Monday, 8 December 2014

archive

Archive! Waterloo party 1
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Sunday, 30 November 2014

Waterloo 百田棋 (2nd edition)

It is here that the battle of Waterloo was won!
Duke of Wellington

Waterloo 百田棋 (the chess variant)
(2nd edition)

Kosintsev I.G.
kosintsev.i.g@gmail.com
(30.11.2014)

Hello chess players! I continue to go with the chess evolution and had gone via Avant-garde Grand chess to the more perfect chess variant titled “Waterloo”.
This 100-squares chess variant has wide strategic and tactical possibilities but at the same time is using an extended set of the chess pieces with the traditional style of movement well known to all chess players. Pieces are arranged hierarchically and harmonically at the initial position.
The initial (in agree with etiquette centre-symmetrical) position at the game Waterloo with the 10x10 board is follows.

White:

1. (P) Pawn: a3, b3, c3, d3, e3, f3, g3, h3, i3, k3.
2. (N) Knight: d2, e2, f2, g2.
3. (G) Guard: a2, b2, k2, 8i2.
4. (B) Bishop: c2, h2.
5. (C) Cardinal: c1, h1.
6. (R) Rook: a1, k1.
7. (M) Marshal: b1, i1.
8. (A) Adviser: d1, g1.
9. (Q) Queen: f1.
10.(K) King: e1.


Black:

1. (P) Pawn: a8, b8, c8, d8, e8, f8, g8, h8, i8, k8.
2. (N) Knight: d9, e9, f9, g9.
3. (G) Guard: a9, b9, k9, i9.
4. (B) Bishop: c9, h9.
5. (C) Cardinal: c10, h10.
6. (R) Rook: a10, k10.
7. (M) Marshal: b10, i10.
8. (A) Adviser: d10, g10.
9. (Q) Queen: f10.
10.(K) King: e10.


The hieroglyphic japanesque design is more simple and convenient for game.



Rules:
1. The orthogonal mode of the movement O or O(n), where n is the number of the path cells.


2. The diagonal mode of the movement D or D(n), where n is the number of the path cells.


3. The first and second neighbor mode of the movement N(n), where n=1,2 over the neighbor occupied or unoccupied squares N(x), where x less n (Jump).



1. (P) The pawn (similar to wazir) moves by O(1) mode.
(It is possible a variant with the classical divergent chess pawn.) Pawn may advance in its first ahead move, without capturing, by O(2) mode.
The pawn may standard capture «en passant».
The pawn that reaches the eighth promotion row can (at the player's disire) promote or not promote for spy moving by N(1) mode. The pawn that reaches the ninth promotion row can (at the player's disire) promote or not promote for knight, guard or bishop. It also promotes for any another (at the player's choice) piece when it reaches the last tenth rank.
2. (N) The knight moves by N(2) without O(2) and D(2) modes.
3. (G) The guard (pasha or mastodon) jumps by O(1), O(2) or D(1), D(2) modes.
4. (B) The bishop moves by D mode.
5. (C) The cardinal combines the powers of the bishop and knight.
6. (L) The rook moves by O mode.
7. (M) The marshal combines the powers of the rook and knight.
8. (A) The adviser moves by O or D modes.
9. (Q) The queen (Amazonka) combines the powers of the adviser and knight.
10. (K) The king moves by N(1) or N(2) mode during the game, provided that he hasn't been checked before he makes his move. It loses the right to make N(2) move after the check and moves only by N(1) mode.
Castling doesn't exist (compare with Chaturanga [3]). The king may advance in its first double move
Other rules of this game are identical with rules of classical chess [1].

Internet resources:
1. Chess.
http://en.wikipedia.org/wiki/Chess
2. Chess.com.
http://www.chess.com/
3. Chaturanga.
http://www.chessvariants.org/historic.dir/chaturanga.html
4. Omega Chess.
http://susanpolgar.blogspot.com/2007/08/omega-chess.html
5. Wikipedia, the free encyclopedia. Grand chess.
1 http://en.wikipedia.org/wiki/Grand_chess
6. Archchess.
http://www.chessvariants.com/historic.dir/arch.html
7. Pacific Chess.
http://www.chessvariants.com/large.dir/pacific.html
8. Mideast Chess.
http://www.chessvariants.com/large.dir/mideast.html
9. Mastodon Chess (10x10).
http://hem.passagen.se/melki9/mastodon.htm
10. Modern Grand Chess.
http://chess-checkers-go.blogspot.com/2010/02/modern-chess.html
11. Avant-garde Grand Chess.
http://chess-checkers-go.blogspot.com/2013/02/avant-garde-grand-chess.html

