Feb 14, 2006

SUICIDE BOMBER CHESS

Same as FIDE chess except: Moves are only to empty squares, after which all opponent pieces kingwise adjacent to the new position are destroyed; and if there are any of those, the moving piece is also destroyed.  Win by killing the king, who may not suicide.

. r . . k . . .|  1. b4   h5    10. Ne2  Nf6   19. Rh1  Bh6
. . . . p . . .|  2. e3   b5:   11. a5   g6    20. Ng3  f6
. . . . . . . .|  3. Ba3  d6    12. a6:  Bg7   21. Nh5: Kf7
. . . O . . . .|  4. Nc3  Na6   13. d4   Qc1:  22. Rg1  Ke8
. . . . . . . .|  5. Nb5: Ba6   14. d5   O-O   23. Rg7: resigns
. . . . O . . .|  6. Bb5: Rb8   15. h4:  bh6
. . . . . . . .|  7. Bb4  c5:   16. g4   g5:    1-0
R . . . K . . .|  8. a4   Qc8   17. Rg1  Ng4
                  9. c4   d5:   18. f3:  Bg7

Feb 10, 2006

DIABALLEX

[rules]

abcdefghijklm       Bx                  Jo
   x x x .    1.  h1-f3            h7-i6  j7-h5^
  . J o . .   2.  f3-e4  d1-d5^^   g6-i4^ d7-h3
 . . . o o .  3.  j1-h1  e4-c6^    i6-i2  h5-f3
. . . . . . . 4.  h1-j1  g2-h1     i2-e2^^ h3-g2
 . x . . . .  5.  h1-d1  j1-h1     i4-j3  f3-h3
  B . . . .   6.  resign!
   . o . .    7


The position of J's soldiers can win, no matter what B moves. Can you see how?

Feb 8, 2006

WEAPON CHESS

FIDE chess moves but to empty cells only. Castling is legal if neither
piece has moved. Object of the game is to kill the enemy king.

First player makes one move, then players make series of two moves until a capture is made, whereupon the series become of length three until the next capture, then four and so on.

Captures may be made as a series of one move only. The first capture may be of either type, hand-grenade or machine-gun, (both of which make the maximum number of takes available for that particular move); and after that each player's capture types must alternate.

During a series of non-captures it is permissible to play a piece into a position where it could make either sort of capture but does not do so, at the mover's choice, (declaration of capture type unnecessary).

. . k r . . . r     |  1. e4
p p p . p . . p     |  2. Nf6:(mg)e4                  
. . . . . . p b     |  3. g4g5 Nc3
. . . : . q : .     |  4. g6:(g)g5                  
. . . . . . . .     |  5. d4d5 Qe2 Bg2
. . . . . : . .     |  6. Ne4:(mg)c3f2
O O : . . . B O     |  7. Qf3:(mg)e4f7
. . K . R . . .     |  8. d6 Be6 Nc6 Qd7 Bh6 O-O-O
____________________'  9. Bg5 0-0-0 Ne2g3f5 Rhe1
                      10. Ne5:(g)d5f5
                      11. Rd5:(g)de6e5
                      12. Qf5:(mg)d5g5c2f3
                      13. resigns

Feb 3, 2006

PAINT-GUN CHESS

1. The FIDE rules apply, except:
2. Captures by machine-gun or grenade, at mover's choice.
    (The capture type includes all multiple hits of the type.)
  2.1 Machine-gun captures all pieces that could be captured using FIDE rules
  2.2 Grenade captures all adjacent (kingwise) pieces at the destination square.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
    Pawns that capture are also removed.
    Kings capture without reduction of power.


. . k . r . n r | 1. Nc3    g5
p p . p . p . p | 2. b4     Bg7
. . : . . . . . | 3. Nd5::  Ba2::::
. . . N . . . . | 4. Qc1::  Nc6:d5
. . . . . . . . | 5. h4:    Qh4:::
. . . . . . . . | 6. g3:    O-O-O
. . . O O . . . | 7. Bg2    Re8??
. . R . K . N . | 8. Bd5:   resigns

Feb 1, 2006

Trabsact Sagme Diaries

Always look into the paths of defeat. [T.Sagme, Proverbs]

Jan 30, 2006

CHICKEN GOMOKU (a game sample)

Black must make a 5-in-a-row, White must prevent him.
Both players play black moves until one declares
to be black, simultaneously passing.
Then alternation as usual starting with white.

a b c d e f g h i J: d3,i7,a9,i9,c9,i1,J takes x
. . . . . . . . x 1. e4 d6
. . . . . . . . . 2. d4 f6
. . . x . . o . . 3. e7 e5
. . . o o x . . . 4. c6 c7
. . . . x x x . . 5. b8 f4
. . o x . x . . . 6. g3 f5
. . x . o o . . x 7. f7 g5!!
. o . . . . . . . 8.
x . x . . . . . x 9.

