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'Modern' Chess Variants
j_carrillo_viij_carrillo_vii 1213238756|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Introduce Yourself

Hello all!

My name is José Carrillo. I'm originally from the island of Puerto Rico, and I currently live in Ontario, Canada.

I'm the founder of the Fischer Random Chess eMail Club (FRCEC), and I'm a rookie chess variants designer.

I recently discovered the Prime Minister piece (Bishop + Knight) and Modern Chess (I know, I know, who cares about 9x9 variants…[I do!]), and after defining the general 'Modern' principles, have designed several 'Modern' Chess variants including: Modern Random Chess (9x9), Prime Ministers Chess (9x8), Contemporary Random Chess (8x8), Modern Capablanca Random Chess (10x8), and I'm working on a couple others.

'Modern' Chess Variants by j_carrillo_viij_carrillo_vii, 1213238756|%e %b %Y, %H:%M %Z|agohover
hgmullerhgmuller 1210939784|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

Ok, I completed several tests. In standard Capablanca Chess (i.e. without Short-Range leapers in stead of A and C) Fairy-Max did not have any bias towards white or black. That is no guarantee, however, that the Lions will not introduce such a bias by themselves, because thire moves being considered in an order that is the same for white and black. To eliminate such a possible effect, I will make sure that all subsequents tests will be done with each test position also played after color-reversal.

A second test I did was measure the effect of centralization drive on the Lions. This indeed is fairly large. If I play two versions of Fairy-Max against each other, from an opening position that is Capablanca Chess with A and C replaced by Lions, the version that tries to centralize its Lion scores 57.5% (measured over 1000 games) against a version that doesn't. So leaving the Lion freely diffusing over the board was indeed a very inferior strategy. Backward moves (the same as moves away from the center, as a Lion in enemy territory doesn't survive long) are usually bad strategy. If the engine knows this, there is no harm in adding such moves to a piece, as it will only do them in case of an emergency. But otherwise, adding the moves will seduce the engine into using them too often, and the upward compatible (and thus better) piece will cause a worse result, because of the clumsy handling.

I have a fast compile now of the version that allows me to program the centralization drive of a piece through the .ini file, 1.5 times as fast as my own compile. This means I can switch my testing again to 40/1', speeding things up. So I am currently running games where one side has two handicapped Lions, lacking one of the moves (or a pair of symmetry-equivalent moves). When I have done all 14 of those, I will report the results here.

by hgmullerhgmuller, 1210939784|%e %b %Y, %H:%M %Z|agohover
Re: The value of the Lion
hgmullerhgmuller 1210440891|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

Yes, something like that should do it. In Fairy-Max I even have a very simplified approach to centralizing SR and light pieces (like anything is extremely minimalist there; one cannot make the smallest engine in the world by paying attention to too many details…). Each piece gets a penalty equal to the square of the distance to the point between e4 and e5 (on 8x8; on 10x8 that is f4 and f5). This makes such pieces migrate towards the center.

I now changed Fairy-Max such that it decides to apply this penalty to a piece not based on the programmed value, but by an independent parameter for each piece type in the .ini file. So I now can play with a Lion that is penalized for staying asleep on the back rank. Problem is that this version is 1.8 times slower, as I had to compile it myself. The previous version was made for me by a compilation wizzard, using a better compiler, which I dobn't have.

I hope this helps. A second problem is that Fairy-Max might not be equally strong with black and with white (even if I give black the first move). This because of the direction in which it scans the board for generating moves. For moves with equal scores it picks the first it encounters. And that gives it a bias for piece moves with black, and for pawn moves with white… Or, for a piece like the Lion, which has a veryl long list of moves, the move listed first might get a larger probability to be chosen than moves at the end of the list that defines it. And that same move might be a forward move for black, but a backward move for white, causing black and white on the average to handle the piece differently! This effect should be a lot larger if all moves tend to score equal, because the piece is not attracted to the center. A centralizing drive hopefully eliminates most of it.

