| About Dameo |
Dameo owes its existence to:
For the sake of argument, in International Draughts, differences in pace derive from one source only, namely captures. So bringing in a bit of flexibility wouldn't hurt. Apart from that it's not hard to see that it would open up a new range of tactics. The reason I didn't do it at the time, is that Draughts is drawish, and introducing linear movement doesn't have any effect on that. Besides it's rather crammed in the opening and I could see forces grinding into interlocking positions, because the direction of movement and capture are the same. This however is not the case in Croda, where a man moves straight or diagonally forward, while all capture is straight only. That makes a big difference in terms of linear movement, because it counteracts, even eliminates, the tendency for gridlock. That's how Dameo happened, quite unintentionally. It's rules fell into place in less than a minute. I consider Dameo to be the most modern and best 'sportsweapon' of all draughts variants. Additional reasons are given in Draughts Dissected. As a matter of completeness we mention Hexdameo. It will be clear that a game with a relatively slow build-up like Hexdame will profit from linear movement. Hexdame's raison d'être is that it is a literal translation of International Draughts to the hexgrid, not that it is the best possible draughtsgame on that grid. Speeding things up with linear movement gives a more exciting game in terms of speed and combinatorial richness. Dameo, Hexdameo © This e-mail address is being protected from spambots. You need JavaScript enabled to view it Java applet © This e-mail address is being protected from spambots. You need JavaScript enabled to view it |