Notable Games
Grand Chess utilizes the same compound pieces as Capablanca Chess, but connects the rooks giving immediate freedom of movement and "yields the better game" (Schmittberger 1992:206). Cyber (Internet) Grand Chess World Championships have been held, and NOST sponsored yearly tournaments beginning in 1998. A Grand Chess tournament in Yerevan in 1996 attracted 21 chess masters.
Havannah, a connection game using hexagonal cells like Hex, offers subtler strategy and more varied tactics (Schmittberger 1992:116) (Handscomb 2002 Winter:cover). The game was published by Ravensburger in 1981 and marketed for ten years, winning critical acclaim. In 2002 Freeling offered a €1,000 prize for any computer program in ten years that could beat him in even one game in a 10-game match, believing the nature of Havannah makes the game difficult to program and best played by human strategic thinking. In October 2012, via Internet, a 10-game match was conducted between Freeling and three Havannah bots. Freeling won by 7–3, losing two games to Lajkonik (Poland) and one game to Castro (Canada).
Hexdame exactly translates International draughts rules to a hexagonal gameboard, increasing move options and tactics, and reducing draws. The World Draughts Federation (FMJD) has actively promoted Hexdame as an alternative to the 10×10 game.
Dameo utilizes all 64 squares of the checkerboard and introduces linear movement of lines of men, similar to Epaminondas and Bushka, to speed play, enhance tactics, and curtail draws. "Considerable work has already gone into analyzing Dameo, and some remarkable discoveries have been made in the area of endgame positions with just a few pieces left." (Handscomb 2002 Summer:1)
Read more about this topic: Christian Freeling
Famous quotes containing the words notable and/or games:
“Every notable advance in technique or organization has to be paid for, and in most cases the debit is more or less equivalent to the credit. Except of course when its more than equivalent, as it has been with universal education, for example, or wireless, or these damned aeroplanes. In which case, of course, your progress is a step backwards and downwards.”
—Aldous Huxley (18941963)
“In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.”
—Philippe Ariés (20th century)