Qiang-Xiangqi
From https://variants.world/posts/427 , "the only way another Xiangqi-like variant could be accepted is if significant change is made to make it into its own unique twist on the variant".
- "Significant change[s]" from Xiangqi:
The word "Qiang" "强" here means powerful. Aside from the xiangqi horses being replaced with knights and are now able to jump over other pieces, the rooks combine abilities with the cannon, with the help of the jump spell. You cannot use the jump spell in the first 5 moves. This is to prevent the game being too forced / toxic. Also, I included extra spell cooldown of 5 moves after use, to prevent rooks from becoming too powerful.
There is a new Dabbaba-rider piece (watch out!) that can snipe rooks from the inattentive opponent, and there is also the Alibaba. Some of which defend pawns, others defend the middle file.
To accommodate for the 强 pieces, and for the extra Alibabas, Dabbaba-riders and knights, the board is bigger, 11x12.
The alfils, or elephants, can reach further into the opponent's territory, albeit being limited. Although the ferzes can escape the palace, it rarely makes sense.
In the endgame, due to zugzwang and the way wazirs work, games can be won with the royal piece alone: perfect for people with really good calculation skills.
Overall, the Qiang pieces have stronger abilities, hence the name - Qiang-Xiangqi. If the CGAs deem this variant too dissimilar from "Qiang-Xiangqi", I would like them to rename it as "Qiangqi", otherwise, I prefer "Qiang-Xiangqi".
- How this is similar to Xiangqi
Aside from the initial position, I have tried my best to make sure that there are the following incentives present in the regular game of Xiangqi.
--> 1. Taking the middle file early
--> --> In Xiangqi, the cannon is extremely good at pinning pieces to the general. Here, the rooks with the jump spell carry out the same job. In fact, they can restrict uses of the jump spell on certain pinned pieces. Originally I was going to have a wall in the place of the central alibaba to prevent the ferzes (or advisors) from escaping the palace. However, I kept it so that there is an incentive to line the rook up to the general,
--> 2. Attacking the flanks
--> --> After developing the knights on the second file, the rooks can now join in. This then encourages gameplay on the flanks, and possible attacks with the rook on the general. In regular xiangqi, the cannon or rook can go to the back rank to mess up the defensive configuration and weaken the general / checkmate with the help of the central cannon. The same applies here.
--> 3. The knight
--> --> Knights can force the general out in regular xiangqi, but due to the palace walls that is way harder. Instead, I have included the alibaba on the middle file to do that job. The flank alibabas can help trap the general in the endgame and defend / attack pawns in the opening.
- Common issues with this variant and other variants submitted on variants.world
--> 1. Opening mates
--> --> Quick mates are possible if the opponent doesn't know what they are doing as the rook can just act as a cannon and take the general with the jump spell if lined up in the middle and the opponent doesn't block the file with their defensive pieces. Even so, if Black copies White's move in lining the rook up in the centre, White can use the alibaba to dislodge the central file rook. This problem is solved if Black instead moves one elephant (or alfil) to the middle file to block the line and defend the central alibaba threat.
--> 2. Uniqueness
--> --> To avoid this being too similar to Warui-Shogi, I have expanded rather than contracted the board and added rather than removed pieces. I have already mentioned how the increased-in-quantity pieces are different, more powerful and have different abilities in order to suit the bigger board. This makes the game less like regular Xiangqi or Shogi and more unique. I'd say the jump spell is the defining feature of this Xiangqi-based variant.
--> 3. Shuffling
--> --> Shuffling is a common problem in some previously submitted variants, but from the opening, if one shuffles, it leads to a quick checkmate or general capture. Also, many (potential) threats can be made on high value pieces with low value pieces. Shuffling is not an issue with rooks on the board. It could be an issue without rooks, as the gameplay could become stale, but trading rooks in the opening just leads to a worse position in most cases.
In the previous version of this game, trading the corner rooks is harder as the knights closest to the corners are replaced with xiangqi horses that do not defend the square for the rook once developed.
- Trivia:
This variant took about a month to make. I have gone through lots of testing and was initially going for something more similar to xiangqi, but I didn't think the CGA team would accept that. However, then I came up with the idea of using spells in xiangqi to enable rooks to jump like cannons. I decided that a bigger board is more suitable to accommodate the more powerful pieces. After 21 days of trying and testing work (I did take breaks in between), I eventually reached this position. If this gets declined, I will not complain about "wasting a month", because I am actually proud of the variant I have made. Instead, I will respond to feedback because I am fully committed to getting a Xiangqi-like variant onto Chess.com.
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