Perhaps another rule:
If two opposites eliminate an adjacent within the first 10-moves, the other adjacent cannot be touched until one of the remaining opposites is removed. Allow the player left at a disadvantage to develop and take the other players pieces completely uninhibited.
what kind of ridiculous idea is this? The 10-move-rule is better than this, and that's saying something.
Combat ignorance and stupidity -- people who have selective attention to detail -- with absurdity. See if they're paying attention.
Glad you're paying attention.
This "proposal" was absurdist on my part. [The whole sarcasm doesn't come across well online.] I'm glad you got the point that a limiting teaming in the first 10 moves is a whole lot better than any number of potential alternatives.
Doesn't work. Look at this game:
[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant PromoteTo=D"]
[CurrentMove "22"]
[TimeControl "4 min"]
1. f2-f4 .. b7-c7 .. h13-h11 .. m10-l10
2. f4-f5 .. b9-d9 .. Nj14-i12 .. Bn9-m10
3. f5-f6 .. Na5-c6 .. h11-h10 .. Nn10-l9
4. f6-f7 .. b4-d4 .. h10-h9 .. O-O
5. f7-f8=D .. Ba6-b7 .. h9-h8 .. m8-k8
6. Qf8xf13+ .. d9-e9#
Who was in the wrong here? All red did was take an inadequately protected pawn, and all blue did was take a free checkmate. Are you really trying to penalize players for that?
Or even this game:
[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant PromoteTo=D"]
[CurrentMove "13"]
[TimeControl "4 min"]
1. h2-h3 .. Na5-c6 .. i13-i12 .. m6-k6
2. f2-f3 .. Na10-c9 .. Ne14-f12 .. k6-j6
3. Bi1-g3 .. b5-c5 .. d13-d12 .. j6-i6
4. Bg3xm9+#
All red did was attack an undefended pawn (j6) and then take a checkmate when the opportunity arose.
Thanks for this, I certainly didn't have the energy to refute the idea but it's one that certainly needs to be refuted. A lot of ideas might have good intentions, but either aren't practical, or wouldn't have the intended outcomes. The more layers of technical abstraction, the more prohibitive/unintuitive rules that get adde, just make the game worse. Ideally, the rules should be as close as possible to "move your pieces on your turn" + "try to have fun"/"win".
I think the solution to a very large number of these problems is to play games within a community, league, or even better, within a group of friends who have a level of mutual respect the extends past the board, beyond the time controls, and outside of the ruleset.