Sunday, November 13, 2011

The Thinket: Spectrum

"Quantum-Ripple Generator," or mere stress-reliever?

Okay, okay... I should joke around less when describing products on my own web site, because oftentimes people will think that I'm totally serious when I'm not... well, not completely anyway.


First of all, I'll be blatantly self-serving here in mentioning the newest planned addition to the Thinket family by showing you this image of the Thinket Spectrum:

I'm hoping to have it up on my web site soon; perhaps in time for the holidays, even though they are almost upon us. But I must warn you that The Thinket Spectrum will be pricey, as the titanium coating and Opalite and Blue Goldstone heads add quite a pretty penny to the cost of production.

But I digress.

So, now I'd like to point out that all versions of The Thinket are highly effective stress relievers, and that the "Quantum-Ripple Generator" back-story theme of the device is presented mostly in a tongue-in-cheek manner on my web site ChessMate.com, as-well-as in the pamphlet that comes with the retail product.

For the most part, I invented The Thinket (it is patent-pending, by the way) for people like me who often "think with their hands" for lack of a better phrase. I also created it because it's a highly effective (and compellingly addictive) hand-held stress reliever that seems to be well suited to anyone who fidgets, or who has issues with learning and activity difficulties due to Dyslexia, ADD, ADHD, OCD, or simply anyone who becomes easily anxious.

In fact, the son of a friend of mine has Asperger's and he simply loves playing with The Thinket!

As for myself, I use it quite often and get a great deal of positive effects out of it in a variety of situations, both social and otherwise.

Why, not two weeks ago during a dental appointment I used The Thinket while a crown was being put onto a particularly difficult rear molar of mine, and it really helped let me tell you!

During that appointment my dental assistant told me that she thought The Thinket would be an excellent addition to the normal complement of accessories that they usually offered to anxious patients in order to calm them down. But she probably just told me that to calm me down!

The Thinket is also a nifty little hand therapy device for people who've had hand surgery, and it also works nicely as a finger strengthening device that is great for improving ambidexterity for people who need it (such as all manner of professionals like: investors, musicians, magicians, card sharps, rice grain painters, 3-Card Monte hucksters, and yes even finger-puppeteers, to name just a few examples).

Check out this new video of the Thinket Spectrum on YouTube:  


Seriously though, I've had college students and technical-school students tell me that it helps to "set" their memory of data while studying technical texts, and ex-smokers have told me that it helps to calm them down somewhat when they're experiencing cravings.

I'd like to note here that, even though interacting with a Thinket will in fact alter your path in space-time, so will making your significant other angry at you.

As an aside I'd like to mention that, whenever I am playing speed chess (or my game ZoxSo) with a particularly difficult opponent who is giving me fits over the board, I take out a Thinket and fidget with it quietly and out of sight so as to absorb my nervous energy... in those instances it calms me down a great deal and I play a much stronger game.

Is it merely self-fulfilling prophecy psychology? Probably... but the fact is that it gives me a bit of an edge, and it really seems to work.

Anyway, one just has to hold The Thinket and fiddle with it to understand the beneficial effects that it very often has on a person. Mind you, I certainly realize that not everyone takes to this cool device, but a lot of people really do.

Oh by the way, lest I forget to mention it, The Thinket is Made in the USA!

So, Ciao for now, and... "Keep On Disbelieving On."

-- deMarcus

Monday, October 31, 2011

Staying focused?

 This is not about ZoxSo.
  
Nor is it about what we're trying to do for the Universe.

Today I'm not going to write about ZoxSo or any other game.

In fact, today I'm simply going to mention that last week I signed up for a Twitter account for the first time; the first time ever.

And so, partly in honor of that occasion, this post will be very short; not as short as 140 characters mind you but extremely short anyway, especially considering the lengths of my previous posts on this blog.

But I'm working on that.

Anyway, it occurred to me that I have way too many "projects" going on these days, and at some point one must wonder whether it's possible to focus sufficiently well on any of them.

With that in mind, the other day I "tweeted" the following:

"Sometimes I think I have too many different projects going on at once. But then I just start another one to help take my mind off of that."

You think I'm kidding huh? I assure you that I'm not. Would you care for proof in the form of a list of my ongoing projects?

Sorry, that's classified.

Well whaddaya' want? I told you this would be short.

Ciao for now...

-- deMarcus

Wednesday, August 24, 2011

The First ZoxSo World Champion

IT'S OFFICIAL:  Congratulations to Anand Mehta!
On Saturday August 13th, Anand Mehta became the 2011 ZoxSo Open World Champion! Anand now goes on record as being the first person to win a ZoxSo World Championship Title.

This is particularly significant since, as I've noted quite often during the past few months leading up to this inaugural event, "How often does anyone get the chance to become the first recognized world champion of an ancient game?"

2011 ZoxSo World Champion Anand Mehta
Here's a run-down of the championship finale:

"On August 13th at the 2011 ZoxSo Open World Championship at Dragonflight, after a best 2-out-of-3 playoff match between Anand Mehta and Laura Sears, Anand emerged as the first ZoxSo World Champion!