And, at this point, J wins in 5 moves. Can you see how? playing at h6,g6,g7,g8,g9/g4 (select the previous text to see the solution).

Black has more resources in this game now that he needn't worry about defending against white attacks.

Jan 27, 2006

ABANONDAS

Like Epaminondas but phalanxes may also make 1-step orthogonal/diagonal sideslips//orthogonal sidesteps, provided all target cells are empty. Diagonal phalanxes can only make orthogonal sideslips.

Game Sample:
a b c d e f g h i j k l
                                 ooo              xxx
. . o o o o o o . . . .   1.  g1.g2 - g4    l14.k15 - l12
. . . . . . . . . . . .   2.  g3.g4 - f3    l12.l13 - k11
. . . . . . . . . . . .   3.  f1.f4 - f3        j14 - k13
. . . . . . . . . . . .   4.  f3.f6 - e3    k11.k15 - j10
. . . . . . . . . . o .   5.  e2.e6 - d3    j10.j15 - j7
. . . . . . . . . x o .   6.  k1.h1 - f1     j7.j12 - i6
. . . . . . . . . x o .   7.  d2.d7 - c3     i6.i11 - i2:2
. . . . . . . . . x o .   8.  l2.j2 - i2:1  b14.c15 - a13
. . . . . . . . . x o .   9.  l1.k2 - i4:1    i5.i7 - i4:1
o . . . . . . . . x . .  10.  i2.j2 - k2      i3.i6 - j4
o . . . . . . . . . . .  11.  g1.h2 - j4:1    j5.j7 - j10
o . . . . . . . . . . .  12.     k2 - j1     j8.j10 - i9
o . . . . . . . . . . .  13.  j1.j4 - j5    i14.i15 - i12
x . . . . . . . . . . .  14.  c2.c8 - b3        b15 - c15
. . x x x x . . x x . .  15.  b2.b9 - a10    i9.i13 - j9
                         16.  a1.a10: a13:3 b14.h14 - a14
a b c d e f g h i j k l  17.  ...(capturing 6 times )  
                         23.  i4.j4         g15.h15 - j15
                         24.  j8.j4 - k9     j9.j13 - j6
                         25.  b1.f1 - g1     resigns

Jan 23, 2006

CHICKEN GOMOKU

Black must make a 5-in-a-row in a 9x9 square board, White must prevent him.
Both players play black moves until one declares to be black, simultaneously passing.
Then alternation as usual starting with white.

a b c d e f g h i       bill first
. . . . . . . . .  1.    d3,h8,a9, J takes black
. . o . x . . . .  2. B: d6    c4 :J
. . . x o x . . .  3.    b5    e4
. . x . x o . . .  4.    f4    f5
. o . x x x o x .  5.    c2    h7
. . . o x . o o .  6.    g6    h5
. . . . o o . x .  7.    h6    e5
. . . . . . . x .  8.    g5    e6
x . . . . . . . .  9.    e2    e3
                  10.    e7    d5    
                  11.    f7    f3


After f3, J wins in 2 moves (can you see how?)

Jan 19, 2006

CHICKEN CHESS

Initially white has no king and two queens.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.

All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.

Sample

1. e5,Nf6,Bb4,0-0,B;d2,B;e1,B;f2,J takes black
2. Nf3    Re8
3. e4     N;e4
4. Qd5    Nd6
5. Bg5    Re7
6. B;e7   Q;e7
7. N;e5   Nc6
8. Ng4    Bb6
9. Bd3    Nb4
10 Qh5    N;d3
11 c;d3   h6
12 Nc3    Qg5
13 Q;g5   h;g5
14 h4     g;h4
15 R;h4   Bd4

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


In this moment, Black tries to swap as many material as he can, so that White could not have enough force, at endgame, to checkmate the black King.

