Wednesday, January 10, 2024
Chess Piece Essay: The Royal Question
Wednesday, October 18, 2023
Saturday, October 14, 2023
Chess Piece Essay: Mix and Match
We will deal with hybrids, pieces made from combining movements from leapers, riders and hoppers. To clarify, if a piece does one leap forward and another kind of leap back, it is simply a compound leaper, for a piece to be a hybrid it has to be able to move in two different movement types.
The Simple Mix
Take one movement type and a different movement type, put them together, and you have a simple hybrid. The most notable examples are the knight hybrids commonly explored in more well-known chess variants. The common names for these are the Chancellor (Rook + Knight), Archbishop (Rook + Bishop) and the Amazon (Knight + Queen). As a piece with a Knight and Queen move can be a real monster, some games either try to neuter the piece or place it on a larger board, but there are also games that let the anarchy of an Amazon dictate play, fun but horribly unbalanced.
Not much can be said here that I haven't spitballed on the previous essays; hybrids function as two pieces at once though no one splits hairs at this level.
One Way, then Another
In orthodox chess a piece moves the same way wherever it is on the board whether it is capturing or not, the only piece not to do this is the pawn.
Morphin' Like Morphy
Pieces are expected to stay the same in chess. For these kinds of pieces let's disregard that for a bit and give them the ability to change. Thus follows the first question, into what? Conventionally a piece an only change to a piece that exists in the game; you cannot introduce a piece that should not exist. Next thing to consider is what triggers the change: a capture? being at a certain part of the board? merely moving?
The Piece Moveth, the Piece Taketh
Pieces usually take as they move, that is their capture moves are the same as their normal moves. Displacement capture is taken for granted in chess that changing it is enough to make it a variant.
Wait, What About the Pawn?
Most chess piece taxonomies label the pawn as a separate thing and sometimes add a sort of separate class of pieces based on pawns. This classification assumes variants that are meant to be played, but a pawn is still a piece anyway. A pawn is a sniper as the only piece to move different in a capture or non-capture, a short rider on the basis of its two-step first move but ultimately hops. Only pawns can promote but if a pawn is given enough power this can be done away with.
Wednesday, January 25, 2023
Chess Piece Essay: Other concepts
Take it or Leave it
Capture is taken for granted in chess. Capture by replacement is assumed in so many chess variants that it is to be noted whenever a capture doesn't simply involve moving to an enemy piece and taking it, e.g. en passant, Chinese chess cannon. Variant methods of capture are better covered on its own article but it's worth nothing how Ultima is the game that has opened this hitherto unexplored area in chess variants. While not every capture thought up by Robert Abbott has gotten much attention, the mechanics brought up by this game and other inspirations is still open for exploring.
All Hail the Piece, Baby
It's not chess without check or checkmate. Most chess variants have a piece that must be protected at all costs. If a piece cannot be allowed to be captured ay any cost, it is said to be royal. In practice, the royal piece is not actually captured, but if it's threatened to be captured next turn, then the piece and player are in check and must get himself out of check on his turn.
In orthodox chess, the royal piece is the king, and there are rules that center over making sure the king doesn't die, mostly involving making sure a move that captures the king doesn't happen.
Some chess variants do not have a royalty stipulation, such as in Losing Chess or Mock Chess. In these games, the goal is to lose your pieces or capture all your enemy's pieces respectively. How much this deviates from chess is something worth discussing, though it has led to asking if checkers can be classified as a chess variant.
Extinction Chess has a distinct property of all pieces technically having royalty, as the goal is to eliminate every piece of a type. I'm bringing up this game as a borderline example of how royalty works in chess.
Pieces do not return when captured in most variants, a given in most cases. Returning captured pieces developed in Japan through the drop mechanic, the most common form of return mechanism. Parachuting pieces opens up new tactical ideas and is just a fun idea to play with all around.
Thursday, January 19, 2023
Stone Placement (and maybe Movement) Games
Equipment for such games need only be made distinct and assigned its task, whatever it looks like is anyone's game. Chess pieces have their roles carved onto them, colors imply ownership if not attribute(for games that use a common pool). One of the simplest yet is a pile of stones distinguished only by color and stones of a like color are owned by one player.