 As his reward for victory in this first of its kind event, Anand Mehta was awarded the 2011 ZoxSo Open World Championship Title, and received the fabulous ZoxSo World Championship Trophy as well as gift certificates for merchandise from The Game Matrix and Uncle's Games, and a few other assorted prizes. Congratulations Anand!"

Laura Sears, who finished as clear runner-up in this premier event, had literally mowed down the field during the first leg of the modified Swiss tournament with a 4-0 score, and was positioned to run away with the 2011 World Championship Title when she beat Anand in the first game of their play-off match.

 However Anand, who had started the Championship slowly during the early part of the main event and then clawed his way back into contention with three wins in a row, rebounded in his play-off match with Laura by winning the second and third games to pull off a surprise come-from-behind victory! This first-and-second-among-equals result between Anand Mehta and Laura Sears sets the stage for an intense rivalry between these talented players for a long time to come.

As Laura has promised, "I'll definitely be back next year to play (read, seek revenge) in the 2012 ZoxSo World Championship Tournament!"

I must say that I for one was on "pins-and-needles" during the entire main tournament, and especially during the incredible nail-biter play-off
-round match!

I cannot wait to see the next clash between these two great players, and I'm also curious to see who may emerge during future ZoxSo competitions to challenge their dominance.

Next-up: ZoxSo at PAX Prime which is taking place this coming weekend August 26 - 28th 2011 at the Washington State Convention center in Seattle, WA, where I and other "ZoxSo Masters" will be running ZoxSo demos all weekend for Uncle's Games. We will be free-floating demoers in the free-play areas throughout the table-top gaming areas, while Uncle's Games will be manning their game store booth in the Special Demo Area, Room 2A.

Look for us wearing "ZoxSo Master" T-Shirts at PAX this weekend, where we may hand you the following poem on a Golden Throne ticket, with the chance to enter a drawing and win a collectible ZoxSo prize:

"Find a ZoxSo Master!
To seek the Golden Throne...
It will mean a ZoxSo demo
& perchance a gift to own."

And as always, for more details about ZoxSo, The New Ancient Game
check out: www.ChessMate.com.

Ciao for now...

-- deMarcus

Monday, August 8, 2011

Keep your eyes on the Throne!

 So True, So True!

On the popular web site BoardGameGeek.com, one of the gamers (GGWithrow, who said that in general he liked ZoxSo and thought it was a good game), made this comment in his post on one of the ZoxSo threads:

"One of the elements of this game that I find distasteful is how difficult it is to keep an enemy Zing from reaching the golden throne once they are one or two spaces away from it."

I thought about this for a bit on and off, and then earlier this evening I pointed something out in reply:

"You make an excellent point, GGWithrow!

And in so doing, you've aimed a spotlight directly at the two most important things to keep in mind when playing a game of ZoxSo:  Keep your eyes on the Throne, and your opponent's Xing under lock and key!

Alright, alright... there is a third important thing to remember: Keep your own Xing as-snug-as-a-bug-in-a-rug -- if you can.

I can't tell you how many times I've overlooked critical tempii, tactics, and new ideas during placement, only to look up and see my opponent's Xing (pronounced ZING, by the way) stepping briskly towards the Throne, unstoppable, soon to be crowned the new Emperor.

But alas, the fault was mine because I did not place as well -- nor follow up as well -- as my opponent.

So I say, 'Long live the New Emperor (until next game, that is...)!'

Well then, I hope to see you all at the 2011 ZoxSo Open World Championship Tournament at the Dragonflight Game Convention next weekend (Saturday August 13th) in Bellevue, Washington at the Bellevue Hilton.

Come and see some exciting games, check out the convention, spectate a little... and maybe even play in the main ZoxSo event yourself."


And so here, I must bring something up that I have brought up several times since beginning to plan this, the first ZoxSo World Championship:

How often is it that a player gets the chance to become the first recognized world champion of an ancient game?

Until next time...

-- deMarcus

Check us out on Facebook at:

http://www.facebook.com/pages/ZoxSo-The-New-Ancient-Game/230610136962343

Saturday, July 23, 2011

We play for Glory ...and a cool trophy!

The ZoxSo trophy is completed...

Here are several photos of the 2011 ZoxSo Open World Championship Trophy, taken outdoors by my friend Maury Longmire.

This trophy will be awarded to the ultimate winner of the 2011 ZoxSo Open World Championship Tournament on Saturday August 13th at the Dragonflight Game Convention in Bellevue Washington.

Thanks to Joe Ulman for the beautiful wood design and workmanship necessary to complete this trophy!


Check out this event on Facebook! We hope to see you all at the Championship!

And now I'll let the images speak for themselves.

-- deMarcus











Wednesday, July 20, 2011

2011 ZoxSo Open World Championship Update

ZoxSo® The New Ancient Game  &  Mindspan Labs  announce:
Saturday August 13th in Bellevue, Washington at the Dragonflight Game Convention, at the Bellevue Hilton.