Jan 16, 2006

Trabsact Sagme Diaries

The rules of a game must be as simple as possible, not simpler. [T. Sagme, Conversations with Einstein]

Jan 12, 2006

SAS FENCES

Cul-de-sac with 2 piece-moves/turn, and L-shaped walls allowed. Each player has one grenade, which may be played at the start of a turn to blast an unfillable hole in any unit of wall; and this uses the placement power for that turn.

Here is a match where the South player (ie, which must go to the north edge) was forced to close himself.

       S           N                  S           N
1.  -N  EGd     SE  FHi        11. WN  Je4    gJKf SS
2.  NW  GId     EE  Ei4        12. WN  JLi    SW  Hik
3.  SW  Jc2     WS  Dj4        13. SN  Ii2    NW  Hh3
4.  SW  Ic3     WW  Ck4        14. SN  Hh2    EE  Fh4!
5.  EE  Fg4     EN  Fk3        15. resign
6.  WN  Gb4     EE  Iac        16.
7.  EE  Fik     NE  Gik        17.
8.  SE  Kbd     SS  Jc4        18.
9.  EN  JLf     SW  Ij3        19.
10  SE  HJe     ES  IKk

Final Position:

  A   B   C   D   E   F   G   H   I   J   K   L
a +-------------------------------------------+ a
  |                               |           |
b |   +   +   +   +   +   ,---+   |   +   +   | b
  |                       |       |   |   |   |
c |   +   +   +   +   ,---+   +---.---;---|   | c
  |                   |           |   |   |   |
d |   +   +   +   +-------+-------+   +   +   | d
  |                                           |
e |   +   +   +   +   +   +   +-------+---+   | e
  |                                   |       |
f |   +   +   +   +   +   +   +   +   >   <---| f
  |                                           |
g |   +   +   +   +   +   +   +   +   +   +   | g
  |                           |         N     |
h |   +   +   +   +   ,---+---+---+   +   +   | h
  |                   |       |   |           |
i |   +   +   +   ,---+-------+   +---+-------| i
  |               |   |   | S |               |
j |   +   +   ,---+   |   |   |---.   +   +   | j
  |           |       |   |   |   |           |
k |   +   .---+   +---.   +   +   +-------+   | k
  |       |           |                       |
l +-------------------------------------------+ l
  A   B   C   D   E   F   G   H   I   J   K   L


In this position, South only route of escape is between Ii and Li, since everything else has double walls and he has only one grenade.

Jan 9, 2006

WEITUWEIQI

Oshiqi mechanics with both players playing "x"s. Chicken start.
Moves are mandatory, and if the game ends by stalemate then the winner is determined by whether the boundary has been reached.
Any boundary hit is a win for ESCAPER, otherwise BLOCKER wins.
Hitting the boundary before either side has declared is an immediate loss.

Unlur or "chicken" starting:-  both sides play moves as if for the weaker side, in this case blocker.  If at any time a player feels blocker is now certain to win, he announces "I Block!", but does not make a move. The other player is thus escaper and plays the first move in regular alternation.

Note: If, still on the first phase, a player makes a stalemate position he loses (the other say 'I block' and he cannot continue)

                           bill  joao
abcdefghijklmnopqrstu      ----------
     . x . . . x        1. a6    n7
    x x . x x x .       2. m8    r3
   . . . . . . . x      3. k6    h1
  x . . . . . x . x     4. g2    b4
 x x . . . . x . . x    5. j7    e2,sw
x . . . . x . . . . .   6. b7,e  m2
 x . . . x . x x : x    7. i8,nw c4
  . . . x . x . . x     8. k2    p7
   x . . . . o . .      9. o2,sw e10
    x . . . . : .      10. n5    d9
     . . . . . x       11. s4    d5
abcdefghijklmnopqrstu  12. s8    p1
                       13. t7    o4
                       14. BLOCK t5
                       15. p11   resigns


This game uses a similar concept as in Unlur, which might imply a new family of games: "Chicken Games".

Dec 15, 2005

Slowly Progressive Chess

As Scottish progressive chess, but with the next move list:
1 2 2 3 4 4 5 6 6 7 8 8 ...