As with every abstract game, it is important to set the terms a bit. In general abstract parlance a stone is a piece that is played by being placed on the board and possibly moving it afterward. A board must consist of cells where a stone must be placed onto, any of that dilly-dally halfway crap is not allowed. Stones of one color are practically indistinguishable from one another and everything that pertains to a stone's capability applies to every other stone bar geographic rules.
Gameplay must involve stone placement, with or without movement. Any starting stones placed on the board are allowed if they aren't the only ones that will be in play. Some would argue that strictly placing stones should be covered here, but this is for the purposes of putting a game where placement and movement happen somewhere.
The most ubiquitous of this form of game uses a Go board and stones, but we can keep the stones and change the board a bit for each example, but that doesn't mean every game listed will work with any type board, e.g. Square grid games have rules that don't work on a hexagonal grid. The game types listed will also be limited, or I'll be here all day splitting hairs.
From Point A to B, or the other one
One of the easiest goals for an abstract strategy game is forming a line between two sides of the board, the sides need not be parallel as long as the only ways of forming the connections are nontrivial. This genre generally splits into two versions, either you try to connect the sides you own or connect any sides that fit the condition.
Cameron Browne has a book on this that I haven't read so I can only give some observations that may or may not have been dealt with in the book.
The purest form of this game is Hex, where players try to connect their two parallel sides of a hexagonal grid rhombus by placing stones on cells. That's it, but some analysis has been done with this game that one of these days we'll find the perfect strategy.
Games of this nature are always designed to achieve no draws by design. I have spitballed about this here, but the way this no-draw thing is done is through:
1. The board geography.
2. The rules of placement. Some placements are banned or can cause changes.
3. Obliging moves. If passing is rarely an option either player has a chance to shoot himself in the foot.
An interesting subset of connection games has appeared where the design goal is to try to make a connection game work on a square grid. Square grids are notorious for their eight-direction connections that either force paths to intersect each other, or forsaking diagonal connections not allowing any connection at all.
The shape created by two stones of different colors crossing each other in a checkerboard patter is called a crosscut and any purely orthogonal connections are immediately severed once this shape comes into play
From downright banning crosscuts, adding connection rules, allowing captures and whatever could work, the connection game genre has flowered in tougher landscapes.
Not that other board shapes had not been used, but as with the case for hexagonal grids, there's little need to meddle with it except by having some fun with the rules or using a different layout. Practically, regular tilings are already there ready for use, but connection games are a breeding-ground for funny geometries that other game types don't have a demand for.
Ding Ding Ding Ding!
Much simpler is to extend the premise of the classic game Tic-Tac-Toe and have games where the goal is some stones in a row. Obviously the goal is to line their own stones before the other can.
Gomoku is the simplest of this wider generalization, although this has fallen out of favor as being first in turn is too much of a headstart. Attempts to level the balance are solidified in Renju.
Pente has given the whole n-in-a-row game a new twist with its capture rule, even ensuring that the game doesn't devolve to mindless capturing by practically limiting it as a win condition.
This is My Claim
When it comes to games where stones are placed to demarcate territory there's no arguing over Go, but this doesn't mean that other ways to play territory are no longer up for grabs, just a bit unnecessary given that none of them can ever be a contender.
Unsurprisingly, language of games that revolve around stone placement use the language of Go to explain things, even using similar equipment. We'll stick to them as long as there are no equivocations.
Practically, some of the games that Luis Bolaños Mures have designed use territorial concepts but rely on it being a connection game. Whether such games work in a territorial sense (from most enclosed spaces to most stones placed on the board) is yet to be tested, though the bigger the territory the more likely you can build a bridge on it.
Counting score in Go may take a while to learn, but in essence a shortened form of counting spaces claimed by placing stones on every point. Simplified scores(as befits the game) include counting groups of stones, counting the largest group or even going back to raw stone count. Mixing these criteria does happen and you get wild equations to reach a score.
