Saturday, October 14, 2023

 

Soxfan196o: When you just cannot wait for an autograph.
Noodley1: "WORLD IS MINE"
NotWinlogon: when your daughter thinks the arena is a stage
SirStabsalot: i'm about to sing this motherfucker a lullaby!
The Tainted Wisdom: "When someone disrespects your man in front of you"
Fluffy the Destroyer of Worlds: "Wait a second! Who's that!? It's Miku with a steel leek!"
panic lord: 
Tonight on WWE SUPERSLAM, pay for the seat, but you'll only need the EDGE. In the blue corner, she'll make you MIKU your MAKER.
anomynus: "Time for some text-to-screech action!"
Geodis: Before all those steel chair memes.
Zanthia: Come to Cosplay, they said. It will be fun, they said!

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Chess Piece Essay: Mix and Match

In the world of generalized chess, anything goes. Chess variants have always introduced new pieces wherever applicable, and if they befit the game's needs. Not every piece will be as one-track as the pieces I've shown earlier; there's no restriction against going crazy with your pieces.

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. 

Pieces whose moves depend on where it is on the board is as much of a topic under pieces as much as it is under board geography. Chinese chess for example has two features that affect how pieces play and some variants use board features to allow some moves that are not possible otherwise, so in this regard the two are intertwined.

A piece moving differently to capture isn't unusual: the pawn for example. The key point here is that the piece only moves a certain way to capture and would not do so otherwise. This then gives us the two general additions: 1) the piece can also capture with its non-capture moves but has additional moves when it captures, 2) the piece has different moves for non-capture and capture. 

Next factor is the direction the piece moves in. On a standard square board there are four main directions: left, right, forward and backward. Board geometry allows more directions than these but in practice these four directions define whether a piece can move a certain way, for example Betza's menagerie is filled with pieces defined this way. Tony Paletta made variants where pieces move depending on destination, and a piece can change movement depending on where it stands (commonly through squares of a color on a checkerboard).

In the hopper essay I have talked about conditional hoppers, though the condition in that case is in whether or not a hurdle is involved. Upon further review conditional hopping is more likely to make a piece a hybrid. In a broad sense this section may be about conditional movement, but convention has it that movement types depending on the piece's state are independent of each other and so we need not get too hung up on classifying such pieces; it is a better exercise to classify the conditions needed instead.

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? 

Parton created a variant that uses the morph cycle of pawn-knight-bishop-rook-queen-king which may have been the standard cycle for a while(not willing to pin Parton as the source yet).

The other way is for a capturing piece to change into the piece it captured, not to be confused with the capturing piece taking in its properties. In the former a rook capturing a bishop becomes a bishop, in the latter the same situation nets a queen.

In any case, the effects kick in after the change is complete

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. 

Must a piece move to capture? An early variant with a different capture is Rifle Chess, where pieces capture enemies in their range without having to move, 

The first serious attempt at playing with more than one capture property is Ultima, giving everyone in the back row who isn't the king other means of capture, seven in total. Later variations trying to improve on Ultima added extra moves, like Rococo replacing some captures with three new ones. Having pieces move the same but take differently doesn't play like chess but is still chess-like albeit with a lot of queen lines.

A capture that has seen some use is that of jumping over pieces to capture them, analogous to checkers. There's even a variant dedicated to it, reminiscent of earlier variant Dynamo Chess.

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. 

In the end, a piece is a pawn by virtue of being the first line of defense in the starting position, expendable but nonetheless a vital part of the king's army.

Wednesday, October 4, 2023

Game Review: Club♣Fight

The first rule of Club♣Fight is to eliminate all the cards coming at you in a grid with your 13 cards by playing them in actions that remove cards from the grid. The second rule of Club♣Fight is that some moves are disabled if at least three cards of a suit appear on the grid.

Moves you can always do include removing every card matching the one you played, removing cards equal to the sum of the one you played or the inverse and playing a sequence of three cards to clear the grid. The card values are standard pip values with aces always low, there is also a joker that isn't worth anything and isn't any suit.

The special moves that can be blocked are removing a line of cards containing the card played (blocked by diamonds), playing a card and removing every card lower (2-7) or higher (7-K) than it (blocked by spades) and removing a sequence of cards that includes the card played (blocked by hearts).

First observation is that you should take out 3.1 cards per card played, easier said than done with nine visible card at most and the whole blocked moves affair limiting your attack output, but merely playing the most damaging move isn't enough, you have to remove the right cards lest you find yourself blocked: a grid with a 3-3-3 distribution in suits is not an uncommon sight.

The optimal moves are always the single card ones; clearing the grid may be useful tactically but is worth 3 cards per card, at least you have other ways to change the grid without being forced  to nuke.

Fun and unpredictable, this game is a quick diversion with a challenge.

