Clash of Mythic Titans (Alpha-Nu-Omega Chess)

It may take a while to memorize all the new pieces, nevertheless thank you for putting so much work into this variant.
Can you provide some piece values :=)

I think there is too much to remember...perhaps cut down on the number of pieces. I liked the hippo, jack, gambit, hawk, champion, lion, titaness.

This is too hard to learn, for people to start playing it. And that's the problem with many of the variants of chess. Make it easy to learn, but difficult to master, just like chess. This is too hard to learn, and no way of mastering.

I have had several people have my pieces down, in the beginning of the first game. I've meant few how could not. You would be suprised what you can do if you try

setup (PNBRQ..U....HCTYE.V..L.OFAJGMWZDX.SIKpnbrq..u....hctye.v..l.ofajgmwzdx.sik) 16x12+0_normal **rtdcbikbcdtr**/qxaoneulfuenoaxq/1*pjpppjjpppjp*1/j*12*j/jg12gj/j*12*j/J*12*J/JG12GJ/J*12*J/1*PJPPPJJPPPJP*1/QXAONEULFUENOAXQ/**RTDCBIKBCDTR** w KQkq - 0 1
piece Q& QisO6
piece K& KisO6
piece P& fmWfceFifmW4
piece J& mWceFimF3
piece G& mFceWimjmW6
piece H& FN
piece E& WN
piece T& W5GH
piece A& WAD
piece C& F5GH
piece U& FAD
piece L& maKcaKafK
piece F& F5W5GH
piece Y& mQcB
piece Z& mQcR
piece O& mRcB
piece I& mBcR
piece M& CZ
piece D& WZ
piece R& R
piece B& B
piece W& sRWbB
piece V& vRWfB
piece X& FC
piece S& fmFfceWimjfmF3

Thank you to the few so far who have taken interest in my variant (or at least took interest to reply to this thread).
I only have a very vague understanding of the pieces material power. In the past, any material point analysis was performed by HGMuller. He might eventually come into this thread to provide it for those who want/need it.
Variants are very rarely set in stone, so there are chances that this one might be revised/improved on. However, as far as taking away pieces go, which at least a few of you brought up, the very reason why the game is nicknamed "Clash of Mythic Titans" was so that the game could fit the theme it means to imply: a large array of mythical creatures (mostly from Greek mythology; some Norse) with very large attacks dueling each other.
I seem to translate tne "simple yet hard to master" sentiment into, "make it into FIDE chess." Well, FIDE chess already exists. This is something different. But, it encompasses the dimensions of FIDE: Mastering these pieces should have been made easier by the grouping of pieces together by type (unless one didn't take the time to read the thread! ), since they are placed in the familiar FIDE configuration to assist with doing so. What this game is is not "too complex"/"too hard to learn", because, aside from one or two pieces, it's really quite simple. It's merely a lot to memorize; some say there's too much to memorize. All the more power to those people. (From my understanding and experience, many of these people regard variants differently than I do: to them, it should be a spur-of-the-moment learning type of game that one can try after a few minutes of reading. This is fine. And, there are variants that exist for that purpose. Sadly, none of my variants are like this, since I try to create a more permanent impression. This is why epic-size Chess as this is a trademark of my chess inventions; or, rather, chess inventive modifications. lol)
Having said that, I'm seeing that any modification to the board will least likely include taking away pieces; Maybe 1 or 2 will be at most. The board should be large enough to accomodate playing space for the number of pieces each army has.

Update - The Pheonix piece has been updated with a slightly reduced power: it's diagonal paralysis has been taken away as to make it more fitting to the Rook and Knight group; I felt that, with the diagonal, it was more of a Queen-group type, and there's already enough Queen-types.
2nd update - Rules on revival have also been slightly simplified.

No, Ace. I'd prefer if you place all the pieces where they are supposed to. The squares and where the Wizards are placed are all there for a reason. (In your new set up, the Wizards placed in the cryptic files puts them in a rather awkward and improductive position to come out onto the board.)
Winboard's inability to understand castling unless the Rooks are placed at the very corner isn't going to change the rules that are laid down for the game; since Winboard doesn't have a monopoly over it. (What are we going to do about the Helepolises, since, by rule, they can perform castling as well?)
I can appreciate that Winboard can simulate the game and also appreciate the hours of devotion that both you and HGMuller has put into our projects. Perhaps a solution is that its coding is the one that should to be updated. (Needless to say, you, Muller, XVI and I all have admitted that Winboard is a bit limited in at least a few regards.) If that fails, I can always learn Jave or C++ and design my own engine to work this game; And perhaps yours, too.
lol

Nope =)
- Queen still lost an escape square (corner squares)
- Wizard's first move to come out of the board is still awkward and not so productive.

That's totally fine for now. Because, either way, Winboard cannot satisfy the rules of CMT castling.
- In CMT, the King can castle 2, 3, or 4 squares over with the Rook; and can do so 2 or 3 squares over with the Helepolis. When winboard recognizes castling, it can't perform it beyond the King moving just 2 squares.
- In CMT, castling with the Helepolis is available at all. Winboard canot recognize this, period.
Again, we can see if HGMuller knows how to update the code to include these. If not, at least he tried.
And, at least creating our own java/c++/unity code is always an available option. ^-^
Thread is outdated; all contents have been edited out and re-transferred to a new current thread. - November 18, 2016