See: www.dragonflight.org  for the complete ZoxSo schedule.
  • FIRST PLACE PRIZES INCLUDE:  The fabulous ZoxSo World Championship trophy; the title of 2011 ZoxSo World Champion; gift cards from stores, The Game Matrix & Uncle’s Games; and a signed Deluxe ZoxSo set.
  • Gift card prizes will be awarded to the top-quarter of the field as well.
  • Entry into this premier event is free with your paid convention registration.
  • Spectators are welcome by registering for a free “Visitor” badge.
  • Raven Mimura -- www.RavenMimura.com -- our amazing ZoxSo artist, will make a special appearance for “signing and schmoozing” on the day of the big event.
  • ZoxSo rules are easy to learn, and there will be demos and Novice tournaments throughout Dragonflight to help you get better and to prepare for the main event.
  • Come enjoy playing against others to hone your skills!
  • It’s time to get ready!
  • More info at: http://www.dragonflight.org/
Check out ZoxSo, The New Ancient Game on FACEBOOK


ZoxSo is a registered trademark of David Weinstock.
Copyright 2005 – 2011: David Weinstock; All Rights Reserved

Sunday, July 3, 2011

The ZoxSo World Championship Trophy

The trophy base is completed! 

Well, the 2011 ZoxSo Open World Championship trophy is very near to completion...

... I picked up the completed wood base assembly from my friend Joe Ulman today, and I must say that he has completely outdone himself.  What an incredibly talented craftsman Joe is!

Check out the following pictures while I summarize them:

The ZoxSo World Championship Trophy nearing completion.

Shown in the above image is the entire wood structure of the trophy, sans ornamentation. The lower base, center plaque platform, and upper platform level are all made of Santos Mahogany. 

The octagonal shaped columns are all made of Cherry, all of the dark base pedestals as well as the top tier octagon-shaped cap are made of Dark Indian Rosewood, and the railing and posts on the upper platform level are made of solid brass.

The finishing details that remain to be added, once I complete them, are: 

1) An engraved brass championship title plaque on the lower level, to be mounted in the center;
2) The hand-painted, metal-leafed, foiled, and resin coated ZoxSo orb ornament shown in my previous post, that will go atop the center column and octagonal Dark Rosewood cap;
3) Two handmade ornaments that will be mounted on small columns on the Rosewood pedestals that are on either side of the top tier column and ornament (not shown).

When finished, this very special trophy will stand approximately 28 inches tall, and will most likely weigh over twenty pounds.

I can barely contain my excitement to put the final touches on this trophy gem, and to share the final images with all of you!

I will be even more excited to award this handmade creation to the First Place Winner of the 2011 ZoxSo Open World Championship Tournament on Saturday, August 13th!

As a reminder, please remember to visit  www.Dragonflight.org  for the dates and times of all ZoxSo demos, beginner's tournaments, and the 2011 Open World Championship taking place at the Dragonflight Game Convention from the 12th through the 14th of August, 2011.

Until later... Ciao.

-- deMarcus

Tuesday, June 28, 2011

The 2011 ZoxSo Open World Championship

We're really moving along ...

Things are coming together for the 2011 ZoxSo Open World Championship Tournament, taking place on Saturday August 13th at the Bellevue Hilton during the Dragonflight Game Convention in Bellevue, Washington.

Here are some highlights: 

ZoxSo trophy's upper column and ornament
-- My friend Joe Ulman and I are building a cool (read, "really fabulous") World Championship Trophy for this event, and it is nearing completion.  Joe is doing all of the wood fabrication, while I am doing the added ornaments for the upper tier of the Trophy, as well as other elements.

-- Joe is an engineer by profession, and an absolutely amazing wood craftsman.  Without Joe's design and fabrication skills, the ZoxSo World Championship Trophy would be nothing like what it is currently shaping up to be.  To the right is an image of the upper portion, and what you can see is summarized by the following description of the work in progress of the top ornament and center column assembly:

-- The photo shows the unfinished, hand-painted, foiled, and leafed ZoxSo "orb" ornament, with brass fittings attached, and perched atop a dark Rosewood octagonal platform which is mounted on a Cherry wood column, on a square dark Rosewood pedestal.  This entire upper center assembly stands almost 14 inches tall, and will be mounted on the topmost portion of a large base and platform assembly with two lower columns and pedestals (using dark Rosewood, Cherry, Mahogany and solid brass), and with additional ornamentation along with a solid brass engraved World Championship plaque.  The entire height of the finished trophy will most likely be about 28 inches tall.

-- The completed ZoxSo 2011 Open World Championship Trophy will be on display during the Dragonflight Game Convention, so that potential victors may salivate over it, dream of winning it, and make plans to build an appropriate display venue for it at home.  Perhaps they'll want to add an entirely new wing onto the house:  A trophy gallery addition which will do justice to this magnificent testament of their ZoxSo mastery!

But I digress.
 
-- More about ZoxSo at Dragonflight:
Our amazing Artist for the ZoxSo board and piece images, Raven Mimura, will be making a special guest appearance for signing and "schmoozing" on the day of the main event (Saturday August 13th 2011), as well as hanging out here and there a little bit during the convention.