While this may be considered a voting game, Majorities does have a mechanic where a majority-claimed row/direction counts toward a player's vote count, and this also gives a better demonstration of how small moves affects the whole game.
Monday, January 16, 2023
As mentioned, one of shogi's most well-known feature is the ability to return a captured piece by placing it onto the field of play, this drop move being a move in itself. Putting drops in western Chess has been tried, with Chessgi and Crazyhouse being the main forms taking a direct borrowing of the capture-and-drop aspect, though they cannot readily be played on-the-board. Another well-known variant is Hostage Chess where equipment limitations made use of an exchange mechanism to allow drops without any piece changing color.
Thursday, September 8, 2022
Chess Piece Essay: Hoppers
Hoppers are the name given to a class of chess pieces that require another piece to move and set the direction of movement. A piece a hopper uses to hop is called a hurdle. This means that a pure hopper cannot move alone on an otherwise empty board.
In this piece I will cover linear hoppers, mainly sorted by its action before and after hopping. Long hoppers ride after their hop, while short hoppers stop after landing on its destination square. Leaper hoppers can only start their hop with a single leap, while rider hoppers can ride before they jump.
Some Starting Examples
Since the concept of a hopper is relatively alien to anyone not into chess variants, let's start with the quintessential hopper, the grasshopper. A short directional hopper, it jumps over any piece moving as a queen, landing at the square just after the piece and stopping there.
Chinese cannons are pieces in Xiangqi that take a rook's move but needs to hop on a third piece to capture (thus making this a hybrid). Korean cannon hops are long as they need to hop onto a piece before moving continuously, thus making them akin to long grasshoppers.
For a more general approach, the line a hopper takes need not be constrained by rook and bishop lines. The simplest example is the Equihopper, whose hop consists of a leap over a hurdle and landing the same distance.
It Takes Three to Tangle
Two-hurdle hoppers are very specialist and used usually to prove a point. The obvious development from this is making a hopper jump over exactly two pieces.
Let's Make Weird Things Happen
Hoppers can give rise to unusual situations in generalized chess geometry. The requirement that a hopper have something to hop leads to cases where a piece cannot move to a square as it would be check, what is usually called an anti-pin. Anti-pins also happen when a check cannot be responded by a recapture as the recapturing piece will become a hurdle enabling a hopper to capture the royal piece.
Chess Piece Essay: Leapers and Riders
Leap Distances
There are two ways to define the distance of a piece's move: destination coordinates and length of leap. Coordinates measure a (x,y) distance from origin to destination on a lattice grid. The simplest way to put it is to imagine the piece leaping x squares in one direction then y squares perpendicular. Length of leap measures the straight line drawn from the origin to the destination in this lattice grid (On a chessboard the points will be the centers of the squares).
Leapers are either simple or composite based on how many unique coordinates it has.
For example, a (1,1) leaper has a leap distance of square root of 2, while a (1, 2) leaper, a knight, has a leap distance of square root of 5. Compounding coordinates and lengths will give more types of leapers. These distance systems do not take into account direction and therefore cannot define leapers with distance constraints.
A well-known piece named from its leap distance is the root-fifty leaper, whose leap distance of sqrt-50 has two coordinates (5,5) and (1,7)
Leap Directions
While the methods of the previous section help with defining the distance of a leap, pieces can also be restrained by direction. Directions of limited leapers are defined relative to the perspective of the mover.
Shogi variants are peppered with examples of limited hoppers, usually relative to a king's movement, e.g. gold and silver general.
Sometimes this leads to a piece that can only move in one direction and might require some extra provisions exclusive to them lest they become deadweight.
Board Range
A chess knight can visit all 64 squares of a chess board once, but other leapers are limited in where they can go. A way for me to gauge a piece's range is to start with a piece on a random square on the board and color the squares based on the least number of leaps needed to reach a square. The board will either be filled with color or contain untouched spots.
Whether a piece should have full range or not is within the decision of the designer, but the utility of pieces that cannot traverse the whole board is a topic usually glossed over. For these series, pieces that have full board range are "free-moving", otherwise they are "constrained."