So I have to be very careful. I will play each setup equally often with black and white having the handicapped Lion to eliminate the directional bias, and equal number of times with white and black having the first move (to eliminate the bias of the leading move). I am testing if there is already a black vs white bias in pure Capablanca Chess, but there seems to be none: If I alternately let black and white start, the result is not significantly different from 50%. I will play 400 games to establish this. Then I will play 400 games (200 with black, 200 with white) of a Lion that is attracted towards the center, versus a Lion that diffuses neutrally over the board, to make sure that centralizing a Lion is not an inferior strategy. After that, I am ready to try handicapped Lions vs normal ones.

Re: The value of the Lion by hgmullerhgmuller, 1210440891|%e %b %Y, %H:%M %Z|agohover
Re: The value of the Lion
Joe JoyceJoe Joyce 1210271092|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

I would suspect any piece that leaps 2 would do fairly well to stay near the knight's "optimum squares". I know nothing about the theory behind all this, but the knights have "optimum" squares in the neighborhood of the center. These squares [with maybe some tweaking after experience] should also be the better and best locations for any pieces that move 2, 3, or 4 squares maximum in a turn. They are the squares that the short range pieces can get to in 1 or 2 moves max, that give the piece [almost?] full movement range, and attack the center into the opponent's side of the board. These squares are not, in the beginning up to midgame, the exact center squares generally, but near/next to them. This makes the piece easier to guard as that placement keeps it out of the full crossfire of the enemy [unless you're losing badly ;-) ]. In midgame, those pieces are good anywhere around the center, or even along the midline, either side of the board, but may get hurt if they cross the board completely. In the end, a pair of stronger shortrange leapers in a breakaway attack against the enemy king can finish a game in short order. One common defense tactic is keeping 1 or 2 shortrange pieces back, often a pair of weak ones, to guard the pawns and approaches to the king. The king, also, especially in entirely shortrange games, is a valuable defensive piece. This has been my experience playing games against human opponents with piece mixes from pure 2-square shortrange to roughly 50:50 mixes of short and long range pieces, either predominating, across a range of board sizes.

Re: The value of the Lion by Joe JoyceJoe Joyce, 1210271092|%e %b %Y, %H:%M %Z|agohover
Re: The value of the Lion
hgmullerhgmuller 1210240358|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

Today I encountered a surprising effect, subverting the validity of my tests. The engine I use for self-play, Fairy-Max, only applies a positional bonus for centralizing pieces, if the pieces are worth less than a Rook. This wrks in normal Chess, as Rooks and Queens are better not centralized, as they will not benifit from it (at least not the Rook), and be much to vulnarable to attach by lower pieces.

Now this strategy backfires on very valuable short-range pieces, like the Lion. Fairy-Max is not able to exploit its capabilities well, because it does not centralize it. This leads to passive play, the main asset of the army often spending the entire game on or near the back rank.

To my surprise this causes an arifact if I play an unimpeded Lion against one that lacks certain moves. If I, for instance, disable the backward Alfil jups, and play the thus handicapped Lion against a normal one, it turns out the handicapped Lion beats the normal one by a sizable margin !? The reason is that, because the handicapped Lion has more forward moves than backward moves, it does not aimlessly wander around during periods where the engine gets out of ideas (and starts to do randm non-losing moves), but on the average moves forward, increasing pressure on the opponent, and often running into a winning tactic because of it.

So there is an unfortunate coupling between the way a piece moves, and strategy, which can have a sizable impact on strongly suboptimal strategies. Before I can meaningfully execute the test program I had in mind, I will have to learn Fairy-Max a better strategy for handling short-range pieces. Making them subject to the centralizing drive, would probably do it. For strong pieces like Q, A or C this centralizing has little to no benifit, because all these pieces are sliders. So they can be put into play easily also from the back rank. For short-range pieces, this is not the case, however.

Re: The value of the Lion by hgmullerhgmuller, 1210240358|%e %b %Y, %H:%M %Z|agohover
What remains to be done
hgmullerhgmuller 1209729795|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

Indeed, much remains to be done. I am already very happy with the semi-empirical formula I got for the average of the value of a set of pure short-range leaper with the same number of targets. I am inclined to interpret the formula as (30+5/8*N)*N, where the second factor (N) gives the direct effect of the moves (most likely through the capture aspect of it), while the 30+5/8*N describes the contribution of extra moves to the average mobility, which helps you to manouevre the piece in position to exert its attack.

