Re: Board And Card Games
Posted: December 8th, 2020, 3:10 pm
We've never talked about resources before. Should they be in this game?MathAndCode wrote: ↑December 8th, 2020, 3:10 pmIs each city supposed to be a city-state? If so, maybe players can choose whether to attack the city or the surrounding area from from which the city gets resources.
I am not supportive of that idea since theSchiaparelliorbust wrote: ↑December 9th, 2020, 4:52 amWe've never talked about resources before. Should they be in this game?MathAndCode wrote: ↑December 8th, 2020, 3:10 pmIs each city supposed to be a city-state? If so, maybe players can choose whether to attack the city or the surrounding area from from which the city gets resources.
Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor
R C Ca Q S A Ca C R
P P P P P P P P P
- - - - - - - - -
- - - - - - - - -
- - - - - - - - -
- - - - - - - - -
- - - - - - - - -
P P P P P P P P P
R C Ca Q S A Ca C R Interesting.HelicopterCat3 wrote: ↑December 9th, 2020, 12:29 pmA 9x9 variation of Chess called Arabian Chess, where the King (Sultan) is in the middle and there are more desert themed pieces in place of traditional pieces
Piece movement
Rook: n+
Camel: ~1/3 (instead of Knight)
Caliph: nX>, ~o1/3< (instead of Bishop)
Sultan: 1*, 2= (instead of King)
Queen: 1*
Pawn: o1>, c1X (as opposed to a normal pawn, this one can take pieces diagonally behind it and cannot make the 2> initial move)
Advisor: 2X, ~i3*
The board is set up like so:For those who don't know how to read chess notation;Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor R C Ca Q S A Ca C R P P P P P P P P P - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P P R C Ca Q S A Ca C R
n: as many spaces as you want
1 or any number: that number of spaces is moved
+: orthogonal any direction
X: diagonally any direction
*: any direction (for example, the Queen's movement is n*)
1/2: a slope of movement (this example is move 2 forward, then 1 diagonally, which is knightwise)
~: Leap, jumps over pieces
o: cannot capture with this move
i: initial move, can only make this move with this piece's first move
=: orthogonally sideways movement (either left or right)
>: forward only
<: backward only
X>: diagonally forward
X<: diagonally backward
So, there's cards that change traits of creature over generations, that have downsides and upsides. It would also be neat if the biomes the creatures were in would change slightly over time, to simulate true evolution, to either force the creatures to move to a different habitat, adapt to the new environment, or go extinct entirely. So you win by being the last one standing out of the other player's species. Sounds actually kind of fun. Perhaps there could be certain cards that you draw to change the environment of the opponent's species or change your own environment (depending on the one you draw).m, so that you could make the game harder for your opponent in a Sorry-type fashionSchiaparelliorbust wrote: ↑December 5th, 2020, 7:37 amI've had an idea for a game for a while, but I've never really implemented it. It's a game based on evolution, and it is going to be fairly realistic. I have some ideas for it that I will list here.
You have a species that you will try to keep alive for as long as you can. When a species goes extinct, the player gets a new species. As players cycle through species, the last player that has a species in a cycle gets a point. The game is never ending, so you need to keep track of stuff. The game will be largely based on chance, though strategy will also be important. The game will need 20-sided icosahedral dice. There will be a map with different biomes. You species will have adaptations. During a turn, everyone picks adaptation cards at the same time and add/remove/change adaptations. When adding/changing adaptations, you will have to choose two potential adaptations, one primary and one secondary. The primary one will have a 70% chance of being added, the secondary 30%. Adaptation changes happen to all members of a species. Then you gather food and water and/or move part or all of your species to another biome on the map. There will be seasons that affect how hot or cold it is. There will be male/female and juvenile members of a species.
What do you think? If anything is unclear, please say. I want to hear your ideas.
