General Comments: Zugzwang, Tank games, Symmetry, Development...

This Nugget has been written by M3 on 8 Jul at 11:05AM

Category: Imperium

  • Zugzwang is not possible in Imperium because one may rotate a piece to the same position it started with.
  • It resembles the old Tank games playable on the Apple II+ in that a tank would sometimes be destroyed from behind while it had its turret pointed into the wall ahead of itself. Beware of having a Lance B, Probe B, or Probe C unable to move until it first rotates. While the Lance B is the best offensive piece it has this weakness, that it sometimes cannot move without first rotating.
  • As in Chinese Chess (Xiangqi) and Korean Chess (Janggi) the pieces are arranged symmetrically along the Commander File. The left mirrors the right. That means that one has no Kingside or Queenside in Imperium.
  • No line-moving piece may cross the 9 x 9 board in a single move. That in turn slows down the pace of the game. The armies cannot grapple as swiftly as in Chess.
  • Development of one's pieces is not as simple because of the above. Usually players will advance their Shields bringing one or both Probe Cs up to point toward the center. Often one will focus pressure on a Shield in the center.
  • Material balance still matters. I deem one Lance roughly equal to another. The same goes for the Probes.
    • The Lance B is best for offense. It can chase down and checkmate a Commander unaided by friendly pieces. The Lance A (T) can float back and forth taunting the foe to attack it with something less able to retreat than it. The Lance C (Y) can often do a double attack or retreat.
  • The Commander is weaker than the King in Chess because it can move in merely four directions while the King can move in all eight. This in turn makes the Commander easier to checkmate than the King. One Commander could even checkmate another.
    • Sometimes taking a move to rotate the Commander into Rook orientation is wise. It starts in Bishop orientation. I deem R orientation stronger. In a corner with one C in the corner and the other a diagonal from it with both in R orientation the one in the corner could lose by rotating to B orientation followed by the opponent giving checkmate. A properly oriented Lance B can chase a Commander in either orientation down; so, don't rely too heavily on this.
M3 on 8 Jul 2023 at 1305R
 
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Nugget Comments
General Comments #2

Posted on 11 Jul at 2:19AM by guustavf

I agree with what M3 writes earlier. Regarding Zugzwang, there are positions where the Commander is trapped and must rotate to same position to prevent checkmate.

This rule effectivly allows a player to pass and not allowed in Ploy. Additionally in Ploy, taking all the pieces of one side except the Commander was an immediate win.

Consider this position with G Commander+ B9 v R Commander+ C8
If 1. GC rotatesx RC C8-B8 checkmate
So
1. GC pass (or move B9-A9 which is worse).

Now Red needs to move another piece into the action. Put RShield on B7 pointing at A8 and play.

1... RS A8 check. 2. GC B9-A9 RC C8-B8 3. GC pass (forced) RS rotate checkmate.
I expect this is why the designer of Ploy used the attrition rule. But in the end, six of one, half a dozen of another.