join
This looks epic
join even tho idk how to play
That's fine. However, I will leave some room for experienced players to withdraw moves, when very inexperienced team mates post absolute blunders. Meanwhile I can recommend to play a normal game.
Perhaps there should be a time limit per move where the final legal move posted is the binding one, allowing teams to change their move in that time. Perhaps 24 hours per move, meaning a 100-move-per-team game takes a little over six months. Just a suggestion.
I'm not going to play but I will definitely watch.
Angel + metamorph creates the potential for both pieces to mutually protect each other, while also protecting the king, allowing for a guaranteed draw. Clarification needed there I think.
White has an angel and metamoprh on b4 and b5. The metamorph is in defence mode. Black has promoted all of his pawns to queens, yet still cannot force the win.
I think the simple solution is to say the angel and metamorph cannot protect each other from capture.
Actually if black also had a metamorph and angel, perhaps there is a win by force here. Black would have to surround the white king, angel and MM with protected queens, and basically put white in zugzwang, forcing him to move the angel away from the defence of the MM. But that would be extremely difficult in practise.
If black can promote that many queens surely he can aquire a few metamorphs to deal with the problem.
Yeah I went for the extreme example, but in reality the material will be somewhat more balanced. I think in this extreme example black can indeed promote to two less queens and instead have two angels, and that *might* be enough to force a zugzwang, I doubt this would be the case in the vast majority of positions though, where an angel + metamorph should be able to guarantee the protection of the king. Something to consider, anyway.
During this game no two allied protectors can protect each other against capture. Perhaps, this rule is going to be declared for entire Bulldog chess. But till then this is at least the rule in this game.
During this game no two allied protectors can protect each other against capture. Perhaps, this rule is going to be declared for entire Bulldog chess. But till then this is at least the rule in this game.
I've removed this rule. The rule for the MM has been clarified in such a way that the MM in defense form won't provide immunity to other pieces/forms which grant immunity. That's good enough for now. The rules for the Angel have not changed.
It's allowed to enter or leave this game while it's still going on. I'll try to manage it in such a way that both sides always have at least one player to keep the game going on.
*** GAME ENDED ***
This is a game of Bulldog chess with really a lot of pieces on a 16x16 board.
The game is played between teams. The game is unrated.
Type join if you want to join. I will tell if you are White or Black. I will mod.
I have included these pieces:
Guard
Witch
Spirit
Bulldog
Hunter
Joker
Werewolf
Dwarf
Time Thief (limited, no King restoring)
Zombie
Angel
Elf
Metamorf
The main point of organizing this between teams is to keep the speed. There's is always someone who has the time to post a move, I hope.
Warning: the combination of all pieces will almost certainly introduce the necessity to clarify rules. During the game I will coordinate this with the inventors.
Special rules
The pawns and Bulldogs can move up to 4 squares at the first move.
The King travels 4 squares when castling.
Pawns promote on the 16th rank only.
If a Bulldog reaches the 16th rank, it can immediately move to any square in the first 8 ranks. (All other rules of the Bulldog remain the same.)
Participants
White: @jdh1, @shadowarcher28, @haoming09, ...
Black: @evert823, @TonyL103, @1e4c6_O-1, ...