Sagme's Diaries
With falling stones
many battles rage, but
the game is one.
[From Sagme's Haiku]
Talking about new and old obscure abstract games
With falling stones
many battles rage, but
the game is one.
[From Sagme's Haiku]
By
João Neto
at
22:00
Labels:
sagme's diaries
2
comments
Sample Game: XXXX OOOO
00. --- o25 n24 n26
01. p24 p25 p26 o23
02. m25 n25 q25 l11
03. o26 o27 q24 p27
04. o28 q26 n23 o29
05. l23 m24 k22 p23
06. q23 r22 s21 o22
07. m22 m23 m20 m26
08. n21 o20 p19 k24
09. j23 k23 i23 n19
10. l21 j24 o19 q19
11. m19 r19 p18 r20
12. o17 t22 q17 n20
13. r16 j22? p16 p17
14. resign
Final Position:
g h i j k l m n o p q r s t u
. . . . . . . . . . . . . . . 14
. . . . . . . . . . . . . . . 15
. . . . . . . . . O . x . . . 16
. . . . . . . . x O o . . . . 17
. . . . . . . . . o . . . . . 18
. . . . . . x o o o o x . . . 19
. . . . . . o o x . . o . . . 20
. . . . . x . x . . . . o . . 21
. . . x o . x . o . . x . x . 22
. . o x x x x o o o x . . . . 23
. . . x o . x o . x o . . . . 24
. . . . . o x x x x o . . . . 25
. . . . . . o o x o x . . . . 26
. . . . . . . . x o . . . . . 27
. . . . . . . . x . . . . . . 28
. . . . . . . . o . . . . . . 29
. . . . . . . . . . . . . . . 30
. . . . . . . . . . . . . . . 31
By
João Neto
at
22:38
Labels:
new games
0
comments
Rules:
* On his turn a player drop a friendly stones in an empty cell, and
connects it, via a bridge, with any friendly stone (at diamond's distance)
* Stones connect via adjacency or using a bridge
* PIE rule for the second player's first move
* The player connecting two opposite edges or making a Y connecting
three non-adjacent edges, wins the game
Sample Game:XXX === OOO
j13 o8
h7 i10
l9 o10
l11 l7
k8 o12
j5 i6
g6 f7
d7 l5
m4 s4
q4 p3
p5 s6
p15 o14
m14 r15
c10 i12
g12 b9
c8 f9
d11 m2
g2 i4
j3 j1
h1
1-0
Final position:
|a b c d e f g h i j k l m n o p q r s t u v w x y z A B C
| x o__ . . . . . . 1
| \__
| x__ . . o__ . . . . . 2
| \__ \__
| . . x__ . . o__ . . . . 3
| \__ \__
| . . o . __x__ . x o . . . 4
| __/ \__ |
| . . . __x __o . x . | . . . . 5
| __/ __/ |
| . . __x __o__ . . . . o . . . . 6
| __/ __/ \__
| . x o x__ . o__ . . . . . . . . 7
| | \__ \__
|. x . | . . x . o . . . . . . . 8
| | | |
| o | . o__ . . x . | . . . . . . . 9
| | \__ | |
| x . . o . | . o . . . . . . 10
| | | |
| x__ . . | . x . | . . . . . . 11
| \__ | |
| . x__ o . . o . . . . . 12
| \__ |
| . . x__ . . | . . . . . 13
| \__ |
| . . . x__ o__ . . . . 14
| \__ \__
| . . . . x o . . 15
|a b c d e f g h i j k l m n o p q r s t u v w x y z A B C
Hixt is a hex variant of Twixt with some different connenction criteria. The board should be large enough so that the drama of a single bad move could not determine the match outcome. Probably, a hex board with edges of size 10 should already provide a nice battle.
By
João Neto
at
13:36
Labels:
new games
0
comments
This game is focused for young people when learning multiplication.
Let's consider multiplications x*y with values ranging from 1 to 9.
First, one player picks one pair, say x1*y1. The second player chooses another pair x2*y2. Then the second player takes the modulus of the difference , i.e., |x1*y1 - x2*y2| and takes that difference as his points. Then, the second player must choose a pair x2*y3 or x3*y2 (i.e., he must keep one of the numbers from his last picked pair). This is the first turn. Then this is repeated (now the first player starts choosing a pair, makes the difference and choose a related pair, and so on...). Pairs can never be choosed twice.
The game ends when one player cannot continue (there are no similar pairs to choose since all were selected already). The player with less points wins the game.
It's possible to speed things up but restricting to pairs x*y where x<y.
An initial example:
____ Player1 ____________ Player2 ____
--- (--------) 3x5 | 4x4 (1 points) 4x9 --> |3x5-4x4|=1
6x6 (0 points) 6x9 | 7x8 (2 points) 7x9
8x8 (1 points) 8x9 | 9x9 (9 points) 5x9
6x7 (3 points) 6x8 | 7x7 (1 points) 5x7
4x8 (3 points) 5x8 (and so on...)
By
João Neto
at
09:23
Labels:
new games
0
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The game museum, near Vienna, is a project from Dagmar de Cassan and her husband. Nowadays, it consists of thousands of games that are being archived and cataloged in a digital database. Let's hope they can solve the space problem so that people can consult and play many of these board games.
By
João Neto
at
09:22
Labels:
art and history
1 comments
There were several talks at the Colloquium ranging from psychology, history (we heard, for instance, about the history of Draughts, Go and Liubo), regional games (some films in India and Zanzibar where game masters play Bao) and math (the connections between math theories and chess).
Here are some pictures of one talk that defends that the Ashtapada
board was not used to play any specific race game and how the round
board found in the Kurna temple does not represent any game:
Another talk presented a study from Alex de Voogt about the tactical
similarities and differences between beginners and masters in the
complex mancala game of Bao.
The next talk showed some boards and regional designs of an old race(?) game called Liubo from China (the rules, seemingly, are lost).
By
João Neto
at
08:58
Labels:
art and history
1 comments
Most of the early posts about new games came from playtesting and discussions between João Pedro Neto and Bill Taylor. But even before Bill's passing on July 2021, the blog had gradually shifted its focus toward old and obscure two-player abstract board games. The blog will tend to avoid Chess variants and Mancala games, as dedicated sites for those already exist.
Regarding the chronological tags: older games
means 1800s-1940s (pre-WW2),
old games
means 1950-1989 (pre-video games),
new games
means 1990-2005 (at least for now).