@@Anewedition2024 Actually it's closer to 5. Maybe 6. I sometimes watch a bit, then make a comment, then watch a bit more. Then 1 more final comment at the end when i'm done watching.
Here are my suggestions for next time : Replace "give martin a queen" to "give martin a random piece" (and spin another wheel with all 5 pieces with equal pfobability) Add some rules to where you can place pieces. I know you do it fairly, but you should add some contidions. Like you can’t place one of your pawns in the 7th rank (even 4th rank is too high) nor place it where it can capture a piece (so 11:00 should have not be legal). And for the opponent’s pieces you add, same thing you can’t place it where you can capture it The "move" should have 50% to get rolled i think, and maybe rename it to "no conditions" (so that there is no ambiguity for if a capture/check is legal when you roll this)
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Maybe rather make the piece probability inverse of their value.
@ yeah, definitely, I just think being 9 times more likely to give a pawn than a queen is kind of too weak. But yeah, that does depend on the other parameters as well
I think if you land on an option you can’t do, you should re spin the wheel. Each time you land on something you can’t do (blunder, check or capture), it’s like having 3 extra slices that mean giving Martin a Queen. The odds of you giving Martin a Queen are a lot higher than they appear, making it a lot more difficult to win!
While I agree with the assessment, I think that the second was very interesting because Nelson had to adjust his strategy to be able to perform the actions in order to avoid giving Martin the queen.
Or omit the add-a-piece complex altogether. Roll a d12. An even number means move like normal. A 5, 7, or 11 means capture if possible. A 3 or 9 means check if possible. And a 1 means play a move that is, to the best of your knowledge, a blunder. A result you cannot obey means re-roll.
Only 3/8 choices actually let you move. Also you could be more aggressive with pawn placement when you get a free one. Use the pawn to fork his pieces. Or put one on the 7th rank
One of the tweaks I think you could make, is that after 'Give Martin a Queen', you shouldn't have to roll the spinner again, you just automatically get a 'move' afterwards. This could also apply to giving yourself a pawn but doesn't need to, it's mainly so that the game doesn't get locked down by giving Martin pieces over and over again as I feel that sometimes it got bogged down by that without advancing the game state. Adding some rules to how the free pieces/pawns are allowed to be given out might also be a good idea, as while in this I feel you did it pretty fairly, having a bit more structure might be nice so that you can't say place a pawn on the 7th rank for a free queen on the next move. Another thought is that maybe instead of just 'Give Martin a Queen', you have it so that there's a 'Give Martin a Rook', 'Give Martin a Bishop', and 'Give Martin a knight' and you have all 4 of these options have 1/4th the chance of being chosen relative to everything else (non-valid rolls like 'check' when you can't give one just result in a re-roll). You could also potentially replace one of the 'Move' options with something like 'Push', where you have to move a piece/pawn but are not allowed to capture.
I agree then if he spins the wheel and it lands on like give Martin a queen he should just move and give Martin a queen, and same if he can’t give a check or capture he should still be able to move after those options
@arandomgamer3088I love the image of Stockfish seeing a mate 5, executing the initial move(s), then gets tagged out and Martin blunders mate in 1 immediately somehow.
@@ArCgon he sees when he has mate in 1, but he ofc still blunders mate in 1 opportunities for the opponent, that’s what I was referring to. Like stockfish seems m5, plays the first 3 moves till m2, then Martin does something stupid and blunders m1 against him.
I think that the second set of settings is actually really good and that the best way to go forward is to develop some better strategies to help give you “bad” options without losing your advantages Practicing for a few games off camera while allowing extra time to analyze may help to get an idea for which moves to make that are very different from normal strong moves
This is such a clever idea. I actually kind of like random chance in strategy games like this. I am wondering if anyone has suggestions for abstract strategy games with some input randomness/luck involved.
Glad someone else noticed it too, he's being too harsh on himself with the blunders. Just cause he has to blunder doesn't mean he has to do the worst one
I loved the idea of a regenerating pawn storm versus the queen army! As other commenters have said, this would work beautifully with a slightly larger portion of the wheel being 'move'
If you could just put his new queen wherever you wanted, why not just put it where you could take it? lol Edit: to make it fun, have something like this on the wheel: 20% give martin a pawn/bishop/knight/rook/queen (4% each) and spin again, 30% move, 20% blunder, 15% capture, 15% check
Here is my idea. Feel free to modify it as you see fit or discard it entirely Nelson. I welcome any suggestions from anyone in the replies :). Also, if you have a way to send this to Nelson so that he may be more likely to see it, I have no problem with that, but please try to simplify it(or improve it) first if you can and don’t mind. Now onto the LONG idea, bare with me. When you roll an option you can’t do, you can use the eval bar to determine who gets what. [0.0 or Nelson’s advantage: (martin gets a queen). An advantage of 2-5 for Martin: (Martin gets a rook). An advantage of 6-9 for Martin: (Martin gets a knight). An advantage of 10-12 for Martin: (Martin gets a bishop). An advantage of 13-19 for Martin: (Martin gets 2 pawns). An advantage of 20-25 for Martin: (Martin gets 1 pawn). An advantage of >25 for Martin: (the system reverses in favour of Nelson per 5 advantage added on). Eg. 30 for Martin: (Nelson gets 1 pawn), 35: Nelson gets 2 pawns, 40: Nelson gets a knight or bishop (his choice), 45: Nelson gets the piece he didn’t choose from bishop or knight, etc. For M2 in favour of Martin: Nelson can move one of his pawns to any square (can only be done once every 5 moves, so if in cooldown, Nelson has to move one of his pawns one square backwards except any pawns in adjacent files to the moved pawn.) For any forced mate that nelson has < 7, Nelson must must move one of his pawns(including en Passant) first then for 2 rolls, Nelson can make any legal move.] Finally, if Nelson cannot do his eval-based move, Nelson must roll again. EASTER EGG: if Martin uses en Passant, Nelson gets a queen or to re-roll the roll after the en Passant (his choice).