My plan is to use the Lion as reference, and measure the contribution of each individual move (or pairs of moves related by lateral symmetry, as they should have identical contribution by symmetry arguments) to its value, by disabling them one at a time. Disabling a move will have a relatively small effect on the manouevrability, as the Lion has so many moves that it hardly suffers by missing one. But is should contribute proportionally to the second factor. So by measuring the drop in strength by disabling the move (by playing such a handicapped Lion against an unimpedent one), the second factor can be replaced by a sum of weights of all enabled moves, rather than just their total number. This way, each of the 14 possible move types can be assigned a weight. In fact I will measure the contributions of the capture and non-capture aspects of each move separately, and for the leaps will measure the effect of the leap being a 'lame' one, for capture and non-capture separately.

The captures will probably contribute almost nothing to the manouevrability, as Chess is not Pac-Man, and pieces are not manouevred in place by captures: the opponent will defend its pieces and recapture the first time we capture, so pieces usually do not survive their first capture. Unless it is a recapture itself, in which case we end up in a place by choice of the opponent, so usually not where we want to be. (Capture followed by 'recapture' on another square is far less common, as it is bad strategy to reply to a threat with a counter-threat,, as it gives the opponent the opportunituy to sac his threatened piece for anything of value.) So in a refined formula I expect the factor 30+5/8*N to be refined by replacing the N by a weigted sums over non-capture moves, while in the second term N will be replaced by a sum over capture moves.

It will take long enough to figure all that out, as there are 14 moves, whichhave to be tried as capture and non-capture, while 9 of them have also to be tested both ways in one or more lame versions. The double-Commoner you describe would furthermore introduce a kind of semi-lame moves, where a target an be reached through more than one lame path, so that the move can be blocked, but only by occupying several squares. (My guess is that such a move is practically as good as a direct leap.) And the lame Knight jumps are kid of double lame, as occupying one square can block two moves (of the Chinese Horse).

But after this project of disabling moves or move aspects one at the time in the Lion, whe should look how well certain special cases are predicted by the formula. I expect that for the weaker pieces (with only a small fraction of the Lion's move) the formula will not work, but will need some reduction factor for certain disadvantages that the moves it can do still have as a group. For instance, the Commoner is not merely an 8-target subset of the Lion, but a very special sub-set, where all distance-2 moves have been taken out. This is an especially detrimental combination of handicaps, as it reduces the speed of the piece. Similarly, taking away all color-changing moves will produce a global handicap of being color-bound, while taking away all color-conserving moves will cause some Zugzwang problems (the cause that KNNK is draw).

Another bad one would be to only allow moves in a certain direction, making the piece an irreversible one where every move would contract its 'event horizon' to cover a progressiely smaller part of the board. So I expect a piece that moves like the Pawn (but all moves capt+noncapt) to be far less valuable than a piece that moves diagonally forward and straight backward (fFbW), despite the fact that a forward move in general is worth much more than a backward move. So all these special conditions resulting from a fatal lack of cooperativity of the moves would have to be identified and quantified by measurements on the pieces that exhibit them.

And then I am not even talking about pieces that can do multiple captures in one move, or capture by jumping. These I don't consider proper Chess pieces, as one of the defining characteristics of a CV is that capture is made by replacement of the enemy piece on the target square. Checkers is not a CV! Fairy-Max does not support such pieces.

As this will be a very computationally intensive project, I am considering making a Joker80 derivative that supports other Leapers than Knight (plus a single King). Joker80 is far stroonger than Fairy-Max, and beats it at Gothic Chess even against a time odds of a factor 90. So it really would speed up things if I could use Joker80 to play the required matches. To achieve an accuracy of 1/10 of a Pawn (1.2% score) will require 1500 games…

What remains to be done by hgmullerhgmuller, 1209729795|%e %b %Y, %H:%M %Z|agohover
Re: The value of the Lion
Joe JoyceJoe Joyce 1209720428|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

One factor not yet considered that has to have some bearing on the subject is the pattern of movement and attack for pieces that attack the same number or even exactly the same squares. The lion steps to any square 1 away or leaps to any square 2 away; it's unblockable. Some versions may make a null move, move off then back on their start square, even capturing while doing so. I use a "double-commoner" piece, which steps 1 square in any direction, and then steps 1 square in any direction again, except back to its start square. It moves to and attacks the same 24 squares as the lion, but it cannot leap, so can be blocked. It must be worth less.