Interesting game. Have you played it yet?HelicopterCat3 wrote: ↑December 9th, 2020, 12:29 pmA 9x9 variation of Chess called Arabian Chess, where the King (Sultan) is in the middle and there are more desert themed pieces in place of traditional pieces
Piece movement
Rook: n+
Camel: ~1/3 (instead of Knight)
Caliph: nX>, ~o1/3< (instead of Bishop)
Sultan: 1*, 2= (instead of King)
Queen: 1*
Pawn: o1>, c1X (as opposed to a normal pawn, this one can take pieces diagonally behind it and cannot make the 2> initial move)
Advisor: 2X, ~i3*
The board is set up like so:For those who don't know how to read chess notation;Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor R C Ca Q S A Ca C R P P P P P P P P P - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P P R C Ca Q S A Ca C R
n: as many spaces as you want
1 or any number: that number of spaces is moved
+: orthogonal any direction
X: diagonally any direction
*: any direction (for example, the Queen's movement is n*)
1/2: a slope of movement (this example is move 2 forward, then 1 diagonally, which is knightwise)
~: Leap, jumps over pieces
o: cannot capture with this move
i: initial move, can only make this move with this piece's first move
=: orthogonally sideways movement (either left or right)
>: forward only
<: backward only
X>: diagonally forward
X<: diagonally backward
I am thinking of having seasons, but other than that, no change in the properties of the "world". Do you want stuff like global warming/cooling or changes in oxygen level? Those would have to last for at least a few years (I know that's unrealistic but you can't expect people to play for thousands or millions of years can you?) Also, (at least this is how I want it) when your species goes extinct, you get a new one, so the game actually never ends. The last player in a "cycle" to not be extinct gets a point. There can different scoreboard leaders as the game goes on.HelicopterCat3 wrote: ↑December 9th, 2020, 12:41 pmSo, there's cards that change traits of creature over generations, that have downsides and upsides. It would also be neat if the biomes the creatures were in would change slightly over time, to simulate true evolution, to either force the creatures to move to a different habitat, adapt to the new environment, or go extinct entirely. So you win by being the last one standing out of the other player's species. Sounds actually kind of fun. Perhaps there could be certain cards that you draw to change the environment of the opponent's species or change your own environment (depending on the one you draw).m, so that you could make the game harder for your opponent in a Sorry-type fashion
I haven't found anyone interested in playing more complicated chess versions like I amSchiaparelliorbust wrote: ↑December 9th, 2020, 1:08 pmInteresting game. Have you played it yet?HelicopterCat3 wrote: ↑December 9th, 2020, 12:29 pmA 9x9 variation of Chess called Arabian Chess, where the King (Sultan) is in the middle and there are more desert themed pieces in place of traditional pieces
Piece movement
Rook: n+
Camel: ~1/3 (instead of Knight)
Caliph: nX>, ~o1/3< (instead of Bishop)
Sultan: 1*, 2= (instead of King)
Queen: 1*
Pawn: o1>, c1X (as opposed to a normal pawn, this one can take pieces diagonally behind it and cannot make the 2> initial move)
Advisor: 2X, ~i3*
The board is set up like so:For those who don't know how to read chess notation;Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor R C Ca Q S A Ca C R P P P P P P P P P - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P P R C Ca Q S A Ca C R
n: as many spaces as you want
1 or any number: that number of spaces is moved
+: orthogonal any direction
X: diagonally any direction
*: any direction (for example, the Queen's movement is n*)
1/2: a slope of movement (this example is move 2 forward, then 1 diagonally, which is knightwise)
~: Leap, jumps over pieces
o: cannot capture with this move
i: initial move, can only make this move with this piece's first move
=: orthogonally sideways movement (either left or right)
>: forward only
<: backward only
X>: diagonally forward
X<: diagonally backwardI am thinking of having seasons, but other than that, no change in the properties of the "world". Do you want stuff like global warming/cooling or changes in oxygen level? Those would have to last for at least a few years (I know that's unrealistic but you can't expect people to play for thousands or millions of years can you?) Also, (at least this is how I want it) when your species goes extinct, you get a new one, so the game actually never ends. The last player in a "cycle" to not be extinct gets a point. There can different scoreboard leaders as the game goes on.HelicopterCat3 wrote: ↑December 9th, 2020, 12:41 pmSo, there's cards that change traits of creature over generations, that have downsides and upsides. It would also be neat if the biomes the creatures were in would change slightly over time, to simulate true evolution, to either force the creatures to move to a different habitat, adapt to the new environment, or go extinct entirely. So you win by being the last one standing out of the other player's species. Sounds actually kind of fun. Perhaps there could be certain cards that you draw to change the environment of the opponent's species or change your own environment (depending on the one you draw).m, so that you could make the game harder for your opponent in a Sorry-type fashion