Thursday, September 28, 2023

 



NotWinlogon: just a normal day at work in russia - 6 pts
firemummy: "It is always surprising where we find ourselves when the ADHD meds kick in" - 9 pts
Soxfan196o: Somone was on thin ice at work. - 11 pts, 6 vts
Chadomancer: This isn't exactly what she meant when Jill said she wanted a cool new job. - 8 pts, 2 3's
JoeyX: "Take your time, we can start the zoom call whenever. I'm just chillin'." - 8 pts, 1 3
KoL Miners Daughter: So, you say you had to walk uphill through the snow to get to school? Well... - 7 pts
LukeMcNuke: The influencers are returning to the frozen lakes- nature is healing :) - 6 pts
HuntaNomad: It's a dry cold - 1 pt
noobsauce: just chillin', WFH life - 2 pts
SirStabsalot: "when hell's frozen over but your name is summer" - 3 pts
Not Me Yet: when the elder scrolls 6 drops - 0 pts
Gawea: Elsa gets an office job. - 11 pts, 5 vts

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Wednesday, September 27, 2023

Game Review: Aces of Warfare

Wargames need not be ornery. Aces of Warfare simplifies the solitaire wargame to a deck of cards in a system of sorts.

The aces and courts of the deck represent enemy forces that you have to defeat in a battle taking place in four locations. In general you play two cards at a time either to the left or right of each location until all eight slots are filled(you can use up a joker if you want to rearrange cards already in play), then an attrition phase follows where you might lose cards, and if aces show up on board extra powers kick in. Then comes your turn to fight, the result determined by the difference of the number on the right from the number on the left, negatives counting, you can lose, rout the enemy out of the area or win the battle outright but if you get zero or less expect reinforcements. 

You win by eliminating all 16 enemies but if you are unable to do this as you don't have enough cards special game end conditions kick in.

Designer Mike Heiman supplied the game with 10 historical battles, each with their own goals, geographical quirks, special rules and ace powers. You can probably even make your own battle with your own mix of these things.

In the interests of speed (reviewing each battle might be a later project), this review will cover the system, which is pretty intuitive for a wargame. Though the battle mechanisms are a bit too simplified to fit the material, it does use the luck of the cards to make the game have that bit of uncertainty. In the game your discarded cards can still be used for later but lost cards are "buried," this distinction might be confusing at first and there's no getting away from it.

Speaking of losing cards, what a great way to bring home the risk of losing too many troops out of either bad tactics or superior enemy forces. Strangely, even if you do have to play with a reduced hand it doesn't mean your fighting chances would change dramatically; there are only two battle outcomes with precise values.

Wednesday, September 13, 2023

Game Review: Sandcastle Solitaire

Kicking off my attempt to cover as many solitaire games in the 2023 Traditional Deck Game Design Contest, Sandcastle Solitaire is not just any column-piling game. True to the name, these cards are now made of sand and can collapse, not to mention the tide kicking in.

Each turn you draw and play a row of cards onto columns and discard some cards into a discard pile. You must start your row on an existing column can only play it in either the order drawn or the other way around. If a card is played onto a face-up card it must either be higher or the same suit lest the entire column collapse and all its cards flip. After playing your row, you discard half the number of live columns in cards from the draw pile. This cycle continues until the deck runs out. If you have more face-up cards than discarded cards you win.

Easy enough rules to get the hang of while having some flexibility in trying out different plays(you can draw a row from 1 to 7 cards), the game's strategy includes both foreplanning how many cards to draw and which columns to save and tactical considerations in choosing how to play the row and what losses can be taken. 

In my playthroughs so far I have played with long rows which meant risking inevitably losing columns as extending the tableau means more discards to try to outnumber. Someone in the linked thread used a more conservative strategy that requires precise card-counting. Most games end with close margins but is not at all unpredictable as it would seem.

The game can be played with jokers: they don't have a suit and represent the highest card in a column, a joker played as the first card of a column immediately collapses.

Friday, September 8, 2023


NISEMONO: Joji playing Shogi by the Sea - 2 pts
Chadomancer:

Man: Check
Nature: Uh...tidal wave to Rook 4, mother f****r!s
- 13 pts
Soxfan196o: When you play chess on the beach, every move is a 'shore' thing! - 9 pts
bitnb: Dolphins, it turns out, are not as playful as he had assumed. - 10 pts
Gawea: "GO to the beach day" wasn't as popular as Brian thought it would be. - 9 pts
Unconventionable: Ling on a hot date - 3 pts, 2 vts
panic lord: Man takes Go to the beach too literally - 4 pts
HuntaNomad: And just like that, the house of cards falls like dominoes. Bingo. - 4 pts
Blamefulrednas: i heard there are good chess players at the beach, but i think they are cheating, they are all acting fishy. - 7 pts
Leonardo Da Turtle: "You're using the Wade Defence?" - 3 pts
LukeMcNuke: The only time I'm ever able to use my favorite chess move without being mocked is when I play myself. Oh "bongcloud" attack, the scandal of our affair makes it all the better! - 2 pts

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