Nov 11, 2005

Royal Hand-Grenade Chess

Same as chess, except there is no direct take allowed, on each move all opposite pieces at King distance are captured, the one who captures the king wins

Sample Game:

1. e3    e6        9. b4:b5   Qc7
2. Bd3   g6       10. Nc3     Bb7
3. d3    Nf6      11. Nd5:de6 d6:d5
4. Nh3   Ng4:h3   12. Ba6:ab7 Qc2:cd1
5. h3:g4 Bd6      13. Rc1:c2  Ra7:a6
6. g3    b6       14. Rc3     Nd7
7. d4    c5:d4    15. resign
8. c4:c5 b5:c4

. . . . k . . r
r . . n . p . p
. . . p . . p .
. . . . . . . .
. O . . . . . .
. . R . O . O O
O . . . . O . .
. . . . K . . R

Nov 8, 2005

1-11 REVERSI

The scoring and moves of the game are exactly as at standard reversi,
with the four initial moves in the four centre cells.
From the second turn onwards, each player plays a move for himself, one for his opponent, and another for himself, to constitute his turn.

Game sample:

  =xx==oo=  
1. d4  e4
2. e5  d5
3. e3  d3
4. c4  f3
5. d6  d7
6. e2  b4
7. c5  d1
8. e1  f1
9. g2  h3
10 h1  f4
11 g5  g3
12 a4  g1
13 c1  e6
14 f5  h6
15 h2  b5
16 h4  a3
17 f6  a5
18 d8  g4
19 g6  c8
20 c3  f2
21 b8  g7
22 h8  h7
23 b6  h5
24 d2  g8
25 f8  c2
26 f7  e8
27 b3  b2
28 a1  a8
29 b1  e7
30 c6  a2
31 a6  c7
32 b7  a7

1-0 (35-29)

Final Position:

a b c d e f g h

x x x x x x x x  1
x x x x x x x x  2
x o x x x x x x  3
x o o x x o o x  4
x x o x o o o o  5
x o x o o o o o  6
o o o o o o o o  7
o o o o o x x x  8

Corners are much easier to grab, since players may drop an opponent stone on any valid empty cell. There are much more traps on each turn, and the possibilities for each move are quite large.

Nov 2, 2005

Trabsact Sagme Diaries

Sometimes we need to cross doors that may lead to defeat, just to close them behind. [T.Sagme, Meditations]

Oct 27, 2005

A IQISHIQI quick match

Oshiqi mechanics with both players playing "x"s.
A player wins if 'o' reaches one of his edges.
Moving "o" to a corner wins.  Lose if unable to move.

          A                 B    A
abcdefghijklmnopqrstu      ---------
     . . . . . .        1.  q6  h5
    . . . . . . .       2.  i6  m10
B  . . . . . . . .  B   3.  h11 r7
  . . . . . . . . .     4.  f5  j11
 . . x x . . . . . .    5.  s8  f7
. . . . x . . . x . .   6.  j9  e10
 . x x . . . . . x .    7.  d7 wins
  . . . . . . . . x     8.
A  . . . x . . . .  A   9.
    x . o . x . .      10.
     . x x . . .       11.
abcdefghijklmnopqrstu
          B

Oct 24, 2005

Cross-Hairs

Definition:  A piece is on an enemy line if it belongs to a line of adjacent pieces (of either color or type) between two enemy pieces. A line similarly includes any sequence of adjacent edge cells.