I am interested in them too!HelicopterCat3 wrote: ↑December 9th, 2020, 2:30 pmI haven't found anyone interested in playing more complicated chess versions like I amSchiaparelliorbust wrote: ↑December 9th, 2020, 1:08 pmInteresting game. Have you played it yet?HelicopterCat3 wrote: ↑December 9th, 2020, 12:29 pmA 9x9 variation of Chess called Arabian Chess, where the King (Sultan) is in the middle and there are more desert themed pieces in place of traditional pieces
Piece movement
Rook: n+
Camel: ~1/3 (instead of Knight)
Caliph: nX>, ~o1/3< (instead of Bishop)
Sultan: 1*, 2= (instead of King)
Queen: 1*
Pawn: o1>, c1X (as opposed to a normal pawn, this one can take pieces diagonally behind it and cannot make the 2> initial move)
Advisor: 2X, ~i3*
The board is set up like so:For those who don't know how to read chess notation;Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor R C Ca Q S A Ca C R P P P P P P P P P - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P P R C Ca Q S A Ca C R
n: as many spaces as you want
1 or any number: that number of spaces is moved
+: orthogonal any direction
X: diagonally any direction
*: any direction (for example, the Queen's movement is n*)
1/2: a slope of movement (this example is move 2 forward, then 1 diagonally, which is knightwise)
~: Leap, jumps over pieces
o: cannot capture with this move
i: initial move, can only make this move with this piece's first move
=: orthogonally sideways movement (either left or right)
>: forward only
<: backward only
X>: diagonally forward
X<: diagonally backwardI am thinking of having seasons, but other than that, no change in the properties of the "world". Do you want stuff like global warming/cooling or changes in oxygen level? Those would have to last for at least a few years (I know that's unrealistic but you can't expect people to play for thousands or millions of years can you?) Also, (at least this is how I want it) when your species goes extinct, you get a new one, so the game actually never ends. The last player in a "cycle" to not be extinct gets a point. There can different scoreboard leaders as the game goes on.HelicopterCat3 wrote: ↑December 9th, 2020, 12:41 pmSo, there's cards that change traits of creature over generations, that have downsides and upsides. It would also be neat if the biomes the creatures were in would change slightly over time, to simulate true evolution, to either force the creatures to move to a different habitat, adapt to the new environment, or go extinct entirely. So you win by being the last one standing out of the other player's species. Sounds actually kind of fun. Perhaps there could be certain cards that you draw to change the environment of the opponent's species or change your own environment (depending on the one you draw).m, so that you could make the game harder for your opponent in a Sorry-type fashion
It would be interesting if you drew cards but could choose not to play them instantly, like you could play adaptation or environment change cards when you wanted to. You can only hold a max of 3 cards, and can play multiple cards at once. Of course, changes to the environment could last for the rest of the game (unless reverted by another card) or last for a couple of turns.
I'm not normally interested in chess, but this looks interesting.HelicopterCat3 wrote: ↑December 9th, 2020, 2:30 pmI haven't found anyone interested in playing more complicated chess versions like I am
It would be interesting if you drew cards but could choose not to play them instantly, like you could play adaptation or environment change cards when you wanted to. You can only hold a max of 3 cards, and can play multiple cards at once. Of course, changes to the environment could last for the rest of the game (unless reverted by another card) or last for a couple of turns.
Also, the idea of this being an ever-continuing game, is a brilliant idea, because it then it becomes a "who can do it the longest" game, just like real evolution. It's who's species can survive the longest while being sabotaged by other players
I am not bribing you, don't worry. I just want to see your suggestions.HelicopterCat3 wrote: ↑December 9th, 2020, 2:47 pmOdd way to bribe someone, but I'll see what I can do to help
That makes sense. Also, I don't think multiple cards played at once is a good idea now. Perhaps a 5 card limit then?Schiaparelliorbust wrote: ↑December 9th, 2020, 2:49 pmI'm not normally interested in chess, but this looks interesting.HelicopterCat3 wrote: ↑December 9th, 2020, 2:30 pmI haven't found anyone interested in playing more complicated chess versions like I am
It would be interesting if you drew cards but could choose not to play them instantly, like you could play adaptation or environment change cards when you wanted to. You can only hold a max of 3 cards, and can play multiple cards at once. Of course, changes to the environment could last for the rest of the game (unless reverted by another card) or last for a couple of turns.
Also, the idea of this being an ever-continuing game, is a brilliant idea, because it then it becomes a "who can do it the longest" game, just like real evolution. It's who's species can survive the longest while being sabotaged by other players
For my game, I don't want changes to the "world" being made by players. It should be random. I like the idea of changes staying until reverted by another card. We could roll the icosahedral dice each turn and if we get, say, a 1, we would pick a card to cause a change. Also, a 3-card limit is way too low. There should be one though. We don't want players having an adaptation for every possible thing that could happen. I don't think multiple adaptation cards should be played in a turn, evolution is really slow in real life anyway.
