New variant: I need your help!

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dax00

You make so many diagrams. There's really only ever need for the position after your own move. And I don't mind if that's every other move.

BattleChessGN18

Gotta admit, that is quite a bit: 4 Diagrams per post: Your move and my move, and then those moves as seen from White's perspective ^-^

That's how I've always done it; it's easier for myself to follow.

Thank you for thinking about making it simpler for me to do. But, I don't mind the extra effort to post two diagrams.

BattleChessGN18

Dax00's move:

1. 鎚j5-j6                  1... 它i14-h12

2. 炮l5-k5                 2... 獁k14-m12

3. 俑h5-h3                3... 車m14-j14

4. 炮k5-h5                4... 錘j10-j7(xj6)

5. 兵i6-7                   5... 它h12-f9

6. 蛇e1-c4                6... 它f9xg7

7. 猛c3xg7               7... 砲l10-l2+(*蛋)

8. 蛇i1-k2                8... 砲l2-l9

9. 俥m-l1                 9... 麟g-e8

10. 蛇c4-e7             10... c10==蛋

11. 猛g7xe9            11... 麟e8xe9

12. 蛇e7xc10(*蛋)(?)12... 山g14xc10

13. 俥l1x9??            13... 麟exl9

14. h1==蛋             14... 錘j-l7

15. 炮h-j5                15... 車j14-6

16. 炮b5-7               16... 錘l-j7(xi7)

17. 炮j5x7                17... 車j6x7

18.                           18...

19.                           19...

20.                           20...

BattleChessGN18's view as White

 

 

 

BattleChessGN18's move:

1. 鎚j5-j6                  1... 它i14-h12

2. 炮l5-k5                 2... 獁k14-m12

3. 俑h5-h3                3... 車m14-j14

4. 炮k5-h5                4... 錘j10-j7(xj6)

5. 兵i6-7                   5... 它h12-f9

6. 蛇e1-c4                6... 它f9xg7

7. 猛c3xg7               7... 砲l10-l2+(*蛋)

8. 蛇i1-k2                8... 砲l2-l9

9. 俥m-l1                 9... 麟g-e8

10. 蛇c4-e7             10... c10==蛋

11. 猛g7xe9            11... 麟e8xe9

12. 蛇e7xc10(*蛋)(?)12... 山g14xc10

13. 俥l1x9??            13... 麟exl9

14. h1==蛋             14... 錘j-l7

15. 炮h-j5                15... 車j14-6

16. 炮b5-7               16... 錘l-j7(xi7)

17. 炮j5x7                17... 車j6x7

18. 炮j-g7+             18...

19.                           19...

20.                           20...

BattleChessGN18's view as White

dax00

k12-g8

BattleChessGN18

Dax00's move:

1. 鎚j5-j6                  1... 它i14-h12

2. 炮l5-k5                 2... 獁k14-m12

3. 俑h5-h3                3... 車m14-j14

4. 炮k5-h5                4... 錘j10-j7(xj6)

5. 兵i6-7                   5... 它h12-f9

6. 蛇e1-c4                6... 它f9xg7

7. 猛c3xg7               7... 砲l10-l2+(*蛋)

8. 蛇i1-k2                8... 砲l2-l9

9. 俥m-l1                 9... 麟g-e8

10. 蛇c4-e7             10... c10==蛋

11. 猛g7xe9            11... 麟e8xe9

12. 蛇e7xc10(*蛋)(?)12... 山g14xc10

13. 俥l1x9??            13... 麟exl9

14. h1==蛋             14... 錘j-l7

15. 炮h-j5                15... 車j14-6

16. 炮b5-7               16... 錘l-j7(xi7)

17. 炮j5x7                17... 車j6x7

18. 炮j-g7+             18... k12-g8

19.                           19...

20.                           20...