RULES
1.  On each turn, each player must drop a friendly soldier on an empty cell adjacent to any stone AND then, optionally, move any soldier to an adjacent empty cell which is adjacent to any other piece. After each drop and after each move:
1.1   Any enemy soldier not on the edge and belonging to *two* enemy lines is replaced by a friendly King;
1.2   Any enemy soldier on the edge belonging to *one* enemy line is replaced by a friendly King;
1.3   This replacement only happens if the dropped/moved piece participates in one of those enemy lines;
1.4   Kings are never replaced and do not move.
2.  When all cells are occupied, the player with more Kings wins.

 abcdefghijklmnopq
     . . . . .     1
    . . . . . .    2
   . . . . . . .   3
  . . . . . . . .  4
 . . . . . . . . . 5
  . . . . . . . .  6
   . . . . . . .   7
    . . . . . .    8
     . . . . .     9
 abcdefghijklmnopq

Sample Game:

      ooo         xxx    
   ----------------------
1.  i5  --      j4  --    
2.  k3  --      g5  j4h4  
3.  f6  k3i3    k5  h4j4  
4.  e5  i3h4:   e7  --    
5.  l4  h4i3    m5  j4k3  
6.  l2  l4m3    d4  k3l4  
7.  n6  m3n4    c5  e7g7:
8.  l6  l2k3:   h6  l4j4:
9.  a5: f6e7    o7  h6j6  
10  h6: h6i6    h8  j6k7  
11. b4  e7d6:   j6: o7p6
12. q5  n6o7:   c7  g7e7
13. d8  a5b6:   a5  d4c3:
14. d2: d6f6    e9::j6h6
15. g9: d2e3    d6  e7g7:
16. e7  e3f4:   f8: h8i9:
17. h8  f4d4:   j8: h6j6
18. m7  q5o5    m3  i9k9
19. l2  d4f4    n6  m3o3:
20. n2  o5p4:   n8  k7l8:
21. g3  p4o5    q5: q5p4
22. q5: n2m1    h2  n8m9  
23. f2  i3j2    n2: n2m3
24. i1: n4l4    k1 m3n2:
25. n8: i1g1     resign

abcdefghijklmnopq  
    . o . @ #     1
   . o @ o o @    2
  @ . o . o . @   3
 # . o . @ o . @  4
@ @ # @ # @ @ o # 5
 # @ # . x # x @  6
  @ # @ # . # #   7
   # x # x x o    8
    @ # . x x     9
abcdefghijklmnopq


One possible variant would remove the edge rule, turning the board into a hex-torus. This has pros and cons, it simplifies the game but at the cost of some clarity (the board topology would become harder to grasp).

Oct 17, 2005

Pentaboard

There is a fairly nice pentagonal board available that is fully symmetric and thus useful for games requiring that. We used an asymmetric 5-sided board for our 5-Y game Gem:

         . . . . .
        . . . . . .
       . . . . . . .
      . . . . . . . .
       . . . . . . .
        . . . . . .
         . . . . .
          . . . .
           . . .
            . .
             .


There is no need to have a fully symmetric one, but it is possible. The board is:

         . . . . .
        . . . . . .      
       . . . . . . .
      . . . . . . . .    
     . . . . . . . . .    
      . . . 4 4 . . .    
       . . 3   3 . .
        . 2     2 .
         1       1


Which is just a dodecahedral cap. The "cut" is to join up so that equivalent cells are identified (the same number represents the same cell).

We can do the same for a heptagonal board...

        . . . . 1           1
       . . . . 2           2 .
      . . . . 3           3 . .
     . . . . 4           4 . . .
    . . . . 5           5 . . . .
     . . . . 6         6 . . . .
      . . . . 7       7 . . . .
       . . . . 8     8 . . . .
        . . . . 9   9 . . . .


Just as before, the numbers indicate identical cells. The centre spot is 5, and the whole thing is a symmetric heptagon with 5 dots per side and a 5-dot radius.