6 cards. Should you be able to change 1 adaptation every season or year? Also, can you please come up with some adaptations? You don't need to precisely define what they do, you can look at the adaptations I made earlier. I think the hardest part of this game will be making the adaptations and making sure they don't conflict or break the game because of over/underpoweredness or some weird loophole like mechanic.HelicopterCat3 wrote: ↑December 9th, 2020, 3:08 pmThat makes sense. Also, I don't think multiple cards played at once is a good idea now. Perhaps a 5 card limit then?
Schiaparelliorbust wrote: ↑December 7th, 2020, 7:32 amHere are some:
Sweating: Eases cooling down but increases water consumption.
Gliding: Like flying, but only works in biomes with high differences like mountains or forests and doesn't consume as much food.
Fat Tissue: Lets you store extra food in your body.
Armor: You can handle small numbers of predators better, but you are slower.
Notice how all but one of the adaptations have both pros and cons.
Edit: I think pack hunting should be made pack behavior. That way you can also defend as a pack.Schiaparelliorbust wrote: ↑December 5th, 2020, 10:30 amSome adaptation Ideas:
Pack hunting: Makes small groups weaker but strengthens larger groups.
Stealth: Lower chance of an animal being able to defend against you or lower chance of predator detecting you (even if the other player knows).
Amniotic eggs: You can lay eggs on dry land, though you lay fewer of them.
Streamlining: You are faster in water.
Most adaptations will be a mix of good and bad, they are more powerful together.
Every year. If they change every season, survival could be much easier per that season, assuming the idea would be to make this as hard on the player as possible, since life is hard.Schiaparelliorbust wrote: ↑December 9th, 2020, 3:14 pm6 cards. Should you be able to change 1 adaptation every season or year? Also, can you please come up with some adaptations? You don't need to precisely define what they do, you can look at the adaptations I made earlier. I think the hardest part of this game will be making the adaptations and making sure they don't conflict or break the game because of over/underpoweredness or some weird loophole like mechanic.HelicopterCat3 wrote: ↑December 9th, 2020, 3:08 pmThat makes sense. Also, I don't think multiple cards played at once is a good idea now. Perhaps a 5 card limit then?Schiaparelliorbust wrote: ↑December 7th, 2020, 7:32 amHere are some:
Sweating: Eases cooling down but increases water consumption.
Gliding: Like flying, but only works in biomes with high differences like mountains or forests and doesn't consume as much food.
Fat Tissue: Lets you store extra food in your body.
Armor: You can handle small numbers of predators better, but you are slower.
Notice how all but one of the adaptations have both pros and cons.Edit: I think pack hunting should be made pack behavior. That way you can also defend as a pack.Schiaparelliorbust wrote: ↑December 5th, 2020, 10:30 amSome adaptation Ideas:
Pack hunting: Makes small groups weaker but strengthens larger groups.
Stealth: Lower chance of an animal being able to defend against you or lower chance of predator detecting you (even if the other player knows).
Amniotic eggs: You can lay eggs on dry land, though you lay fewer of them.
Streamlining: You are faster in water.
Most adaptations will be a mix of good and bad, they are more powerful together.
We could have the changes be due to larger-scale climate cycles, such as Milankovitch cycles, instead of seasons, which would be more realistic, and define each turn to represent a thousand years or so.Schiaparelliorbust wrote: ↑December 9th, 2020, 1:08 pmI am thinking of having seasons, but other than that, no change in the properties of the "world". Do you want stuff like global warming/cooling or changes in oxygen level? Those would have to last for at least a few years (I know that's unrealistic but you can't expect people to play for thousands or millions of years can you?) Also, (at least this is how I want it) when your species goes extinct, you get a new one, so the game actually never ends. The last player in a "cycle" to not be extinct gets a point. There can different scoreboard leaders as the game goes on.
Instead of being a predator or prey, I think there should be adaptations for what you can digest. That way there can be carnivores, herbivores, and omnivores. Plants (or any photosynthesising foodstuff) will regenerate each turn. Attacking will be a conscious decision made by the player, though the outcome of the attack will be probabilistic. Attacking does not necessarily have to be a hunt. It can be a way to try to kill any species whose existence is harmful to you. I'm okay with 3 turns every season. At what time of year should the adapting be done?HelicopterCat3 wrote: ↑December 9th, 2020, 6:34 pmEvery year. If they change every season, survival could be much easier per that season, assuming the idea would be to make this as hard on the player as possible, since life is hard.