In the 16 squares category, Charles Daniel and I both use a DWAF, which steps one or leaps 2 squares orthogonally or diagonally. His may capture 2 adjacent pieces by jumping over one to land on the other. It must be worth more.

And either of them is probably worth more than the minister or high priestess, as they are less approachable than the minister or priestess - a DWAF guards all 8 adjacent squares, and can only be freely attacked by a knight at a distance of 2. Approachability and attack fraction - the number of squares a piece attacks in its neighborhood - must affect the value of pieces, but how much? The indications you've given so far seem to say "not much".

Re: The value of the Lion by Joe JoyceJoe Joyce, 1209720428|%e %b %Y, %H:%M %Z|agohover
Re: The value of the Lion
hgmullerhgmuller 1209574087|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

I completed the test, and it turns out in the beginning the Lion was even lucky, when it was ahaed against Queen (as a Queen replacement in a full capablanca opening setup) by 74% after 41 games. I let the test run until 128 games, and at that point the lead of Lion vs Queen dropped to 66%. I also tried 160 games where I gave additional Pawn odds to the Lion side (so an imbalance of Lion vs Queen + Pawn), and that ended 51.6% in favor of the Lion.

So the extra Pawn made a score difference of 14.4%, in accordance with the 12% I usually find for pure Pawn odds. The statistical error in so few games is3-3.5%, so this can be called perfect agreement. Lion is hardly stronger than Q+P, though, and not even close to Q+2P like I guessed based on the first 41 games. So with Q=950, this would make Lion = ~1075. When I tried Lion vs Queen + Knight, the Lion was totally crushed.

Despite the Lion not being that much stronger than a Queen, there still is a marked synergy effect between the moves. All the pieces I measured so far that had 8 moves (A+F, D+W, D+F, N, K=F+W) did have piece values around 285 (The Knight, with 300, being the stongest). Those with 16 moves (A+F+N and D+W+N) did have piece values around 640. This is abut0.5 Pawn stronger than the sum of its component pieces. But the Lion has 24 target squares, and could be seen as the sum of three 8-move pieces (e.g. (A+F)+(D+W)+N). The values of those add up to ~875. So it seems the synergy here is a full 2 Pawns. There obviously is a contribution that is non-linear in the number of moves a short-range piece has. If N is the number of moves, the approximate piece value seems to be around 30*N+5/8*N*N. (For N=8, 16, 24 this formula produces 280, 640 and 1080, respectively.) For N=4 it would produce 130, and indeed the value of a pair of Ferzes was found to be about a quarter Pawn below that of a Knight (but this was on 8x8, so I really should redo it on 10x8).

This formula gives a very rough estimate of the value of a short-range piece, completely ignoring the details of the move pattern. It thus most certainly will have to be refined, for instance to take account of the different value of forward moves compared to similar backward or lateral moves. (All pieces the formula was based on were 8-fold symmetric, and thus averaged out such effects.) Color-boundedness might also play an important role, distributing the piece value over a base value nd a bonus, where the bonus would very quickly drop to a negligible value if you do not posses one piece of every 'color' class.

Re: The value of the Lion by hgmullerhgmuller, 1209574087|%e %b %Y, %H:%M %Z|agohover

The way pieces are defined in the fmax.ini file allows for a single change in move properties during the move. This includes range and direction of the move, (together referred to as 'step vector'), but also 'move rights', which specify what this step of the move is allowed to do (e.g. capture, non-capture).

Originally, I put in this feature to handle the Chinese pieces, Elephant and Horse. They are 'lame' leapers, meaning their move really goes in two steps, over an intermediate square, but they are not allowed to terminate the move (and end up) on this intermediate square. They can be blocked there, however. So the Chinese Elephant is defined in Fairy-Max as a double leaper, with both leaps having the same step vector (e.g. (1,1), so it is not a bent double leaper). The first step has no move rights at all, however (neither capture, nor non-capture) and is specified as 'slider type', meaning the move can continue if the target square was empty. The next step is then made according to the secondary move description, which now has both capture and non-capture rights, and is leaper type (meaning it cannot be continued even if the target square was empty). So the move stops there.