Oct 10, 2005

TORAX (part II)

Here is another Torax game, where the blocker wins, but only after much more fight (the board is also larger):

 1. c3g7  b3h7
 2. b7h3  adopt

a   b   c   d   e   f   g   h   i    
---------------------------------    
.   .   .   .   .   .   .   .   .    1

.   .   .   .   .   .   .   .   .    2

.   O   O   .   .   .   .   O   .    3

.   .   .   .   .   .   .   .   .    4

.   .   .   .   .   .   .   .   .    5

.   .   .   .   .   .   .   .   .    6

.   O   .   .   .   .   O   O   .    7

.   .   .   .   .   .   .   .   .    8

.   .   .   .   .   .   .   .   .    9

 3.   e5      e2  
 4.   f2      f3  
 5.   e3      e4  
 6.   f4      g4  
 7.   d2      d3  
 8.   g3     d3e2
 9.  e3f2    e4f3
10.  f4g3     g2  
11.   b5      e7
12.   g5      h5
13.   h4      i4
14.   i5      d5
15.   c5      c6
16.   d4     d5e4
17.  d4e3    f3g2
18.   g1      h1
19.   h9      f1
20.  f2g1     f9
21.   a7      a6
22.   i6      i7
23.  i6a7     a8
24.  h4i5     i9
25.   d6     c6d5
26.   b8     a8b7
27. resign

 a   b   c   d   e   f   g   h   i      
 ---------------------------------    
 .   .   .   .   .   O  _X   O   .    1
                      _/              
 .   .   .   X  _O  _X  _O   .   .    2
              _/  _/  _/              
 .   O   O   O  _X  _O  _X   O   .    3
              _/  _/  _/              
 .   .   .   X  _O   X   O   X_  O    4
              _/               \_      
 .   X   X  _O   X   .   X   O   X    5
          _/                          
 O   .   O   X   .   .   .   .   X_   6
_                                  \  
 X  _O   .   .   O   .   O   O   O    7
  _/                                  
 O   X   .   .   .   .   .   .   .    8
                                      
 .   .   .   .   .   O   .   X   O    9

Oct 4, 2005

TORAX

1. Initially both play one or more blocks (O) per turn, or else adopt Blocker. After adoption, the other (X) starts the alternating moves.
2. Alternating play continues as at Quax.
3. The game ends when X has made a connected global loop in any direction; or until this is impossible.

The game has two distinct phases. First there is a poker-like game, where both player drop blocking pieces until one of them accepts the task of Blocker. Secondly, there is a race of connection vs. blocking which, eventually decided if the first phase goes too far. Here is an example of it:

1. d3     b5
2. f5     c4
3. a1     b4
4. b1     adopt block

a   b   c   d   e   f    
---------------------  
O   O   .   .   .   .  1

.   .   .   .   .   .  2

.   .   .   O   .   .  3

.   O   O   .   .   .  4

.   O   .   .   .   O  5

.   .   .   .   .   .  6

The game is quickly decided:

5. e4     d5
6. e5     e6
7. d6     d5e6  
8. e1     e2
9. resign

a   b   c   d   e   f    
---------------------  
O   O   .   .   X   .  1
                        
.   .   .   .   O   .  2
                        
.   .   .   O   .   .  3

.   O   O   .   X   .  4

.   O   .   O_  X   O  5
              \_
.   .   .   X   O   .  6

Sep 29, 2005

FAIR CHESS

First player has one move, after which players may play either one or two moves per turn, at their choice.

Both moves of the two must separately be legal FIDE moves for the position faced; there is no enpassant but all other FIDE rules apply.

1       c4         c5  Nf6  
2  b4   Nf3       c:b4 Nc6  
3  a4   g3         a5   e5  
4  N:e5 d4        N:e5  d6  
5  Bg5  d:e5      Qc7  Ne4  
6  Bg2  e:d6      N:d6 Bd7  
7  O-O  Qd4       f6   Be7
8  Bf4  Qd5       Q:c4 Rc8
9  Q:b7 B:d6      B:d6 Qc7
10 Rc1  Qe4+      Kd8  Be5
11 R:c7 Nd2       R:c7 B:a1
12 Nb3  Qa8+      Bc8  Ke7
13 N:a1 Qe4+      Be6  ---
14 Nb3  Bh3 ?     f5   Rc3+ !
15 N:c1 Bf1       f:e4 Rd8
16 resign

. . . r . . . . 8
. . . . k . p p 7
. . . . b . . . 6
p . . . . . . . 5
O p . . p . . . 4
. . . . . . O . 3
. . . . O O . O 2
. . N . . B K . 1
a b c d e f g h


After move 14, White loses the queen and is unable to recover the R vs N advantage.