The food chain should also be taken into account, like whether your creature is a predator, or prey. Also, should other player's species be able to interact with one another like predator attacking prey, and if so, should the players decide if that happens, or should that too be a dice roll?
I feel every season should be every 3 full turns (every player goes once) and then of course a year passes every 4 seasons
We could do that, though how do you want to implement it? Maybe we could play a "typical year" of each Milankovitch cycle. The next year will be in the next Milankovitch cycle. I also said this before, how do you plan to implement variation in a species? I haven't decided against it, but I haven't found a way to make it work. For example, when does an animal become a new species? If even one adaptation difference is enough, then how will a lone member that has a single different adaptation reproduce? If, say, a 2 adaptation difference is enough, then that means that (theoretically) very different species could reproduce indirectly, though I don't think that will cause a lot of problems. I'm open to any suggestions!MathAndCode wrote: ↑December 9th, 2020, 8:03 pmWe could have the changes be due to larger-scale climate cycles, such as Milankovitch cycles, instead of seasons, which would be more realistic, and define each turn to represent a thousand years or so.
By the way, if a species gets split into two or more populations, should the populations be allowed to genetically diverge? I have some ideas for this that seem interesting but might be too complicated.
Schiaparelliorbust wrote: ↑December 10th, 2020, 2:28 amInstead of being a predator or prey, I think there should be adaptations for what you can digest. That way there can be carnivores, herbivores, and omnivores. Plants (or any photosynthesising foodstuff) will regenerate each turn. Attacking will be a conscious decision made by the player, though the outcome of the attack will be probabilistic. Attacking does not necessarily have to be a hunt. It can be a way to try to kill any species whose existence is harmful to you. I'm okay with 3 turns every season. At what time of year should the adapting be done?HelicopterCat3 wrote: ↑December 9th, 2020, 6:34 pmEvery year. If they change every season, survival could be much easier per that season, assuming the idea would be to make this as hard on the player as possible, since life is hard.
The food chain should also be taken into account, like whether your creature is a predator, or prey. Also, should other player's species be able to interact with one another like predator attacking prey, and if so, should the players decide if that happens, or should that too be a dice roll?
I feel every season should be every 3 full turns (every player goes once) and then of course a year passes every 4 seasons
But what if your species was a photosynthetic being? Actually, never mind that would be boring. The adaptations should probably be carried out at the beginning of each year. So attacking is conscious, but what about a hunt? Is that probability of another player's species is hunted for food by anotherI'm working on it, his games present a lot of things to think about and decide.Please contribute to BokaBB's games!
Yeah photosynthetic is boring. Hunting just means attacking with the aim of getting food. Any dead animal drops food. This game doesn't distinguish between different types of attacking.HelicopterCat3 wrote: ↑December 10th, 2020, 9:05 amBut what if your species was a photosynthetic being? Actually, never mind that would be boring. The adaptations should probably be carried out at the beginning of each year. So attacking is conscious, but what about a hunt? Is that probability of another player's species is hunted for food by another
I'm working on it, his games present a lot of things to think about and decide.
In betza notation,HelicopterCat3 wrote: ↑December 9th, 2020, 12:29 pmA 9x9 variation of Chess called Arabian Chess, where the King (Sultan) is in the middle and there are more desert themed pieces in place of traditional pieces
Piece movement
Rook: n+
Camel: ~1/3 (instead of Knight)
Caliph: nX>, ~o1/3< (instead of Bishop)
Sultan: 1*, 2= (instead of King)
Queen: 1*
Pawn: o1>, c1X (as opposed to a normal pawn, this one can take pieces diagonally behind it and cannot make the 2> initial move)
Advisor: 2X, ~i3*
The board is set up like so:For those who don't know how to read chess notation;Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor R C Ca Q S A Ca C R P P P P P P P P P - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P P R C Ca Q S A Ca C R
n: as many spaces as you want
1 or any number: that number of spaces is moved
+: orthogonal any direction
X: diagonally any direction
*: any direction (for example, the Queen's movement is n*)
1/2: a slope of movement (this example is move 2 forward, then 1 diagonally, which is knightwise)
~: Leap, jumps over pieces
o: cannot capture with this move
i: initial move, can only make this move with this piece's first move
=: orthogonally sideways movement (either left or right)
>: forward only
<: backward only
X>: diagonally forward
X<: diagonally backward
Code: Select all
an extension of betza notation. By Moooosey.
