Subject: Judgement Rule 97:1 VALID On Tue, 4 Aug 1998, Richard Wein (Tich) wrote: > Following one of the Wizard-Judge's suggestions, the theme of Round 97 is > Fantasy Chess. > > Fantasy Chess is played using the same board and pieces as standard chess, > except that the king and queen are replaced by a judge and wizard. > > The initial setup of the board and pieces is the same as in standard chess, > except that the judge and wizard occupy the squares normally occupied by the > king and queen. > > The rules of Fantasy Chess are not the same as those of standard chess, but > will be defined during the course of Round 97. > > Also during the course of Round 97, a game of Fantasy Chess will be played. > Each rule will include exactly one move of the game, which must follow on > sequentially from the move in the previous rule. > > The system of notation is not yet fully defined. However, a simple move of > one piece from one square to another may use the following notation: piece > start-square end-square. Pieces are represented by their initial letter . > For example, White's opening move "P a2-b3" means "pawn on a2 moves to b3". > (Note: the squares are always identified from White's point of view, > regardless of which player is moving, so the corresponding move for Black > would be "P a7-b6".) > > Each rule will include a diagram showing the board as it appears after the > move has been made. White's pieces are shown in upper case and Black's in > lower case. > > Unfortunately, the diagram below looks dreadful in a proportionally spaced > font. To make sense of it, you need to switch your mail program to a fixed > pitch font (such as Courier) if possible, or cut-and-paste to a program > which uses a fixed pitch font (such as Notepad). If anyone can think of a > better way to represent the board, feel free to use it in your rules. > > Move 1 (White): P a2-b3 > > --------------------------------- > 8 | r | k | b | w | j | b | k | r | > --------------------------------- > 7 | p | p | p | p | p | p | p | p | > --------------------------------- > 6 | | | | | | | | | > --------------------------------- > 5 | | | | | | | | | > --------------------------------- > 4 | | | | | | | | | > --------------------------------- > 3 | | P | | | | | | | > --------------------------------- > 2 | | P | P | P | P | P | P | P | > --------------------------------- > 1 | R | K | B | W | J | B | K | R | > --------------------------------- > > a b c d e f g h It certainly doesn't contradict itself. The Judge is most pleased with this rule. It sets a good theme for the round and establishes some good guidelines for the rest of the rules to follow. Style: +1 Excellent first rule. +2 Establishes a good framework for the round. ----- +3 Subject: Judgement Rule 97:2 VALID On Tue, 4 Aug 1998, Jeremy D. Selengut wrote: > >>>>>> > In lieu of a simple move (the term "simple move" to be defined in the next > valid rule), the wizard may cast a spell. The cost of casting a spell is a > certain number of turns of immobility for the wizard. The number of turns > of immobility is dependant on the spell's "level" and the number of pieces > it affects (in most cases these factors are additive) although other > factors may come into play. > > If the various effects of spells come into conflict, the spell with the > higher level takes precedence. In the case of spells of equal level, the > effects of both spells are neutralized if this is possible and, if not, the > newly cast spell shall have no effect. These conflicts will be resolved on > a piece-by-piece basis where this is feasible and, where not, then all > affects of the spells in question will be resolved in this manner. > > Each rule which does not use a spell from now on must define a spell in a > manner which completely explains its affects, its cost and when it may or > may not be used. A rule may both use a spell and define a new one, but the > definition must be complete as required above. > > No rule may include the use of a spell that has not been defined in a > previous rule. Note that for these purposes, a spell defined in a rule > Judged or Voted invalid or unsuccessful that is yet still consistant with > the present set of valid rules _may_ be used. > > SPELL: > Space: all affected pieces are moved directly away from the wizard > one space if there is such a space on the board and that space is > unoccupied. At level n, this spell affects those pieces (of either color) > which are n spaces or fewer away from the wizard (so long as they are along > the rows, columns or diagonals emanating from the wizard). Those pieces at > furthest remove from the wizard are moved before those nearer to the > wizard. The immobilization cost of this spell is equal to the spell level > + the number of pieces moved. This spell may be used at any time, > including when the wizard is immobilized, in which case the cost is added > to those already incurred. Note that this spell may move the opposing > team's wizard even if that piece is immobilized. > > Move 2 > Black moves P b7-b6 > > --------------------------------- > 8 | r | k | b | w | j | b | k | r | > --------------------------------- > 7 | p | | p | p | p | p | p | p | > --------------------------------- > 6 | | p | | | | | | | > --------------------------------- > 5 | | | | | | | | | > --------------------------------- > 4 | | | | | | | | | > --------------------------------- > 3 | | P | | | | | | | > --------------------------------- > 2 | | P | P | P | P | P | P | P | > --------------------------------- > 1 | R | K | B | W | J | B | K | R | > --------------------------------- > > a b c d e f g h No contradictions that I can find here. A spell is not a simple move, so it must be some other king of move. Someone mentioned that "turn" is not necessarily defined. The Judge notes that no one has stated that players must alternate making moves. Style: +1 Spells are a cool idea. +1 Rather nice spell, too. ------ +2 Subject: Judgement Rule 97:3 VALID On Tue, 4 Aug 1998, Charles E. Carroll wrote: > >>>>>> > > A simple move is the movement of a single piece of the color of > the player moving. However, such movement may have secondary > effects and still be a simple move. Secondary effects may > include, but are not necessarily limited to, such things as: > * The capture of another piece > * Combining with another piece > * Leaving a "child" piece on the square which the piece left. > > Thus, in standard chess, castling would not be a simple move, as > it involves the movement of two pieces. > > If none of a player's last three moves have involved a secondary > effect, that player's next move must involve a secondary effect, > if possible. If this is not possible, the player must pass that > move. (However, once the player has passed, he may make moves > without a secondary effect as if the pass were a move with > a secondary effect.) A player may not pass voluntarily, but > only when the rules require it. > > Seeing as how we FRC observers may find it difficult to evaluate > this particular game of fantasy chess without knowing what the > players are working towards, the next valid rule will tell us > the object of fantasy chess, which (for each player) must be > dependent upon at least one of the wizards, and at least one > of the judges. > > SPELL: > Moremoves: increases by one the number of simple moves made per turn > by the player whose wizard is casting the spell. This spell takes > effect on the player's turn following the one on which it is cast. > Initially, each player makes one simple move per turn. The level > of moremoves is equal to three times the number of moves per turn > which the player is entitled to make on the turn which the spell > is cast. The immobilization cost of moremoves is equal to the > level of the spell plus one third the number of pieces which > that player has on the board when the spell is cast, with > fractions rounded up. Moremoves may be cast at any time when the > wizard is not immobilized. > > It should be noted that the immobilization cost of a spell refers > to the number of full turns of that player that the wizard is > immobilized; for example, if a spell has an immobilization cost > of three, when the wizard casts that spell, he is immobilized for the > remainder of that turn plus an additional full three turns of that > player. > > Move 3 > White moves P f2-f1, creating a cardinal. This may be notated > as P f2-f1 (C). > > --------------------------------- > 8 | r | k | b | w | j | b | k | r | > --------------------------------- > 7 | p | | p | p | p | p | p | p | > --------------------------------- > 6 | | p | | | | | | | > --------------------------------- > 5 | | | | | | | | | > --------------------------------- > 4 | | | | | | | | | > --------------------------------- > 3 | | P | | | | | | | > --------------------------------- > 2 | | P | P | P | P | | P | P | > --------------------------------- > 1 | R | K | B | W | J | C | K | R | > --------------------------------- > > a b c d e f g h > > >>>>>> There are a few dubious things in this rule, but they do not seem to directly contradict the previous rules. I'm not sure passing agrees with rule 1 "Each rule will include exactly one move of the game", but no one is necessarily forced to pass, and the rules may be clearer if and when the situation arises. In the spell, making multiple simple moves might conflict with the same phrase from rule 1. Again, I choose to wait until the situation actually arises, if it ever does. The cardinal is another dubious point. Since the combining of pieces is defined as a possible secondary effect, I interpret it as a combined bishop/pawn, so we are still using the same pieces, in some sense. The Judge would like to point out that another possible representation of the cardinal could be a pawn balanced on top of a bishop. Style: +1 Definition and use of a special effect -0.5 Some dubious points. ------ +0.5 Subject: Re-Judgement Rule 97:4 VALID On Tue, 4 Aug 1998, David Fisher wrote: > > A pawn may be moved, as its simple move, precisely one square in any > direction, including diagonals. The pawn may move onto squares > occupied by certain other pieces, hereinafter refered to as 'base > pieces.' If the pawn does do this, the pawn and base piece combine > to form a new 'conceptual' piece, of the color of the base piece, > in the following order: > > rook -> tower > knight -> noble > bishop -> cardinal > wizard -> mage -> sorceror > > Pawns may not combine with other pawns, the judge, or towers, nobles, > cardinals, or sorcerors. Towers, nobles, cardinals, and sorcerors are > represented by