Trabsact Sagme Diaries
The rules of a game must be as simple as possible, not simpler. [T. Sagme, Conversations with Einstein]
Inventing and talking about new or obscure abstract games
The rules of a game must be as simple as possible, not simpler. [T. Sagme, Conversations with Einstein]
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João Neto
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11:13
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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.
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João Neto
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10:00
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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".
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João Neto
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10:15
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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
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João Neto
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12:42
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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
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João Neto
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09:18
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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]
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João Neto
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18:45
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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.
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João Neto
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19:22
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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.

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João Neto
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11:16
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[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
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João Neto
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13:20
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Perhaps the best game with this concept is to use a larger hexagonal board and to simplify the turns into a 12* progressive mutator:Game sample:
abcdefghijklmnopq
. . . . . 1
. . . . . 2
. . . . . . . 3
. . . . . . . 4
. . . . . . . 5
. . . . . . . 6
. . . . . . . 7
. . . . . 8
. . . . . 9
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
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João Neto
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14:14
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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
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João Neto
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09:11
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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).
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João Neto
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12:30
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Every action closes open doors. [T.Sagme, Meditations]
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João Neto
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09:22
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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
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João Neto
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18:40
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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.
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João Neto
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19:20
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Sometimes we need to cross doors that may lead to defeat, just to close them behind. [T.Sagme, Meditations]
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João Neto
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09:29
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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
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João Neto
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08:53
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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).
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João Neto
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13:59
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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.
By
João Neto
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13:36
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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
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João Neto
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16:24
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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
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João Neto
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16:02
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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).
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João Neto
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07:42
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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
By
João Neto
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11:04
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In the middle lies the virtue of no decision. [T.Sagme, Proverbs]
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João Neto
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13:22
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sagme's diaries
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* 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.
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João Neto
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11:04
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