Betza funny notation extended (BetzaX)
Z = zero atom
W = wazir atom
F = Ferz atom
D = dababba
N = knight
A = alfil
H = threeleaper
L = camel
J = zebra
G = tripper
0 = cannot move (not even the Z null move)
(a,b) = other atom with displacement a and b
compound atoms (shorthand):
R = WW
B = FF
Q = RB
K = WF
Repeating the same atom is considered making it a rider
So WW = rook
and FF = bishop
Directional Modifiers:
f = forward
ff = only forward
b = backward
bb = only back
l = left
ll = only left
r = right
rr = only right
v = fb
s = lr
h = half (?)
{re} = relative; in context of last part of move (in, for instance, t and a). If there is no last part of move, any is fine
{ab} = absolute; simply based on direction from where the player sits.
Combining them is shorthand for both, e.g. fbW = fWbW
modality:
m = only on moves
c = only on captures
{sh} = non capturing move to share position with another piece. ({sh}- = shares with enemies; {sh}+ = shares with friends)
i = swap places with pieces in range (i- = swaps with enemies only, i+ = swaps with friends only)
Hopping modifiers
p = hop, and continue any distance you please, including no farther (p+ must hop over a friendly piece, p- must hop over an enemy)
g = hop and stop. (g+ must hop over a friendly pieces then stop, g- must hop over enemies then stop)
(note pR =/= pao; pao = mRcpR)
Misc
{in}[#] # is an initial move
{pr}[#] = promotes to #
<n> = label a move for future reference
+ = friendly pieces only (ex. g+Q = a queen that must hop over a friendly piece then stop.)
- = enemy pieces only (ex. p-R = a Rook that must jump over an enemy piece to move). Default if unspecified for the c modifier.
+- = enemy or friend (ex. mFc+-F = a ferz that can also capture friendly pieces). Default if unspecified, unless the modifier is c
Other modifiers
q = circular rider movement
z = zigzag movement
o = cylindrical movement
{sp[#]} = leaves behind # where it moved from
n = jump blockable (aka lame) (n- = blocked only be enemies, n+ = blocked only by friends)
j = must jump over something (similar to g and p) (j- = must jump over an enemy, j+ = must jump over a friend)
t = then (you can do the entries in order)
{tm} then must (if you do one entry, you must do each, in order)
Looking + conditionals:
{lo}%[?:#,?:#,?:#...] = look. % is a move, which is not taken. ? is any condition, and # is a move to do. ? = _ -> empty space; ? = + -> friendly piece; ? = - -> enemy piece. You may check in any position a % could move to. Then, if look in the brackets. The ? which is the satisfactory condition is then the one you follow the instructions of. If unspecified, the condition doesn't allow a move.
{lf} = same as lo, but if a condition is satisfied (priority = order) the player MUST follow the move (if they are moving the piece, of course)
Other Modifiers block 2
a[#] = move again after doing #
a[#]n = you can do # up to n times.
a{!<n>,<x>,...}[#] = move again except the move(s) labeled <n>, <x>, etc
a{!<n>,<x>,...}[#]m = move again except the move(s) labeled <n>, <x>, etc. You may do this move up to m times.
a{<n>,<x>,...}[#] = do (one of the) move(s) labeled <n>, <x>, etc
a{<n>,<x>,...}[#]m = do (one of the) move(s) labeled <n>, <x>, etc. You may do this move up to m times.
I'll use brackets and commas to make application clearer, so, for instance, t[F,W,F] would be a piece that moves as a ferz, then makes a wazir move, then makes another ferz move, or it can stop in the middle of course
mFFmWW{tm}[cF,m{re}bF,m{re}fFF]{tm}[cW,m{re}bW,m{re}fWW], for instance, is Extended Betza for the Withdrawer.
With shorthand, it is reduced to mQ{tm}[cF,m{re}bF,m{re}fB]{tm}[cW,m{re}bW,m{re}fR].
