✗ NCV ︱ Spawners

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Timecontrol

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Queen, Bishop, Rook, Knight on the 8th rank
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phpJSLljr.png

Status: Declined

Reason: See here.

Avatar of shell201211

Spawn pieces, protect your pawns that have not moved and attack your opponent’s ones.

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Kidding? I posted 10

EDIT:Added 1

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Do u notice there’s 1 queen extra? And, opponents can’t spawn if u took their pawns.

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-1

Spam

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proob32njjj 写道:

-1

Spam

Are you sure? There aren’t even lots of pieces 

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One more. Where is the open testing?

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lol cgas didn’t even bother to end the open testing 

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We're excited seeing your New Custom Variant, however we've found some issues. Firstly, before explaining the issues, let me first elaborate about the known variant aspects so that the points will be more clear:

1. In order to get all pieces in the game, one has to push all the pawns. This results in having the knights have a much harder time getting into the game than the other pieces, as well as weakens the pawn structure of both players.

2. There are two queens and the royal is particularly exposed no matter the placement, since the pieces used to defend against many attacks which are knights are rather useless early on. 

3. Losing a pawn early on is equivalent to losing a piece, so pawn structures are limited and the gameplay is sharp right from the move one.

Now that these facts are cleared, we've analyzed the possible setups with fairy-stockfish, and concluded that the optimal setup is to place queens on c-f files, rooks on e-d files and bishops on b-g files. That said, the pawn structure also needs particularly reinforcement, so the engines were pretty conservative with the space pushes early on. A lot of our analysis lines were made with both stockfish and fairy-stockfish depending on the position, so a typical position with engine play looks like:

The endgames are usually reminiscent of that of Tarrasch Defense, albeit much more drawish. Now, what if the players don't play that strategy? We can provide you with a more realistic example of what a player game looks like:

https://www.chess.com/variants/custom/game/34841231/0/1

As you can see, it's very hard to withstand an attack even if you deviate in a minor way. Please observe the structure on move 6.r. That is the key structure most engines prefer with a correct configuration.

Let me sum up all the points:

1. The opening is forced, every other strategy against it loses with perfect play as far as we are concerned via engine analysis. 

2. After that, most positions play out way too similarly.

3. The endgames are very drawish at the high levels. 

A very interesting and thrilling variant nevertheless, but we're forced to: