Posts Tagged ‘chess’

Sporadic Chess

March 31, 2010

Had another idea. Ideas happen. Often they go nowhere, but they are interesting to explore regardless of where they wind up.

This is not a new idea.

I thought about how well a game like chess could work if one move took place per day, and the various players could vote on the correct move to make.

The first problem with a game like this is that it needs to be in an environment where multiple people will actually play, like facebook.

The second problem is to keep players only voting on one side’s turn.  If we allow any player to play on any sides turn, then some players will deliberately vote for bad moves for the side they want to lose. No good. This can be mitigated by having players choose sides, or randomly assign sides, or whatever.

Another problem is keeping people’s interest together long enough to complete a game of chess. Maybe a shorter playing game would be better.

This indicates to me that the logistics of the multiple side problem would have to be dealt with.

But the idea is not without merit, just the choice of game differs.

Perhaps this can be morphed into a story-telling game, where a protagonist has to make a number of interesting choices in the course of a story arc.  Something where during each node the player gets a choice of 3-5 possible paths, like a choose your own adventure book.

Dunno, just thoughts.

HamChess?

March 4, 2010

So, I’ve been working on writing my Seven Basic Elements articles. I’m currently on “The Board” and it isn’t even close to ready for prime time.  As with most of the times I’ve examined boards and how they fit in with a tile based rendering engine, I pick a well-known board game, and analyze what it takes (in a sophomoric way) to represent the game state adequately enough to feed it into a renderer client.

And in the process of this, I keep thinking of a HamQuest related game idea: HamChess.

Of course, it wouldn’t really be chess. It would be a board with two sides worth of monsters on it, and the HamQuest combat rules (i.e. the HeroQuest combat rules) would apply, but I think I would modify it slightly so that any fight was both a strike and counter-strike, because otherwise the first attacker gets too much of an advantage.

I’ve even got the factions decided: the goblinoids (goblins, orks, fimirs,gargoyles, and the summoner) versus the undead (skeletons, zombies, mummies, ghouls, and the necromancer).  There would be no separate concept of king and queen, and the goal would be to completely eliminate the opponent.

First, movement will not be like as in chess. Pieces can freely move in any cardinal direction, and it is not yet decided whether or not some pieces will more more than one square on a move or not.

Pawns I replace with goblins and skeletons, respectively. The rooks are gargoyles and ghouls, and only two of each, and in the rook corner. Knights are fimir and mummies, and four of each. Bishops are orks and zombies, and six of each. The summoner and necromancer stand in the middle of the back row.

This makes for a back row that is 13 squares wide, so if I made the height of the field 13 squares as well, I would be at exactly the size of a room in HamQuest with walls all around.

I’d probably also want to find some way of incorporating items and keys, for example: have each of the main units carry a key that opens a door behind them, and going through the door is worth some score or something.

In any case, it is a rough idea of something kind of interesting.