Sunday, 9 November 2014

Waterloo party 1

Waterloo party 1
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Saturday, 16 August 2014

Waterloo

It is here that the battle of Waterloo was won!
Duke of Wellington

Waterloo (the chess variant)

Kosintsev I.G.
kosintsev.i.g@gmail.com
(09.11.2014)

Hello chess players! I continue to go with the chess evolution and had gone via Avant-garde Grand chess to the more perfect chess variant titled “Waterloo”.
This 100-squares chess variant has wide strategic and tactical possibilities but at the same time is using an extended set of the chess pieces with the traditional style of movement well known to all chess players. Pieces are arranged hierarchically and harmonically at the initial position.
The initial (in agree with etiquette centre-symmetrical) position at the game Waterloo with the 10x10 board is follows.

White:

1. (P) Pawn: a3, b3, c3, d3, e3, f3, g3, h3, i3, k3.
2. (N) Knight: d2, e2, f2, g2.
3. (G) Guard: a2, b2, k2, 8i2.
4. (B) Bishop: c2, h2.
5. (C) Cardinal: c1, h1.
6. (R) Rook: a1, k1.
7. (M) Marshal: b1, i1.
8. (A) Adviser: d1, g1.
9. (Q) Queen: f1.
10.(K) King: e1.


Black:

1. (P) Pawn: a8, b8, c8, d8, e8, f8, g8, h8, i8, k8.
2. (N) Knight: d9, e9, f9, g9.
3. (G) Guard: a9, b9, k9, i9.
4. (B) Bishop: c9, h9.
5. (C) Cardinal: c10, h10.
6. (R) Rook: a10, k10.
7. (M) Marshal: b10, i10.
8. (A) Adviser: d10, g10.
9. (Q) Queen: f10.
10.(K) King: e10.


The hieroglyphic design is more simple and convenient for game.



Rules:
1. The orthogonal mode of the movement O or O(n), where n is the number of the path cells.


2. The diagonal mode of the movement D or D(n), where n is the number of the path cells.


3. The first and second neighbor mode of the movement N(n), where n=1,2 over the neighbor occupied or unoccupied squares N(x), where x less n (Jump).



1. (P) The pawn (similar to wazir) moves by O(1) mode.
(It is possible a variant with the classical divergent chess pawn.) Pawn may advance in its first ahead move, without capturing, by O(2) mode.
The pawn may standard capture «en passant».
The pawn that reaches the eighth promotion row can (at the player's disire) promote or not promote for spy moving by N(1) mode. The pawn that reaches the ninth promotion row can (at the player's disire) promote or not promote for knight, guard or bishop. It also promotes for any another (at the player's choice) piece when it reaches the last tenth rank.
2. (N) The knight moves by N(2) without O(2) and D(2) modes.
3. (G) The guard (pasha or mastodon) jumps by O(1), O(2) or D(1), D(2) modes.
4. (B) The bishop moves by D mode.
5. (C) The cardinal combines the powers of the bishop and knight.
6. (L) The rook moves by O mode.
7. (M) The marshal combines the powers of the rook and knight.
8. (A) The adviser moves by O or D modes.
9. (Q) The queen (Amazonka) combines the powers of the adviser and knight.
10. (K) The king moves by N(1) or N(2) mode during the game, provided that he hasn't been checked before he makes his move. It loses the right to make N(2) move after the check and moves only by N(1) mode.
Castling doesn't exist (compare with Chaturanga [3]). The king may advance in its first double move
Other rules of this game are identical with rules of classical chess [1].

Internet resources:
1. Chess.
http://en.wikipedia.org/wiki/Chess
2. Chess.com.
http://www.chess.com/
3. Chaturanga.
http://www.chessvariants.org/historic.dir/chaturanga.html
4. Omega Chess.
http://susanpolgar.blogspot.com/2007/08/omega-chess.html
5. Wikipedia, the free encyclopedia. Grand chess.
1 http://en.wikipedia.org/wiki/Grand_chess
6. Archchess.
http://www.chessvariants.com/historic.dir/arch.html
7. Pacific Chess.
http://www.chessvariants.com/large.dir/pacific.html
8. Mideast Chess.
http://www.chessvariants.com/large.dir/mideast.html
9. Mastodon Chess (10x10).
http://hem.passagen.se/melki9/mastodon.htm
10. Modern Grand Chess.
http://chess-checkers-go.blogspot.com/2010/02/modern-chess.html
11. Avant-garde Grand Chess.
http://chess-checkers-go.blogspot.com/2013/02/avant-garde-grand-chess.html

