[Fred Horn words]
In june 2013 Mr. Han Heidema, a friend but
also the ‘editor in chief’ of the Dutch game-magazine SPEL!, called me and
asked if I had ever heard of the game COM:POSITIE. He had found one at a church-fair, but without
Rules and only a Box with board and gamepieces.
He thought it was some abstract game and that
is why he called me. Curious, I tried to find out more about the
game, so I phoned the firm COMPANEN. In their archive they still had 2 games and they
were willing to give me one for the Games-Archive in Brugge. Han did pick up the game so he was able to make
a copy of the Rules and afterwards handed it over to me. The game itself turned out to be a simple
Trivia-game and the beautiful Board and Pieces were only used for a
Tic-Tac-Toe-like counting system to get the winner. When Han gave me the game for Brugge he
challenged me by saying: “You can do better, this is really something for you to invent an
abstract game with these materials”. Do not say such things to me, because that
absolutely triggers me to really go to work on the thing. And here is the result: 2 NIM-like games and 1
Strategic game (all games © Fred Horn 1 september 2013)
The material is a 6x6 square game board and a set of game pieces:
Plan-A-Head
a NIM-game for 2 or 3 Players
The method of play is a bit similar to a
former game of mine: PLANKO from 20/3/2007. This is played on a GO-board and in his Turn a
Player places 2 of his Stones on 2 adjacent ‘crossings’. These stones control the direct surrounding
‘crossings’ where it is further not allowed to place stones. The aim of this game is completely different à To
control most ‘crossings’.
The Game Plan-A-Head
starts with an empty Board.
All Game-pieces are sorted out in selections
of 4 different colored Pieces: in total 9 selections.
Selection after selection must be played.
In his Turn a Player takes 1 Piece (if there
are 4 he can choose any he wants; if there are 3 too; etc. ; the last one of a
selection MUST be taken) and places it anywhere to his wish on the Board,
except that: a Piece cannot be placed adjacent (
horizontal, vertical or diagonal) to an already placed Piece on the Board with
the same color.
If
played with 2 Players:
After a selection has been played the Player,
who has played the last Piece of that selection, starts with the next
selection.
If
played with 3 Players:
Turns go clockwise and remain so after a
selection has been played.
Player who can play the last Piece according
to the Rules, WINS.
PICK Tw=O=ne
The Game starts with a filled Board.
Start-Setup:
Turns alternate.
In his Turn a Player MUST take at least ONE
Piece from the Board.
Out of a straight line ( rows; columns; diagonals;
but also for example a1,b3,c5 form a straight line holding 3 Pieces) with:
- Pieces in 3 colors or more than 3 colors in
that line the Player can take in his
Turn 1 or
2 Pieces (of any color) out of that line and removes it/them from the Board.
- Pieces in 2 colors in that line the Player can take only 1 Piece out of
this line and removes it from the Board.
- Piece(s) with only 1 color in that line stay put and cannot be removed.
N.B.: A Piece can be on the
crossing of two lines (or three or even four) and must stay put on one. If another line allows taking the
Piece, this can be done!
N.B.: The Start-setup may be changed according to
the Players wishes.
The Player who can take the last Piece from the Board,
according to the Rules, WINS.
Cannon-Ball
This Game is based on “an idea for a way of
capturing” that I has been dragging along with me for some tenth of years:
“How
can I use the way CANNONS capture in Chinese-Chess for a Game of mine?”
And within “a Flash of Inspiration” triggered
by these materials of COM:POSITIE I think I do have a nice solution.
Preparation:
Both Players devide the Pieces in 2 sets of 18
Pieces in 2 colors
Player 1 gets the Red and Blue Pieces.
Player 2 gets
the Green and Yellow Pieces.
The Board is placed on the Table between the 2
Players.
Each Player now ‘lines up’ secretly a start-situation
with his Pieces on the first 2 Rows on his side of the Board.
N.B.: A screen may be placed in between on the
middle of the Board, to be sure the opponent cannot see the other Players line-up. Remove the screen when starting play.
The 9 not used Pieces for the line-up became
‘Reserves’, to be used during play.
Aim of
the Game:
To be the first Player with 6 of his Pieces
placed on his last Row: or reducing the number of the opponents Pieces on
the Board to less than 6.
Rules:
Turns alternate.
In his Turn a Player MUST move one of his
Pieces.
A Piece can move only forward (straight or diagonal)
or sideways (left or right) ONE step to an empty square.
After moving (and only after that) a Piece may
(this is optional, the Player can choose for not capturing) capture an opponent
Piece.
Order of capture is:
Red à captures Green à captures
Blue à captures Yellow à captures Red à captures
Green, etc..
Capture is ALWAYS through re=placement in a
straight line (horizontal; vertical;
diagonal; forward as well as backwards or sideways) crossing, if there are,
empty squares, BUT only One Piece of the other color of the Player has to be in
between.
Example:
Next to each other, after Red’s move, are a
Red, a Blue and a Green Piece, in that order.
Red can now decide to capture the Green. He
removes the Green from the Board and places his Red Piece on that square.
Only a) moving 1 Piece
or b) a capture,
ends a Players Turn and the other Player is
on.
When one of his Pieces has been captured and
removed from the Board, the next Player must start his Turn (before
moving) by placing one of his ‘Reserves’ on his first Row, if there is an empty
square and if the Player still owns ‘Reserves’. If not, he continues his Turn by moving one of
his Pieces.
The first Player with 6 of his Pieces on his
last Row, WINS the Game.
A Player can also WIN when his opponent has
less than 6 Pieces on the Board.