Shortest of all, using ff and the like: mQ{tm}[cK,m{re}bbK,m{re}ffQ]
Additionally, here's a use of move labels: a checker, complete with chaining: <1>mfF{tm}a{!<1>}[c{ab}fF,m{re}ffF]Betza notation is also handyMoosey wrote: ↑December 10th, 2020, 10:26 amIn betza notation,HelicopterCat3 wrote: ↑December 9th, 2020, 12:29 pmA 9x9 variation of Chess called Arabian Chess, where the King (Sultan) is in the middle and there are more desert themed pieces in place of traditional pieces
Piece movement
Rook: n+
Camel: ~1/3 (instead of Knight)
Caliph: nX>, ~o1/3< (instead of Bishop)
Sultan: 1*, 2= (instead of King)
Queen: 1*
Pawn: o1>, c1X (as opposed to a normal pawn, this one can take pieces diagonally behind it and cannot make the 2> initial move)
Advisor: 2X, ~i3*
The board is set up like so:For those who don't know how to read chess notation;Code: Select all
R = Rook, C = Camel, Ca = Caliph, S = Sultan, P = Pawn, Q = Queen, A = Advisor R C Ca Q S A Ca C R P P P P P P P P P - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P P P P P P P P P R C Ca Q S A Ca C R
n: as many spaces as you want
1 or any number: that number of spaces is moved
+: orthogonal any direction
X: diagonally any direction
*: any direction (for example, the Queen's movement is n*)
1/2: a slope of movement (this example is move 2 forward, then 1 diagonally, which is knightwise)
~: Leap, jumps over pieces
o: cannot capture with this move
i: initial move, can only make this move with this piece's first move
=: orthogonally sideways movement (either left or right)
>: forward only
<: backward only
X>: diagonally forward
X<: diagonally backward
Rook: WW
Camel: L
Caliph: fFF
Sultan: FWnsD
Queen: FW
Pawn: mfWcF{pr}[FW]
Advisor: 2F{in}[t[FW,{re}fsFW,{re}fsFW]]
As per my document:
Code: Select all
an extension of betza notation. By Moooosey. Betza funny notation extended (BetzaX) Z = zero atom W = wazir atom F = Ferz atom D = dababba N = knight A = alfil H = threeleaper L = camel J = zebra G = tripper 0 = cannot move (not even the Z null move) (a,b) = other atom with displacement a and b compound atoms (shorthand): R = WW B = FF Q = RB K = WF Repeating the same atom is considered making it a rider So WW = rook and FF = bishop Directional Modifiers: f = forward ff = only forward b = backward bb = only back l = left ll = only left r = right rr = only right v = fb s = lr h = half (?) {re} = relative; in context of last part of move (in, for instance, t and a). If there is no last part of move, any is fine {ab} = absolute; simply based on direction from where the player sits. Combining them is shorthand for both, e.g. fbW = fWbW modality: m = only on moves c = only on captures {sh} = non capturing move to share position with another piece. ({sh}- = shares with enemies; {sh}+ = shares with friends) i = swap places with pieces in range (i- = swaps with enemies only, i+ = swaps with friends only) Hopping modifiers p = hop, and continue any distance you please, including no farther (p+ must hop over a friendly piece, p- must hop over an enemy) g = hop and stop. (g+ must hop over a friendly pieces then stop, g- must hop over enemies then stop) (note pR =/= pao; pao = mRcpR) Misc {in}[#] # is an initial move {pr}[#] = promotes to # <n> = label a move for future reference + = friendly pieces only (ex. g+Q = a queen that must hop over a friendly piece then stop.) - = enemy pieces only (ex. p-R = a Rook that must jump over an enemy piece to move). Default if unspecified for the c modifier. +- = enemy or friend (ex. mFc+-F = a ferz that can also capture friendly pieces). Default if unspecified, unless the modifier is c Other modifiers q = circular rider movement z = zigzag movement o = cylindrical movement {sp[#]} = leaves behind # where it moved from n = jump blockable (aka lame) (n- = blocked only be enemies, n+ = blocked only by friends) j = must jump over something (similar to g and p) (j- = must jump over an enemy, j+ = must jump over a friend) t = then (you can do the entries in order) {tm} then must (if you do one entry, you must do each, in order) Looking + conditionals: {lo}%[?:#,?:#,?:#...] = look. % is a move, which is not taken. ? is any condition, and # is a move to do. ? = _ -> empty space; ? = + -> friendly piece; ? = - -> enemy piece. You may check in any position a % could move to. Then, if look in the brackets. The ? which is the satisfactory condition is then the one you follow the instructions of. If unspecified, the condition doesn't allow a move. {lf} = same as lo, but if a condition is satisfied (priority = order) the player MUST follow the move (if they are moving the piece, of course) Other Modifiers block 2 a[#] = move again after doing # a[#]n = you can do # up to n times. a{!<n>,<x>,...}[#] = move again except the move(s) labeled <n>, <x>, etc a{!<n>,<x>,...}[#]m = move again except the move(s) labeled <n>, <x>, etc. You may do this move up to m times. a{<n>,<x>,...}[#] = do (one of the) move(s) labeled <n>, <x>, etc a{<n>,<x>,...}[#]m = do (one of the) move(s) labeled <n>, <x>, etc. You may do this move up to m times. I'll use brackets and commas to make application clearer, so, for instance, t[F,W,F] would be a piece that moves as a ferz, then makes a wazir move, then makes another ferz move, or it can stop in the middle of course mFFmWW{tm}[cF,m{re}bF,m{re}fFF]{tm}[cW,m{re}bW,m{re}fWW], for instance, is Extended Betza for the Withdrawer. With shorthand, it is reduced to mQ{tm}[cF,m{re}bF,m{re}fB]{tm}[cW,m{re}bW,m{re}fR]. Shortest of all, using ff and the like: mQ{tm}[cK,m{re}bbK,m{re}ffQ] Additionally, here's a use of move labels: a checker, complete with chaining: <1>mfF{tm}a{!<1>}[c{ab}fF,m{re}ffF]
Do you have any ideas for adaptations?