Thursday, 5 June 2014

Avant-garde Grand Chess party 2

Avant-garde Grand Chess party 2.
Symmetrical gambit

1.f3f5 e8e6 2.f5:e6 g8g6 3.d3d5 d8d7
4.Ge2g4 Ge9e8 5.e6:d7 Gd9:d7 6.c3c4 f8f6
7.e3e4 f6f5 8. e4:f5 g6:f5 9.Gg4:f5 Gd7:f5
10.Bc2:f5 Ge8g6+ 11.Bf5e4 Gg6:e4 12.Gg2:e4 Ni9h7
13.Fd1e2 Bh9g8 14.Ke1d1 Kf10i9 15.Kd1c2 Bc9f6
16.Gd2d4 Bf6g7 17.Gd4e5 (alt. Ge4e5) Nh7f6 18.g3g5 Nf6:e4
19.Ge5:g7 Fd10:g7 20.Ch1:e4 Bg8h7 21.Ce4:h7 Fg7:h7+
22.Cc1d3 Fh7e7 23.Bh2e5 Gg9g7 24.Be5c3Fe7:e2+
25.Gf2:e2 Gg7:g5 26.Mi1g2 Ch10e7 27.h3h4 Fg5g7
28.Bc3:g7 h8:g7 29.Mg2:g7 Mi10g9 30.Mg7:g9 Gf9:g9
31.Fg1d4+ Nk9h8 32.k3k5 Fg10f9 33.Qf1h2 Ce7f6
34.Fd4e3 Qe10d8 35.Rk1f1 Cc10g6 36.Rf1:f6 Ff9:f6
37.Mb1g1 Mb10e10 38.Fe3g5 Cg6:d3+ 39.Ge2:d3 Ff6:g5
40.h4:g5 c8c7 41.Ni2h4 Gg9g7 42.Nk2h3 Rk10g10
43.Gd3f5 Nh8g6 44.Nh3f4 Ng6:f4 45. Qh2:f4 Me10g9
46.g5g6 Ra10f10 47.Nb2d3 Na9c8 48. Nd3e5 Nc8d6
49.Qf4g3 Nd6:f5 50.Nh4:f5 Gg7:g6 51.Ne5:g6 Mg9:g6
52.Qg3:g6 Rg10:g6 53.Mg1:g6 Rf10:f5 54.Mg6g10+ Ki9k9
55.Mg10g9+ Kk9k10 56.Ra1:h1 Qd8d10 57.Rh1h9 Qd10i10
58.Mg9:i10+ Kk10:i10 59.Rh9:b9
Black resign.

Wednesday, 20 November 2013

Pyramids party (chess)

Pyramids party (chess)

1.   e2-e4


1.   e2-e4   e7-e5
2.   (21) e1-f3
2.   (21) e1-f3   (21) f8-e6
3.   d2-d4
3.   d2-d4   (32) b8-c6
4.   (32) b1-c3   (21) e8-e7
5.   (21) d1-e3

Friday, 15 November 2013

Pyramids (塔棋)

Man fears time, but time fears the Pyramids.
Arab proverb

PYRAMIDS (塔棋)
6th improved edition

Kosintsev I.G.
kosintsev.i.g@gmail.com
(12.03.2014)

When you are travelling near Egypt's, China's or Mexico’s pyramids you may ask yourself: what game are Gods playing?
Albert Einstein once said: God does not play dice with the universe. Yes! Of course! Because Gods play pyramids!
You can also try it by the new similar to chess game entitled “Pyramids”.

The initial position of the game Pyramids for advanced players (the standard 8x8 board)


Definition of a pyramid.
Vertically adjacent checkers (particles) of the one color with different sizes (in oure case of small C1 to large C4) and with the correspondent numbers (labels) form a pyramidal labeled polyomino or partially ordered multiset (simply called "pyramid"). It is clear that pyramid has at least one checker.

The number of all possible pyramids((pieces) is restricted to 49 by the next rule: any pyramid (P) can consist of no more than four checkers and can have no more than two (double) checkers of one type (see Appendix).

You can see all possible pieces (pyramids, slave) of the game Pyramids on the next diagramm.



It is possible to reprisent any position by the digital consequences instead of pieces and by Algebraic chess notation.

