did he seriously just submit 4 today lol
/Pre-VU/ NCV The Phantom's Conquest
-0 I really dislike this not only because it have same gameplay as the Suck Horsi but also it have a weird outcast when developing
-1 because the variant is too long for Choco’s Youtube Shorts attention span and has forced gameplay in the beginning that is unprofessional in the variant’s demeanor. Additionally, the 6-7 check imbalance strongly constitutes a decline as it’s just 67 in the grand 26 btw.
-1 because the variant is too long for Choco’s Youtube Shorts attention span and has forced gameplay in the beginning that is unprofessional in the variant’s demeanor. Additionally, the 6-7 check imbalance strongly constitutes a decline as it’s just 67 in the grand 26 btw.
-1 for the same reasons
-1 because the variant is too long for Choco’s Youtube Shorts attention span and has forced gameplay in the beginning that is unprofessional in the variant’s demeanor. Additionally, the 6-7 check imbalance strongly constitutes a decline as it’s just 67 in the grand 26 btw.
-1 for the same reasons
seriously
-1 because the variant is too long for Choco’s Youtube Shorts attention span and has forced gameplay in the beginning that is unprofessional in the variant’s demeanor. Additionally, the 6-7 check imbalance strongly constitutes a decline as it’s just 67 in the grand 26 btw.
-1 for the same reasons
seriously
Well ok I have better reasons to -1 I need to check my archive though, I defintely tested at least once with JKCheeseChess and once with Time
find the game first
For some reason JKCheese isn't showing up when I try to search his archive so ig I need to find my game with Time
cuz he's banned, you need to find one of his game in others' archive then click on him to search his archive
https://www.chess.com/variants/custom/game/87184702/0/1
"don't think I like this" is your reason to -1 lol
Yeah alright,
It's difficult to make progress even with jump spells, since there are way too many defensive pieces. The brick choice causes the dragon bishops to be nerfed heavily, and advancing is often fatal to your pieces and takes too much time to set up.
Also, the best first move (or second move) is to retreat your royal rook using a jump spell since not doing so results in it being exposed, therefore the variant has a somewhat forced opening.
Yeah alright,
It's difficult to make progress even with jump spells, since there are way too many defensive pieces. The brick choice causes the dragon bishops to be nerfed heavily, and advancing is often fatal to your pieces and takes too much time to set up.
Also, the best first move (or second move) is to retreat your royal rook using a jump spell since not doing so results in it being exposed, therefore the variant has a somewhat forced opening.
Seriously disagree with this, can we retest please (
)
"It's difficult to make progress even with jump spells, since there are way too many defensive pieces."
It isn't clear to classify certain pieces into "defensive" pieces: We obviously do not classify rooks and knights into "defensive" pieces as regular chess exists and you know the stuff; Alibabas, though being short-ranged, their double-colorblindness restrict their defensive potential; Generals are equally vital in attacks and defense; the only "piece" left being Dragon bishops, and we don't agree that being any defensive, right?
The brick choice causes the dragon bishops to be nerfed heavily, and advancing is often fatal to your pieces and takes too much time to set up.
Dragon bishops are still much better than bishops as they have hors movement to reduce colorblindness; I don't really know what do you mean by "advancing is fatal to your pieces" lol, but similarly, progressing isn't quick in many other variants such as TPC.
Also, the best first move (or second move) is to retreat your royal rook using a jump spell since not doing so results in it being exposed, therefore the variant has a somewhat forced opening.
Uh I don't think that matters much; Also retreating your rook early is always not forced lol
Yeah alright,
It's difficult to make progress even with jump spells, since there are way too many defensive pieces. The brick choice causes the dragon bishops to be nerfed heavily, and advancing is often fatal to your pieces and takes too much time to set up.
Also, the best first move (or second move) is to retreat your royal rook using a jump spell since not doing so results in it being exposed, therefore the variant has a somewhat forced opening.
