Mar 19, 2025

Shoulder to Shoulder

Shoulder to Shoulder is a 1975 game by David Parlett, published by Intellect Games.

These rules are from David Parlett's website:

Empty board 

The board and set-up. The board  consists of 114 hexagonal cells, 38 each of red, green and blue. The three central cells, one of each colour, are each marked with a spot and are referred to as home cells.

Starting position

Three players, designated Red, Green and Blue, each have twelve pieces of their own colour. They start by placing eleven of their pieces on the edge cells of their own colour and the twelfth on the home cell of the same colour.

Winning position 

Object of the game. Your main aim is to get all your pieces together into a single connected group, so that each one lies edge-by-edge with at least one other of your own colour. The group may form a large area or a line, or a mixture of the two, so long as all its constituent pieces are connected. In this example (right), Red has just "connected" and play immediately ceases.

A secondary object, in case of failure, is to ensure that your own pieces form as few connected groups as possible (for which purpose a single unconnected piece counts as a group). The winner scores zero penalties and each opponent scores one penalty for each distinct group formed by their own pieces. The minimum penalty score is therefore normally two. However, a player who at end of play is only one move away from forming a single connected group scores only one penalty instead of two. In this example, Green counts three penalty points and Blue four, while Red counts none.

A match is three games, and the ultimate winner is the player with the lowest penalty score at the end of the third game.

Movement 

Movement. Red moves first in the first game, Green in the second, and Blue in the third. The order of play within in each game is always Red, Green, Blue.

At each turn you move any one of your own pieces. There are two different types of move: the straight and the squeeze.

A straight move is one that follows a straight line, crossing at right angles over the edges of adjacent cells. You may move your piece one or more spaces across any distance, so long as it does not land on or jump over another piece of any colour. You may end the move on an unoccupied cell of any colour except for the home cell of either of your opponents. You may pass over an opponent's home cell if it is vacant, but the only one you can land on is your own. Three examples of straight moves are shown at top left of the diagram.

The squeeze is a short move that can only be made by a piece occupying a cell of your own colour. In this case you can move it to any one of the nearest vacant cells of the same colour (your own), by making it exit from one corner of the cell and travel along a single edge until it reaches the next cell of the same colour. This move is called a squeeze because it may be made even when either or both of the cells it passes between are occupied by a piece or pieces of any colour, so that it is forced to squeeze between them. Three examples of squeezes are shown in the diagram above. Note how the red piece on its home cell squeezes between a blue and a green.

Play continues until one player has connected. No more moves may then be made.

The two-player game 

Two-player set-up 

This is how the board is set up if only two are playing. The twelve pieces of the third colour (in this case blue) are arranged as shown, with two each radiating in all six directions from the home cell of that colour. The unused home cell is left empty. Follow all th rules of the three-player game but with these exceptions:

(a) You may not move any pieces of the third colour - their purpose is merely to act as hindrances.

(b)You may not land on or pass over the home cell of the third colour.

Mar 14, 2025

Stragone

Stragone is a 1977 game by Jacques Le Floc'h, published by Polyajeu.

Each player has eleven light and eleven dark stackable pieces. 

BGG describes the following rules:

The goal of the game is to take or block the opponent's checkers. Each player's pawns are placed on the front rows. In his turn player moves his piece (pawn or stack). To move, a pawn jumps one hex or be stacked one ofof his pawn directly next hex. A stack of two pawns jumps 2 squares. A stack of three pawns jump 3 squares, etc. A piece by jumping over an opponent's piece "takes" and removes it from the game.

A translation from the website L’Escale à Jeux:

Goal of the Game: Capture or block the opponent's pieces.

How to Play: Each player's pieces are placed on their first rows. Players take turns moving one piece (a pawn or a stack).

  • To move, a single pawn jumps one space along one of the three axes of the hexagon.
  • A pawn can be stacked onto a directly adjacent piece. Another pawn can then be added to this stack, but a stack cannot be placed onto a single pawn.
  • A stack of two pieces jumps two spaces.
  • A stack of three pieces jumps three spaces, and so on.
  • A piece jumping over an opponent's piece "captures" it: the top piece of the opponent's stack is removed.

Commentary: A piece—whether a single pawn or a stack—cannot reach all spaces; it moves along a specific network.

  • For single pawns, there are four independent networks.
  • For stacks of two, there are nine networks.
  • For stacks of three, there are sixteen networks.

Mastering these movement mechanics is key to developing a winning strategy.

Mar 5, 2025

Axom

Axom is a 2001 game by Michel Villalonga, published by Gyptis Edition.

 The board and the pieces:

A (partial) rule description:

Michel Villalonga presents an original creation with his game Axom. The name of the game comes from Axe (axis) and Somme (sum), as the deployment axis of a stack of pieces is determined by the sum of the pieces composing it.

A stack of two or four pieces "falls" in a straight vertical or horizontal line onto the square or the three squares aligned along the axis. For instance, a stack of four splits into four parts, which either become individual stacks of one or add one piece to the stacks on which they land. A stack of three pieces, however, falls diagonally. A single piece moves one square diagonally.

