Jun 26, 2008

Damello

[A game between checkers and Othello sent by Giuseppe Acciaro]

The game is played on a 9x9 square board, where both players have 18 stones placed initially on their first two rows. There are four special red squares at D5/D8/B6/G6 (these are the coord given by the author, but they do seem too asymmetric).

Soldiers move vertically and diagonally. They capture with jump vertically and diagonally forwards. Capture is mandatory.

A Soldier that reaches the last row becomes a King, moving like in International Checkers except that it must land in the first square after each jump/capture.

When exactly one piece is between two enemy soldiers (orthogonally or diagonally), it changes color. If the piece is between at least one enemy King, then it is removed from board.

If any piece lands on a red square (either by move or capture) it is captured and removed from the board.

A player wins if the adversary cannot make a valid move.

Jun 17, 2008

A Progressive moku

Played on a Go board. Black drops one stone, White then drops two stones, Black drops three, and so on...

A player wins if he makes a 5 in-a-row but he must just drop one stone in his last turn.

CHERRY

Cherry is a Alak variant. First the rules of Alak:

This game is played on a 1-D line. Black and white alternate in placing single stones on a line of n points. If placing a stone thereby removes all the go-liberties of any group of stones of the opposite color, those stones are immediately removed. It is illegal to place a stone where one was just removed. Placing is compulsory if legal, and the game ends when the player having the move cannot legally place anywhere. The winner is the player with the most stones on the board at game end.
Cherry (invented by Bill Taylor, 2008) is played on a semi-infinite line segment where the first cell is marked (*):

* . . . . . . . . . . . . . ...

Wins the player the occupies the first cell with a friendly piece that cannot be captured by the adversary in the next move.

A sample game:

* . . . . . . . . . . . . . ...
* . x . . . . . . . . . . . ...
* o x . . . . . . . . . . . ...
x . x . . . . . . . . . . . ...

X wins because O cannot drop into the 2nd cell right now.

PUSH WOOD

(by Richard Nowakowski, 2003)

Play on a line of N dots (this is an 1D game) each player has M pieces on the line extremes. For e.g., if N=9 and M=3:

x x x . . . o o o


On each turn, each player may:
* move forward a friendly stone to any empty cell or move out of the board (jumps are allowed).
* push a friendly stone backwards if it is backward adjacent to an enemy stone. Every stone in that group is pushed backwards any number of cells until it finds another stone. If there are no more stones, the player may even push out the group or part of the group over the line extreme.
* There is a KO rule: a player cannot repeat the previous position (variant: the player cannot push back any stone that was pushed back in the previous move).

Wins the last player that has a legal move.

A sample:


x x x . . . o o o
x x . x . . o o o
x x . x o . . o o
. x x x o . . o o
. x x x o . o . o
. x x . o x o . o
. x x . . o x o o
. x x . o x . o o
. x x . o x o . o
. x . . o x o x o
. x . . . . . . o
. . x . . . . . o
. . x . . . . o .
. . . x . . . o .
. . . x . . o . .
. . . . x . o . .
. . . . x o . . .

x resigns

Trabsact Sagme Diaries

A game, when moved, usually travels with its own social context. For e.g., a game from the Trok planet, in the island of Mag, is played only by children with lemur-like and duck-like animals. Some centuries ago, the game went to a neighbor island, Dag, and, even if the rules changed a bit, the ducks and lemurs are also thrown by the Dag children. [T.Sagme, Travels]

Jun 16, 2008

GO-6-MOKU

Rules of 9x9 Go, except that there is no passing and the winner is
whoever gets a 6-in-a-row. Suicide is illegal, except that a 6-row
may be completed in an otherwise liberty-less position. 1st-move swap.

a b c d e f g h i      _oo__xx_
. . . . . . . . .   1.  b2  d4
. o o o . O . . .   2.  d3  e4
. . x o o x . . .   3.  e3  f3
. x . x x o o . .   4.  c4  c5
. . x . x x . . .   5.  f4  c3
. . . . . . . . .   6.  c2  b4:
. . . . . . . . .   7.  d2  f5
. . . . . . . . .   8.  g4  e5
. . . . . . . . .   9.  f2  resign

Jun 4, 2008

FREE Y

Swap option exists.
Winner is whoever makes a connected group that either
   (a) includes two nearly-opposite edge-points; or
   (b) includes three edge-points whose inter-point distances
                     are all less than half the circumference.

abcdefghijklmnopqrs     _oo_ _xx_  (after swap)
    . . o x . .      1.  g3   j6
   . . o x . . .     2.  k5   l6
  . . o x . . . .    3.  m5   n6
 . . . . . . . . .   4.  o5   p6
. . . o x o o o . .  5.  h6   i5
 . . . o x x x x .   6.  g5   i3
  . . . o . . . .    7.  i7   l8
   . . . . x . .     8.  h2   j2
    . . O . . .      9.  i1   k1?
     . . . . .      10.  i9   resign
abcdefghijklmnopqrs