Change it so that 'Move' has to actually be a move, not a capture. But it takes up more space of the pie than it already does. Capture should change to 'capture or give Martin a Queen' and is also slightly larger in pie-area. Maybe do a couple of very thin pie segments for 'give martin a bishop', 'give martin a knight', etc. ....And Maybe one very small segment for 'Nelson gets a knight'. Maybe it'l come up at crucial moments and save you ;)
Added to this, maybe have some segments that are 'Move or Capture' so if you roll that, then you do get to choose and do exactly what you want. - This was how you were playing 'move' in this version.
And the chance on bad choices can be lowered. I am starting to think this is also how the bots are all Stockfish and made worse by some similar process not to take the top ranked move but the third of fifth best move 'randomly'.
Challenge If martin attacks any of your pieces they will turns into a statue except the king . You can only move the statue pieces by putting any of your piece near them .if any piece is already near them before they were attacked, then they don't turn into a statue.
I could have told you from the start this would go horribly. Having a 50% chance of something going wrong in a game with dozens of moves is going to mean a stupidly large number of bad things happening.
You should be able to move every turn, and the spin is just a modifier. If you land on "move" on the spinner, then you just don't have a negative modifier
Wow this variant is amazing! You could maybe add a "skip your turn" to the wheel (and if you are in check, Martin gets a Queen instead). Another idea is starting with a one-time use Coin item, which can be used to negate one spin of the wheel and allow you to re-spin. Looking forward to more videos like this!
You weren't making moves after giving Martin a queen, just spinning again. Was that intentional? If it was, that makes me think a two-spinner setup might almost work better - one for what piece to add (if any), and one for what move to make. Because I like chaos, I'm going to propose 20-segment spinners. Piece: Martin Q/R/B/N/P (1x each), Nelson pawns on rows 2/3/4/5/6 (1x each), no change (10x) Move: Must move Q/R/B/N/P (1x each), must check/capture/not capture (2x each), must blunder (3x), move freely (6x) If you can't make a certain move, replace it with a blunder. If you can't blunder, give Martin a queen.
I love this idea! But it's best to incorporate more normal moves in there. How about something like... -Move or Capture (2) -Move Only (2) -Capture Only (2) -Blunder (2) -Give Martin A Queen (1) -Give Nelson A Pawn (1) 70% of the moves are beneficial for you, but it's also challenging because 20% of them have a forced capture, which means you have to strategize to make sure one is available. Since Martin only gets a queen 10% of the time, you won't run away into this runaway queen nightmare
If you can't do what the roulette says, you spin it again, not give Martian a Queen. You also have a 5 more roulette slides for double turn, or lose a turn, one more for move and one more for giving martin a queen (these have to be opposites). Change the "check" for give yourself a pawn.
I think you need to move every turn. Change "Give Martin a Queen" to "Move, then give Martin a Queen". If you can't execute an action, "Move, then give Martin a Queen". "Move, then get a Pawn". That will make the game moving and that should give you more control and feel more like chess (but with a wheel). I guess you will have a problem that after you Move, Martin will immediately make a move. So maybe if you want to give a Queen: Move, Martin Moves, give him a Queen, then spin again...
@@meissmart6678 Then there is the problem that you always place the queen in a spot where you take it immediately so the queen isn't really there - you would just place it on a spot where you want to reposition your knight, for example. Unless you would make a rule that you can't take the new queen immediately after you place it. Then it would work.
Yes, the benefit is to attack the rook in h7 but you cannot do that because it is too easy if you are gonna put it on your opponent’s side so you can only put pawns on your side of the game and not technically anywhere.
I think you don't understand the engine definition of blunder. You always went for the worst possible blunder when you had like 5 other, much less awful blunder options
You need like at least 1/3 of the wheel as "move" (if move allows capture, if move doesn't allow capture then capture also needs to have much bigger segment). I think you could also divide the "give Martin a queen" into multiple different ones around the board like "give Martin a horse/bishp/pawn" etc. so it's not just fighting against queens. Actually I think that balances itself enough that you don't even need to give yourself pawns anymore. Maybe.
You should only spin once per turn. If check or capture isn't possible you should move normally. After giving him a queen, you should be able to move normally instead of spinning again. You should however make rules for the effects.. Like if the square is available, Martin's new queen always spawn on d8. If not, the closest spot on the 8th rank. If not.. Etc.. Same for your pawn. You didn't do it, but would it be okay to put your new pawn on h8? Or h7?
IT will be more intresting with wheel wich say what pieces must make next move ( for example move king and you must move king but if it's not posible you must move with pawn and if it's will be not posible 2 than you can just make any move ) i think that will be more stategy and prevent many situation then you must just give your pieces and i think martin will be 2 stupid as oponent
The best parts were when you rolled capture or check, because sometimes it made you blunder sometimes it allowed you a good move and you could set yourself up for better options. Maybe the wheel could have options like this: 1: Move 2: Move (no capture) 3: Capture 4: Check 5: Push a pawn And if you roll something, you can't do you skip your turn or respin
You can definitely win this, but you need to obliterate one of his sides at all cost, then set yourself to get pawns with free promotions. You got a million wheel-gift pawns, if half of them were queens you'dve had something to work with.