the base piece, balanced upside-down. The sorceror is > represented by the wizard piece, spinning on a vertical axis at > precisely 52 rpm. The sorceror may be combined with the tower to form > the sorceror's tower, which may move like a sorceror or a tower. This > is represented by the wizard piece, spinning along a horizontal axis > (parallel to the board) at the rate of 5,000 rpm (watch your > fingers!). This horizontal axis is rotating parallel to the board at > a rate of 1.3 revolutions per year. > > Wizards may cast spells up to level 3, mages to level 6, sorcerors to > level 9 and sorceror's towers up to level 12. > > To object of the game of Fantasy Chess is to have NO rooks, knights, > cardinals, wizards or mages, and to capture the opponent's judge. If > this should be impossible for both players, say due to a lack of > pawns, a draw is declared. > > Spell Freezeboard (lvl 10, always): Allows the casting player to > select a number of opposing pieces to immobilize for a number of > turns. The immobilization cost to the casting wizard is (6 * number > of pieces immobilized * turns they are immobilized) / 3, rounded up. > Freezeboard can be cast any time the casting wizard is not > immobilized. > > Move 4 > Black moves P d7-d8, creating a mage. This is represented > P d7-d8 (M). > > --------------------------------- > 8 | r | k | b | m | j | b | k | r | > --------------------------------- > 7 | p | | p | | p | p | p | p | > --------------------------------- > 6 | | p | | | | | | | > --------------------------------- > 5 | | | | | | | | | > --------------------------------- > 4 | | | | | | | | | > --------------------------------- > 3 | | P | | | | | | | > --------------------------------- > 2 | | P | P | P | P | | P | P | > --------------------------------- > 1 | R | K | B | W | J | C | K | R | > --------------------------------- > > a b c d e f g h > The judge must be getting senile. That work "select" sneaked past me somehow. Wizards can cast spells up to level 3, but the casting wizard can cast a 10th level spell if he is not immobilized? "Casting wizard" must refer to the "base piece" in this case. From now on, everyone who makes this kind of slip gets a half point style penalty. Style: +0.5 Being the first to actually define how a piece moves. +1 I love the whirling dervishes :) -0.5 Using "wizard" with different meanings in different contexts. ------ +1.0 Subject: Judgement Rule 97.5 INVALID On Tue, 4 Aug 1998, John-Martin wrote: > Judge rules > > The judge piece cannot be captured, however, if the judge piece is the only > piece on the board for a side, that side loses. > Any set of victory conditions must include this as a way to win. > > The judge piece's movement on the board changes, > a) At first, it moves as a king in conventional chess. > b) When and if it captures any piece it then moves in the manner of that > piece. > > A judge, being impartial, may capture any piece, from either side, that is in > range of its current move. > > The notation for a judge capturing a rook in square B6 would be J A5 -B6 J(R) > > If any piece as a result of a legal move lands on the judge piece it is > removed > from the board. and the judge takes the move of that piece. > If multiple pieces land on the square of the judge, all pieces are removed and > the judge's move resets to that of a king in conventional > chess. > > > > Spell: > > Fog of War- cost 8: Effect all pieces in play are enemies and can be > captured. > > > Move: k g8-F6 > --------------------------------- > 8 | r | k | b | m | j | b | | r | > --------------------------------- > 7 | p | | p | | p | p | p | p | > --------------------------------- > 6 | | p | | | | k| | | > --------------------------------- > 5 | | | | | | | | | > --------------------------------- > 4 | | | | | | | | | > --------------------------------- > 3 | | P | | | | | | | > --------------------------------- > 2 | | P | P | P | P | | P | P | > --------------------------------- > 1 | R | K | B | W | J | C | K | R | > --------------------------------- > > a b c d e f g h The spell did not specify when it may or may not be used. Style: -0.5 For that rather obvious omission. ------ -0.5 Subject: Judgement Rule 97:6 INVALID On Wed, 5 Aug 1998, Richard Wein (Tich) wrote: > I'm assuming that rule 97:5 will be declared invalid, as seems likely. If > I'm wrong, then this rule is probably invalid. > > > > To clarify things, here are some basic definitions: > > SIDE/PLAYER. There are 3 sides (or players) in the game: White, Black and > Fred. > > MOVE. Any action taken by a player is considered a move. > > COMPLEX MOVE. Any move which is not a simple move is a complex move. Passing > is a complex move (!) > > TURN. A turn consists of a sequence of consecutive moves made by one player. > Initially a turn consists of just one move (whether simple or complex). > Turns alternate between White and Black, except when a situation occurs > which calls for Fred to have a turn. > > CAPTURE. On completion of any move, there may be no more than one piece in > a square. As in standard chess, a piece may capture another player's piece > by occupying the latter's square. There are also other ways to capture > pieces. A captured piece is removed from the board. > > Object of the game. White wins the game if e has a wizard on the