This chess variant, with a pace equal to Marseillais Chess is indeed quite different. Pieces that are moved inside the same turn do not give extra liberties to each other (each move must be legal according to the initial position at the start of the turn).

Sep 27, 2005

RAMBO WALLS (A sample game)

j = jeep:     moves 3 spaces
o = obstacle: can only be entered with a single step
g = grenade:  creates an unfillable gap from a wall
r = rope:     crosses a wall  
a = archway:  creates an unfillable gap from a space    
p = pivot:    turns a wall through 90^ (re-usable)
L = L-wall:   2 units L-shaped
3 = 3-wall:   3 units long

     B            J      
1. -N  GIc      WS  GIk
2. WW  EGc      WW  EGk
3. WW  CEe      SS  CEk
4. NW  Ece      WW  ACk  
5. EE  ACe      EE rDEe
6. EE  Egi      SS jS              
7. EE  DFi      WS  Ikm
8. WE  rN       SE pDk
9. NN  CEn      SE 3Ekn
10 NN 3EGl      EE aHim
11 resign     Powers left: J: [ogL], B: [jogapL]


   A   B   C   D   E   F   G   H   I   J   K   L   M   N
a , - - - - - - - - - - - - - - - - - - - - - - - - - . a
  :                                                   :  
b :   +   +   +   +   +   +   +   +   +   +   +   +   : b
  :                                                   :
c :   +   +   +   +-------+-------+   +   +   +   +   : c
  :               |                                   :
d :   +   +   +   |   +   +   +   +   +   +   +   +   : d
  :               |                                   :
e :-------+-------+   +   +   +   +   +   +   +   +   : e
  :                                                   :
f :   +   +   +   +   +   +   +   +   +   +   +   +   : f
  :               |             B                     :
g :   +   +   +   |   +   +   +   +   +   +   +   +   : g
  :               |                                   :
h :   +   +   +   +   +   +   +   +   +   +   +   +   : h
  :                                                   :
i :   +   +   +-------+   +   +   +   +   +   +   +   : i
  :                                                   :
j :   +   +   +   +   +   +   +   +   +   +   +   +   : j
  :           |                                       :
k :-------+   o   +-------+-------+   +   +   +   +   : k
  :           |   |         J     |                   :
l :   +   +-------|-----------+   |   +   +   +   +   : l
  :               |               |                   :
m :   +   +   +   |   +   +   >   <   +   +   +   +   : m
  :               |                                   :
n ` - - - - - - - - - - - - - - - - - - - - - - - - - ' n
   A   B   C   D   E   F   G   H   I   J   K   L   M   N

Sep 23, 2005

Trabsact Sagme Diaries

In the middle lies the virtue of no decision. [T.Sagme, Proverbs]

Sep 21, 2005

FLAG GRID

* Object of the game: to take the flag to one of one's own home bases.
* Movement and capture is similar to Lines of Action, with the distance to be moved being EITHER the total number of pieces in the vertical line of the piece to be moved, OR the horizontal line, mover's choice.
* If a piece moves to the uncaptured flag, or captures an opposition piece with the flag, he captures the flag and keeps it until captured.

Initial Setup:

a b c d e f g h i
; . x . . . o . : 1
. x . . . . . o . 2
x . . . . . . . o 3
. . . . . . . . . 4
. . . . F . . . . 5
. . . . . . . . . 6
o . . . . . . . x 7
. o . . . . . x . 8
. . o . . . x . . 9

Game Sample:

    Xs:   Os;
1. b2-d4 i3-g5
2. d4-e4 b8-b7
3. i7-i4 h2-g3
4. g9:g5 g3:g5
5. a3-c3 c9-f6
6. i4-h5 f6-g6
7. h8-f6 g6:e4
8. h5:g5 a7-c5
9. g5*e5 e4*e5
10 f6*e5 c5*e5
11 c3*e5 g1-g3
12 c1-d2 b7-c6
13 d2-e3 resign

a b c d e f g h i
; . . . . . . . : 1
. . . . . . . . . 2
. . . . x . o . . 3
. . . . . . . . . 4
. . . . X . . . . 5
. . o . . . . . . 6
. . . . . . . . . 7
. . . . . . . . . 8
: . . . . . . . ; 9

This is a catch-the-flag game with a mix of Lines of Action. Games are fast and full of tactical measures and counter-measures. There is no great strategic depth but the game is fun. Game by Bill Taylor.

Sep 16, 2005

SLIDE-CHESS

1. Each player must on each move do one of:-
 (a) make a regular Chess move; (which includes moving or capturing into or out of either cage).
 (b) move his cage (with any contents) to any empty edge or corner square;
 (c) insert his cage (with any contents) orthogonally into the board, shifting the other cells in line until a cage appears at the opposite edge (which must have been empty).
2.  A player wins by capturing the opponent King
3. No double initial pawn step; no castling.
4. When a pawn reaches the 2nd/7th rank, its mover decides how it promotes.
5. A player may not move his cage twice consecutively.
6. No king must ever be in a cage.

Initial Setup

1         [ ]         1  [] White cage
2    r n b k b n r    2  () Black Cage
3    p p p p p p p    3
4    . . . . . . .    4
5    . . . . . . .    5
6    O O O O O O O    6
7    R N B K B N R    7
8         ( )         8
   a b c d e f g h i

Game Sample (‘>’ means a cage slide):

 1. e5 g4
 2. e1a8 e4
 3. Na8 e8a2
 4. a8d1 Ra2
 5. N:f2 K:f2
 6. d1>d8 a2>i2
 7. d6 d:e5
 8. d:e5 Bc4
 9. b:c4 N:c4
10. b5 Ne3
11. Rd7 i2d1
12. R:d1 N:d1
13. Bb6 d1c8+
14. resign (White cannot recover his material)

Final position:

1                    1
2   r . . . . k n    2
3   p p . . p . p    3
4   . . . p . p .    4
5   O . . O . . .    5
6   B O . . O O O    6
7   . . . K . N R    7
8    (n[ ]           8
  a b c d e f g h i

This chess variant has two main features that provide some fun: (1) the board changes (rows and columns are shifted left/right or up/down) which permits checks, piece pinning and the like, and (2) pieces may move very fast to other board edges via cage movements. Game by João Neto.

Sep 9, 2005

Games @ Amazons

Games from the Amazons Indians by the Indigenous Brazilian Games Project

Sep 5, 2005

Games @ Knossos

I travelled to Greece, visiting Crete and Athens. At Crete I went at the archaeological site of Knossos. Here I saw this reference (click in the pictures to enlarge):



After that visit, I went to the museum where I caught the game itself:


And a view from above:


Unfortunately nothing more was presented at the museum about the game.

Sep 1, 2005

Another Taylor's Ghost

Still another beatiful example of a forced sequence mate with Taylor's Ghost in an Aussie Progressive Chess.

1. Nf3
2. a5 h5
3. e4 Ng5 N:f7
4. d5 Qd7 Qg5 Q:d1+
5. K:d1
6. Nb6 Rh6 Rf6 Rf3 Re3 Re1+
7. K:e1
8. Nh6 Nf5 Nd6 Nb5 Nc3 Nd4 Nc2++

r . b . k b . .
. p p . p N p .
. . . . . . . .
p . . p . . . p
. . . . O . . .
. . n . . . . .
O O n O . O O O
R N B . K B . R


After two forced captures which destroyed the White sequences, Black manages to give a great check-mate with his two Knights.

Jul 28, 2005

RAMBO Walls

In the SAS post, the traditional Cul-de-Sac game (check also Quoridor) gets more movement and some extra powers to improve the game dynamics.

Well, after some experiences, the powers got larger and deadlier, so RAMBO Walls appeared. The rules are the same, but the game needs a larger board (13x13) and have some extra powers (each player, initially, gets one of each):

* Grenade (explodes half a wall which cannot be rebuilt)
* Archway (prevents a wall between two cells)
* Jeep (the piece moves 3 times in a single turn)
* Rope (the piece jumps over an adjacent wall)
* L-wall (drops a L-shape wall with 2 half-walls size)
* Pivot (a wall with a friendly pivot in its middle can rotate 90º)
* Obstacle (a cell with an obstacle needs a full turn to cross over)

As in SAS, every power deployment substitutes the typical wall drop.

Jul 26, 2005

Taylor's Ghost

In Scottish Progressive Chess there is a killer tactic called Galvin's Ghost. The idea is to leave a position where the next player must check our king in his first move, and so ending his own sequence.

In the Australian version (posted below) there is another type of ghost (let's call it Taylor's ghost), ie, leave a position where the next player must capture in his first move.

Here is a game where that tactic is applied twice (in moves 4 and 6):

1. d4
2. Nc6 N:d4
3. Nf3 c3 c:d4
4. Nh6,f5,h4:f3+
5. e:f3
6. c5 d5 e5 Qb6b3:d1+
7. K:d1
8. Bf5,d3 Bb4 c432 ++

r . . . k . . r
p p . . . p p p
. . . . . . . .
. . . p p . . .
. b . O . . . .
. . . b . O . .
O O p . . O O O
R N B K . B . R

Jul 21, 2005

AUSSIE PROGRESSIVE CHESS

Same as Scottish Progressive Chess but a move series also ends as soon as a piece is captured.

A game sample:

1. e4
2. d4 d:e4
3. Qh5d5:d8+
4. K:d8
5. Ke2 c4 g3 Bh3 B:c8
6. e5 Nf6 h5 Nc6 Ke7 R:c8
7. a4 h4 Nh3 Ra3d3d8:c8
8. Nb4 a5 Ke6 Bc5 Ng4 f5 f4 R:c8
9. b3 d3 Rd1 Ba3 B:b4
10 e3 Rd8 e4 Kf5 B:b4
11 d4 d5 f3 f:g4+
12 Ke5 g6 Bc5 Rf8 f3+
13 Ke1 d6,7,8Q,h8,h6 Rd5++

. . . . . r . .
. p p . . . . .
Q . . . . . p .
p . b R k . . p
O . O . p . O O
. O . . p p O N
. . . . . . . .
. N . . K . . .

This is also a slower chess variant than the traditional progressive ones. One capture per turn maximum, will set the attention on tactical positions that can take advantage of that new restriction.

Jul 15, 2005

SAS WALLS

Rules like Cul-de-sac but with two moves/turn and a wall drop.
Each player initially, has two archways and one grenade.
* An archway between two squares prevents a wall there
* A grenade explodes a wall between two squares and prevents a wall there
Playing the power replaces the wall movement.

A Game Sample:
                      Joao
   A   B   C   D   E   F   G   H   I   J   K   L  
 a +-------------------------------------------+ a
   |                                           |  
 b |   +   +   +   +-------+   +   +   +   +   | b
   |                 B                         |  
 c |   +   +   +   +   +   +   +   +   +   +   | c
   |                                           |
 d |   +   +   +---#   #-------+   +   +   +   | d
   |                                           |
 e |   +   +-------+   +   +   +   +   +   +   | e
   |               |                           |
 f |-------+   +   |   +   +   +   +   +   +   | f
   |               |   |                       |
 g |---#   #-------+   |   +   +   +   +   +   | g
   |       |   |       |                       |
 h |   +   |   |-------+-------+-------+-------| h
   |     J |   |                               |
 i |   +   +   +   +   +-------+------->   <   | i
   |                   |                       |
 j |-------+   +   +   |   +   +   +   +   +   | j
   |                   |                       |
 k |   +   +   +   +   +   +   +   +   +   +   | k
   |                                           |
 l +-------------------------------------------+ l
   A   B   C   D   E   F   G   H   I   J   K   L
                      Bill

     Joao       Bill      
    --------------------
1.  .S  FHi    NN  FHd      
2.  SW  Fik    EE  DFd      
3.  WW  HJi    EE a@JKi
4.  SS  JLh    NW  CEg
5.  SE  HJh    WW  Eeg
6.  WW  FHh    WW  ACg
7.  EE  DFh    WW  CEe
8.  WW  Cgi    NE  ACf
9.  EW  DGi    EN  Ffh
10  EW g@BCg   NN g@EFd
11. SS  EGb    NN  ACj
12. resign

Jul 13, 2005

134* Amazons - Some Notes

Remembering the rules of 134* AMAZONS:

As Amazons but
* Players move 1,3,4,4... friendly Amazons per turn
* Different pieces to move within a turn.
* If 4 different pieces cannot be moved, the player loses.
----------------

Some notes:

It's difficult to know how safe it is to leave holes in the walls of one's territory.

Players should always leave some loose cannons scattered to prevent enemy blitzkrieg construction. Too much friendly pieces together are prone to quick isolation, too few to direct attacks.

There is an interesting strategic tension between going edgewards, where it is easier to make territory but also risks being shut in, or going central where one is safe but has little chance to make territory.  This feature is largely absent from the original game.  It is remarkably similar to Go, though in dynamic form rather than static form.

Initial moves of an actual game (first player is X):

1   a1-b2/m2
2   a5-c5/a3    e1-c3/b3    m1-l2/c2
3   i1-k3/m3    m13-l12/l3  b2-c1/k1    e5-e8/k2
4   c2-d2/d1    c5-e5/b2    a13-c11/l11 i13-j12/k11
5   k3-g3/k3    m5-j8/j11   a9-d6/i11   e13-i13/i12
6   e9-h12/h13  j12-k13/j12 m9-k9/m11   d2-g5/d2
7   i9-h9/h11   j8-g8/g13   e8-e10/g12  d6-c7/g11
8   k9-j8/j9    e5-f6/j10   g5-h5/j7    i5-j5/j6
9   g3-f4/j4    h9-i8/i4    g8-g4/h4    c7-c5/e5
10  j5-k4/j5    j8-h6/j8    f6-c6/g2    h5-d9/i9
11  f4-e3/j3    i8-g6/g5    e10-g7/h7   g4-e6/g5
12  h6-i7/h8    c11-f8/g8   d9-d7/e8    c6-b6/c6

a b c d e f g h i j k l m
. . x # . . . . . . # . .   1
. # # # . . # . . . # o #   2
# # . . x . . . . # # # #   3
. . . . . . . # # # o . .   4
. . x # # . # . . # . . .   5
. o # . x . x . . # . . .   6
. . . o . . x # o # . . .   7
. . . . # o # # . # . . .   8
. . . . . . . . # # . . .   9
. . . . . . . . . # . . .  10
. . . . . . # # # # # # #  11
. . . . . . # o # # . x .  12
. . . . . . # # x . o . .  13
a b c d e f g h i j k l m

Jul 11, 2005

Trabsact Sagme Diaries

An attacker searches unseen paths; a defender unseen flaws. [T.Sagme, Proverbs]

Jul 8, 2005

Two uncommon progressive variants (2/2)

KIWI PROGRESSIVE CHESS
======================
Same as Scottish Progressive Chess except that mate may be delivered only in a move series with no captures.

