As noted with NeuY, neu-games can be somewhat smaller than their standard counterparts, and maintain the same level of interest. This is partly because with many more options per turn, (roughly the square of the number!), the game need not be so lengthy for the same total number of options; and partly because the extra move options mean somewhat less space is required to execute the same strategic plan.
For example, we have found that 9-a-side NeuY is fully as interesting as regular 13-a-side Y.
NeuGonnect: Gonnect is already a very intriguing variant of Go, so this game may almost appear to be gilding the lily! However, as always, the neutral-stone transformer adds intriguing new ideas to the game, while keeping the essential ideas of the parent game largely intact. In Go-like games, we have found the best option is to count neutral stones as liberties for both opponents. Also, if two replacements are made on a turn, each must be separately legal in the order played; so that living groups in normal Go are still alive. All the other earlier remarks apply here as well. So as explained, Gonnect might also be played on a smaller board. However, as the 13x13 size already seems an ideal balance between the connection and the Go aspects in the parent game, we suggest that Neu-Gonnect not be reduced beyond 11x11, preferably 12x12.
Rules:
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1) Placement styles as for Neu-games generally.
2) If 2 neutrals are flipped, each must be separately legal in the order played.
3) Captures are as in Go, but neutral stones count as liberties for both players.
Play is compulsory; suicide illegal. The winner is whoever completes an orthgonally connected chain of stones between two opposite sides.
Some moves of a neu-gonnect game:
--x----?------o----?--
1. g7 j10 j7 h8
2. i9 g9 g9h8 j7
3. i8 g4 h7 i10
4. i7 i4 h6 h10
5. i6 k4 g4i4 g9
6. k4i10 g7 j5 j6
7. k6 g8 j6j7 h8
8. k7 l9 k8 k9
9. j8 l8 l8l9 h7
a b c d e f g h i j k l m
1 . . . . . . . . . . . . . 1
2 . . . . . . . . . . . . . 2
3 . . . . . . . . . . . . . 3
4 . . . . . . o . o . x . . 4
5 . . . . . . . . . o . . . 5
6 . . . . . . . o x o x . . 6
7 . . . . . . ? ? x o x . . 7
8 . . . . . . ? ? x x o o . 8
9 . . . . . . ? . x . ? o . 9
10 . . . . . . . ? x ? . . . 10
11 . . . . . . . . . . . . . 11
12 . . . . . . . . . . . . . 12
13 . . . . . . . . . . . . . 13
a b c d e f g h i j k l m
'o' just created a local deadlock using two neutral stones.
'x' must prevent that the upper enemy group reaches the right edge.
Also, a neutral battle is brooding at the board centre.
We end this article with a great position on a NEUMOKU game (make 5 in-a-row):
i j k l m n o p q r s
. . . . . . . . . . . -2 (declined 3rd swap)
. . . . . . . . . . . -1
. . . . . . . x . . . 0 -x----?------o----?--
. . . . . . . o ? . . 1. n3 m5 o2 n4
. . . . o x x x x o . 2. l6 q2 o3 p2
. . . . o x o ? o ? . 3. o4 p5 m2 q1
. . . x . o x o . . . 4. n2 n6 n4p2 o2
. . ? . ? . . x o . . 5. q1o2 n2 p4 q5
. . . x . ? . . o . . 6. n2q5 n3 p3 m3
. . . . . . . . . . . 7. n3p5 q5 p1 q3
. . . . . . . . . . . 8. p0 q6 q5q6 p3
9. l4 k5 m3q3 p2
10. p2q2 q1 r2 r3