-- We would like to thank the organizers of the Dragonflight Game Convention, who have been doing everything they can to welcome us, and to accommodate us into their space and the convention schedule as smoothly and efficiently as absolutely possible.

-- And special thanks goes to Ralph Shelton, organizer and coordinator for Dragonflight Game Convention Events!

-- We're scheduling the main event and playoff on Saturday as follows:

ZoxSo Main Tournament: 3:00 pm to 5:00 pm
ZoxSo Championship Playoff: 5:00 pm to 6:00 pm
Any ZoxSo overtime play, awards, demos & open-play: 6:00 pm to 8:00 pm.

See   http://www.dragonflight.org/reg/Events.asp  for the times of all ZoxSo demos, beginner events, and the Open World Championship. 

* Entry into this special event is free with your paid convention registration. 

* First Place prizes will include:
  •      The title of 2011 ZoxSo World Champion
  •      The "fabulous" ZoxSo 2011 World Championship Trophy
  •      Gift cards from The Game Matrix store
  •      A signed, Deluxe ZoxSo set

* Note that prizes will be awarded to the top-quarter finishers of the field in the tournament.

* ZoxSo is a fast-paced mix of fierce placement and clash of forces for two players, ages 10 and up. To win in ZoxSo, you must either "Capture the Throne," or capture your opponent's “Xing” (Dragon-Crown Emperor).

* The games are quick, explosive, and totally decisive!

* The rules of ZoxSo are quite easy to pick up, and there will be demos and beginner tournaments during the Con to help you learn, and to help prepare you for the main event.

* Come to enjoy playing against others, and to revel in honing your ZoxSo skills! 

* It’s time to get ready! 

So once again, here's a free PDF download of the ZoxSo rules and placement strategy tips that will help you to bring out your inner ZoxSo Master!

* Also, check out the following web sites for future info about this premier event:

http://www.chessmate.com
http://mindspanlabs.blogspot.com/  ...and of course,
http://www.dragonflight.org/

Please send inquiries about ZoxSo to:  david@mindspanlabs.com

We hope to see you all there, and please stay tuned for more info!

Ciao for now...

-- deMarcus, 6.29.2011

Sunday, June 5, 2011

ZoxSo Open World Championship

One for the record books...

I'd like to announce our plans to hold the first "ZoxSo Open World Championship Tournament" -- during the Dragonflight 2011 game convention that's taking place at the Bellevue Hilton in Bellevue, WA from August 12th - 14th of this year.

This first official ZoxSo World Championship event -- a open Swiss style tournament -- will be held on Saturday August 13, and will be open to all Dragonflight 2011 convention participants.

Along with the title of "ZoxSo World Champion 2011," the winner of this event will receive the first ever ZoxSo World Championship Trophy; a signed Limited Edition Deluxe ZoxSo game set; and gift cards redeemable for merchandise at The Game Matrix.

We will be announcing further details of this premier ZoxSo event here and elsewhere very soon; but in the meantime don't forget to register as-early-as-possible to attend Dragonflight 2011, since the convention-goer badges will more than likely sell-out quickly.

After all, how often does one have the chance to become the first official World Champion of an "ancient game?"

Once again, until later...

-- deMarcus

Friday, May 27, 2011

ZoxSo: Made in the USA

When most independent game designers say that they "make" games, what they really mean about their process is the following:  First they design a game, then they prototype and play-test it to work out the various kinks in playability, fun factor, and the like.

After that -- if they don't just stick it it a box or a drawer somewhere, and if they feel that it's really a game worth pursuing -- then they'll usually act upon one of the three options below:

1)  Submit their game to an established game company themselves for publication; or,
2)  Contract their game to a broker acting as their agent, who submits it to game companies: or,
3)  Raise the money to self-publish their game, have it manufactured and shipped to them from China or elsewhere overseas (rarely from the US because of the cost, and without concern for the negative effects of outsourcing on our economy), and then they will try to sell it to as many distributors, stores, and retail customers as possible.

Well, when it comes to option number 3 those standard, time-tested methods might be okay for the other guys, but personally I like to add a critical step that -- although it makes the game-designing experience problematic, laborious, and extremely unprofitable -- keeps production in the USA at all costs; namely:

I build the games myself.

Here you might ask: "deMarcus, what do you mean, you build the games yourself? You certainly don't expect us to believe that you yourself actually sit down and physically make the games, do you?"

Well since you asked, yes, that's precisely what I mean.

Though to be fair, please allow me to now qualify that statement by describing to you exactly how I currently produce my newest game ZoxSo here in the good old "US of A," from scratch:

The first "boxed" production-run of 2,300 ZoxSo games, although small by mass-market standards, is a fairly reasonably-sized production-run in the hobby-game industry.

And by 2,300 games, I mean the separate components to put all of those 2,300 game sets together, namely:  2,300 printed set-up boxes, 2,300 folding game boards, 2,300 rules pamphlets, 46,000 high-quality plastic game pieces, and 2,300 sets of ZoxSo printed and die-punched piece-labels (or 92,000 labels at a breakdown of 40 labels per game, which is two labels per game-piece; one on the front and one on the back).