Some games:

1. e4
2. d5 Kd7
3. e:d5 Nf3 Bb5+
4. Kd6 Bg4 B:f3 B:d1
5. c4 Nc3 d4 Ne4 #

r n . q . b n r
p p p . p p p p
. . . k . . . .
. B . O . . . .
. . O O N . . .
. . . . . . . .
O O . . . O O O
R . B b K . . R

 1. f3
 2. e5 h5
 3. Bh5 Be6 B:f6+
 4. K:f6 Qh4 Q:h2 Q:h1
 5. d4 d:e Qd5 Q:h1 Qf3 +
 6. Ke6 b5 Bb7 B:f3 Nh6 Bb4 +
 7. c3 c:b4 N:f3 B:h6 B:g7 B:h8 Nc3
 8. a5 a:b4 b:c3 c2 Kd5 Kc4 R:a2 c1Q +
 9. R:c1 +
10. Kd5 R:b2 c6 c5 c4 c3 h4 Rd2 c2 Rd1 +
11. R:d1 +
12. Kc4 Kc3 c1N Nb3 Nd4 Na6 Nc7 Nd5 Nf4 Ng2 #

. . . . . . . .
. . . p . . . .
. . . . . . . .
. p . . O . . .
. . . . . . . p
. . k . . N O .
. . . n O O n .
. . . R K . . .

 1. e4
 2. e5 Ke7
 3. d4 d:e5 Bg5+
 4. f6 e5 Bg4 B:d1
 5. Nc3 R:d1 R:d5 R:d8 R:f8
 6. Ke6 f:g5 Nh6 R:f8 R:f2 R:f1 +
 7. K:f1 h4 h:g5 g:h6 h:g7 Rh5 g8Q +
 8. Ke7 Na6 R:Q:g:b Rh2 R:R
 9. Ne2 Ng3 N:h5 Nb5 N:c7 N:a6 Nc5 N:b7 Kg1
10. K:h4[3] K:e5:e4[4] K:b7[3]
11. K:h7[6] Kc2[5]
12. K:a2...d7[7] a5 a4 a3 a2 a1Q
13. resign

. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. k . . . . . .
. . . . . . . .
. . K . . . . .
q . . . . . . .

This variant is slower than the Scottish one. The mate restriction adds more strategy to the move sequence, since mates are harder positions to get and so, both players may try different approaches without concerning about annoying Fool's mates.

Jul 6, 2005

Two uncommon progressive variants (1/2)

PORTUGUESE PROGRESSIVE CHESS
============================
Same as Scottish Progressive Chess except that all moves within a turn are with different pieces, (castling counts both).

Game example:

 1. e4    
 2. e5  Nf6
 3. Nc3 Nf3 Bc4
 4. Bb4 O-O Nc6 d6
 5. O-O d4  a4 Bd2 Qe2
 6. B:c3 Nd4 c5 b5 a6 h5
 7. N:d4 b:c3 Bb3 Bc1 Rb1 Qf3
 8. c:d4 a5 Bg4 Rc8 Qb6 g6 Kg7
 9. Bb2  c:d4 Rfc1 Kh1 Qe2 f3
10. e:d4 Be6 b4 h4 Rh8 g5 Nh5 Kg6 Rc6 Qc7
11. a:b4 B:e6 B:d5 Ra1 c3 Rb1 Qd2
12. a:b4 d5 R:e6 f5 Nf6
13. B:f6 d4 c:b4 Ra2 Qd3 e:f5+
14. K:f6 Re8 Re3 Qf4
15. b5   Rd1 Rb2 Qf1
16. K:f5 Rb8 Re5 h3
17. b6 Rb5 Rdb1 g3 Kg1 Qd3+
18. Kf6 Q:f3 g4
19. b7 R:d5 Rb2 Q:f3+
20. g:f3 Re2 R:b7
21. R:b7 Re5
22. resign

Final Position

. . . . . . . .
. R . . . . . .
. . . . . k . .
. . . . R . . .
. . . O . . . .
. . . . . p O p
. . . . r . . O
. . . . . . K .


This variant provides more 'natural' games that the typical progressive rules. It is more similar to FIDE chess and, in a sense, captures more closely the army metaphor behind the original chess concept (at a given time, every soldier should be able to move).

Jul 4, 2005

Neutral Mutator (part IV)

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:
"""""
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