Nice, Hope it gets accepted
/Pre-VU/ NCV Magic Detonation
-1 by allenbb
reason: not attractive enough, feels dull sometimes
Testing games please?
Apart from beginner unfriendliness, another issue I see here is that the soldiers getting thrown at each other is practically a forced opening so I think a PR should include a setup a la https://www.chess.com/variants/custom/game/98939409/0/3
https://www.chess.com/variants/custom/game/98021203/42/1
-1 (Nyutixbrother)
BTW the original version (screenshot in #1) is advantageous for red bc of grasshopper placement (1.Gf3 and Gf9) the version we are testing is a PR itself.
https://www.chess.com/variants/custom/game/99046349/65/3 Tested this potential pr with yx, he said lock 12 would be really good with this
https://www.chess.com/variants/custom/game/99118709/24/1
+1 (for move 12 loc to keep things fair)
-1 (for that sometimes the move 12 loc is not actually on move 12 until move 13, then its locced)
overall, +0 and +0 for the gameplay
so in conclusion +0
https://www.chess.com/variants/custom/game/99119631 lecreme 0 to pr as well
https://www.chess.com/variants/custom/game/99118709/24/1
+1 (for move 12 loc to keep things fair)
-1 (for that sometimes the move 12 loc is not actually on move 12 until move 13, then its locced)
overall, +0 and +0 for the gameplay
so in conclusion +0
Yes it unlocks on yellow's 12th move, ig compensation for first move advantage
Variants. Universe post ID 10011
NCV Magic Detonation
Time control: 10 | 7
Game-rules: 12th=GR Atomic Fatal Stonewall Bare Sideways Torpedo KOTH
Description:
EDIT: In case of acceptation, can the amount of spells be changed to 897?
*Games 2-3 were a previous version where the regicide was on and grasshopper was on a different square Variant made by CYMarose! - https://www.chess.com/club/cymarose
Author: @ChocoCaramelPawn, Co-Author: @yx-aynerik897, @Anonymous_M-01
Brick your way in, Defend your way out! Use the spells without cooldown To navigate through the town!
If this is too sharp, can you also test this with 2 move lasting spell / no coooldown or 4 move lasting spell with 1 move coooldown (then it will be kinda similliar to pond hoppers)
This is a brand new concept and a forbidden combination Atomic + Petrified (ethnically Atomic+Fatal Capture+Stonewall🥸). So the main problem with combining these gamerules is that usually petrified is a useless addition, or the bricks appear too quickly and make the board very cramped. I think I was able to solve these issues. There are a lot of pawns on the board that don't turn into bricks when an explosion happens nearby, and when the board gets cramped, on move 15 jump spells are unlocked that unleash the full potential of rooks, dragon bishops, soldiers and sergeants (pawns can jump through the bricks because of torpedo). We have camels, knight and generals left that are hoppers and bricks almost do not affect the freedom of their movement, and grasshopper which has better mobility with more bricks.
- Is this drawish?
- Not at all. There are a plenty KOTH squares tht you can reach unless your opponent bricks the squares around your royal, and even then you can checkmate or explode the royal, or win thanks to the bare rule at last.
- Is this sharp?
- Oh yeah! After move 15 the gameplay becomes very interesting and you can lose very quickly if you didn't prepare the defense. The most common way to win is to attack with dragon bishop, but you can exchange them or put 3 pieces on the diagonal where the royal is to defend it, or counterstrike.
- Is this forced?
- The only way to quickly to win some material is to move the camel on move 1, but there are 5 ways to defend against it and the camel will become an easy target for pawns, so no, this is not very forced.
- Is the gameplay too fast?
- Actually no, and there are barely anyways to lose the game until move 15 unless your are playing very stupidly. On average good games tend to last about 30~40 moves, and professional ones can last up to 50 moves.
- Is this sleepy royal?
- Ummm, no.
- Is this pocket chess?
- ...
Status: Accepted:
Hello!
Congragulations on making a nice variant with several unique concepts (crossing the board to KOTH and spell lock which makes players think in advance of when the spells become active) and combining it with a forbidden combination!
However, in testing we noticed some issues. First, the opening is forced. Moving the soldiers forward is optimal (https://www.chess.com/variants/custom/game/98021203/42/1 and others), so we moved them forward 2 squares. Secondly, spell lock 15 is quite slow with that version (https://www.chess.com/variants/custom/game/99046349/1/3 and others), so we made it 12 moves.
The PR is https://www.chess.com/variants/custom/game/99873751/1/3 (For some reason it can't load 897 spells but if you find a way to do that we will add the 897 spell version).
You can either accept or decline the changes. (Congrats, PR accepted!)