NCV Magical Labyrinth. Need testers!
hmm... look so much like Glass Labyrinth
...
... And the only viable stratagey is to push pawns one square at a time.
(... which is lack of moves and stratagies)
*Strategy, or Strategies.
Here's my game Claustrophobia.


Is this position balanced?
The only first move attack I found was attacking the wazir with the soldier, but it benefits the opponent because moving the wazir lets them develop the XiangQi horse onto a safe square.
NCV Magical Labyrinth. Need testers!
hmm... look so much like Glass Labyrinth
It's actually borrowed from Labyrinth 82
Hey guys, I'm fixing my previous variant Eleventh Hour, and here's what I have so far:

Rules: +10 for mate, Game of Points, KotH, Stalemate lose.
Fixes: After Blue gets checkmated, Red and Yellow's goals become to either deliver check 10 times or get to the hill.
Blue can now win by either KotH or checkmating Green, then Red and Yellow.
Blue is now stronger because their royal king instead of sergeant, and sergeants instead of pawns. Blue's rooks and bishops have swapped places.
Instead of a delay clock, I used a check clock so there's space for the archbishops to checkmate Red and Yellow, and because a check clock makes more sense than a delay clock for low-rated players.
I changed Green from Rando to Patzer to fit the colour, and gave green two kings for symmetry. This is purely for decoration.
I also removed a rook from both Red and Yellow.
Blue's Ds are trapped, but give an insane amount of protection to the soldiers (that can't move), so trying to free your king without checkmating Blue is a bad idea.
I'm not a great analyzer in asymmetric positions, so here's my question: Is this balanced?
How does ... 2 am Greenwich Mean Time sound?
Nope. I will be asleep at that time. My time zone is UTC+3 (UTC=GMT, so UTC+3 is 3 hours ahead of GMT)
How does ... 2 am Greenwich Mean Time sound?
Nope. I will be asleep at that time. My time zone is UTC+3 (UTC=GMT, so UTC+3 is 3 hours ahead of GMT)
Wouldn't've worked anyways, I'm on vacation next week.
Here's my updated version:
[StartFen4 "R-0,0,0,0-1,1,1,1-1,1,1,1-0,0,0,0-0-{'royal': ('e2','f8','e13','a8'),'lives': (11,10,11,14),'resigned': (null,null,null,true),'zombieType': ('','','','patzer'),'zombieImmune': (false,false,false,true),'pawnBaseRank':5}-x,x,x,x,x,bW,bD,bD,bD,x,x,x,x,x/x,x,x,x,yK,x,bD,bD,bD,x,x,x,x,x/x,x,x,x,x,x,x,x,bβ,bβ,x,x,x,x/bY,1,gγ,x,x,x,x,x,yK,yN,yN,yB,yB,yR/gF,x,x,x,x,bR,bK,x,yP,yP,yP,yP,yP,yP/x,x,x,x,x,bB,bδ,7/gK,x,bM,x,x,bK,bδ,7/1,x,1,x,x,bK,bδ,7/x,x,x,x,x,bB,bδ,7/gF,x,x,x,x,bR,bK,x,rP,rP,rP,rP,rP,rP/bY,1,gγ,x,x,x,x,x,rK,rN,rN,rB,rB,rR/x,x,x,x,x,x,x,x,bβ,bβ,x,x,x,x/x,x,x,x,rK,x,bD,bD,bD,x,x,x,x,x/x,x,x,x,x,bW,bD,bD,bD,x,x,x,x,x"]
I have three interesting concepts to share:
Unfortunately, I doubt the feasibility of #3 because a really strong army can just be traded off or taken advantage of through teaming / ganging up. A powerful royal piece is also really difficult to checkmate and although I intend this to be an interesting challenge, there is a risk of this checkmate becoming too boring. However, I think #1 will certainly be fun and I have already begun implementation of this concept.
R-0,1,0,1-1,1,1,1-1,1,1,1-0,0,0,0-0-{'pawnBaseRank':5,'wb':true,'dim':'14x10','noCorners':true}-
x,x,10,x,x/
x,x,x,x,x,x,x,x,4,x,x/
4,yR,yB,yQ,yK,yB,yR,4/
3,X,yδ,yδ,yδ,yδ,yδ,yδ,X,3/
1,X,X,X,6,X,X,X,1/
1,X,yN,8,yN,X,1/
1,X,X,X,6,X,X,X,1/
14/
1,X,X,X,6,X,X,X,1/
1,X,rN,8,rN,X,1/
1,X,X,X,rδ,rδ,rδ,rδ,rδ,rδ,X,X,X,1/
4,rR,rB,rQ,rK,rB,rR,4/
x,x,4,x,x,x,x,x,x,x,x/
x,x,10,x,x
A lot of people has quit while playing this and when wrote that it was boring what do you think. If no one like it I am not going to keep play testing it.
R-0,1,0,1-1,1,1,1-1,1,1,1-0,0,0,0-0-{'pawnBaseRank':5,'wb':true,'dim':'8x12'}-
x,x,x,x,x,x,x,x,x,x,x,x,x,x/
x,x,x,yδ,yB,yC,yK,yA,yB,yδ,yW,x,x,x/
x,x,x,1,yδ,yΔ,yR,yΔ,yδ,yW,yW,x,x,x/
x,x,x,2,yδ,yI,yδ,3,x,x,x/
x,x,x,3,yδ,4,x,x,x/
x,x,x,8,x,x,x/
x,x,x,8,x,x,x/
x,x,x,8,x,x,x/
x,x,x,8,x,x,x/
x,x,x,3,rδ,4,x,x,x/
x,x,x,2,rδ,rI,rδ,3,x,x,x/
x,x,x,1,rδ,rΔ,rR,rΔ,rδ,rW,rW,x,x,x/
x,x,x,rδ,rB,rC,rK,rA,rB,rδ,rW,x,x,x/
x,x,x,x,x,x,x,x,x,x,x,x,x,x
It's a potential decline for being too similar whilst not having a better implementation of the labyrinth concept, but I'd still go ahead and play it to see if it's fun (especially at faster time controls)
WoF : Amazon's Run (provisional)
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Rules : 2 F-Muncher zombies, 1-7 checks, capture the King, stalemate = recive the points, bare piece rule, spect chat, 1st = QRBN (useless promotion, I forgot removing it)
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TC : 1|3D
Name : Amazon's Run (provisional)
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1. The "Official" way to win is crossing the board with the amazon and passing throught the zombies without being captured.
The Alibaba can help. After, you should pass in a little corridor and give a check to the opposite king by capturing the useless knight-rider.
The Knight-Rider is there to give you 7 points and prevent making a draw if your opponent chackmated a zombie (cuz chackmate opponent > checkmate zombie)
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2. You can also checkmate the two zombies (win 40 points) and claim win.
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3. Be stalemated. Lose your pieces and win 20 points by stalemate. In some cases it doesn't work (zombie checkmated, ...). Give your pieces to the zombie so your opponent don't win points.
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Example games
www.chess.com/variants/custom/game/67500291
www.chess.com/variants/custom/game/67500195
www.chess.com/variants/custom/game/67500230
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Don't hesitate to propose any suggestions and share your opinions!
And propose better names if you have more original ideas 😉
How is it linear? Not trying to challenge your statement, I'm just genuinely curious. What's the main line(s)?
There's a lack of moves. There are only 5 moves to start the game. (if pawns can move 2 squares, then 8) And the only viable stratagey is to push pawns one square at a time.
(Note: I am not a CGA but even i can see that there's a clear problem with this variant, which is lack of moves and stratagies)