A game sample:

Q n . . . . . . | 1. e4
p . p k . . . p | 2. d5:e4
. . . . . . . . | 2. Nc3:e4
. . b . O . . . | 3. Bf4:d1 e5
. . . . . . . . | 4. d3 Bg5:d8 K:d1
. . . . . p . . | 4. K:d8 Nf6:e4:f2+
O O . . . . . O | 5. Ke2:f2 d4:e5 Nf3
R . . . . K r . | 6. g54:f3:g2:h1Q:f1+
                  6. K:f1 c456:b:a8Q
                  7. Kd7 Bc5 f543 Rg8g1++


The slower progressive step allows for more tactical positioning and a game with a better tempo (between progressive and FIDE chess). The move list was made to minimize the first player advantage (it is more fair than the typical 1,2,3... sequence).

Another variant, even slower, uses the following list: 1 2 2 2 3 4 4 4 5 6 6 6 7 8 8 8 (which is also quite fair, regarding first player advantage). Here two game samples:

. . . . k . . N  |  1. e4
p . p . p p p p  |  2. d5:e4
. . . . . . . .  |  2. Nc3:e4
. . . . . . . .  |  2. Bg4:d1
. . . . . . . .  |  3. Nc5:b:d8
. . . . . b n .  |  4. Be2:f1:g2:h1
O . n O . O . O  |  4. Ne6:f8g6:h8
. . B . K . N .  |  4. Nc6d4b3:h1
                    5. b4b5b6b7:a8Q+
                    6. B:a1f3 Nh6f5g3 N:c2++

. . . . . . . . | 1. e4
. . . . . . . p | 2. d5:e4
. k . . . . . . | 2. Bc4:f7+
. . . . p . . . | 2. K:f7 Nf6
. . . . . . . . | 3. d3:e4 Q:d8
. . . . . . . Q | 4. e5 Bc5 R:d8 b5
. O O . . . . . | 4. Be3:c5e7:d8
. . . . K . . N | 4. N:e4:f2:h1 Nc6
                  5. a4:b5 R:a7:a8:c8
                  6. N:d8 Kd7c7:b8 c6:b5
                  6. N,,:h1 Na3:b5a7+
                  6. Kb:a7b6 Ne6f4:g2+
                  7. h456:g7g8Q:g2 Qh3 & wins

Dec 12, 2005

DIABALLEX

On each turn, a player can (optionally) do the following, in order:
1: Make two Halma moves.  They must be with different pieces.
   Only one of these is allowed by the first player on the first move.
2: Swap the King with a soldier provided that they are
   in the same line and with no enemy piece directly between them.
   This may be repeated successively with several different pieces.
The King cannot move by any other means.
GOAL - Win by getting one's king into the last row.

abcdefghijklm
   o o o o    1
  . . B . .   2
 . . . . . .  3
. . . . . . . 4
 . . . . . .  5
  . . J . .   6
   x x x x    7
abcdefghijklm


Sample Game (notation: a1^ means king swaps with a1)

abcdefghijklm        Bo                  Jx

   . o . .    1.   ..   f1.h3       h7.i6  d7.f5
  . . o x .   2. h3.i4  j1.h7       j7.j3  f7.h5^
 . . o . x .  3. h1.f3  d1.f1       i6.i2  f5.g4^
. . . J . . . 4. i4.j5  ^j5h7  B wins
 . . . x o .  5
  . . x . .   6
   . . B .    7
abcdefghijklm


This game was inspired by Philippe Lefrançois's Diaballik

Dec 7, 2005

Trabsact Sagme Diaries

The roads of attack and the roads of defense seldom lead to the same destiny. Games not obeying this live at the razor's edge: they can be magnificent or broken. [T.Sagme, Meditations]

Dec 5, 2005

Election Games (4/4)

SEIRPINSKI COALITIONS

On each move fill a cell with your symbol; then (optionally): (a) move a piece from one large triangle to the corresponding empty cell on another, or (b) to the corresponding empty cell on a neighboring small triangle, or (c) to an adjacent empty cell in the same small triangle.

Two friendly cells in a small triangle win that triangle for the player.
Two won small triangles in the same large triangle win that for the player.
Two won large triangles for a player win the game.

Notation as in SEIRPINSKI ELECTIONS including ‘-’ to represent a move of type (a), ‘:’ a move of type (b), and ‘.’ a move of type (c)

Game sample:

      J’s           B’s  
   ========================
1.  111  -       222   -
2.  331  -       121  222-3
3.  231  -       333  322:3
4.  322  331:2   311  332:1
5.  123  322-1   132  121:3
6.  112  321:3   211  132-3
7.  233  331-2   resign

             j            
            j .            
                          
          .     b        
         j j   . .        
        ___________      
      b \         / b    
     . . \       / b .    
          \     /        
   j     j \   / .     -  
  . .   . j \ / . .   b b


So, this game mixes the election goal with a restricted move feature, so that players may reuse their dropped stones. The game converges to an end, since on every turn, a stone is dropped, and eventually the board is full. When that happens, there is always a winner.

