OK, well it occurs to me that every 8 space piece that doesn't suck so far is either a Knight, or has Wazir in it.
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N - Knight
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WF - Mann/Chariott/Guard (moves like king). Weak early on cause it's slow to develop, but good at checkmating so worth about the same as these pieces
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WD - mini-2 move rook that can jump. Probably about as good as Knight and Mann/Chariott/Guard. In between N and WF in most things I think--better at checkmating than N, but develops slower. Faster at developing than WF, but not as good at developing.
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WA - Discussed above--I suspect strongest of these combos. Just...surprisingly good at getting anywhere on the map.
W being in all these pieces isn't a coincidence. F, D, and A are all colourblind, so FA, FD, and AD are all also colourblind.
We could look to 3 move pieces to try and get more Knight-ish level pieces. My gut says this isn't going to work out too well, but let's see what we can do.
First of all, Camel and Zebra are already 8 squares, and already both known to be worse than a knight.
The diagonal 3 move jumper (Tripper) denoted by G...is colourblind, so it can really only combo with W.
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WG (1 horizontal, or jump 3 diagonal) is...probably useable, though I suspect worse than WA and worse than a Knight. (Knight takes an average of 2.38 moves to reach an average square on the board, WA is 2.28, WG is 2.48).
All other non-colourblind pieces will need to use the threeleaper (abbreviated by H) to fix colourblindess if they're not using W.
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HG (jump 3 horizontal or 3 diagonal) sucks. You are confined to squares that are 3 spaces apart, so like even though you can "change colours", you're actually 9x colourblind.
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HF (jump 3 horizontal or 1 diagonal) Sounds bad, but I can't quite put my finger on why. OK, probably diagram time again.
4 | 3 | 2 | 4 | 2 | 3 | 4 | 3 |
2 | 3 | 3 | 1 | 3 | 3 | 2 | 4 |
3 | 2 | 2 | 2 | 2 | 2 | 3 | 3 |
3 | 2 | 1 | 3 | 1 | 2 | 3 | 2 |
1 | 2 | 3 | 0 | 3 | 2 | 1 | 4 |
3 | 2 | 1 | 3 | 1 | 2 | 3 | 2 |
3 | 2 | 2 | 2 | 2 | 2 | 3 | 3 |
2 | 3 | 3 | 1 | 3 | 3 | 2 | 4 |
Wow, ok, I was wrong, that is way better than I expected. I knew from a bit of mental visualization that it was 3 moves to get to adjacent squares. But I failed to calculate just how many nearby squares were accessible in a couple of moves. This is actually fine. 2.42 for average number of moves to reach any given square on the map--slightly more than the Knight's 2.38, but still looks very functional.
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HA (jump 3 horizontal or 2 diagonal) This to me sounds like a rotated knight, except all jump points are a tiny bit further away. Moving 3 in one direction is a bit further than moving 2 up 1 to the side. Moving 2 up 2 to the side is a bit further than moving 2 up 1 to the side. Probably a little bit worse but...the real question is whether it's zebra levels of bad, where you need to take 6 moves to reach certain squares on the chessboard? Or just a bit worse than the knight?
3 | 3 | 3 | 2 | 3 | 3 | 3 | 2 |
2 | 4 | 4 | 1 | 4 | 4 | 2 | 3 |
4 | 1 | 2 | 4 | 2 | 1 | 4 | 3 |
4 | 2 | 3 | 3 | 3 | 2 | 4 | 3 |
1 | 4 | 3 | 0 | 3 | 4 | 1 | 2 |
4 | 2 | 3 | 3 | 3 | 2 | 4 | 3 |
4 | 1 | 2 | 4 | 2 | 1 | 4 | 3 |
2 | 4 | 4 | 1 | 4 | 4 | 2 | 3 |
Oof, that's...yeah, that's...well it's not zeebra level bad (every square is reachable within 4 moves, zeebra has some 6s) but that is...pretty bad compared to pieces like Knight and WA and HF and WG. While the average moves to reach a square for most of the others was within 0.1 of Knight (ranging from 2.28 to 2.48) this is in a different ballpark--2.78. Possible I've made some mistakes here (Making the tables by hand cause I'm still just messing around, and spreadsheets don't seem well built for this--could write code for this I guess).
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HW is another rook variant. (Rook that can move 1 or jump 3 spaces).
HD is yet another rook variant. (Rook that can jump 2-3 spaces). These are probably fine power level wise, but like...if I'm envisioning a chess variant where you draft pieces, is it actually worth having both of these as options alongside WD? I mean, they're all slightly different, but that's a lot of mini-rook variants.
Hmm...which rook variant is better?
I'm guessing WD due to the overall trend of short moves being better. You might think "but it will develop so slow" but actually from a central square, all three rook variants take about the same average moves to get to any given square (2.5 on average--specifically 2.5 for WD, 2.5 for WH, and 2.53 for DH). WD is only struggling with mobility if you need to go between opposite corners. And...I suspect it's a little bit better at hunting checkmates (having 2 adjacent threat squares is important. HD also has two adjacent threat squares...but it lacks W so if the king side steps it can't match the side step).
I think WD might also be the best at hunting pawns in an endgame. Like...let me draw a diagram of what I'm thinking
P . P
_ . _
R . _
OK, so mini-rook threatening pawn, pawn steps forward so that its buddy guards it.
_ . P
P . _
R . _
Buuut this rook can jump, so this happens.
R . P
P . _
_ . _
Now the mini-rook is ready to grab the pawn on the right, or the pawn directly under it if that pawn advances and stops guarding its friend.
Granted, the 1/3 moving rook (WH) can do this same trick too, as long as it starts one extra square back. But...lacks the 2 adjacent threat squares that are good for delivering checkmate.
So I mean, I think these are all fine, but I would lean towards picking WD.
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So ok, if you want a draft of pieces that are worth about the same as a bishop/knight, I guess you can do something like...
* Bishop
* Knight
* WF (King clone: Mann/Chariot/Guard)
* WD (1-2 horizontal jump) ...or one of the other jumping mini-rooks. I would probably pick WD as I suspect it's the strongest, but my analysis might be off.
* WA (1 horizontal 2 jump diagonal. WG with the 3 jump diagonal is also an option if WA turns out to be game-breakingly strong, but...ehh while I'm guessing it's better than knight, bishop is also better than knight so whatever)
* HF (3 horizontal 1 diagonal. Unexpectedly pretty solid).
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There's probably some room to mix in some colourblind pieces too (beyond just bishop I mean). I don't think 8 square colourblind pieces would be a good match for bishop, but 12 square colourblind pieces might be. (Bishop in the middle of the map sees 12 squares). The only tricky thing is that bishop lines can be blocked, and can very easily see less than 12 squares if they're not mid map, so not sure how to factor that in. But...on the other hand, a really silly piece (GAF) which just picks all three diagonal movements--that's a jumping 3 move bishop, and I could see that being equal to a bishop. Ability to jump: nice bonus. Inability to see beyond 3 squares: notable downside. Maybe even overall?