[imchesspro0930] Variant Acceptance Probability Sheet

Sort:
Avatar of imchesspro0930

This article will be updated a month, or whenever an update request is made. Please make the update requests in the comments.

These are my instincts, They are not nessecerily correct. Don't shout at me for a variant I ranked Green being declined. 

Bugged submissions are not included.

There may be submissions that it's double colored. This is the case when I cannot determine between the 2.

Dark green are submissions I am more than 80% sure will be accepted.

Green are submissions I am 30 to 80% sure of acceptance.

Yellow are submissions that the acceptance chance is about 15 to 30%.

Orange are submissions that the acceptance chance is about 5~15%.

Red are submissions that the acceptance chance is about 0.5~5%.

Dark red are submissions that the acceptance chance is <0.5%.

Black are submissions that are completely hopeless, but not bad enough to grant an autodecline.

Pink is expected autodeclines.

Blue is no rating able to be given yet.

Unless your variant is marked black, your variant is likely not bad! There are certain things CGA's do and don't want, and that sometimes doesn't entirely overlap wioth what makes something a good variant!

Here the list goes!

Variant Name and Probability (Usually based on CGA data)

Reason of Placement

Original Prediction

(Blue Excluded)

Sharp Incantation

There exists CGA data but I have no idea.

Yellow

Arkhangelsk I just instinctively feel it. Yellow-Green
Serendipity My instinctive data and CGA data is conflicting. Orange
Chak
'You mist try to innovate on variants based off of other existing variants, not to presevere' Also rooks are very tradey. 
Dark Red
Leapers

I don't know, endgames and uniqueness problems.

Orange
Contrasting Strategies
I dont know
Yellow
Delta's Campmate I like this, but it may be a bit too unforgiving. Green
Cataclysm I mean, no cga's are exactly against it, so... Green
Knifes War
I did not know what I was talking about.
Dark Red
Delicate Giant
CGA's seem to prefer Cataclysm and generally has a disadvanatge being that it's a clear sequel to Cataclysm.
Yellow
Unequal Balance matters less here and +1 I think. Yellow
Utopia F-6
I mean there is CGA data but I cannot be bothered to analyze the position.
Green
The Atlantix
"I swear we already declined this" -BN1208-
Black
Rookmate II
"Gameplay feels thin" -NWO and icp.-
Dark Red
Allegiance "Pieces feel unharmonized" -BN1208- Dark Red
Charybdis
We shall see.
Orange
Cramped Fight
Good, but generic seirawan. I am not sure.
Red
Domino Dynamite
I have played >10 games and I have no idea how this will go even in the slightest.
Blue
Broker
Lame. Just lame. Why is there torpedo?
Red
Sour Apple -1 from NoWellOkay. Red
Spongebob Squarepants
Who lives in a pineapple under da sea? spongebob squarepants! Yellow
Ice on the clock II Will there be a forced draw? let's see. Yellow
Tropical Forest
Feels oddly generic, although this is sugject to change after a game.
Orange
Forbidden City
an ambitious yet good attmept on a long-lated forbidden combination. I have no idea but it seems fun. Orange
End Path
Feels more like NCV material, although not entirely sure.
Blue
Zodiac
I have quickly analyzed the position and it contains the most unharmonizing piece pallete I have ever seen.

Black

Sergeants' World
TOo easy to checkmate using multiple sergeants.

Dark Red

Update requests will generally be processed between 24 hours.

Pending Reply counts as acception.

Half-colored submissions will count as 0.5 to both mediums.

Current statistics:

Dark Green: Accept: 1, Decline: 0

Green: Accept: 3, Decline: 4

Yellow: Accept: 1, Decline: 4

Orange: Accept: 1, Decline: 7

Red: Accept: 0, Decline: 9

Dark Red: Accept: 0, Decline: 6

Black: Accept: 0, Decline: 7

Avatar of imchesspro0930

GD reigns!

Avatar of imchesspro0930

I will also provide reasoning as of why some decisions are placed that way.

Avatar of VishTheFish771

I feel pain.
Just pain.
Well of Fate is dark red.
Ouch.

Avatar of imchesspro0930

Because it's submitted as an NCV. I know the standards.

Avatar of VishTheFish771

Hmm, but the thing is it has almost no luck so that's why

Avatar of imchesspro0930
VishTheFish771 wrote:

Hmm, but the thing is it has almost no luck so that's why

imbalance = decline.

Avatar of ChessMasterGS

Not going to lock this, but don’t you think that it would be more helpful to creators if constructive feedback was given on why their variants are marked a certain color? It would make the existence of this forum more useful.

(P.S., it is not likely at all that the Golden Rain will be turned into a WoF. Nothing from our testing has suggested that anything like that will happen lol)

Avatar of imchesspro0930

(P.S., it is not likely at all that the Golden Rain will be turned into a WoF. Nothing from our testing has suggested that anything like that will happen lol)

My instincts, they are sometimeees wrong.

