped being the first to capture...
       [/quote]
       Good point. Although we can make this rule: When a piece
       promotes, it may also move in the same turn. Or: When a piece
       promotes, it is unable to be captured in the next turn.
       #Post#: 845--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: joejoyce Date: April 22, 2018, 8:18 pm
       ---------------------------------------------------------
       [quote author=ubersketch link=topic=103.msg836#msg836
       date=1524326469]
       [quote author=joejoyce link=topic=103.msg833#msg833
       date=1524235387]
       [quote author=ubersketch link=topic=103.msg733#msg733
       date=1522591966]
       I have an idea, why don't we make it so that when a piece in the
       opponent's side of the board gets captured, one type of your
       pieces gets promoted. This should allow for more powerful pieces
       to come through.[/quote]
       Graeme Neatham and I tried this idea of battlefield promotions -
       promoting a piece when it captures - but found it destroyed the
       game we were playtesting. In chess, most pieces are guarded, and
       when one player captures, the other generally recaptures. This
       means that whoever captures first gives the opponent a promoted
       piece, effectively. We stopped being the first to capture...
       [/quote]
       Good point. Although we can make this rule: When a piece
       promotes, it may also move in the same turn. Or: When a piece
       promotes, it is unable to be captured in the next turn.[/quote]
       Ow! Both of those rules have what I think you would consider
       unintended consequences. In the first case, a single piece could
       capture, then move and capture again, and again... a knight's
       tour could end the game in one turn of 800 or so consecutive
       moves. The second case is just slower. A piece, as long as it
       keeps capturing, is invulnerable. What kind of piece density are
       you looking at, and why?  :)   You might want to re-think what
       pieces are in a giant game like a 50x50.
       #Post#: 851--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
       By: ubersketch Date: April 23, 2018, 7:00 pm
       ---------------------------------------------------------
       [quote author=joejoyce link=topic=103.msg845#msg845
       date=1524446305]
       [quote author=ubersketch link=topic=103.msg836#msg836
       date=1524326469]
       [quote author=joejoyce link=topic=103.msg833#msg833
       date=1524235387]
       [quote author=ubersketch link=topic=103.msg733#msg733
       date=1522591966]
       I have an idea, why don't we make it so that when a piece in the
       opponent's side of the board gets captured, one type of your
       pieces gets promoted. This should allow for more powerful pieces
       to come through.[/quote]
       Graeme Neatham and I tried this idea of battlefield promotions -
       promoting a piece when it captures - but found it destroyed the
       game we were playtesting. In chess, most pieces are guarded, and
       when one player captures, the other generally recaptures. This
       means that whoever captures first gives the opponent a promoted
       piece, effectively. We stopped being the first to capture...
       [/quote]
       Good point. Although we can make this rule: When a piece
       promotes, it may also move in the same turn. Or: When a piece
       promotes, it is unable to be captured in the next turn.[/quote]
       Ow! Both of those rules have what I think you would consider
       unintended consequences. In the first case, a single piece could
       capture, then move and capture again, and again... a knight's
       tour could end the game in one turn of 800 or so consecutive
       moves. The second case is just slower. A piece, as long as it
       keeps capturing, is invulnerable. What kind of piece density are
       you looking at, and why?  :)   You might want to re-think what
       pieces are in a giant game like a 50x50.
       [/quote]
       When a piece promotes.
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