Constraints
The most common piece constraint is that of colorboundedness, the state of a piece that can only traverse one color on a checkered board. For the purposes of this essay any piece more constrained than this is seen as heavily constrained.
From one color to another
A chess knight can only leap to squares that are not the same as the square it is on, while a king can move to a square of either color. While the consequences of the properties of these moves are sometimes mentioned in chess study (e.g. the knight can never lose tempo), I am yet to see any further talk in regards to chess variants (geometries involved in these sorts of leaps may be nontrivial).
This alternating leaping is different from a colorbound one only in the sense of destination squares, as colorbound leapers practically move on a board of their own and can be subject to the same tempo issues.
The question then, if a leaper can always go to either color square, can it always lose tempo?
The Rider
Riders are pieces that move continuously through unoccupied squares. A rider is blocked by a friendly piece and stops moving when it captures. The rider is constructed as making successive hops, with pieces in their trajectory able to intervene. A rook and a bishop are prime examples of simple riders, the queen a compound rider.
To make sense of a rider being made of successive hops, let our example be the knightrider, which makes continuous knight hops. Just like an actual knight it hops over pieces not within its ride, i. e. only pieces on squares within a successive line of knight hops will matter in its trajectory.
If a piece can be blocked on its way to a square it can go to by virtue of a piece getting in the way of its path, it's a rider. A leaper can only be blocked by friendly pieces on its destination squares.
Riders long and short
A long rider can travel to its full extent in any direction it goes, blocked only by friendly pieces, captures and the edge of the board. All orthodox chess riders ride long. A short rider has a finite range, i.e. riders with any limited velocity are short may it be constant or maximum.
In Chess with Different Armies, one of the armies features a short rook, in this case a rook that can only move up to four squares when it moves.
A change of trajectory
A rider is bent if it requires that in the middle of its move it has to change direction. Bent riders are rarely long, although notable are riders that can diagonally bounce against walls.
As a more general extension of the short bent rider concept, let's look at a piece called the Sissa. The sissa moves by first riding a set number of squares as either a bishop or a rook, then changing direction and moving the same number of squares in a non-orthogonal direction. If a piece is in the way of the sissa that cannot be captured, that move is blocked.
Friday, July 1, 2022
10 years of Shibumi (Draft)
Friday, July 23, 2021
Quick Essay: Bidding
After the development of the modern trump suit, bidding was the next biggest addition to card games that has led to many great games and expanded possibilities especially for trick-taking games. The great game that has created such possibilities is Ombre, a game not played as often today but its influence resonates every time a contract is bid.
This article will detail with the ways contracts are bid, along with a short traipse through ways trumps are chosen.
Since the creation of the Tarot deck, the idea of a suit that is more powerful than the rest has resonated to the people. 78 cards is a costly affair so players have emulated the same power by randomly assigning a suit that will take the role of the trump suit. This is usually done by turining a card up, otherwise someone does the deed of choosing the suit of privilege based on the information he has.
Games of the latter type tended to create heirarchies of suit choice that affect the points at stake, usually as a multiplier or a base score indicator. Preference of suits are also in the bids themselves, implying a bid of a value renders those below it impossible.
In the context of Tarot games without bidding, dealer tends to get privileges, usually in the form of drawing extra cards into his hand and the subsequent discards counting into his pile. Bidding games eventually came into the scene, and the bidder only needs to win the majority of points, usually alone. Contracts usually differ in how restricted the soloist can play, from reduced talon privileges to giving the opposing team a headstart in points. We're tackling the whole Tarot subject as while it took in a good amount of influences, some elaborations only seem to have stuck in such games, we'll revisit these later.
Games of such sort came to be a bit later on the Tarot timeline, thanks to the game of Ombre, a plain-trick game where players bid for the opportunity to win more tricks than the other players, and the bids mainly differ in whether the soloist can exchange cards from the talon.