Avatar of NoWellOkay

well see how accurate you are. Imbalances are ambitious and tricky, but not undesired per se.

Avatar of imchesspro0930

It's not 'undesired', an inbalance NCV is just simply too hard.

Avatar of qilp

I want this to be on Variants World, generated by AI, so we can autodecline anything that is not green.

Avatar of imchesspro0930
qilp wrote:

I want this to be on Variants World, generated by AI, so we can autodecline anything that is not green.

Half-green? You forgot about that!

Avatar of imchesspro0930

I can't do that. because most of the data is from the testing games.

Avatar of VishTheFish771
NoWellOkay wrote:

well see how accurate you are. Imbalances are ambitious and tricky, but not undesired per se.

THANK YOU SO MUCH

Avatar of VishTheFish771
imchesspro0930 wrote:

Wall of Fate

Piece spam, again, try to shrink the board whenever possible. Also, Redundant opening moves.

Ok, fair about redundant opening moves (They still can be important though)
Shrinking the board is something I did not do to decrease the value of yellow's pieces, because with a shrunken board yellow woulld simply overwhelm red (At least I think so?)
Ok, I know I'm getting off topic at this point
(But thanks for the feedback!)

Avatar of imchesspro0930
VishTheFish771 wrote:
imchesspro0930 wrote:

Wall of Fate

Piece spam, again, try to shrink the board whenever possible. Also, Redundant opening moves.

Ok, fair about redundant opening moves (They still can be important though)
Shrinking the board is something I did not do to decrease the value of yellow's pieces, because with a shrunken board yellow woulld simply overwhelm red (At least I think so?)
Ok, I know I'm getting off topic at this point
(But thanks for the feedback!)

you know what you can do? Give yellow some freeze spells or give them a lot of material, as compensation of the lack of freeze spells, or just decrease the duration of the spells.

Avatar of iWannaSubmitYolandaOnVW

Back on track should be yellow/light green because NWO +1ed it but it is too similar to atomic armageddon.

Avatar of ChessMasterGS
qilp wrote:

I want this to be on Variants World, generated by AI, so we can autodecline anything that is not green.

Breakthrough: A Strategic Chess Variant

Breakthrough is an abstract chess variant celebrated for its simplicity and strategic depth. Devised by a cool chicken in 2024, it has gained popularity among board game enthusiasts for its engaging mechanics that challenge players' tactical foresight. Breakthrough transforms traditional chess principles into a unique contest of positioning and aggression. Its accessible rules and rich strategic possibilities make it a fascinating alternative to classical chess.

Rules and Objective

The first player to achieve this breakthrough wins the game.

Pawns in Breakthrough move and capture like traditional chess pawns. They advance one square forward to an empty space or capture diagonally by moving one square forward to an opponent-occupied square. Unlike chess, pawns cannot promote upon reaching the far rank; their purpose is purely to complete the breakthrough.

Strategic Principles

Despite its straightforward rules, Breakthrough demands considerable strategic thinking. Success requires a delicate balance between offense and defense. Players must advance their pawns toward the enemy’s back rank while blocking or neutralizing their opponent’s pawns. This dual focus fosters a dynamic interplay of tactics and positional play.

One key strategy in Breakthrough is creating a "pawn chain," a formation in which pawns support each other diagonally. This structure is robust against frontal attacks and facilitates coordinated advances. Conversely, players must avoid isolated pawns, which are vulnerable to capture and lack mobility.

Breakthrough emphasizes timing and resource management. Advancing too aggressively can leave defensive lines exposed, while excessive caution risks losing the initiative. The game rewards calculated risks, particularly when sacrificing pawns to open pathways for others to advance.

Tactical Depth

Breakthrough’s simplicity belies its tactical complexity. Every move carries weight, as the small scale of the game amplifies the consequences of each decision. Players must anticipate their opponent’s responses several moves ahead, considering both immediate threats and long-term opportunities.

A pivotal aspect of Breakthrough is creating multiple threats simultaneously. For example, advancing pawns on both flanks forces the opponent to divide their attention and resources. Decoys and feints are effective tools, compelling opponents to commit their pawns prematurely or in the wrong location. Timing these maneuvers is critical, as a well-executed breakthrough often hinges on exploiting a single lapse in the opponent’s defense.

Appeal and Accessibility

Breakthrough’s appeal lies in its accessibility and focus on core strategic principles. Its minimalistic design makes it easy to learn, even for players unfamiliar with chess. At the same time, its strategic richness ensures enduring interest for seasoned tacticians. The absence of complex rules, such as castling or piece promotion, allows players to focus on positioning and movement, the essence of strategic board games.

In conclusion, Breakthrough is a testament to the elegance of simplicity in game design. By stripping chess to its core and reimagining it as a race to cross the board, it creates an experience that is both approachable and endlessly engaging. For anyone seeking a fresh strategic challenge, Breakthrough offers a rewarding exploration of tactics and ingenuity.

Avatar of imchesspro0930

Added the newest submission.

Prediction on Silent Clubstep was correct!