New Position Workshop / Testing Thread
what has happened to the position and workshop thread.
Anyways...
MUHAHAHA ATOMIC NCV, BABY!
yeah so I finally wanted to make a variant in my fav. gamerule, which kinda follows the royals touching principle. Here's a summary:
1. Don't try to focus on mating immediately (it usually ends up bad for you) and focus on piece devlopment and winning material
2. Look for sneaky mating threats if you can find them.
3. In endgame, defend the hill.
Some other points I thought I'd note:
-All pawns can promote because of sideways
-I KNOW THE PROMOTION IS ONE RANK BEFORE THE END OF THE BOARD, IT'S SUPPOSED TO BE SO.
-Yeah because of torpedo and the closer promotion rank, the promotion options aren't exactly weak but they aren't very strong either on a 10x10 board.
-Promote to king if you're trying to defend hill, promote to knight to assist in mating attacks
-Dabbaba riders are (I think?) the second strongest piece on the board (after the bishop)
Some things that I might do-
1. Add any capture (probably not)
2. Change the royal to something else (A grasshopper royal would actually be so interesting, but it doesn't really work with the gameplay style over here)
3. change the KoTH squares
4. Add a piece in the little blank square in each player's army, which I'd left blank because I couldn't think of any ideas.
So, thoughts?
what has happened to the position and workshop thread.
Anyways...
MUHAHAHA ATOMIC NCV, BABY!
yeah so I finally wanted to make a variant in my fav. gamerule, which kinda follows the royals touching principle. Here's a summary:
1. Don't try to focus on mating immediately (it usually ends up bad for you) and focus on piece devlopment and winning material
2. Look for sneaky mating threats if you can find them.
3. In endgame, defend the hill.
Some other points I thought I'd note:
-All pawns can promote because of sideways
-I KNOW THE PROMOTION IS ONE RANK BEFORE THE END OF THE BOARD, IT'S SUPPOSED TO BE SO.
-Yeah because of torpedo and the closer promotion rank, the promotion options aren't exactly weak but they aren't very strong either on a 10x10 board.
-Promote to king if you're trying to defend hill, promote to knight to assist in mating attacks
-Dabbaba riders are (I think?) the second strongest piece on the board (after the bishop)
Some things that I might do-
1. Add any capture (probably not)
2. Change the royal to something else (A grasshopper royal would actually be so interesting, but it doesn't really work with the gameplay style over here)
3. change the KoTH squares
4. Add a piece in the little blank square in each player's army, which I'd left blank because I couldn't think of any ideas.
So, thoughts?
perhaps you haven't seen my secret atomic project
well anyways,
what stops people from playing extremely defensively, especially when making pawn walls and defending the hill?
Ok I’m continuing assuming that you’re talking about dabbaba takes alfil, and followed by shuffling.
1. In general, it’s easy to destroy shuffling in atomic.
2. Torpedo mean quick promotion to a king/knight which defends the hill
3. Mates are possible after the king retreats from it’s saftey.
Thiugh I probably will add any capture, the thing I had in mind is I firstly did not want beginners accidentally blowing themselves up and I didn’t want too much similarity to variants like self destruction
https://www.chess.com/variants/custom/game/81559056
this inspired by Serendipity,but RB. is it good?
New variant: Queenmate. The rules: royalQ, 7+, =BKNR. The pisition is same as regular chess.
Oh cool
Maybe needs promotion or sideways to avoid the stalemate you got in that game.
Yes
i have a new WoF called "Fight for Liberty (FfL)". it's a revision for race for liberty. please read the caption for promotion information. does this look ok? i also want testers that are good at the variants (Especially WoFs). P.S. yellow and green are teams vs. the zombies. and both of the zombies are futers. you can vote for if the variant is successful.
www.chess.com/variants/custom/game/81634171

FC reversion
fix some issues:
1. no eraly grasshopper attack to cause big first move advantage now
2. no useless square now
3. pawns can use in attack instead wait to be captured now
some problem:
still very drawish (orginal FC can't open position easliy, this can't claim easily.)
some useless dead pieces
what should I do?
https://www.chess.com/variants/custom/game/81641324
First variant I'm happy with
Rules if you can't see: Crazyhouse Sideways No En Passant
Pawns promote to Ferz Xiangqi and Rook
also this is NCV right

https://www.chess.com/variants/custom/game/81641324
First variant I'm happy with
Rules if you can't see: Crazyhouse Sideways No En Passant
Pawns promote to Ferz Xiangqi and Rook
also this is NCV right
This seems like a MiniTinyhouse