The later game of Quadrille then gave rise to changing alliances depending on a called card, the holder's identity a secret. This bidding carried on to games such as whist, where bidding categories turned from trying to win tricks a specific way as in Boston, to bidding for a specific number of tricks, as the game that will eventually become Bridge has.
The above section, but less messy
The goal of a contractor is to fulfil a contract, while defenders try to set it. As simple as that sounds, an asymmetry must take place, with the contractor given some advantage over the defenders in some cases; defenders have their strength in numbers.
Now a quick delineation between bids and feats. Some games require a bid to be made, but along with the contract a number of feats can be announced. A bid contract is the main game that the bidder must play and accomplish. Feats are extra contracts that are played along with the main game but are settled independently and do not affect the nature of the bid.
In some cases feats take place when the condition itself is met, whether or not it is announced, this usually affects the bonus. After the tricks are played, the bid is first assessed then the feats, the latter either affecting the main bid or working independent of it.
Bids in these games can be categorized on how precise the bid can be. Early bids were simply a bid to become the soloist who must now take the majority of points while the remaining players team up against him. The first elaborations are how much default advantages the soloist can surrender in exchange for a chance at a higher value game. In early talon games this meant that the highest bid is reneging the possibility of improving his hand by exchanging cards.
Preference of suits have appeared in some games usually as a multiplier of a contract. A game of a specific suit as trump sets the value of a contract if won or lost. In games suchas Preference or Skat bidding of this kind means that the available suit games for the bidder shrinks with each higher bid.
For Whist, the change from randomly choosing the trump suit to the ability to select it has given way to interesting complications arising from the naturally simple means of selection.
From giving the suit declarer contractor responsibilities the next step came in the form of bidding, in this case a responsibility to win the majority of tricks given the previlege of naming the trump suit. Later on the contracts became more precise, from more elaborate contracts to specific minimums to win.
Regarding feats, these extra contracts are announced in conjunction with a bid and affect scores either independently or affecting the bid's score. Achieving or failing feats do not affect the status of the bid, but in some cases involves more scores than the bid itself.
A more novel development is exact bidding, wherein an exact value must be wagered and scores depend on whether the goal is hit or not, with varying degrees of leeway.
Friday, April 30, 2021
Monomatch card inventories
2,14,19,24,29,41,46,56
7,9,18,27,29,38,47,53
7,10,20,23,33,36,46,54
7,11,15,16,30,41,45,55
7,12,17,22,34,49,44,56
7,13,19,25,31,37,43,57
15,16,17,18,19,20,21,50
22,23,24,25,26,27,28,50
29,30,31,32,33,34,35,50
36,37,38,39,40,41,42,50
43,44,45,46,47,48,49,50
50,51,52,53,54,55,56,57
Monday, August 10, 2020
Shibumi Summaries
Games included in the Shibumi Rulebook
Spline:
2 players. On an empty board players place a ball of their color on any point. The first player to create a straight line of their color spanning from edge to edge relative to its level wins.
Spline+:
2 players. On an empty board players place either a ball of their color on any point, or they can move a ball of their color to another point that is not above any ball that dropped due to removing said ball. The first to create a straight line of their color spanning from edge to edge relative to its level wins, in case of two opposing lines being formed, the longer line or the mover wins.
Splice:
2 players. On an empty board players either place a ball of their color on a hole or on top of four adjacent balls that has at least one red ball or a red ball on any hole or any four adjacent balls. The first player to create a straight line of their color with at least one red ball spanning from side to side relative to its level wins, if a red ball creates two opposing lines the mover wins.
Spree:
2 players. On an empty board, players hand a ball for their opponent to play on any point. Players cannot hand the same color ball twice. A player who first makes a straight line of either white and red or black and red balls spanning from edge to edge relative to its level wins, pure white or black lines also counting.
Spava:
2 players. On an empty board, players either place a ball of their color or a red ball on any point. Creating a straight line of one's color spanning from edge to edge relative to its level wins, but creating a line at least two balls long shorter than a winning line loses.
Splade:
3 players. On an empty board, players place a ball of their color on any point. The game ends if a straight line made of two colors spanning from edge to edge relative to its level is made. The owner of the color on the line that moves later wins.
