Double horde w teams and KOTH, what are y'all opinions?
https://www.chess.com/variants/custom/game/93326431/57/1
New Position Workshop / Testing Thread
Double horde w teams and KOTH, what are y'all opinions?
https://www.chess.com/variants/custom/game/93326431/57/1
Fire idea but needs a better execution
Double horde w teams and KOTH, what are y'all opinions?
https://www.chess.com/variants/custom/game/93326431/57/1
Fire idea but needs a better execution
What do you think needs improvement, piece placement maybe? (I just slapped the pieces wherever)
Feel like the pawn ratios are a little off for a horde-like variant: 10 sergeants vs 9 sergeants and pieces. Perhaps either add more pawns for the horde, or make the pieces side’s pawns weaker (replace with pawns or soldiers)?
reminds me of an old variant called Knightmare.
I mean, this is completely different, but still reminds me of it.
Feel like the pawn ratios are a little off for a horde-like variant: 10 sergeants vs 9 sergeants and pieces. Perhaps either add more pawns for the horde, or make the pieces side’s pawns weaker (replace with pawns or soldiers)?
Well also maybe keep in mind that the two main sides can attack each other as well... It's a team game.
Double horde w teams and KOTH, what are y'all opinions?
https://www.chess.com/variants/custom/game/93326431/57/1
Fire idea but needs a better execution
What do you think needs improvement, piece placement maybe? (I just slapped the pieces wherever)
Imo the position right now could use some tweaks with the piece choice & placement, and the amount of pieces for the horde.
In general, side-by-side army variants have a much different style of play compared to the standard chess piece placements, and therefore you have to be careful with the pieces you use and the placement of them compared to the layout in the board. That being said, the Rooks and the Knight-Rider are less in use compared to the other pieces simply due to their inability for open squares, and the overall strength of the other pieces seem really strong. There needs to be a balance of "strong" and "weak" pieces, which you can try experimenting with pieces like archbishops, generals, and wildebeasts for strength but lacking in numbers and camels and bishops for "weaker" pieces that can be used in order to gain tempi which is pretty important. The piece that should be kept here though is definitely the queen, and should be moved away from the dark squared diagonal like the existing knightrider's place as a better placement, overall leading to the horde being harder to fight off, which at the moment seems easy to do. I also suggest swapping some of the sergeants for stone generals in the standard army, but that's up to you.
For the horde, maybe add a little more sergeants toward to the back for defending? I'm not entirely sure, but keep experimenting with whatever suits best. The hill is fine, hill rush wouldn't be a problem, but the n-check should be increased to something like 8 to 9. Variety would seem like an issue here, but I haven't played it yet so not sure about that as well, but everything else that I haven't addressed is fine.
Trying to make a variant with crazywan rules: balancing upgrading to new pieces with development and attacking the king.
Lastest iteration of the starting position (not a real game, more just to showcase position): https://www.chess.com/variants/custom/game/93198651/0/1
Slightly older version, with a more fully fleshed out game (still haven't reached an endgame with a recent position yet): https://www.chess.com/variants/custom/game/93197444/0/1
Wondering if this is an original enough idea, or already been thrown around?
If it's worth more development, I'm also wondering if there were any ideas to help balance the knight a bit, as it is one of the only pieces on the board that can directly access the 'upgrade pieces'. It hasn't been as bad in this board setup as in previous versions, but still not the best (currently 8 moves to capture the chancellor entirely within a player's half of the board, not sure how much space gaining/attacking ideas can be developed in that time).
Also thought about adding King of the Hill to the squares with queens on them to perhaps help a low mobility endgame (although I'm worried it will highly deincentivize attacking the soldier guarding the entrance, a key idea to win sometimes).
Thanks for the feedback, I should be available to play the position around 6pm Eastern Time if anybody is interested!
I would recommend to get an endgame first, but the position may have issues with genericity.
Trying to make a variant with crazywan rules: balancing upgrading to new pieces with development and attacking the king.
I would recommend to get an endgame first, but the position may have issues with genericity.
Just updated the position to a larger board, now the gameplay feels a bit less cramped. Added queen (and replaced capturable queens with amazons) from the start, the game was a bit slow in the opening and it was hard to get an attack going.
Here's a game that was fully complete with the new setup: https://www.chess.com/variants/custom/game/93297835/0/3
Noticed an interesting tactic in sacrificing for an alibaba-rider to be able to access the chancellor.
I agree that the piece selection is a little basic; any ideas on how to spice things up a bit to stay away from genericity (maybe a hill where the amazons are)?
Mini Grassy Arena v3 idea