The Tête (Head) is equivalent to the King in chess. Its movement is limited to one square in any of the eight possible directions, but it cannot stack with other pieces. The objective of the game is to capture the opponent's head.

The ruleset can be found here (in French).

§

The type of stack movement depends of the stack's size. This reminds me of a 2003 game of mine named Abstract Chess where each stack size defines a different Chess piece. Players are able to transfer power between pieces by moving one stack piece to neighbor squares. 


the initial position is that of Chess;
there's a zrf to play abchess in Zillions

I didn't knew Axom then, and now it feels an example of independent invention even if they are not the same game. Still, I prefer mine ;-)

Feb 26, 2025

Variance, and shifting rows

Variance is an uncredited 1985 game published by Dash Inc.

BGG description:

The object of the game is to be the first to move all nine of your pawns from your own "home intersections" to those of your opponent. The playing board is made up of 17 thin strips, which can be slid left or right to transport pieces laterally. Pieces may move to adjacent intersections, jump adjacent pieces, and make "long jumps" covering a greater distance.

The main game uses a die to determine how many moves a player may make on his or her turn. A variation, included in the game directions, removes the die by adding a schedule of moves per turn.

A review by Jake Davenport:

Variance plays like Chinese checkers for two players, with the addition of a board that shifts some pieces laterally and the ability to make long jumps across the board. The game board consists of 17 strips that make up a diagonally oriented grid, and each player has a set of pawns that he or she must move to the other player's starting location. A player may do one of three things in a  "move": advance a pawn, jump a pawn over any other pawn, or shift one of the board's strips either left or right. A pawn may jump another pawn which is several spaces away, landing that many spaces beyond it. If you jump a pawn that is in the exact center of the board, you can go from your start to your destination in one move. You can also make a series of jumps in one move, leapfrogging quickly to the other side of the board. Setting up for such jumps is an integral part of the game's strategy.

Variance looks sharp. The board is well designed and aesthetically pleasing. The rules are simple, but players quickly realize that there is much to learn in planning out moves. After the first game, we decided to play with the move schedule to keep luck from affecting the game. Each game we played found us learning new tricks. We found more efficient movement, at first jumping pawns to a point near the goal and then marching them in, then in later games jumping pawns directly into the goals. As we get better, I expect to find ways to move across the board faster, while simultaneously thwarting the opponent from doing the same. It's a rare joy to encounter a game with simple rules that has an interesting forward thinking strategy. Variance is a game which can be learned quickly and yet has depth of play which becomes evident with each successive game.

games review US GAMES #102

This ludeme of shifting rows is not common. Games that use this mechanism include Shuttles,


A Sid Sackson's review for GAMES #47

1988's Shift Tic Tac Toe,

where each player either drops a friendly stone, like Connect 4, or slides one row, eventually moving pieces out of the board.

And also 1976's Perplexus,


Feb 20, 2025

Babuschka

 Babuschka is a 1982 board game by Al Newman, published by Ravensburger.


BGG description:

Uses an 8x8 board with the 12 corner squares taken out. The pieces are nesting Russian dolls (8 each of small, medium and large, for 24 pieces per player). Reminiscent of Halma, the pieces attempt to cross the board and re-form on the opposite side. You only move the topmost of any Russian doll stack and you must land on an empty space or on top of a smaller piece. Checkers-like jumping is also possible. The clever part is that pieces underneath others are out of reach, thus you immobilize enemy pieces by covering them ... until you move away.

 

Rules also at BGG.

The game has an interesting and original property: it has perfect information, but requires the use of memory, since some pieces will become hidden during the match. Usually games of hidden information work on the opposite direction, less and less information stays hidden as the match advances.

Feb 16, 2025

Hexagons

Hexagons is a 1923 uncredited puzzle and game, published at Clement Toy Co.

The board is hexagonal holding 18 half-hexagonal pieces,

There is a puzzle named Nine-Hex which is a variation of the 15-puzzle. The player position the board in a given puzzle position. The goal is to keep sliding half-hexes until the initial position above is reached (no rotations are allowed). The text provides a notation that describes many initial positions to solve.

The game is named Hexagons and also starts with an initial puzzle position (where the piece 5 is removed). The game can be won by stalemating the adversary or pairing half hexes, but the ruleset seems unspecified or ambiguous.

Feb 13, 2025

The 1 Game

The 1 Game is a 1994 uncredited game, published at The 1 Game.

It is played on a triangular board with three types of pieces,

BGG rules description:

Players take turns removing any number of consecutive balls along a single horizontal line, as long is there is no gap or red ball between them. The removed balls are discarded into the large hole and underneath the slider, which stops them going astray and gets them ready for the next game. The red ball can only be taken on its own. Any row containing red can only be taken up to the red. A blue ball allows players to take up to, or part of, three entire rows radiating from that blue. Other blues in the path are treated as regular silver balls. The player with the last ball loses.

I was able to find the ruleset from the original website (via Wayback Machine, from 5 Dec 1998).