Sparro:
2 players. On a board with four neutral balls on the center four holes and another on top of them, players place a ball of their color on any point. If the first ball is placed on a corner, the next ball must not be placed on another corner and vice-versa. The game ends after players have each placed 12 balls of their color. Whoever has the most straight lines of three balls either lying flat or climbing upward wins, if tied, the last player to create a line of three wins, otherwise the latter player.
Sploof:
2 players. On a board with 12 red balls on the edge holes, players start with a stock of two balls of their color. Players either place a ball from the stock on a point or remove a red ball and adding two more balls to their stock. The first player to create a straight line of four connected balls when viewed from above wins.
Spaniel:
2 players. On an empty board, players place two balls on any two points in this order:
Player 1: Black-White
Player 2: Red-Black
Player 3: White-Red
The first player to create a visible straight line of three adjacent balls wins.
Span:
2 players. On an empty board, players place a ball of their color on any point. White wins if he makes a visible connection from above from left to right, while Black wins if he makes a visible connection from above from top to bottom.
Pylos:
2 players. On an empty board, players each have a stock of 15 balls of their color and may place them on any hole. When four balls form into a square, a player can either place a ball from their stock onto it or move one of their balls not underneath any ball onto the point. If a player makes a square out of their own color, they can take back any two balls of their color back to their stock. The player who completes the pyramid wins.
The Pyramid of the Flying Marbles:
3 players. On a board randomly filled with 10 white, black and red balls, players capture marbles based on turn order, starting with whoever owns the topmost ball. White captures red which then captures black. Captures can only be between balls that touch and can be done on balls that support at most one ball, this is done by removing the target and moving the capturing marble on its place. Balls can drop down after capture. If a player can't capture, they can pass. Game ends after all players pass, the winner being the one who has the most balls remaining.
Friday, October 18, 2019
Chess Piece Essays: A quick rundown
Usually, all this piece talk is within the context of either fairy/generalized chess or chess variations, but let's assume you have no idea what chess is at all. What makes a piece?
The Humble Piece
A chess piece is a piece that sits on a chessboard square that has a specified vector of movement across the board. This vector dictates which other squares it can go to from the square it is currently on.
For a chess piece to move, it has to leave the square it sits on and move to one of the possible destination squares. This can be blocked by other pieces or the geography of the board. If a piece is unable to move it does not cease being a piece.
While any Tom, Dick and Harry can place rules of movement for a piece, these essays deal with the ones we can neatly classify. This makes the subject matter a bit of a list of the ways a piece can move in a more or less regular manner.
The Way They Move
If it can only move one square at a time, it's a leaper, if it can make multiple leaps, it's a rider, if its movement in any way requires another piece, it's a hopper. Pieces that combine two or three of these move types are hybrids and are strictly only seen in chess variations.
Assume a distance, if a piece can go in every direction allowed by the distance, then it has full range, otherwise it is limited. E.g. if a piece can move a certain way in one direction but a different way in another, then this piece's range is limited.
Generally, a piece is blocked from a destination square if an allied piece is on it. Depending on the piece it can even block further destination squares.
If an opponent piece is on a destination square, the piece can go to that square and displace the opposing piece, thereby capturing it and causing a stop to the piece's trajectory. There are other ways of capture, but that's a different can of worms so captures in these essays are implied to be displacement captures.
Some chess variations depend on a piece whose capture can signify a win or loss of specific pieces. In orthodox chess it's the king that must be captured to win. Even if the action of capturing is itself not done, some moves cannot be done upon the implication that it will cause the capture of the king on the next turn. Other pieces can exhibit these same properties and in some cases extra provisions are needed for some class of pieces.
What to Expect
This is simply a sort of amateur attempt to give a consistent taxonomy of pieces that are used in generalized chess. Any names used for some pieces are either based on common parlance or the closest available naming that I can find, creating new names simply a last-ditch effort. As this was initially made as a text-only piece, pictures will be added later but the text won't be edited to reference any diagrams.