Similarly, the Horse is a bent double leaper, with no rights after its first leap other than to continue with the second leap. To implement the bend, the secondary step vector now is different from the primary one (e.g. (1,0) and (1,1)). As Fairy-Max does not assume symmetry of any kind of the described pieces (to handle, say, the Shogi Generals), all 8 move directions of the Horse have to be enetered seperately in the description. This is cumbersome, but allows maximal flexibility in defining pieces.

The Hero could be described in the Fairy-Max system as a (2,0) Dababbah step with full rights (capt + non-capt) and continuation, with secondary (1,0) Wazir step with full rights but termination. This would take care of the 'jump 2' and 'jump 2 and step 1' moves, and would have to be supplemented by the other move in the same direction given as a (1,0) Wazir move with full rights and continuation plus a secondary (2,0) leap with full rights and termination. The slight disadvantage would be that, if both intervening squares are empty, the (3,0) move is now described in duplicate, and in the Fairy-Max search woud be attempted twice. But Fairy-Max is not very sensitive to such duplicate descriptions, as the retry of the move would usually give an immediate hash-table hit.

For a Bent Hero, you would have to describe all possible bend moves separately, like for the Horse. E.g. (1,0)+(2,0), (1,0)+(0,2), (1,0)+(-2,0) and (1,0)+(0,-2) for the 'step 1 and slide 2' moves starting in the (1,0) direction. Again cumbersome, but unavoidable if you want to retain the option of allowing only a subset of all possible bends (like the Horse only used the forward diagonal secondery steps).

Fairy-Max does not go beyond a secondary move description; if the secondary step has a continuation (i.e. is also defined as slider-like) it alternates back to the primary move description. This allows implementation of pieces like the Crooked Bishop. Normal sliders are implemented by making primary and secondary move description the same. For hoppers (e.g. Chinese Cannon, or Grasshopper) the primary and secondary move descriptions are used somewhat differently: they don't alternate step by step, but only when the piece hops over its platform. So they describe the moves before and after the hop. For a Cannon this would change the move ricghts from non-capture slider to capture-only slider, for the Grasshopper from rightless slider to full leaper.

Fairy-Max supports almost all of these pieces by hgmullerhgmuller, 1209547885|%e %b %Y, %H:%M %Z|agohover
The value of the Lion
hgmullerhgmuller 1209460287|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » 31 Basic Pieces

You seem to grossly overestimate the strength of a Lion. Not even an Amazon (Q+N) is worth two Queens. In fact there is practically no edge in having an Amazon against Queen+Knight for the opponent (on a 10x8 board). Perhaps onlty 1/5 of a Pawn or so. And the Amazon covers all squares a Lion covers, plus a lot more thorough its slider moves.

It is true that the Amazon is not completely upward-compatible to the Lion, as the latter can make the move to the second square on diagonals and orthogonals as a jump. But it is hard to believe that that would be worth more than all distant slider moves together.

So I would estimate the Lion more as Queen + 2 Pawns. I will run some Capablanca matches where one side hashas Lion, and the other has Queen+Knight, to conclusively prove that Lion is weaker than Q+N.

The value of the Lion by hgmullerhgmuller, 1209460287|%e %b %Y, %H:%M %Z|agohover

I have been applying the 'contest' method for determining empirical piece values for some time, now, and it works quite well. It turns out that, to a high degree of accurracy, an imbalance in material corresponds to a winning probability for the given posiiton that is additive. So, for instance, if being a Pawn ahead in the opening produces a score of 62% in a match of several hundred games (excess score 12%), and having a Chancellor in stead of a Queen (again in the openening) a score of 45% (excess score -5%), then having a Chancellor plus a Pawn against a Queen produces an excess score 12%-5%=7% (i.e. total score 57%).

This obviously only works for scores close enough to 50%; if Knight odds from the opening would score 85% (excess 35%), being two Knights ahead cannot produce a score of 120%. For material imbalance so big that the score gets outside the range 30-70% there no longer is a linear relation between imbalance and excess score, as the latter tails off to +/- 50%.

