Well they do take time to develop, so...
New Position Workshop / Testing Thread
wait i might have actually made a sorta accept-worthy variant?? (no clue)
new name is best frenemies forever
then im gonna make a best enemies forever /j
https://www.chess.com/variants/custom/game/77201421/46/1
Posting pictures is not working for me, sorry
Koth, Bare, 6th=GHMR
My revision to my previously declined variant (https://variants.world/posts/1318). Fixes being removing the rook, so hill rush does not work, removing the grasshopper so hill rush does not work, and added to promotion possibilities. Does this fix the problems, or just make the variant worse?
I played a game but I can’t find the number to put on variant world
Just copy the URL to the game, VW will automatically pull the gme id from that
Thanks I will try that
What is the URL and how do you find it
I played a game but I can’t find the number to put on variant world
Just copy the URL to the game, VW will automatically pull the gme id from that
Thanks I will try that
What is the URL and how do you find it
you are on a brower and the link is the URL
the position:

rules are: KOTH, Atomic, Crazy (setup 1st,2nd,3rd rank), Game of points, mate+5, 5th rank promote=king, fatal.
time control: 15sec +2
www.chess.com/variants/custom/game/77190260www.chess.com/variants/custom/game/77251358
can you guys give me some advice?
“Red has a lot of tempo in the opening and can quickly take the attacking initiative by threatening the camel. There are lines suggesting that Red has a forced win, although regardless that player will have an advantage.”-Uncertainty,which is also an M1 when no defenders.see this declined reason and try to avoid the camel force line.
thank your advice! but I tested a lot and there seems no camel force line. both sides can gain a ferz in the start to grab space, and it can be put in some square to stop some attack. also, the only attack way seems to be e1 pawn and maybe f1 wazir, and it can be easily stop if you careful enough; the ferzs in center stop xiangqi horse moving from other side easily.
This is the new: Escort
Goal for red: Escort the king to the KOTH square.
Goal for yellow: block red.
Yellow has limited movement.
Red has less pices.
Mods are: King of the hill, Torpedo, No promotion.

This is regarding testing of my (declined) variant Trench Warfare, post 1500. Position below:

Special rules: Fog of War, No promotion. Royals: the alfils immediately right of the grasshoppers.
Due to the fog of war implementation, I have received comments claiming that the dead pieces blocked board vision and turned the variant into a variant with "no incentive to attack" and "various shuffling problems". However, I originally intended the dead pieces to be a new mechanic: due to the variations of the pawns, you can track your opponent's positions by seeing which pieces your opponent captured on the sidebar to the left of the board. I do not recall seeing this mechanic in any other variant. For example, if you see a blue berolina pawn appear on the menu on the first move of Red, you automatically can tell that blue moved one of the alfils on the second rank to the left. This makes a difference, because if I had just used gray pieces, the comments will be true to their description: the variant will become a shuffling variant as there is no way to know the shape of your opponent's defensive formation. So I was wondering if knowledge of this mechanic, if previously unaware, would change one's initial interpretation of this variant as a shuffling variant, and if not, what I could do to eliminate the possibility of a shuffling defense with this mechanic (possible solutions being eliminating the pawns in front of the alfils, adding more dead piece types, or swapping the piece palette, like switching the dabbabas for knight-riders).
Additional notes: Did I post this in the right place?
This is the new: Escort
Goal for red: Escort the king to the KOTH square.
Goal for yellow: block red.
Yellow has limited movement.
Red has less pices.
Mods are: King of the hill, Torpedo, No promotion.
Impressive imbalance, however shuffling might be a problem so I’d recommend N-check and a check clock for yellow so that there is a time limit for them to get there
This is regarding testing of my (declined) variant Trench Warfare, post 1500. Position below:
Special rules: Fog of War, No promotion.
Due to the fog of war implementation, I have received comments claiming that the dead pieces blocked board vision and turned the variant into a variant with "no incentive to attack" and "various shuffling problems". However, I originally intended the dead pieces to be a new mechanic: due to the variations of the pawns, you can track your opponent's positions by seeing which pieces your opponent captured on the sidebar to the left of the board. I do not recall seeing this mechanic in any other variant. For example, if you see a blue berolina pawn appear on the menu on the first move of Red, you automatically can tell that blue moved one of the alfils on the second rank to the left. This makes a difference, because if I had just used gray pieces, the comments will be true to their description: the variant will become a shuffling variant as there is no way to know the shape of your opponent's defensive formation. So I was wondering if knowledge of this mechanic, if previously unaware, would change one's initial interpretation of this variant as a shuffling variant, and if not, what I could do to eliminate the possibility of a shuffling defense with this mechanic (possible solutions being eliminating the pawns in front of the alfils, adding more dead piece types, or swapping the piece palette, like switching the dabbabas for knight-riders).
Additional notes: Did I post this in the right place?
this is a really cool concept, and seems like a really good execution. however, once pieces are traded and the late-game happens, it really is just a shuffling variant, so you need a way to quickly execute the opponent with wimpy play.



I think that the queens are way too strong for such a small board and weak piece selection.