Post by aher on Jul 20, 2012 18:44:28 GMT -6
Minichess is a family of chess variants designed to simplify the game or shorten the amount of time it takes to play the game:
The means to these ends is usually
These changes are potentially unbalancing. For example, in Silverman 4x4 chess, white easily wins. In Gardner chess, white wins 40% of games, and black wins 28% of games.
My question is: Has anyone experimented with making similar simplifications to Chainmail for the express purpose of introducing the game to new or younger players or to reduce the amount of time it takes to play a game? I'm not simply asking about an introductory scenario, that uses armies with small point values, but something that goes farther and eliminates or simplifies some of the rules, without sacrificing game balance. Here's what I had in mind:
Any feedback would be appreciated!
- As an educational tool, to introduce new players or young players to the game.
- To emphasize and teach one particular aspect of the game, such as short-side castling or the end game.
- Because it may be solved, in the game-theoretic sense, allowing the outcome to be predicted in a game played by perfect players who don't make mistakes. For example, Kirill Kryukov solved chess variants played on 3x3 and 3x4 boards.
The means to these ends is usually
- A smaller board, e.g., Scientific American columnist Martin Gardner proposed a 5x5 variant in 1969; it is the smallest configuration to contain each type of piece and to allow all chess moves.
- Reduced set of pieces, e.g., Silverman 4x5 chess has no knights or bishops, and Microchess (also played on a 4x5 board) has no queen.
- Simplified rules, e.g., in some variants, there is no pawn double-move, en-passant capture or castling, due to the size of the board or the types of pieces available.
- Variant rules: Gardner chess may be played with progressive rules or anti-chess rules.
These changes are potentially unbalancing. For example, in Silverman 4x4 chess, white easily wins. In Gardner chess, white wins 40% of games, and black wins 28% of games.
My question is: Has anyone experimented with making similar simplifications to Chainmail for the express purpose of introducing the game to new or younger players or to reduce the amount of time it takes to play a game? I'm not simply asking about an introductory scenario, that uses armies with small point values, but something that goes farther and eliminates or simplifies some of the rules, without sacrificing game balance. Here's what I had in mind:
- Playing area. The rules state a maximum of 7'x8' and a minimum of 4'x8'. How much further can this minimum be reduced before the game becomes unplayable?
- Turn sequence. The rules actually give two different turn sequences: (1) move-countermove and (2) simultaneous move. Which one is simpler? Can any simplifications be made to the turn sequence?
- Terrain effects, weather, sieges, fatigue, artillery. Can these game elements be completely eliminated?
- Morale checks. Are these essential? Or can they be removed or simplified?
- Troop types. What's the smallest subset (of light-, heavy-, armored- foot and light-, medium-, heavy- horse) needed to give the game variety and strategy without making it too complex for new or young players?
- Fantasy Supplement. As soon as you add these elements, you add a whole new resolution system and special cases. Dragons, for example, can be very dangerous and unbalancing. This might be frustrating or confusing for new players. What can be safely used to give new players a good taste of fantasy without overwhelming them?
- Victory conditions. Chainmail doesn't really define these. What are some good victory conditions that aren't very difficult to calculate and that make for a decisive game?
Any feedback would be appreciated!