The list of all pieces and the conventional designations (notation of all 49 Pyramids in nonary [5]:

(without number) S slave

1. P(1) turtle (wazir of Tamerlane chess)
2. P(11) lizard (king of chess [6])
3. P(2) viper (knight of chess [6])
4. P(21) cobra
5. P(211) python
6. P(22) boa (camel of Tamerlane chess)
7. P(221) anaconda
8. P(2211) alligator

10. P(3) meduse
11. P(31) octopus
12. P(311) eel
13. P(32) skate
14. P(321) pike
15. P(3211) shark
16. P(322) dolphine
17. P(3221) whale

20. P(33) cock (bishop of chess [6])
21. P(331) gull
22. P(3311) crane
23. P(332) parrot (cardinal of Capablanca chess [6])
24. P(3321) owl
26. P(3322) raven

30. P(4) beaver
31. P(41) sable (dabbaba of Tamerlane chess)
32. P(411) squirrel
33. P(42) hare
34. P(421) fox
35. P(4211) wolf
36. P(422) panda
37. P(4221) bear

40. P(43) macaque
41. P(431) orangutan
42. P(4311) baboon
43. P(432) chimpanze
44. P(4321) pharaon
46. P(4322) gorilla

50. P(433) falcon
51. P(4331) condor
53. P(4332) eagle

60. P(44) goat (rook of chess [6])
61. P(441) horse
62. P(4411) giraffe
63. P(442) bull (marshal of Capablanca chess [6])
64. P(4421) rinoceros
66. P(4422) elephant

70. P(443) panther
71. P(4431) tiger
73. P(4432) leon

80. P(4433) dragon (queen of chess [6])

The aim of the game is to remove all opponent's pharaons P(4321) off the board by a consequence of alternate (white and black) moves according to the rules.

Types of movements of pieces.

Type M. “March” – the simple move without capturing.
In that case one whole pyramid moves from one square to another unoccupied (free) square of own destination.

Type C. “Capture” – the move with capturing.
In that case one whole pyramid moves from one square to another, occupied by the opponent’s pyramid which is removed off the board.

Type P. “Partition” – the partition of one hole pyramid.
Any pyramid may be subdivided, and in effect becomes two different (by disposition on board) pyramids.
In that case only part of pyramid (subset of checkers or not all checkers) moves from one square to another unoccupied (free) square, another part of this pyramid remain unmoved.

Type A. “Amalgamation” (Junction) – the junction of two different (by disposition on board) pyramids in one whole.
A pyramid may be expanded by moving additional checkers on free vacancies, if the produced pyramid is legal.
In that case one whole pyramid moves to square of destination occupied by another own (the same color) pyramid and all checkers of two pyramids compound the new pyramid.

Attention! Any movement of a mixed (hybrid) type is forbidden.

Modes of movements of pieces.

1. The orthogonal mode of the movement O or O(n), where n is the number of the path cells.


2. The diagonal mode of the movement D or D(n), where n is the number of the path cells.


3. The knight (camel) mode of the movement N(1) or N(2).


4. The jump modification JO(n) of the orthogonal mode of the movement O(n) and the jump modification JD(n) of the diagonal mode of the movement D(n).
The piece can jump over one and only one other piece with the move.

The classical (chess) variant of Pyramids has such rules for movement of pieces.
1. A slave (S) moves without capturing by O(1) mode.
The first time a slave is moved, it has the option of advancing two squares ahead by O(2) mode.
A slave that reaches the fifth, sixth, seventh promotion row can (at the player's disire) promote or not promote correspondingly for P(1), P(2), P(43) pyramid. It also promotes for any another (at the player's choice) pyramid when it reaches the last (eigth) rank.
2. Any pyramid (P) with single checker C1 can move by O(1) mode.
3. Any pyramid (P) with double checkers C1 can move by O(1) or D(1) mode.
4. Any pyramid (P) with single checker C2 can move by N(1) mode.
5. Any pyramid (P) with double checkers C2 can move by N(2) mode.
6. Any pyramid (P) with the checker C3 can move by D(1) or D(2) mode, with double checkers C3 - by D mode.
If also with double checkers C1 then can move by JD mode.
7. Any pyramid (P) with the checker C4 can move by O(1) or O(2) mode, with double checkers C4 - by O mode.
If also with single (double) checker C1 then can move by JO mode.
8. The pharaon P(4321) moves by O(1) mode.

