Chapter 25, Boards with Three and More Dimensions
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White Knight Review Chess E-Magazine January/February - 2012 Table of Contents
Chess E-Magazine Interactive E-Magazine Volume 3 • Issue 1 January/February 2012 Chess Gambits Chess Gambits The Immortal Game Canada and Chess Anderssen- Vs. -Kieseritzky Bill Wall’s Top 10 Chess software programs C Seraphim Press White Knight Review Chess E-Magazine January/February - 2012 Table of Contents Editorial~ “My Move” 4 contents Feature~ Chess and Canada 5 Article~ Bill Wall’s Top 10 Software Programs 9 INTERACTIVE CONTENT ________________ Feature~ The Incomparable Kasparov 10 • Click on title in Table of Contents Article~ Chess Variants 17 to move directly to Unorthodox Chess Variations page. • Click on “White Feature~ Proof Games 21 Knight Review” on the top of each page to return to ARTICLE~ The Immortal Game 22 Table of Contents. Anderssen Vrs. Kieseritzky • Click on red type to continue to next page ARTICLE~ News Around the World 24 • Click on ads to go to their websites BOOK REVIEW~ Kasparov on Kasparov Pt. 1 25 • Click on email to Pt.One, 1973-1985 open up email program Feature~ Chess Gambits 26 • Click up URLs to go to websites. ANNOTATED GAME~ Bareev Vs. Kasparov 30 COMMENTARY~ “Ask Bill” 31 White Knight Review January/February 2012 White Knight Review January/February 2012 Feature My Move Editorial - Jerry Wall [email protected] Well it has been over a year now since we started this publication. It is not easy putting together a 32 page magazine on chess White Knight every couple of months but it certainly has been rewarding (maybe not so Review much financially but then that really never was Chess E-Magazine the goal). -
Dragon Magazine #127
CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions. -
Dragon Magazine #100
D RAGON 1 22 45 SPECIAL ATTRACTIONS In the center: SAGA OF OLD CITY Poster Art by Clyde Caldwell, soon to be the cover of an exciting new novel 4 5 THE CITY BEYOND THE GATE Robert Schroeck The longest, and perhaps strongest, AD&D® adventure weve ever done 2 2 At Moonset Blackcat Comes Gary Gygax 34 Gary gives us a glimpse of Gord, with lots more to come Publisher Mike Cook 3 4 DRAGONCHESS Gary Gygax Rules for a fantastic new version of an old game Editor-in-Chief Kim Mohan Editorial staff OTHER FEATURES Patrick Lucien Price Roger Moore 6 Score one for Sabratact Forest Baker Graphics and production Role-playing moves onto the battlefield Roger Raupp Colleen OMalley David C. Sutherland III 9 All about the druid/ranger Frank Mentzer Heres how to get around the alignment problem Subscriptions Georgia Moore 12 Pages from the Mages V Ed Greenwood Advertising Another excursion into Elminsters memory Patricia Campbell Contributing editors 86 The chance of a lifetime Doug Niles Ed Greenwood Reminiscences from the BATTLESYSTEM Supplement designer . Katharine Kerr 96 From first draft to last gasp Michael Dobson This issues contributing artists . followed by the recollections of an out-of-breath editor Dennis Kauth Roger Raupp Jim Roslof 100 Compressor Michael Selinker Marvel Bullpen An appropriate crossword puzzle for our centennial issue Dave Trampier Jeff Marsh Tony Moseley DEPARTMENTS Larry Elmore 3 Letters 101 World Gamers Guide 109 Dragonmirth 10 The forum 102 Convention calendar 110 Snarfquest 69 The ARES Section 107 Wormy COVER Its fitting that an issue filled with things weve never done before should start off with a cover thats unlike any of the ninety-nine that preceded it. -
Dragon Magazine #120
Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr. -
British Endgame Study News Special Number 18 December 1999