To undertake the publication of ZoxSo here in the United States, I first needed to contract the boxes to be produced and shipped from Portland, OR;  the rules pamphlets locally from Mukilteo, WA;  the game-piece labels locally from Lynnwood, WA;  the folding game-boards from across the country in the eastern United States;  and all of the plastic game pieces were acquired here locally from an established game company in Seattle, WA.

So now, all of the components are being stored separately; then assembled, boxed, and shrink-wrapped so as to be ready for shipment to game industry distributors, stores, and customers.

Oh yes, there is one other little thing I forgot to tell you:

Those 46,000 high-quality plastic game pieces that I mentioned?  Well, even though they are brand new, boxed, and sealed in cello-wrap... they came into my possession ... wait for it ... already labeled -- on both sides -- with the label-art from a completely different game!

I am not making this up:  It was a collectible game that's no longer on the market, nor in production, because it simply did not do well enough in the marketplace (I will let you try and guess which game it was; and  if you like, you can submit your guesses to me via email at david@mindspanlabs.com).  The game company, based in Seattle, was clearing out the entire storage unit of components that it had left for that particular game.

So, on a tip from a good friend of mine -- and with the blessings of the game company -- not only did I obtain the 46,000 pieces I needed to publish ZoxSo; I actually acquired a total of about 150,000 of the little buggers, along with some other cool components, to be used in any way that choose, and for all manner of game-development fun, frivolity, and excitement. Score!

On a side note:  I like to think that I'm providing these previously discarded little treasures with a fulfilling second life; namely, the chance to participate in the early developments of ground-breaking ZoxSo game-theory, in addition to other as-yet-unknown projects and adventures.  But, I digress... 

Anyway, what all of this really means is that, before these great plastic pieces are able to accommodate my custom printed ZoxSo labels, they must first be "de-labeled" by hand; and one-at-a-time.

To that end, I recently fashioned a tool which enables me to remove the labels from those plastic pieces -- safely, cleanly, and without damaging the surface -- at a rate of approximately 200 labels every 10 to 15 minutes.  With this in mind I calculate that, if I were to remove labels non-stop -- without taking any breaks (and without accounting for setting aside those cool little collectible labels that should not be thrown out), or for other activities related to set-up and to bringing the boxed pieces out of storage -- that it would take me about 115 hours to remove all 92,000 of the labels from both sides of those 46,000 plastic pieces.

Believe it or not, it is the relabeling process that takes the longest; for even though I've become fairly good at it, I am barely able to complete the labeling of six sets per hour; not allowing for breaks, of course.

In all actuality, I have been removing labels and re-labeling the ZoxSo pieces slowly-but-surely -- a little bit each day -- both at my workshop and at the chess-and-game area that I happen to go to sometimes, called "Crossroads."

Crossroads is a very cool gathering place in the Bellevue, WA area.  There's lots of great food, music and people, as-well-as fantastic local ambiance.  On any given day I might go there from the office to engage in a "mobile-production session," oftentimes while hanging-out and chatting with friends and fellow game-players.

Sounds like a lot of fun, this production stuff; doesn't it?

Okay, maybe it's not so much fun as it is time-consuming.  But it is the only way that I'm able to afford to produce ZoxSo here in the USA right now.  And after all, that really is the one of the primary goals I have for ZoxSo, namely:  Keeping it a "Made in the USA" product.

I'd like to say that if I had it to do all over again I'd publish the first run of ZoxSo differently; but I'm not sure that's true.

However, if ZoxSo does well by selling out of this first production-run, I will more than likely change my methods a bit; primarily by bringing several well-trained "assembler-type individuals" into my inner-circle.

As a matter of fact, if you'd like to try out for a possible future position on my "manufacturing team," please feel free to swing by Crossroads sometime, to lend a hand by helping me to label a goodly number of the ZoxSo game pieces.

Genuinely competent and enthusiastic help will be appreciated, I assure you...

...until next time,

-- deMarcus

Thursday, May 19, 2011

ZoxSo: Duality in Motion

Why is it called "ZoxSo?"

This morning I had intended to start writing my second post; this time about the development of ZoxSo from its earliest inception and structure until the final, completed and published form of the game.  However, it suddenly occurred to me that there's a bit of confusion about the name itself, and that I should first address why I chose the name ZoxSo and what it means to me.

This topic is a more straightforward one to cover -- and considerably shorter -- than my first post in this blog; a fact you will all no doubt be grateful for. 

Anyway, here's the thing about the name ZoxSo:

It's a bit like a Yin-Yang kind of thing, with each of the two words (Zox and So) representing one side of the dual nature of the pieces.

The Zox side:
 
I like to think of the word "Zox" -- my overall designation for the symbol-side, or rather the glyph side/personality of each piece -- as being the grunt, pawn, or soldier incarnation of that piece (one might even think of it as a kind of checker piece).