Nov 30, 2005

Cubic

A very nice puzzle related to Sokoban. You drag stones horizontally, and when two or more of the same color are adjacent, they disappear. Gravity exists to pull your stones down.

Check http://www.agon.com/doodle/four.html and play online.

Nov 29, 2005

IQISHIQI example

[rules]

          J                 J   B
abcdefghijklmnopqrstu      ---------
     x x . . . .        1.  q6  h5
    x . . . . . .       2.  b5  h1
B  x . . . . . . x  B   3.  p5  j7
  . . . . . . . . .     4.  e2  k8
 x . . . . . . x . .    5.  d3  h7,ne
o . . . . . . : x . .   6.  r3  f1,se
 . . . x x . . x . .    7.  k10 p7,sw
  . . . . x . x . .     8.  n9  h9
J  . . x . . x . .  J   9.  m10 o8,w  
    x . . x x . .      10.  
     . . . . . .       11.  0-1
abcdefghijklmnopqrstu


A win with a 7 step move after a lousy play by J

Nov 28, 2005

Election Games (3/4)

Perhaps the best game with this concept is to use a larger hexagonal board and to simplify the turns into a 12* progressive mutator:

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

Game sample:

     J's        B's
1:  --  e1    q5  e9
2:  h2  i7    i5  m9
3:  f4  m7    h4  n4
4:  b4  p4    d4  l4
5:  g1  k9    m1  i9
6:  i1  m3    n2  p6
7:  k3  g7    d8  h6
8:  i3  f6    k1  j2
9:  d2  f2    h8  k7
10  e5 k5     c3 g9
11  resign

abcdefghijklmnopq  
    j j j b b      
   j j j b   b    
  b . . j j j .    
 j b j b   b b j  
.   j   b j . . b  
 . . j b   . . b  
  . . j j b j .    
   b . b .   .    
    b b b j b    

Nov 21, 2005

Election Games (2/4)

Hexagonal boards are very nice to play these games, since they have 3 natural directions.

3-HEXAGONAL ELECTION (121)* progressive mutator

On each move fill any empty cell or cells with your symbol.

In a hexagonal board there are three directions (in the following board, one horizontal and two diagonals). The actual board has some cells removed so that all lines have an odd number of cells (to prevent draws in the ownership of those lines):

abcdefghi  
  . . .    1
 .   . .   2
. .     .  3
 .   . .   4    
  . . .    5

A majority friendly cells in a line win that line for that player.
A majority of parallel lines win that direction for that player.
A majority of directions win the game for that player.

Game sample:
                B's      J's
abcdefghi     ================
  j b j    1.  f2       c1  e5
 .   b b   2.  b4       h4
. b     j  3.  f4  h2   g5
 b   b j   4.  e1       g1  i3    
  . j j    5.  c3       resign

Nov 17, 2005

Election Games (1/4)

SIERPINSKI ELECTION

On each move fill a cell or cells with your symbol. The number of stones dropped follows a 121 cycle (ie, one stone, then two stones, then one stone, and so on). In short, we say it uses a (121)* progressive mutator.

Two friendly cells in a small triangle win that triangle for the player.
Two won small triangles in the same large triangle win that for the player.
Two won large triangles for a player win the game.

The notation is, top-triangle = 1; bottom-left = 2; bottom-right = 3;
and largest triangle = 1st co-ordinate down to smallest = 3rd co-ordinate.

Game example:
      J's      B's
1. 111       222 333
2. 213       311
3. 123 231   221
4. 312       211 233
5. 313       212
6. 323 121   131
7. resign

             j
            . .
                            
          j     b
         . j   . .
        ___________          
      b \         / b
     b j \       / j j    
          \     /  
   b     j \   / .     .
  b .   . b \ / . j   . b
            

The name is due to the way committee membership can be fiddled so that a strategically-placed minority can still win an election! The idea and these games by Bill Taylor.

This election principle can be extended to more games (check next posts).

Nov 14, 2005

Trabsact Sagme Diaries

Every action closes open doors. [T.Sagme, Meditations]

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]