You never properly tested this bro 💀
-1 because the variant is too long for Choco’s Youtube Shorts attention span and has forced gameplay in the beginning that is unprofessional in the variant’s demeanor. Additionally, the 6-7 check imbalance strongly constitutes a decline as it’s just 67 in the grand 26 btw.
-1 for the same reasons
seriously
Well yes, I’ve tested this + observed others testing this a while back. My biggest gripe with this variant was that it was very sluggish, lasting 70-80+ moves in a rapid game where two players have more than enough time to think. Progress is really non-linear, and in most cases, true, rapid games tend to drag out until:
a) Somebody makes a large enough blunder that allows good enough checks for checkmate via the dragon bishop, general, or rook.
b) Inevitable promotion race due to most of the stronger pieces (rooks, dragon bishop, general) being already captured, which takes about 80-90 moves.
Obviously, variants like Qiang-Xiangqi and even it’s predecessor, The Pestilence’s Conquest suffer from these issues but are accepted. The difference between the these variants is that the two mentioned are enjoyable in long-term gameplay; this isn’t.
Additionally, this variant is heavily complex in the meaning to find mating lines/free points, which just causes the default time control of 5|4 or any blitz/bullet time control to make the game feel like a headache rather than an enjoyable experience, similar can be said for any rapid time control. (Also can be said for Andrew’s Game, which actually gave me a headache after playing 3 10|5 games or similar in a row).
Finally, there are a few minor problems. The opening is dull and sharp, but not enough to actually be forced, similar to Da Firewall. Checks are reliable in the opening, which you can gain 1-2 easily if your opponent isn’t careful (similar to hill-rush threats in Da Firewall). The pieces such as rooks, alibabas, and knights are more so defensive and long endgame pieces which are easy (mostly just knights and alibabs) to blunder during the opening and most of the time due to limited movement, causing poor piece synergy compared to variants like Cornered, etc.
#10039
NCV The Phantom's Conquest (author: cooolchicken)
https://www.chess.com/variants/game/83407868
Description:
"A good variant should write the description itself" -KSG ...but I'm still going to write one, anyway.
--- This variant is not a sequel. It includes aspects of many existing variants, including Acheron (#798) and Phantom Rooks (#800).
--- Sometimes, a variant with just the right amount of gamerules might just hit the spot. Along with 6-7+, Spell Chess (5 jumps each, 2 move duration, 3 move coooldown), and Game of Points, one major difference is the royal piece: a rook. With the royals out in the open, they may seem like easy targets for attack. But, so are the kings in the center at normal chess. A key part of the opening is to retreat your royal behind the walls at just the right moment, while grabbing as much space as possible with your other pieces.
Speaking of attacking... Each player is given 2 opening flanks with a soldier supported by non-royal rooks to aid a sudden promotion rush. But all the other pawns can easily march through the center and promote too. Each army is also given 2 dragon bishops, which aided with jump spells, can become quite a knightmare! Meanwhile, there are still plenty of defensive pieces: generals for controlling a lot of squares, and alibabas and knights for controlling certain key squares and kicking away the other more powerful pieces. The walls are placed to intentionally hamper development to prevent instant attacks, but once enough pieces emerge, the bloodshed begins very quickly.
The theme of almost all good NCVs should be to attack. This one is no exception. Even though everything starts out slow, the attacks progress fast. Shuffling or excessive defense can lead to a promotion rush, heavy material losses, or a lethal attack on your royal. So always be careful, because only one phantom emerges from this battle.
--- Even when everything is traded off, a player can still win even if they cannot checkmate the enemy royal by GoP. Snagging just enough wazirs in the opening, or having one knight survive through the battle, is enough to win.
--- Game Links: Outdated 8-9+ version: #83322217 #83407063 #83370348 #83325427 #83369762 #83406592 #83406889 Final Version (6-7+, thanks to TimeVeteran): #83717232 #83677356 #83709475 #83678476 #83718150 (got cut off due to wifi issues) #83717825 #83717980 #83713842 #83619740 #83759661 (Most recently added game: 6/1/2025)
Declined
self-decline by author in discord chat.