1. Standard memberwolfgang59
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    26 Jun '19 00:47
    @mynameisklint said
    @wolfgang59
    I think "are there any?" is essential, otherwise too much time is spent with the player attempting a capture with every one of his pawns.

    I don't know how you've played kriegspiel, but in the club where I played it regularly we had three small tables joined together in a line with two longer one upended in the gaps. Then a board and set would be set-up o ...[text shortened]... nt - sometimes the number of attempts and even the gaps between them can give you extra information.
    Trying to take something which wasn't there would just
    be an impossible move ... same as any impossible move.
    (Try moving your king 2 squares). 14 tries at max? Not that
    time-consuming.

    Your opponent need not know how many abortive moves you have tried.
  2. Standard memberBigDogg
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    26 Jun '19 01:37
    @russ said
    @BigDoggProblem

    That was tackled first. With s-fen support for correct castling. (The reason we don't have this already)
    I think it's awesome how I totally swore at you and you're like "no problem, code's been updated".
  3. Standard memberBigDogg
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    26 Jun '19 01:39
    @moonbus said
    @mynameisklint

    Thanks. I learned something today.

    This might be tricky to code though, as positions can occur which would be illegal in normal chess (such as having more than 8 pawns on a side).
    The trouble with "Bughouse" is that the clock times are very important.

    If opposite opponents are both in zugzwang, the clock decides who must move first.

    In correspondence, this is a variant-killer.
  4. Subscribermoonbus
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    26 Jun '19 13:10
    @bigdoggproblem said
    The trouble with "Bughouse" is that the clock times are very important.

    If opposite opponents are both in zugzwang, the clock decides who must move first.

    In correspondence, this is a variant-killer.
    "Sitzkrieg," where diagonally opposite players are both 'sitting' because if they move, they get mated on the move, so they wait out each other's clocks, can be decisive in Bughouse, yes. But I don't see why this could not be coded for on-line Bughouse. All players see both clocks, just as all players see both boards and all captured pieces in line to be dropped.
  5. SubscriberRuss
    RHP Code Monkey
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    26 Jun '19 16:40
    @mynameisklint said
    * My original post was immediately removed when I tried to post it. I'm guessing that the reason was that I mentioned a different chess site.
    When a non-mover on the site posts an external link it normally indicates spam and is cleared up right away.
  6. SubscriberRuss
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    26 Jun '19 19:18

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    Please refer to our posting guidelines.

  7. SubscriberRuss
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    26 Jun '19 19:18
    @benjamin-barker said
    How about Maharajah and the Sepoys?
    @Benjamin-Barker

    Completed this one.
  8. Standard membermobster kitty
    mafia chief
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    26 Jun '19 23:56

    Removed by poster

  9. Joined
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    01 Jul '19 05:54
    @Russ

    I would love to be able to play Seirawan chess on RHP. Is it possible to implement the two new pieces, the hawk (a bishop-knight compound) and the elephant (a rook-knight compound)?
  10. SubscriberRuss
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    02 Jul '19 09:023 edits
    @Linden-Lyons

    Adding fairy pieces (Seirawan's hawk & elephant) is now quite simple in the new code. I also need a good interface for piece drops anyway for other variants, so Seirawan chess should not present any additional problems.
  11. Standard membermobster kitty
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    23 Jul '19 00:57

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