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       #Post#: 786--------------------------------------------------
       Stable multi-move chess-like variants
   DIR By: joejoyce
       Date: April 12, 2018, 11:44 pm
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       One of the problems with multimove chess variants is that they
       can get crazy very easily, with pieces flying all over the place
       and groups of attacking pieces blasting through defenses. They
       become unstable, maybe even chaotic in some senses of the word.
       Yet if you could put effective simple constraints on just what
       pieces can do or how/where they can move in each turn, then
       games like the elsewhere on this forum suggested 50x50 giant
       shogi may become playable in hours, days, weeks, instead of the
       months, years, decades some of the Japanese temple games were
       reputed to take. There are at least a few ways to do this, but
       it can be easy to lose the 'chessness' of the game or to have
       the game go crazy. (Or both, if your design is particularly off
       a bit.) On the other hand, depending on your aim and design, you
       can make a big game with relatively few pieces that plays very
       well. I've done a 32x32 chess-wargame fusion with a bit over 100
       pieces/side coming in over the first 2/3rds of the game which
       has been well playtested and given a decent review on
       BoardGameGeek. It is a wargame, not quite what you want maybe,
       but all the pieces on board may move each turn. That certainly
       speeds up a game. But the character of that game moved well away
       from chess into wargame territory.
       I tried other methods for structured multi move games about a
       decade or so ago, but got nowhere with chesslike games, although
       I found a few interesting “activator” (a limited short-range
       ‘king’ or leader piece for part of an army) games that allowed
       me to maneuver groups of pieces as a single ‘unit’. Very nice,
       but not quite chess. Recently, though, I accidentally designed a
       decent 3-mover, Granlem Shatranj.
  HTML http://www.chessvariants.com/invention/granlem-shatranj<br
       />Accidentally, because it didn't start as a 3-mover, but as an
       offhand quick mash-up of a couple games using rather powerful
       short range pieces, to showcase just how powerful those pieces
       were. That initial single move per turn game sucked, but it
       screamed "3-mover" at me. So by changing moves from 1 to 3 per
       turn and adding a couple rules to restrict what the 3 moves can
       be - without even changing the original set-up - I got an
       interesting, quite bloody, and very stable game. It seems to
       offer a reasonable template for expanding the number of moves
       per turn in large chess variants without losing the particular
       character of chess. That the basic idea of zones for movement is
       in many senses simple and obvious doesn't mean it's necessarily
       workable. The 3-mover game has flaws – not surprising because it
       was meant to do something entirely different – but it works,
       even if a bit awkwardly, which is surprising. And its flaws
       appear easy to see. Will they be so easy to correct?
       One playtest game was completed, ending in an agreed-upon draw
       in 43 turns.
  HTML http://play.chessvariants.com/pbm/play.php?game=Granlem+Shatranj&log=joejoyce-cvgameroom-2018-17-960<br
       />Both wings on each side were essentially annihilated while
       each
       center was relatively intact but had run out of steam, mostly by
       sending its powerful (bishoplike) pieces to the flanks to help
       out on the sides. No pawn really got close to promoting. Mr.
       Pacey and I are currently discussing the results and fixes. We
       both agree the 2 wings need to be extended so real pawn play can
       develop there, and that something needs to be done about the
       dead play in the middle. I’m currently considering 2 wings/side,
       each 7 across, with a ‘leader’ piece in the center, flanked by 2
       bishoplike pieces, then 2 knights, and 2 rooklike pieces on the
       outsides, on the back rank. Each with 7 pawns 2 squares in
       front. The centers would be 10 across, with king and leader in
       the center, flanked by 2 pairs of bishoplike pieces, then
       outside them, 2 pairs of rooklike pieces, and 10 pawns 2 squares
       in front. Pawn moves revert to western standard, using the
       initial double step and en passant. One empty file on each side
       of the center armies separates the center from the wings (or
       flanks, if you prefer)  and is used in common by the center and
       adjacent wing army. This game will be stable, but I’m not sure
       how fast it will play. It might play slow, but I’m inclined to
       believe it will, if anything, play a bit fast in total turn
       number, because you’re kind of playing 3 games of Crazyhouse on
       the same 11x26 board, but you can ‘gang up’ on one enemy area by
       attacking it with 2 or 3 pieces in a single turn. If it plays
       slow, making more zones will certainly speed things up.
       There are 2 specific restrictions used to keep things from
       getting chaotic in these games. One is short-range pieces. No
       piece in the completed or the contemplated game described above
       moves more than 4 squares in a turn. The other is that there
       must be a "leader" piece in an area before a piece in that area
       can move. The leader pieces used are moderately strong very
       short range (2 square) pieces, and the king acts as a leader
       also, giving a spare leader piece in the center army. I have
       some further thoughts, but know the proposed game outlined will
       work, and once I've seen how it works is soon enough to offer
       further modifications.
       Finally, this idea or something similar should be applicable to
       a range of large chess games.
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