There are three different glyphs on the Zox side of the pieces:
1) One glyph representing the Xing (or emperor/monarch);
2) One glyph representing the Ma (or Three-Headed Horse);
3) One glyph representing the Dao (or Dagger);

Each glyph represents the Zox side aspect of the piece it is on, and may only exist, move, and capture on the "Pearls" of the ZoxSo board.  Most importantly, each of these three glyphs, though different from each other, are there only to indicate which picture (or rather, colored image) is on the reverse side (or "So" side) of that particular piece.  This is so that players may plan which piece to flip and move during the game, otherwise those glyphs might just as well be dots on that side of the pieces, or some other symbol common to all of them.

The So side:

I like to think of the word "So" (which is the name of the picture, or rather the colored-image side/personality of each piece), as being the soul of the piece.

There are three different colored-images on the So side of the pieces:
1) One colored-image displaying the Xing (or emperor/monarch);
2) One colored-image displaying the Ma (or Three-Headed Horse);
3) One colored-image displaying the Dao (or Dagger);

One might think of each So side image as a kind of elevated potential embodied in the duality of that piece.  When discussing this duality strictly in the context of the game itself, the So side personalities comprise the patterns of movement possible when a particular piece is existing, moving, and capturing on the "Stones" of the ZoxSo board.

Any single ZoxSo piece has the ability, on its turn, to make a move if it is on a Pearl, or to instead "flip" over onto an adjacent unoccupied Stone displaying the image on its other side, then remain on that Stone or make a move according to the So side movement ability of that piece.  It is important to note here that the reverse is also true:  Any single piece, on its turn, may make a move if it is on a Stone, or it may instead "flip" over onto an adjacent unoccupied Pearl displaying the glyph on its other side, and remain on that Pearl or make a move according to the Zox side movement patterns.

In ZoxSo, the game-mechanic of flipping is simply the ability to change the environment that the piece exists in, before one makes a move with that piece.

The concept of flipping however, may also be viewed as a kind of at-will promotion and demotion ability that is inherent in the piece.

In my next post(s) about ZoxSo, I will most likely be tracing the development of the game from inception to publication.

In the meantime, thank you for joining me once again.

-- deMarcus

Monday, May 16, 2011

ZoxSo: The Origin of a Game

What does this have to do with that?

 I'd like to make one thing clear straight away:  I'm deMarcus, and I used to be a genuine "chessaholic."

Don't get me wrong, I still enjoy playing the game a great deal -- speed chess mostly, and fairly regularly -- but just casually.  I also enjoy the occasional chess analysis session with friends.

And I continue to spend considerable time and energy running my longtime chess business ChessMate.com, which among other things demands my constant attention as to the design and manufacture of my line of ChessMate pocket and travel chess sets.

Those facts alone should no doubt convince you of a certain level of ongoing devotion that I have for the sport to this day.

However, neither Caissa nor the once irresistibly melodious songs of the chess sirens call to me in quite the overwhelming way that they used to.  And believe me, they certainly used to!

Frankly the change is a welcome relief these days; and to make a long-story-short:  I have "ZoxSo" in large part to thank for it.

ZoxSo: The New Ancient Game
For those of you who have never heard of ZoxSo, it's an abstract strategy board game that I published recently.  But I'm getting a little ahead of myself, so I'll have to backtrack a bit.  I guess that means you can forget about that "long-story-short thing" I said a moment ago.



Looks like this might take awhile.

Okay then, here goes:  As I've already indicated, I used to be a complete and total chess addict.  Although I had sort of learned the rules as a kid, I did not begin playing the game seriously, whatever that means, until quite late in life for a chess player at the ripe old age of sixteen.   The year was 1972, and as I'm sure you're aware there was an extravaganza of a world chess championship match going on in Reykjavik, Iceland at the time.

I became hooked immediately: bait, line, sinker, kitchen sink... kit and caboodle, the whole noodle;  And by that I mean my noodle, my noggin, my brain -- it only wanted to play chess.  Other than girls, the most important thing in the world to me was suddenly chess:  I ate it, I slept it, I drank it, I read it, I played it... boy did I play it:  obsessively, incessantly, literally constantly.

I remember one morning when my Mom came into my room and woke me up to go to school -- I was in high school at the time; and actually come to think about it, this isn't really something that I myself remember happening, 'cause it was my Mom who told me about it later that day -- when she called my name to wake me I apparently sat up in bed quickly, looked her right in the face and said loudly, "Pawn to King Four!" and laid right back down to sleep again.

Over the years I played a lot of chess... speed chess, tournament chess, casual off-hand games of chess, blindfold chess, simultaneous chess, etc., etc., etc.  And, if it was "chessic" in nature then it interested me.  I liked books about chess, stories about chess, chess art, chess openings, chess puzzles, chess boards, chess tables, chess sets, chess history, chess movies; chess, chess and more chess!

So, after plodding along in my actual chess improvement  (through four years of college, making art and getting my BFA degree in Studio Art; oh, did I forget to mention that I was an artist back then?), I eventually became a chess master, obtained a FIDE rating, played even more chess, but then in 1994 I finally gave up playing in organized chess competitions because I was no longer enjoying that aspect of the game.