British Endgame Study News Special number 18 December 1999 Edited and published by John Beasley, T St James Road, Harpenden, Herts AL5 4NX ISSN 1363-0318 Endgames in Chess Variants (4) Losing Chess: White to move cannot wrn! Paradoxical play in the Losing Game Losing a move in Shatranj K+P v K in Alice Chess Putting a man back on the board Paradoxical play in the Losing Game Long-term readers of BEsff will necd no reminding of the rules of the lnsing Game. Captu.ing is compulsory, and a player's object is to lose all his men; the king is an ordinary man which can be captured, anda pawn may promote to it. Of all variants of chess, it has prcv€d to be the dchest in fascinating endgames. 1 - Black to move 2 - win in 5 moves 2a - after 1...Ka8 King against knight is usually a win tbr the king, but I shows an exceptional position; Black to play cannot sacrifice bK, and White will sacrifice on a7 next move. Stan Goldovski's 2 (The Problemist, March 1999) shows an exception to the exc€ption. Play starts 1Nb5 Ka8 (see 2a), but now White must 4or play 2 Na7 (after 2..,Kxa7 he will have nothing better than 3 d8K with a draw); instead, he must repeat the procedure,2 Nc7, and only after 2..,Ka7 can he sacrifice wN: 3 NaS KxaS 4 d8B and wB can be sacrificed next move. 3 Na6 Kxa6 4 d8R also wins, but not in 5. 3-win 3a - after 2...Ka8 3b-after5Nd5 2 was a deliberatc composition, but Fabrice Liardet has pointed out that the "longcst wins" with 2N v K and B+N v K, discovered by my computer analysis of three-piece endings in Dgcembcr 1997, involve the same manoeuvre. -
Synthetic Games
S\TII}IETIC GAh.fES Synthetic Garnes Play a shortest possible game leading tCI ... G. P. Jelliss September 1998 page I S1NTHETIC GAI\{ES CONTENTS Auto-Surrender Chess BCM: British Chess Magazine, Oppo-Cance llati on Che s s CA'. ()hess Amafeur, EP: En Part 1: Introduction . .. .7 5.3 Miscellaneous. .22 Passant, PFCS'; Problemist Fairy 1.1 History.".2 Auto-Coexi s tence Ches s Chess Supplement, UT: Ultimate 1.2 Theon'...3 D3tnamo Chess Thernes, CDL' C. D" I,ocock, GPJ: Gravitational Chess G. P. Jelliss, JA: J. Akenhead. Part 2: 0rthodox Chess . ...5 Madrssi Chess TGP: T. G. Pollard, TRD: 2. I Checknrates.. .5 Series Auto-Tag Chess T. R. Dar,vson. 2.2 Stalernates... S 2.3 Problem Finales. I PART 1 I.I HISTOR,Y 2.4 Multiple Pawns... l0 INTRODUCTIOT{ Much of my information on the 2.,5 Kings and Pawns".. l1 A'synthetic game' is a sequence early history comes from articles 2.6 Other Pattern Play...13 of moves in chess, or in any form by T. R. Dar,vson cited below, of variant chess, or indesd in any Chess Amsteur l9l4 especially. Part 3. Variant Play . ...14 other garne: which simulates the 3.1 Exact Play... 14 moves of a possible, though Fool's Mste 3 .2 Imitative Direct. l 5 usually improbable, actual game? A primitive example of a 3.3 Imitative Oblique.. " l6 and is constructed to show certain synthetic game in orthodox chess 3.4 Maximumming...lT specified events rvith fewest moves. is the 'fool's mate': l.f3l4 e6l5 3.5 Seriesplay ...17 The following notes on history 2.g4 Qh4 mate. -
Dragonchess by Gary Gygax Artwork by Dennis Kauth Illustration by Russel Roehling
Dragon 100 Dragonchess By Gary Gygax Artwork by Dennis Kauth Illustration by Russel Roehling The Dragonchess game is a fantasy-based variation of chess, in which the object of the game (as in standard chess) is to checkmate the opposing King. An understanding of the rules of chess is helpful in order to understand how Dragonchess is played. The playing surface for Dragonchess is a three-tiered structure of rectangular boards, with each board composed of a grid 12 squares wide and 8 squares deep. The squares are alternately colored light and dark (or other color tones that contrast with each other), configured so that a light-colored square is in the near right-hand corner when the board is viewed from the longer side. The upper board represents the air, the middle board the land, and the lower board the subterranean world. To simulate the various environments, it is suggested that the squares on the upper board be colored light blue and white; on the middle board, light green and amber; and on the lower board, red and brown. Each board is the starting place for pieces particular to its environment; some pieces cannot move up or down off the board they begin on, but other Samplepieces can travel betweenfile two or even all three boards. The opposing forces are designated as Gold and Scarlet, with Gold always moving first. Setting Up At the start of the game, each player’s pieces are positioned as shown in the accompanying dia- gram. Each force on the upper board consists of six Sylphs, two Griffons, and one Dragon. -
