Hello everyone,
May I draw your attention to the following 'expansion' for the Tyr variant?
It involves a special 'shield wall' rule—which, incidentally, is completely different from the shield wall in the Copenhagen variant. I have already discussed this with Aage via email, but since it cannot be programmed, I have physically tested it out myself at home several times.
Please see the attached image for an explanation of how it works. The moving shield wall adds extra depth to the game; it simulates slowly advancing shield wall formations (which is historically accurate, by the way). They provide protection for the King (White army) or form a strong blockade (Black army), but—thanks to the Berserk rule used in Tyr—they can also be broken through in spectacular fashion.
Greetings
Luk Martens (aka Masterluke)
New 'Shieldwall' rule in 'Tyr'
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Masterluke
- Posts: 101
- Joined: Thu Jan 02, 2020 2:44 pm
New 'Shieldwall' rule in 'Tyr'
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Ailill
- Posts: 7
- Joined: Tue Aug 15, 2023 4:14 pm
Re: New 'Shieldwall' rule in 'Tyr'
If this were to be implemented in a game, I would suggest that it is not called a shieldwall as it would be very confusing to have two different unrelated shieldwall rules.
More broadly I would prefer to stick to simpler and more established rules. The simplicity of tafl is one of the things I like about it. But that is just my opinion of course.
More broadly I would prefer to stick to simpler and more established rules. The simplicity of tafl is one of the things I like about it. But that is just my opinion of course.
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Masterluke
- Posts: 101
- Joined: Thu Jan 02, 2020 2:44 pm
Re: New 'Shieldwall' rule in 'Tyr'
I see your point. But I think Copenhagen Hnefatafl is more complicated, with its own shieldwall and exit fort rules
. Anyway, it doesn’t matter since it cannot be programmed on this site.