But I remained an avid chess enthusiast and continued to play lots and lots of speed chess... I was nothing if not rabid about playing speed chess!

"What the heck," you might ask, "has all of this got to do with ZoxSo, anyway?"

Well, I'm glad you asked that, and I'll tell you... eventually I'll tell you:   For all of the years that I've been playing chess -- including way back early-on when I was so intense about it  -- I've always had the same exact feeling when sitting down to play a game.  Well, it was not so much  a feeling as it was a sense that something was missing from this, my very overwhelming obsession.

The only way that I can describe that sense, that feeling of lacking, is like this:

It would usually hit me whenever I would see the chess pieces set up in their starting positions for the umpteenth time at the beginning of a new game; a monotonous thought of "what, this same old position again?" would enter my mind, although only for an instant.  Then of course I would be off again playing, and oblivious once more, swept up as usual in the hypnotizing momentum of another "chessperience," as I like to call it.

I must point out that for me, the essential elements of chess that had captured my heart as an artist -- that had hooked me early on -- were the fantastic tactics and checkmates, the interactive dance of the pieces, and myriad other abstract patterns of play with which I could compose "on-the-fly" in my own games in a way that, in a chess context, would be amazingly beautiful and elegant.

Which of course they were, and are; and not just for me, but for anyone who has ever been that deep into the game.


Actually, what does that have to do with this?

As a matter of fact, for a very long time I was possessed of the notion -- and I assure you that I was not alone among chess players in this -- that if I could somehow distill theoretical truth from the often seemingly chaotic conditions on the chessboard, it would actually mean something in the overall scheme of things.  For me that goal was akin to pursuing truth in quantum physics, or to divining the true nature of existence.

Perhaps you think I'm joking but I'm absolutely not; and unless you've ever been completely and totally captivated by chess then this will probably make no sense to you whatsoever (it is only a game after all, isn't it?).  So if you're some kind of a "normal person," then you're just going to have to take my word for it.  

That dynamic among chess players, one of intense immersion combined with an incredibly powerful urge to compete -- along with the obsessively addictive lure of the game, of course -- truly is the secret of the wellspring that die-hard devotees gather around to drink from on a regular basis.  It is also the essence of the irresistible force that compels chess players to seek accomplishment in the sport, and to continuously engage in playing the game whenever and wherever the opportunity presents itself.

If you ever want to test me on this point, you just go and try to drag any two avid chess players away from even a single game, let alone an entire session in which they're "engulfed" at any given moment.  Yes, I said engulfed and I certainly do mean engulfed!  At any rate, if we suppose that you are somehow remotely successful in getting those players' attention -- and short of any issue as urgent as a fire or an earthquake or a tornado or flood, and even then your odds of dragging them away from the game is going to be no better than 50/50 -- once you have sort of gotten any kind of acknowledgment (probably just an oblivious, uh-huh, what...?), well then, no matter how much you yell and scream and dance around flailing, that game of chess is going to win the moment, I can guarantee you!

In retrospect, I suppose that fleeting feeling I've so often experienced as to the starting formation of the pieces on the board, is anchored in the fact that chess is essentially quite spartan; and that owing to the repetitive minutiae of opening play arising from the initial setup, one can easily fall into playing in "rut-like" fashion at the outset of any given game.

Of course, for serious competitors -- professionals especially -- the almost infinite subtleties of chess opening theory are the "coin-of-the-realm;" their bread and butter as it were.

For mere mortals however -- until that moment when the tactics begin to fly -- starting a game of chess can often be like relating the same story over and over and over again, to an audience that has heard it many times before, and with only the most subtle distinctions noticeable in the telling of it.


Really... the only game in town?

Now, if I could have my say as to how best to start a game of chess, I would much rather be able to begin by placing my King, Queen, Bishops, Rooks, Knights and Pawns in effective positions of my own choosing in alternating fashion one at a time, all the while paying attention to the particular placement of my opponent's pieces as he does the same.

In my humble opinion, such a construct would be vastly preferable to first lining up pieces in rigid order on opposite sides of the sixty-four square battlefield, and then being compelled to venture into the opponent's territory like some crazed maniac scout or risk incursion by the other player's forces.  In this scenario, one is forever condemned to making the best of the same illogical formation game after game; a setup I might add, that has clearly been modeled after obsolete methods of warfare.

But chess falls apart as a game when one tinkers with the starting setup, and that's just the way things are, thank you very much!

However in spite of all this, during the long years chess was for me, "the only game in town."

And then late in the year 2000, long after I had stopped playing chess competitively, I somehow got  the game creation bug, and began working on designing games; specifically, card games and board games.

My earliest forays into this arena were extremely ambitious: they were variations on a massive, multi-player, collectible card, collectible token, and collectible miniatures battle-game based on a grand mythology that I called, "Parchers: The Struggle Across Time."