board and > Black has no judge. Similarly, Black wins the game if e has a wizard on the > board and White has no judge. Fred wins if there are no wizards on the board > but at least one judge. If there are no wizards or judges on the board, or > if the moving player cannot make a legal move, the game ends in a stalemate. > > >From now on, each rule must define the method of movement of at least one > type of piece, if there are any pieces whose movement has not yet been > defined. > > A rook moves by exchanging places with any piece in the same row or column > as itself, providing the moving player has no pieces in the intervening > squares. Any opposing pieces in the intervening squares are captured. > > Move 4 (Black): W d8 Space (L2) > [Wizard on square d8 casts Space spell (level 2)] > > --------------------------------- > 8 | r | k | b | w | j | b | k | r | > --------------------------------- > 7 | p | | | | | p | p | p | > --------------------------------- > 6 | | p | | p | | p | | | > --------------------------------- > 5 | p | | | | | | | | > --------------------------------- > 4 | | | | | | | | | > --------------------------------- > 3 | | P | | | | | | | > --------------------------------- > 2 | | P | P | P | P | | P | P | > --------------------------------- > 1 | R | K | B | W | J | C | K | R | > --------------------------------- > a b c d e f g h > > The definitions for the object of the game conflict in this rules and 97:6. Since 97:6 turns out to be valid after all, this rule is invalid. The Judge apologizes again for his lack of style. Style: +1 For clarifying things. (too bad it's not valid.) +0.5 Using a spell. ------ +1.5 Subject: Rule 97:7 Here's another attempt to define some basics. Unfortunately, Fred has had to go, since 97:4 refers to "both players", implying that there are only two of them. Goodbye Fred. >>>>>>>>>> To clarify things, here are some basic definitions: SIDE/PLAYER. There are 2 sides (or players) in the game: White and Black. MOVE. Any action taken by a player in the game (including passing) is considered a move. There are 4 types of move: 1. Passing 2. Casting a spell 3. A simple move (defined in rule 97:3) 4. A complex move (any move which is none of the above). TURN. A turn consists of a sequence of (one or more) consecutive moves made by one player. A player's turn is over when e has made the number of simple moves which e is required to make. (Passing or casting a spell is in lieu of a simple move, and therefore counts towards this number.) When one player's turn is over, the other player begins a turn. CAPTURE. The rules may define methods by which pieces are captured. A captured piece is removed from the board. On completion of any move, there may be no more than one piece in a square. >From now on, each rule must define the method of movement of at least one type of piece, if there are any pieces whose movement has not yet been defined. A rook moves by exchanging places with any piece in the same row or column as itself, providing the moving player has no pieces in the intervening squares. Any opposing pieces in the intervening squares are captured. Move 5 (White): W Moremoves [Wizard casts a Moremoves spell] --------------------------------- 8 | r | k | b | m | j | b | k | r | --------------------------------- 7 | p | | p | | p | p | p | p | --------------------------------- 6 | | p | | | | | | | --------------------------------- 5 | | | | | | | | | --------------------------------- 4 | | | | | | | | | --------------------------------- 3 | | P | | | | | | | --------------------------------- 2 | | P | P | P | P | | P | P | --------------------------------- 1 | R | K | B | W | J | C | K | R | --------------------------------- a b c d e f g h <<<<<<<<<<<< By the way, I've got a general question, which perhaps a more experienced player can answer. If a rule is judged invalid and this judgement is subsequently reversed, whether by the Judge or by a vote, what happens to any rules, judged valid since then, which are not consistent with the said rule? Do they suddenly become invalid? Tich. Subject: Resubmission of 97:8 My first try at this rule was obviously invalid because I wrote the notation for the game move incorrectly (something I explicitly made illegal!). I leave it to the Wizard-Judge's consideration whether this repost is allowed or this second try be called 97:9... >>>>>> Any rule which includes, as its one required move, an "illegal" move (i.e. one causing a piece to be moved in a way prohibited by the rules of fantasy chess or one registering a spell cast at a time or in a manner prohibited by the rules) is not necessarily INVALID. Note that errors like conflicts between the notation for the move in question and the move represented on the board in each rule, or rules having the wrong number of moves would still be INVALID. This is because, in fantasy chess, it is incumbant upon the opponant of the player making an illegal move to catch the fault and assess the proper penalty (as provided for by the fantasy chess rules governing this aspect of the game). Only those rules not applying penalties to the game in progress may explicate any aspect of the rules governing penalties. Since this round, according to 97:1 may only encompass a single game of fantasy chess, any rule containing a "final" game state (one from which no further moves may be legally made) is INVALID. Furthermore, any rule which contains a game state in which further moves can be made, but all of them result in a final game state is INVALID. SPELL: Defer: May be cast only when the wizard is immobilized. This spell only affects the casting wizard and causes all accumulated turns of immobility to be deferred a number of turns equal to the level of the spell (beginning in the subsequent turn). Defer may not be cast if the number of turns of immobility to be deferred (not including the cost of this spell) is greater than 3 times the level of the spell. A particular wizard may not cast this spell at the same level more than once in a single game. The cost of this spell is its level + one half of the turns of immobility to be deferred (rounded down). Costs incurred by casting this spell and subsequent spells cast during the deferral period are applied only after the deferral period has expired. A knight's move in fantasy chess is akin to the concatenation of two knight's moves from standard chess with the restriction that the landing space for the first of these standard knight's moves MUST be occupied by a piece of the same color (there is no effect on the piece occupying this space, it just serves as an anchor point for the leaping of the knight's horse...) In the present game state, black's knight at b8 cannot move, whereas the knight at g8 can jump to c6 via e7, which it does: Move 6 (Black): K g8-c6 --------------------------------- 8 | r | k | b | m | j | b | | r | --------------------------------- 7 | p | | p | | p | p | p | p | --------------------------------- 6 | | p | k | | | | | | --------------------------------- 5 | | | | | | | | | --------------------------------- 4 | | | | | | | | | --------------------------------- 3 | | P | | | | | | | --------------------------------- 2 | | P | P | P | P | | P | P | --------------------------------- 1 | R | K | B | W | J | C | K | R | --------------------------------- a b c d e f g h >>>>>>> -Jeremy Subject: Rule 97:9 >>>>>>>>>>> TEAM PLAY Once an FRC member has submitted a valid rule containing a move for a given player (whether the move is legal or not), that member is considered to be on the team of that player. Thereafter, e may not submit moves for the other player. BISHOP'S MOVE A bishop moves as in conventional chess, except that, if it lands on an opposing piece, the bishop returns directly to the square where it started the move. The opposing piece is captured. PRAYING A bishop or cardinal may begin "praying" in lieu of making its normal move. It continues praying until such time as it makes any other move (or is captured). A praying bishop may only be captured by another bishop or by a cardinal. A praying cardinal may only be captured by another cardinal. SPELL: Cast-Me-Not Cost: zero. Level: zero. Effect: all members of the opposing team win £1,000,000 May be cast: never. [I think we've got enough complicated spells already!] Move 7 (White): R a1-a8 --------------------------------- 8 | R | k | b | m | j | b | | r | --------------------------------- 7 | | | p | | p | p | p | p | --------------------------------- 6 | | p | k | | | | | | --------------------------------- 5 | | | | | | | | | --------------------------------- 4 | | | | | | | | | --------------------------------- 3 | | P | | | | | | | --------------------------------- 2 | | P | P | P | P | | P | P | --------------------------------- 1 | r | K | B | W | J | C | K | R | --------------------------------- a b c d e f g h <<<<<<<<<<<<<<< IMO this is a complex move. Tich. Subject: Judge is unavailable My wife had our third son yesterday (still no daughters), so I may not have time to fill my role as judge. (And to top it off, my company's service provider (fibernet) has started rejecting our mail again.) ~ John Williams Subject: Re: end of the round The voting period for Jeremy's proposal will expire on Saturday 15 August, at 16:31 British Summer Time (GMT+1). Assuming the proposal passes, I will be judge for round 98, and I'll accept the first rule any time after the time mentioned above. I haven't got any brilliant ideas for a theme for this round, so I'll leave it to the poster of the first rule to set the theme. I have no objection to a narrative theme, as long as it has a well-defined structure and an interesting topic. I felt the last two rounds became complicated rather quickly . So I'd like to see some short, simple rules in this round, particularly in the first week. Also, please avoid rules of the form "all future rules must define a ....", as these tend to make future rules increasingly long and complicated. Of course, there may be times when such a rule is justified, for example the first rule of the round. Tich. -----Original Message----- From: Jeremy D. Selengut To: fantasy rules committee Date: 12 August 1998 16:31 Subject: end of the round >Proposal: > >In the absence of a) the Judge appointing a replacement or b) a rule being >posted; either within the voting period of this proposal, this round will >end with Tich as the winner as soon as the proposal passes. This proposal >is a temporary R.O. amendment supplanting all other R.O.'s governing the >ending of rounds. This proposal expires after the present round has ended. > >-Jeremy