BattleChessGN18's view as White

 

 

 

 

BattleChessGN18's move - 

's move:

1. 鎚j5-j6                  1... 它i14-h12

2. 炮l5-k5                 2... 獁k14-m12

3. 俑h5-h3                3... 車m14-j14

4. 炮k5-h5                4... 錘j10-j7(xj6)

5. 兵i6-7                   5... 它h12-f9

6. 蛇e1-c4                6... 它f9xg7

7. 猛c3xg7               7... 砲l10-l2+(*蛋)

8. 蛇i1-k2                8... 砲l2-l9

9. 俥m-l1                 9... 麟g-e8

10. 蛇c4-e7             10... c10==蛋

11. 猛g7xe9            11... 麟e8xe9

12. 蛇e7xc10(*蛋)(?)12... 山g14xc10

13. 俥l1x9??            13... 麟exl9

14. h1==蛋             14... 錘j-l7

15. 炮h-j5                15... 車j14-6

16. 炮b5-7               16... 錘l-j7(xi7)

17. 炮j5x7                17... 車j6x7

18. 炮j-g7+             18... 獁k12-g8

19. 俥a1-4               19...

20.                           20...

BattleChessGN18's view as White

dax00

砲b10-b2+(*蛋)

BattleChessGN18

That will forge my Egg to be a 4-strong Dragon... o.O

haha

I'm going to call it a night. I'll be back in the morning to post our next moves. =)

dax00

Clearly the dragon stuff needs work. It's better if more dragons are able to get on the board, but it shouldn't be easy to make strong ones, and it shouldn't take them too long to hatch. It also doesn't sit well with me if multiple eggs are allowed to hatch at once.

Summary of my suggestions:

  • Eggs - Players gets an egg in their inventory if they advance a piece into the area defined by the enemy's back 5 ranks between the c and k files. There is no limit to how many eggs a player can have in their inventory.
  • Placement - Players can drop eggs in their inventory within their own kingdom. This counts as an entire move. A player can only have one egg on the board at a time.
  • Incubation - An egg must remain on the board at least 4 turns after it is dropped until it is able to hatch.
  • Strength - A dragon's strength once it hatches depends on where it was dropped. An egg dropped on the 1st, 2nd or 3rd rank can become a level 1 dragon. An egg dropped on the 4th or 5th rank can become a level 2 dragon. An egg dropped on the 6th rank can become a level 3 dragon. An egg dropped on the 7th rank can become a level 4 dragon.
  • Hatching - To become a dragon, an egg must be hatched. Hatching an egg counts as an entire move.
  • Limited - Players are each limited to 5 dragons on the board at any given time. An egg can be dropped if a player has 5 dragons, but this egg cannot be hatched until one of their dragons is captured.
BattleChessGN18

Hey, Dax,

Sorry for the very late reply. I was away from my hometown for the day yesterday; still am, but I can take a break from my trip endeavors to revisit this topic (before I make my next move).

- I kind of like the rank idea for strength determination. But, I also like the one on number of turns, too. Which one might be more favorable, I would have to see in the next testrun, by other members who might want to help me out in this project.

- As it is, there can be as many as 4 eggs on the board, and hatching 1 egg counts as a move. That's already a rule. =)

- As far restricting the zone for which Eggs can be received, that one's a bit of a difficult one,too. I see your point, that it's very easy for the Cannon to simply enter, leave and come back over and again, which kind of misses the point of having to work for the Egg. However, on the flip side, players wouldn't want to waste turns to play perpetual "Golden Egg hunting" while the opponent takes those turns to develop position and enhance strategical maneuvers. Regardless of that, however, the bottom line you're trying to drive home is, should it really be that easy for Cannons to just enter in the first place? I feel like I want to say yes, because see how you were able to benefit from it; twice. If it works well for you like that, after all, that is a positive feedback for me. But, it sounds like you don't want it to be that easy for you. Again, as much as I don't want to sound dismissive and lazy, the best I can say is: we're going to have to see in the next test run.

What I want to do is, for the next series of test runs, I'd like to create Version 2a and Version 2b, which contains the alternative rules (strength of Dragon determined by rank placement, zone to receive egg restricted) to the first (strength of Dragon determined by opponents turn passed, zome to receive egg is all of ranks 10-14, 1-5). In version 2, the rules of the Terracotta and Mammoths will be updated, per some of what we discussed. =)

BattleChessGN18

Dax00's move - 

1. 鎚j5-j6                  1... 它i14-h12

2. 炮l5-k5                 2... 獁k14-m12

3. 俑h5-h3                3... 車m14-j14

4. 炮k5-h5                4... 錘j10-j7(xj6)