Chapter 24, Cylindrical, Toroidal, and Spherical Boards
Chapter 24 Cylindrical, toroidal, and spherical boards [The boards in this chapter occupy a half-way house between two-dimensional and three- dimensional boards, being two-dimensional in nature but needing to be bent around in a third dimension if they are to be accurately realised. That said, ‘cylinder chess’ is most often played on a normal 8x8 board, the players imagining the join between the extreme left and right hand files, and the other games in this chapter can be played on planar boards with a greater or lesser degree of imagination.] 24.1 Cylindrical boards Cylinder Chess. Origins unknown: the board whereas in Circular Chess they can only draw was used by the Marquis Teodoro Ciccolini (Variant Chess 48). And of course if the (whose main occupation appears to have been number of files is odd the distinction between the invention of a perpetual motion machine) ‘black’ and ‘white’ bishops vanishes, and a in the early 19th century (feenschach, January- single bishop can reach all squares. March 1980, quoting an article by Adriano A curious endgame situation arises when Chicco in L’Italia Scacchistica, August 1939, White has Ka4, Pa5/b7 (3) against Black Ka7 itself citing Ciccolini’s 1836 book Il Cavallo (1). The winning move in ordinary chess is degli Scacchi). It was later introduced as a 1 a6 to defend the b-pawn, and if 1...Kxa6 problem theme by A. Piccinini in 1907, and then 2 b8(R) (promotion to Q would give has been claimed for others since. The 8x8 stalemate). This doesn’t work in Cylinder board is considered to be wrapped round a Chess because K+R v K is not a win, but now vertical cylinder so that 4les a and h are 1 a6 Kxa6 2 b8(Q) wins because there is no contiguous. -
Stuck Between a Rook and a Hard Place
KEOI3-02 Stuck Between a Rook and a Hard Place ® A One-Round D&D LIVING GREYHAWK Introductory Keoland Regional Adventure Version 1.1 by Christian J. Alipounarian When the favorite chess set of the Earl of Linth is stolen, some fledgling heroes are charged with its recovery. But what does this have to do with… flumphs? This adventure is an introductory module for 1st-level characters. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. The players are free to use the game rules to learn about Introduction equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core This is an RPGA® Network scenario for the Dungeons rulebooks during certain times of play. For example, the & Dragons® game. A four-hour time block has been players are not free to consult the Dungeon Master’s allocated for each round of this scenario, but the actual Guide when confronted with a trap or hazard, or the playing time will be closer to three and a half hours. -
Dragon Magazine #102
D RAGON 1 12 20 SPECIAL ATTRACTION 43 Valley of the Earth Mother Designed by Lise Breakey An AD&D® game adventure for 4th-6th level player characters 43 Publisher Mike Cook Editor-in-Chief Kim Mohan OTHER FEATURES Editorial staff 8 Realms of role playing Gary Gygax Patrick Lucien Price In favor of a different style of gaming: less acting and more action Roger Moore Art director and graphics 12 All about the gully dwarf Roger E. Moore Roger Raupp The lowest rung on Krynns demi-human totem pole Subscriptions 20 A collection of canines Stephen Inniss Irene Swan Changes and additions to the AD&D worlds roster of dogdom Advertising Mary Parkinson 30 Nine wands of wonder Ed Greenwood Distinctive new magic items from the Realms Contributing editors Ed Greenwood 38 Now