This makes it possible to predict scores (for games played from the early opening phase) from a set of piece values, simply adding the piece values for each side, and taking the difference. Conversely, by playing a large number of matches from opening positions with a material imbalance, you can derive a set of piece values that optimally predict the scores. For instance, on an 10x8 board with Capablanca pieces, a Pawn advantage typically translates to a 12% score advantage. Playing an unpaired Bishop against a Knight (i.e. deleting B+N for one side, and B+B for the other from the opening array) gives a 6% excess in fafour of the Bishop. Playing a paired B vs N (so deleting B on one side, and N on the other) gives an excess of 12% for the Bishop. Deleting B on one side and N+P for the other, the score becomes equal.

So it makes sense to assign a base value to a Bishop that is half a Pawn higher than that of a Knight, and give a bonus of another half Pawn for possession of the Bishop pair. (This unlike normal Chess: if you play unpaired B vs N there, it scores 5%, and the base values of B and N would be equal.)

Applying this method systematically to all pieces from Capablanca Chess, will give the following piece values that best explain all match results:
P=85
N=300
B=350 (pair bonus = 40)
R=475
A=875
C=900
Q=950

Note in particular how strong an Archbishop is in real play; the given value is based on the observation that A hbeats R+B and R+N+P, that A+P beats Q or C, and that even a pair of Archbishops plus a Pawn have no trouble in beating a pair of Chancellors.

Some piece-value measurements by hgmullerhgmuller, 1209459368|%e %b %Y, %H:%M %Z|agohover
Underway!
jejujejujejujeju 1209031629|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Round 1

Thanks to the efforts of Carlos Carlos the tournament has started.

Good luck to all.

Underway! by jejujejujejujeju, 1209031629|%e %b %Y, %H:%M %Z|agohover
Re: Tournament Match ups
jejujejujejujeju 1208780623|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

Looks great, thanks!

Re: Tournament Match ups by jejujejujejujeju, 1208780623|%e %b %Y, %H:%M %Z|agohover
Re: Tournament Match ups
GrayhawkeGrayhawke 1208778944|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

Round 1 match chart available here

Re: Tournament Match ups by GrayhawkeGrayhawke, 1208778944|%e %b %Y, %H:%M %Z|agohover

If there is no objection, and by no means is this absolutely necessary, I would like to make a slight change to the standard pawn's initial move in these 3 games.
Titan Chess, Stealth Ninja Chess, Birds and Ninjas
I would also make these changes in my other games ..

It is a relatively minor change (and I am certain most have not read the rules!) that arose from some play testing I carried out.

The pawn can move from its original position either 1, 2 or 3 vacant squares forward.
If on its first move, the pawn stepped forward 1 square only or made a capture from its original position, it now has the option on its second move only, but not necessarily on the next turn, to slide forward 2 vacant squares towards the center of the board.
Subsequently or otherwise, it can move forward only 1 vacant square at a time.

Some examples (In Titan Chess): the white pawn at g3 can start g3-g6 or it can move g3-g5 then g5-g6, or g3-g4 followed by g4-g6, or move g3-h4 to capture enemy piece at h4 followed by h4-h6 next time it moves.

If you look at the original rules, notice that once the pawn moves 1 space or makes a capture from original position, it cannot make a double move on next move.

My reason for this change is to allow a side more dynamic pawn play. A side can for example choose a more defensive opening (moving the pawns initially only 1 space forward) and then at the right movement create a counterattack by sliding them up to the center.

Otherwise everything in the game remains the same -
In fact this scenario might only arise once in a game or not at all, but when it does you tend to wish this was the way it works.

Let me know if any objection or thoughts on this. I would quickly add these to all the rules for these games if not.

If there is even 1 objection from a player I would hold off until after this tournament to change for these games.

Pawn movement in Titan, Stealth and Birds by frozen_methanefrozen_methane, 1208745712|%e %b %Y, %H:%M %Z|agohover
Tournament Match ups
jejujejujejujeju 1208737824|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

The veto period seems to have passed with a few smatterings, a flurry and in the end all games hold on and retain membership.

The results of the cricket were 304 total runs scored, which converts to 214 duodecimals.