So, are these cities/units pieces? Is each one take up a 1x1 space? Are moe than 2 players able to play? It would be cool, if you took a Land and Castles approach and allowed armies to build and improve settlements that produce larger armies (at the cost of resources). Also, can you win with your ally? Or can there be only one winner?BokaBB wrote: ↑December 10th, 2020, 1:22 pmHere is an interesting board game I came up with today.
It is very similar to Settlers of Catan but it is more militaristic.
The board is made of a number of tiles that can either be placed randomly or turn-by-turn by players. Most tiles are the same (there are no various biomes), except that therr are some water tiles. I suggest a 10×10 board.
After that,the game starts.
Players at first choose any land tile and build their capital city there. The minimal distance because two capitals is 2 tiles beetwen them. After that,they drop the starting field and starting base on any of the 8 squares that neighbour the starting city and make the border. One of the last two can touch the capital city only if the other building of these two touch it.
The players can do many things on the turn.
The border is used to establish the borders of a player's country. It must encircle any and all of the buildings that player has built. It mustn't have any diagonal propulsions under the same rule as explained.
Cities are the places that you must have on a tile if you wish to build bases. You can buy resource banks of limited capacity in cities that allow you to store resources. You have a free one at start in your capital city. If you lose your capital city,you lose the game too, unless your defeater decides to vassalize you.
Bases allow you to equip army. You can only buy a limited amount per turn. Army allows you to war wars and expand.
Expanding territory is done in the following way.
At the very beginning of the game you can expand on the neighbouring tiles to the capital city (But not to the neighbours of the starting base and farmland!). However,after that,if you need to expand,you must build a road on one of the tiles behind the tile you want to expand to. The roads can be built on any tile where something else was already built. All the roads must connect to the capital city. After that, you must buy (or use existing) soldier and drop it where you wish to expand to. Just update your fence and you are over.
It is not allowed to diagonally expand and build roads if the rule I already said is not applied. Also,if the tile borders seven tiles of the player at the end of expanding,it is automatically joined to him,unless the player has no soldiers to go there and the expanding is not allowed (neither the one to the tile with 7 borders nor to the preceding one). Other than that, you can only expand one tile per turn. Eliminate the diagonal propulsions rule if you think it is boring.
Army can move quickly using roads or tile-by tile orherwise.They can blow the fence if the war occurs.
The farmland can be built anywhere where one of the 8 neighbouring tiles is road or city. Farmlands give players resources that are needed for building and equipping army.
Warfare is an important part of the game. Game is won either when a player conquers,allies or vassalizes everyone else. If an alliance is the last to stay,all its members won. The player can ally with the other players against others. It is also allowed to build a road that connects allies and to place army.
If a player lost the war and got vassalized,he must give a part of the resources (not all) to his owner that is determined by owner. He can rebel if he gets allies against its owner.
This is how warring is done.
After the war begins,the fence beetwen players is torn down. War can only happen if there is a border beetwen players. The players move the army towards the enemy. On the turn they may attack a tile if they have at least two armies bordering it or if they have minimum one army and minimum one on any bordering square. After that that army is dead and the player controls that tile. Any army can be only used once in a turn,but any number of attacks per turn can happen if there is sufficient army. Attacks on groups can happen if your group is bigger (Note:this part is unfinished, please help me with development).
Players can use anything that they conquer in the enemy territory if they have an army on that tile. Roads don't count. While players can move army instantly in the home and conquered territory (unfinished,help me how to label the conquered territory),they only can go tile by tile when conquering.
One of players may ask for peace and the agreement will be made if enemy agrees.
What do you think? Personally I think it is too similar to Catan and needs something unique. Can you help?
Have a good day!
BokaBB