thats firepower! Desmond P. Varady Katharine Kerr Machine guns and missile launchers for TOP SECRET® play This issues contributing artists Dean Morrissey 56 Creating a cast of NPCs Jim Dutton Larry Elmore How to populate your campaign world quickly and coherently Bob Maurus Roger Raupp 58 Passing in the Night Rob Chilson Jim Holloway A story of combat in outer space with an unseen enemy Marvel Bullpen David Trampier Joseph Pillsbury Richard Tomasic Lance Foster Edward Wagner DEPARTMENTS 3 Letters 86 Convention calendar 92 Dragonmirth 4 World Gamers Guide 88 Gamers Guide 94 Snarfquest 6 The forum 90 Wormy COVER The Pillage of Tantlin is another in a long line of paintings weve published that illustrate the imagination and artistic skill of Dean Morrissey, whos being doing art- work for us since these gnomes were knee-high to a kobold. -
The Thief's Gambit
A Four-Hour Icewind Dale Adventure for Tier 1 Characters. SampleOptimized for APL 3. file D&D Adventure Format ©2018 Wizards 1 DC-POA-VAN-MT-01 The Thief’s Gambit A request to restore the honor of the Four Heavenly Schools of Dragonchess takes you to the Grand Tournament in Easthaven, where you discover horror waiting beneath the frozen earth. A Four-Hour Icewind Dale Adventure for Tier 1 Characters. Optimized for APL 3. Sample file Credits Designer: Mitch Tee Dungeoncraft Seed Used: Do You Know the Way to Lonely Wood Beta Reader: Ken Wong D&D Adventurers League Guildmaster: Chris Lindsay Art Director & Graphic Design: Mitch Tee Twemoji graphics licensed under CC-BY 4.0: https://creativecommons.org/licenses/by/4.0 (https://twemoji.twitter.com). Alien, Flesh, and Organic Map Assets created by Cannyjacks and licensed under CAL-NA: https://cartographyassets.com/license (https://cartographyassets.com/creator/cannyjacks) D&D Adventurers League Wizards Team: Brandy Camel, Lea Helotis, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall, Ma’at Crook, Claire Hoffman, Greg Marks Playtesters: Morthos, Alton Tealeaf, Brock Lee, Bash, Belren, Magnus, Nightowl Initial Dragonchess mechanics: Paul Gabat (https://twitter.com/DMPaulG) Dedication: This adventure is dedicated to Lorraine Chow, who puts up with the inordinate amount of time I spend playing D&D every week; and to Sebastian Hesse, without whom I would never have started this hobby. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. -
Not for Resale. Permission Granted to Print Or Photocopy This Document for Personal Use Only. CCC-AETHER-01-01 the Heir of Orcus: Verse I 1
Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-AETHER-01-01 The Heir of Orcus: Verse I 1 Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-AETHER-01-01 The Heir of Orcus: Verse I 2 Adventure Primer This adventure is structured around players “choosing a side”. Each pillar of play offers ways to achieve the main objectives. Episode 2: Mafisto Manor. The characters arrive at Background Mafisto Manor. Characters get the map to the Temple of Orcus at Mafisto Manor. Characters “This is a tale most evil and foul, a horrible tale complete Main Objective A upon completing this indeed. There was an angel of Tyr sent without fear, Episode. to destroy the Temple of Orcus! SER VINDICTUS, Ser Episode 3: Finding the Temple of Orcus. The Vindictus we can still hear her prayer, as she led her characters find and enter the Temple of Orcus poor knights to their ultimate doom…poor Ser beneath the Bloodmuck Swamp. Characters Vindictus…poor Ser Vindictus, no one hears her complete Main Objective B upon completing this prayers in that unholy tomb!” –Verse I Episode. The characters begin the adventure in a carriage heading towards MAFISTO MANOR. An Incubus and a Succubus disguised as tieflings known as the Bonus Objectives MAFISTO TWINS have called upon the bravest This adventure includes two bonus objectives that the adventurers to help them rescue a lost mythical characters may pursue if they have additional time to figure, an angel of Tyr known as Ser Vindictus.