Duck, Stalemate Loss, RB vs YG.
How do I make this not a forced win without adding more pieces, if there is a forced win?
Mini Grassy Arena v3 idea
[image]
Duck, Stalemate Loss, RB vs YG.
How do I make this not a forced win without adding more pieces, if there is a forced win?
Bricks? Maybe some sort of surrounding the hill with them, or putting them strategically around to hinder the queen's movements?
Passing? This would allow either blue or green to not force themselves to move toward an opponent's queen when it's their only move.
How do I make this not a forced win without adding more pieces, if there is a forced win?
Bricks? Maybe some sort of surrounding the hill with them, or putting them strategically around to hinder the queen's movements?
Passing? This would allow either blue or green to not force themselves to move toward an opponent's queen when it's their only move.
oh yeah I scrapped that position already. Sorry for not deleting it.
Double horde w teams and KOTH, what are y'all opinions?
https://www.chess.com/variants/custom/game/93326431/57/1
Fire idea but needs a better execution
What do you think needs improvement, piece placement maybe? (I just slapped the pieces wherever)
Imo the position right now could use some tweaks with the piece choice & placement, and the amount of pieces for the horde.
In general, side-by-side army variants have a much different style of play compared to the standard chess piece placements, and therefore you have to be careful with the pieces you use and the placement of them compared to the layout in the board. That being said, the Rooks and the Knight-Rider are less in use compared to the other pieces simply due to their inability for open squares, and the overall strength of the other pieces seem really strong. There needs to be a balance of "strong" and "weak" pieces, which you can try experimenting with pieces like archbishops, generals, and wildebeasts for strength but lacking in numbers and camels and bishops for "weaker" pieces that can be used in order to gain tempi which is pretty important. The piece that should be kept here though is definitely the queen, and should be moved away from the dark squared diagonal like the existing knightrider's place as a better placement, overall leading to the horde being harder to fight off, which at the moment seems easy to do. I also suggest swapping some of the sergeants for stone generals in the standard army, but that's up to you.
For the horde, maybe add a little more sergeants toward to the back for defending? I'm not entirely sure, but keep experimenting with whatever suits best. The hill is fine, hill rush wouldn't be a problem, but the n-check should be increased to something like 8 to 9. Variety would seem like an issue here, but I haven't played it yet so not sure about that as well, but everything else that I haven't addressed is fine.
Ok, thanks for suggestions! I replaced the generals with slightly weaker pieces, and made some of the outer pawns weaker. Like this
This position is inspired by Makruk (Thai chess). Hopefully it’s more fun.
Rules:
1) Players with only one remaining piece forfeit.
2) Pawns promote to a chancellor or queen on the 6th rank.
3) No castling.
Questions:
1) Is this forced promotion for white? If so, how do I tweak that?
2) Are the pieces I use too weak?
Any suggestions?
Questions:
1) Is this forced promotion for white? If so, how do I tweak that?
2) Are the pieces I use too weak?
Any suggestions?
I see that you're retrying the "get the pawn to promotion" idea!
1) I don't see a forced promotion, but others might. idk though.
2) imo, the Ferz is a bit weak, as the Sergeants and Rooks, having a bit more of a wallflower role, can also serve as defenders.
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1) Promotion could be too powerful, but if you find that it's fine, or if that's the whole point, then ignore this suggestion.
2) Now that it's a promotion race, just make sure it's not too similar to Cornered, which also has the idea of getting a pawn to promotion -- I would expect there to already be some differences, as this uses normal pawns.

MGA v2 v2 concept. No promotedFrom abuse and no special rules.
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Should I add Any-Capture? What else should I change?

I played that ageinsted you!!!
but i had to leave