5. 兵i6-7                   5... 它h12-f9

6. 蛇e1-c4                6... 它f9xg7

7. 猛c3xg7               7... 砲l10-l2+(*蛋)

8. 蛇i1-k2                8... 砲l2-l9

9. 俥m-l1                 9... 麟g-e8

10. 蛇c4-e7             10... c10==蛋

11. 猛g7xe9            11... 麟e8xe9

12. 蛇e7xc10(*蛋)(?)12... 山g14xc10

13. 俥l1x9??            13... 麟exl9

14. h1==蛋             14... 錘j-l7

15. 炮h-j5                15... 車j14-6

16. 炮b5-7               16... 錘l-j7(xi7)

17. 炮j5x7                17... 車j6x7

18. 炮j-g7+             18... 獁k12-g8

19. 俥a1-4               19... 砲b10-2+(*蛋)

20.                           20...

BattleChessGN18's view as White

 

 

 

 

BattleChessGN18's move - 

1. 鎚j5-j6                  1... 它i14-h12

2. 炮l5-k5                 2... 獁k14-m12

3. 俑h5-h3                3... 車m14-j14

4. 炮k5-h5                4... 錘j10-j7(xj6)

5. 兵i6-7                   5... 它h12-f9

6. 蛇e1-c4                6... 它f9xg7

7. 猛c3xg7               7... 砲l10-l2+(*蛋)

8. 蛇i1-k2                8... 砲l2-l9

9. 俥m-l1                 9... 麟g-e8

10. 蛇c4-e7             10... c10==蛋

11. 猛g7xe9            11... 麟e8xe9

12. 蛇e7xc10(*蛋)(?)12... 山g14xc10

13. 俥l1x9??            13... 麟exl9

14. h1==蛋             14... 錘j-l7

15. 炮h-j5                15... 車j14-6

16. 炮b5-7               16... 錘l-j7(xi7)

17. 炮j5x7                17... 車j6x7

18. 炮j-g7+             18... 獁k12-g8

19. 俥a1-4               19... 砲b10-2+(*蛋)

20. f2-g3              20...

BattleChessGN18's view as White

BattleChessGN18

So, per mutual agreement, the test run is concluded. I'm now able to get a sense of what I like about the current rules, as well as what I can revise.

Version 2 of Chengfulohng Kei will be posted in a few days, and I will need some new (and old) testrunners. 

I want to thank Dax00 profusely for all help he has contributed to making this variant possible.

If you're interested in further contributions, please let me know! (If you're not confortable with the Chinese board, I have the western transfigurated board for better familiarity.) 

Onwards. =)

IvanKosintsev

Hey BC!

Do not miss your great chance! By removing the river, you will be the most powerful person in China!

BattleChessGN18

Hello, ole chap. =)

I think the river is and always has been for nothing more than mere aesthetics. It doesn't seem to serve much a purpose other than trivially demarcating player 1 side and player 2 side. With or without it showing, I don't think games will be affected by it either way.

(That's simply how I understand it. For those with better knowledge of historical context, please correct me, if I'm wrong.) 

If you really want, I suppose I can draw vertical lines over it to make it appear as if it wasn't there. It's not a big deal to me either way. haha

IvanKosintsev

I am not suggesting building many bridges across the river. I propose to shift the kingdoms by psychokinesis and unite the coasts into one line.

BattleChessGN18

That, unfortunately, cannot happen. Not now. Some of the pieces are required to be within their own "Kingdom"; they'd become too powerful, without such restriction.

 

IvanKosintsev

Once the people of planet Earth are all hanging out together online in a virtual world without any borders, I think it could change social networking, entertainment and even politics.

                      Ernest Cline

BattleChessGN18

Very good. And, people of all races and professional backgrounds can enjoy a virtual Xiangqi game that incorporates "Kingdoms", without any further implications than personal fun between friends. 

I simply don't understand why you are so offended by a feature of a game (Kingdom borders) that gives no actual influence to social behaviour; especially since opponents-based games is already a division, by their very nature.

Prejudice, bias and other social evils in this world will inevitably happen, with or without "Kingdoms" in a light-hearted boardgame.

CooIboycolombo

This is dead

french

I think you should add "Engineers" that can build bridges for a turn.

HandsomeDesert
Interesting...
But that’s Chinese!