As a result, we are going with scenario 3. In random scenario 3, alpha2 is match 1, alpha3 is match 2, alpha1 is match 3.

Charles Birds (vs Donut), Stealth (vs Carlos), Titans (vs George)
Carlos Falcon (vs Charles), Hole (vs George), Wormhole (vs. Donut)
George Altair (vs Carlos), JacksWitches (vs Donut), Rococo(vs Charles)
Donut Hammer (vs George), Korean (vs Charles), Rollerball (vs Carlos)

Joe Atlantean (vs Juan), Grand (vs Graeme), Lemurian (vs Jeju)
Graeme Circular (vs Joe), Modern Courier(vs Jeju), Save the Standard (vs Juan)
Jeju Eight Stone (vs Graeme), Racing (vs Juan), Wuss II (vs Joe)
Juan Bachelor (vs Jeju), Hostage (vs Joe), Switching (vs Graeme)

Early analysis of the matchups finds a few interesting tidbits.

Only Juan and Donut end up playing a game they cast a veto against. Donut on Jacks & Witches, Juan on Save the Standard 13x13.

Joe, on the other hand, cast no vetoes but did allude to a few games he was not keen to play…and drew one of them, Wuss II.

Juan and Jeju are drawn in a rematch of a game completed with a Jeju resignation 320 days ago.

If anyone has the talent and time to make the schedule into a chart of some sort, that’d be appreciated.

Carlos has offered to assign the games and get them started. Once he does that, game on. If you find any time goofs in the game settings, report them to Carlos and he should be able to restart the game.

Unless there’s a strong outcry against, I’d say…

(copied and pasted from 3rd courier tournament page, written by Fergus)

Time Controls
Game Courier has very versatile and sophisticated time controls, and these will be used to time all games in the tournament. Details on how time controls work can be found in the User's Guide. The same time controls will be used for each game. Here's what I propose to use:
Pace: 4 moves per week
Spare Time: 14 days
Grace Time: 24 hours
Extra Time: 8 hours
Bonus Time: 6 hours for moving within 24 hours
Tie-Breaking
If two players attain the same score, ties will be broken by the following methods in a topdown order:
· Buchholz / Solkoff method (Compares scores of all opponents defeated by tied players.)
· Sonneborn-Berger (Compares scores of all opponents defeated or tied with tied players.)
· Number of Wins (Wins count as 1, ties as nothing.)
· Most Blacks (Whoever has won more games as the second player wins the tie.)

Tournament Match ups by jejujejujejujeju, 1208737824|%e %b %Y, %H:%M %Z|agohover
Re: Registrations?
frozen_methanefrozen_methane 1208391402|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

Ok - I am in , thanks!

Re: Registrations? by frozen_methanefrozen_methane, 1208391402|%e %b %Y, %H:%M %Z|agohover
Re: Registrations?
Joe JoyceJoe Joyce 1208373204|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

Charles Daniel:

I got your message but cannot send you one as you must give me permission. Also, your name does not show up in the specific CVwiki list of members. Is it possible you are a member of the general wiki group, but not a member specifically of the CVwiki? Click on the link David Howe just gave, and try to register.

Joe

Re: Registrations? by Joe JoyceJoe Joyce, 1208373204|%e %b %Y, %H:%M %Z|agohover
Re: Registrations?
DavidHoweDavidHowe 1208356592|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

Any one who wants to join CV Wiki, just click on the "How to join this site?" link on the left side, and follow the instructions. Or click on this handy link: How to join this site?

Re: Registrations? by DavidHoweDavidHowe, 1208356592|%e %b %Y, %H:%M %Z|agohover
Registrations?
Joe JoyceJoe Joyce 1208350582|%e %b %Y, %H:%M %Z|agohover
in discussion Hidden / Per page discussions » Named Games

Is there anyone who is trying to register for the CVwiki and hasn't been able to? I've been checking, but get a "no applications" message each time.

However, I have no problems updating these pages, so if the way we're going so far is good for everyone else, it's fine with me. [And I figured Donut would get in somehow… ;-) ]

Joe

Registrations? by Joe JoyceJoe Joyce, 1208350582|%e %b %Y, %H:%M %Z|agohover
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