PARCHERS
That mythology is still being written by the way; so please don't ask me when it will be done, I couldn't tell you.  But Parchers, the game itself -- after undergoing many iterations, certain versions of which were not at all practical to play given the average lifespan of most human beings, and all of which remain, to this day, hidden in an archive vault located deep within my vast secret underground fortress -- well, it eventually became "the game that spins-off other games."

My game ChessHeads -- which I published in 2004 -- was one of these spin-off games, and was the first of my original games  to make it into the marketplace.  That game is based on a small sub-set of the Parchers mythology (another story that is yes, you guessed it, still in the works and far from completion) called: "ChessHeads: The Daggerkey of Katahnah."

The cards themselves have developed somewhat of a cult-following in the Pacific Northwest amongst scholastic chess players, but the ChessHeads brand has not yet proven the potential that I believe it has to be a mass market item. Accomplishing that will require a bit of tweaking.

The ChessHeads TCG
 As it was published, ChessHeads is a trading card game designed to be played along with a regular chess set, or with one of my specially designed ChessHeads play mats.  The trading cards allow one to do fantastic things on the board that would never be allowed in a normal game of chess.  It literally turns chess into a kind of fantasy miniatures game; but it also has an extremely high learning curve, a fact which makes the game itself a niche product; for the time being anyway.


 Now here's the beauty part.

"For god's sake deMarcus, will you please get to the point about ZoxSo already?"

Yes I was getting to that, and here it is:  A key element of the ZoxSo game board has its roots in the ChessHeads play mat.  On that playing surface the borders of all of the chessboard squares have been widened into canals, with small jewel-like component images placed at all of the intersecting corners of those squares.

The ChessHeads play mat
In ChessHeads those jewels are called the "intersections," and are used for only two purposes:

1) For placing game stones to mark off quadrant areas for certain card effects; and,

2) For use with a particular card effect whereby a Bishop may leave the normal board grid and enter the grid of "canals," traveling along the edges of the squares and out of harm's way until later entering the normal board again, often with powerful effect.

That idea of overlapping squares and canals suggested to me the idea of pieces simultaneously navigating two separate "universes," each defined by different rules of movement, and with the pieces having the ability to travel across the dimensional boundary at will and behave in each universe according to those rules.

And although that concept was not developed to my satisfaction with ChessHeads, the idea continued to intrigue me during the time I began work on ZoxSo in 2005, and as I published it following several years of intense development and play-testing, and to this day as well.


The New Ancient Game...

To sum up ZoxSo:  It is a two-player abstract strategy game in which the decision matrices are  almost mind-numbingly deep, the play patterns -- as well as the pace -- are quick and exciting, and there so far appear to be no theoretical draws.  In addition, creative and effective decision-making as to where one's pieces begin the game is a key factor for success or failure in ZoxSo.

ZoxSo pieces and partial board view

Here's a free ZoxSo rules PDF from my site.

Although my reasons for beginning this project were many, and aside from endeavoring to make sure the resulting game would be easy to learn as well as fun and exciting for people to play, the primary goals I had in mind during the development of ZoxSo were four-fold:

1) To virtually eliminate non-decisive outcomes, since draws can be quite problematic when it comes to organizing, running, and funding competitive game events;

2) To considerably shorten the length of the playing time as compared with other "abstract passions" such as Chess, Go, Shogi, Xiangqi and others, all the while offering no less options than those games in terms of strategic and tactical richness and depth of play;

3) To make it possible for a player to still win the game even though he might have no other piece than his monarch still remaining on the board;

4) Finally, to offer truly meaningful and creative choices as to where the players' pieces become situated during the beginning of the game.

I am calling ZoxSo, "The New Ancient Game," in part because the board and piece aesthetics have a bit of an "ancient" look and feel to them.  Primarily however, this subtitle for the game suggested itself because I originally conceived of ZoxSo as a kind of evolution from a number of other games that have been played throughout the world over many centuries.

In ZoxSo, the game mechanics themselves borrow from a couple of familiar play patterns, while also adding a healthy complement of original and innovative elements into the mix.

And so now, ZoxSo has captured my imagination:  However, it has done so in a more satisfyingly cerebral and less obsessive way than chess has for so many years.

On a side note:  We are always interested in hearing about players' ideas and experiences related to ZoxSo, as-well-as encouraging and supporting ZoxSo play and events.  If you are interested in forming your own ZoxSo game group, club, running your own ZoxSo tournament or event, or simply getting together with other ZoxSo players, please feel free to contact us by emailing us at: Mindspan Labs.


FYI:  We here at Mindspan Labs are working towards developing a player-base with an eye on organized play; and a ZoxSo app is in the works too; although that will take a bit of time to complete.

 Currently ZoxSo is available online and at a few local game stores in the Pacific Northwest, or rather in the Seattle area, and will hopefully be available from several of the US Hobby Game industry distributors soon for your favorite local game store to acquire.

Please check out "ZoxSo, The New Ancient Game" on ChessMate.com at:

http://www.chessmate.com/zoxso.html

Thank you for joining us.

Until next time...

-- deMarcus