The checkers variant of Pyramids has own rules for movement of pieces and own particular rules of a capture.
If one player's piece, only one other player's piece, and an empty square are lined up, then the first player may "jump" the other player's piece. In this case, the first player jumps over the other player's piece onto the empty square and takes the other player's piece off the board.
If the piece can jump with the move, it must jump. Sometimes a player may have the option or a choice of which opponent piece he must jump. In such cases, he must then choose which to jump.
1. A slave (S) (moves) marches without capturing by OD(1) mode and jumps also without capturing by OD(2) mode.
It also promotes for any another (at the player's choice) pyramid when it reaches the last rank.
2. Any pyramid (P) with checker C1 marches by D(1) mode and jumps by D(2) mode.
3. Any pyramid (P) with checker C2 marches by O(1) mode and jumps by O(2) mode.
4. Any pyramid (P) with checker C3 marches and jumps by D mode.
5. Any pyramid (P) with checker C4 marches and jumps by O mode.
6. Any pyramid (P) with checker C3 or C4 jumps over and hence capture an opponent piece some distance away and choose where to stop afterwards.
7. A player can use one pyramid (P) with double checkers (C1 or C2 or C3 or C4) to make multiple jumps in any one single move, provided each jump continues to lead immediately into the next jump.
8. A player can use one pyramid (P) with checkers (C1 and C3) or (C2 and C4) to make double jumps by each one checker in any one single move, provided first jump continues to lead immediately into second jump.
9. The pharaon P(4321) marches without capturing by OD(1) mode and jumps by OD(2) mode.

Other common rules of these games are identical with rules of all board games (chess, draughts et al.).

Internet resources:
1. Chess.
http://en.wikipedia.org/wiki/Chess
2. Chaturanga.
http://www.chessvariants.org/historic.dir/chaturanga.html
3. В. Ивановский, О. Свирин
Русские шахматы: Таврели.
Москва, "Русский путь", 2002 (104 с.)
http://tavreli.narod.ru/books.html
4. Shogi.
http://en.wikipedia.org/wiki/Shogi
5. Nonary.
http://en.wikipedia.org/wiki/Nonary
6. Fairy chess piece.
http://en.wikipedia.org/wiki/Fairy_chess_piece
7. Cheskers.
http://en.wikipedia.org/wiki/Cheskers
8. Draughts.
http://en.wikipedia.org/wiki/Draughts
9. Richard P. Stanley
Enumerative Combinatorics.
books.google.com/books?isbn=1107015421
10. Bhagavad-gita.
http://www.krishna.com/bhagavad-gita-online-version
11. Bushido.
http://en.wikipedia.org/wiki/Bushido


Appendix. The number of all possible pyramids.

Let's count the number of all possible pyramids, creatures or simply sets if you are correspondingly constructor, biologist or mathematician).
Let n is the number of types of checkers (in our case n=4) and m is the number of checkers of one pyramid.
In that case we have:
L(m,n,)=C(n-1,n-1+m),
where L is combination with repetition and C is combination.

1) for one checker (m=1)
L(1,4)=C(3,4)=4

P(1)
P(2)
P(3)
P(4)

2) for two checker (m=2)
L(2,4)=C(3,5)=C(2,4)+C(1,4)=10

P(21)
P(31)
P(32)
P(41)
P(42)
P(43)

with doublet
P(11)
P(22)
P(33)
P(44)

3) for three checkers (m=3)
L(3,4)=C(3,6)=C(3,4)+V(2,4)+C(1,4)=20
where A is variations

P(321)
P(421)
P(431)
P(432)

with doublet
P(211)
P(221)
P(311)
P(322)
P(331)
P(332)
P(411)
P(422)
P(433)
P(441)
P(442)
P(443)

unused with triplet
P(111)
P(222)
P(333)
P(444)

4) for four checkers (m=4)
L(4,4)=C(3,7)=C(4,4)+C(2,4)+2V(2,4)+C(1,4)=35

P(4321)

with doublet
P(3211)
P(3221)
P(3321)
P(4211)
P(4221)
P(4311)
P(4331)
P(4322)
P(4332)
P(4421)
P(4431)
P(4432)

P(2211)
P(3311)
P(3322)
P(4411)
P(4422)
P(4433)

unused with triplet
P(2111)
P(2221)
P(3111)
P(3222)
P(3331)
P(3332)
P(4111)
P(4222)
P(4333)
P(4441)
P(4442)
P(4443)

unused with quartet
P(1111)
P(2222)
P(3333)
P(4444)

Total T=L(1,4)+L(2,4)+L(3,4)+L(4,4)=69
Used subset S=T-2C(1,4)-V(2,4)=49

Let's try to count the number of partitions of every pyramid and to build the latice of the set of all pyramids with their partitions.