Feb 10, 2025

Siesta

Siesta is a 1999 game by Guido Hoffmann, published at Goldsieber Spiele.

The rules by Paul Lucas:

An excerpt from Stven Carlberg review:

Siesta is an excellent game by Guido Hoffman (who is, by the way, the son of game designer Rudi Hoffman) that has turned out in my group to be one of the biggest favorites of the year. Not only do the bits look good -- as no reviewer seems able to resist mentioning -- but the particular geometric swirl produced as the game plays out is rather fascinating. So as well as being fun to play, it's aesthetically very pleasing to watch each game develop.

Siesta falls into the category of games with no hidden information and no dice, but it is very much an original. There are three types of pieces in the game: the suns and the shadows, which everyone uses equally, and the roofs of a different color for each player.
 

Feb 7, 2025

Tac-Tic-Turn

Tac-Tic-Turn is a 1987 game by Ned Strongin, published at IRWIN Games.

This is a variant of Tic-Tac-Toe played with nine 2x2 pieces that can be picked and rotated back.

Rules:

  • On his turn the player either:
    • drops a friendly piece on an empty square
    • rotates a 2x2 grid by 90º degrees
  • Wins the player that make a 4, or longer, in-a-row

The game had a review on GAMES #99,

§

Yasuhiro Jisai mentions that a variant of this game is marketed in Japan as Pitagoras, and includes a custodian capture for pair of pieces (like in Pente).

I went searching (ピタゴラスゲーム) and found this page where it is said: 相手の駒2個を自分の駒で挟むと取ることができます(1個を挟んでも取れません)[You can capture your opponent's pieces by sandwiching two of them between your own pieces. (You cannot capture by sandwiching just one piece.)]

This game comes with more pieces (which makes sense, given that captures are allowed),

Otherwise, having just six pieces, the captured pieces should be returned to the respective player's reserve.

Some comments from the mentioned page:

You know, I think this is quite a brilliant game. If you focus too much on lining up pieces, you'll get captured. But if you only think about capturing or blocking your opponent, you might overlook the rotation mechanic. And predicting how the board will change after a rotation is really tricky!"

Yuki-Onna highly praised the game, saying that constantly considering the effects of "sandwiching," "lining up," and "rotating" makes it excellent for training flexible thinking and multi-angle strategy planning.

Feb 3, 2025

Pusher, Leverage, and Physics

Pusher is a 1993 game by Werner Falkhof, and published by ASS Altenburger Spielkarten.

The game works for two or three people, and has a dexterity element to it.

The rules,

Since there is Physics involved (players push balls in non-deterministic ways) this is a game that looks abstract, but isn't. Something between a mini-pool and Subbuteo, which is very hard to design well.

Indeed, the last part of a review by Ben Baldanza:

Pusher is another great-looking game that disappoints in play. I give Theta credit for trying to integrate a dexterity mechanic into a placement and seemingly strategic context, but the result is more chaos than strategy.

 
A game that better approaches the problem of mixing Abstract Strategy and Physics is Leverage:
 
No, I didn't forget Jenga: not obscure enough :-)

Jan 29, 2025

Ascent

Ascent is a 1998 game by Gregory K. Van Patten.

Ascent is played with numbered tiles initially arranged in a diamond pattern (see starting configuration). There are four rows slanting down to the left, and four rows slanting down to the right. Also, there are seven levels (ie, the level with the "1" tile, the level with the "2" tiles, etc.).

On his turn, a player must switch two tiles from different levels, under the condition that the tile initially in the higher level has a larger number than the tile in the lower level.

  • The goal of the first player is to arrange tiles in one of the four rows slanting down to the left so that the numbers form a strictly increasing sequence from the top of that row to the bottom.
  • The goal of the second player is to arrange tiles in one of the four rows slanting down to the right so that the numbers form a strictly increasing sequence from the top of that row to the bottom.

Extra considerations: Passing is not allowed, so you could possibly have to make a move which achieves your opponent's object, so that you lose. If a move simultaneously achieves strictly increasing sequences from top to bottom, in both directions, then the game ends in a tie.

Here is a sample game by the author (gray pieces mean switches).


First player has just moved, and threatens to win
by switching the 2 and 3 on the lower right side.
 

.Second player defends by switching the indicated 3 and 6, and can now 
win by switching 4 and 5. Note that if second player had tried defending
by switching 1 and 7, first player would have won immediately.
 

First player switches 3 and 4, and can now win by switching 2 and 5.
 

Second player switches 3 and 7, and can now win by switching 6 and 7.


First player switches 2 and 5, and can now win by switching 4 and 6.
 

Second player defends by switching 5 and 7,
and can now win by switching 2 and 3.
 

First player switches 2 and 3, and can now win by switching 4 and 5.

Note the [3 3 5 6] row slanting down to the right does is not a
win for second player, because it does not form a strictly
increasing sequence (it contains more than one "3" tile).
 

However, the first player neglected to consider this 1,3 switch,
which results in a second player win.