Heyawake
[from Nikoli website]

- White cells must not exceed two rooms in a straight line.
- The painted cells must not be orthogonally connected.
- White cells must not be (orthogonally) separated by painted cells.

Inventing and talking about new or obscure abstract games
[from Nikoli website]


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João Neto
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14:22
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[from Wikipedia]


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João Neto
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12:23
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1. On each turn, each player passes or drops a stone on an empty cell.
There is a swap option after the first half-turn.
2. If any diamond patterns with four friendly stones are made, the player
must choose one, choose a stone from it (the pivot), and place
its other three stones in a line starting from the pivot.
2.1 Every stone (of either color) that was on those destination cells
are captured and removed from the board.
2.2 If, after a pivot movement, another diamond shape is made,
the player must repeat this procedure.
3. A stone may not be played to make a group of more than four stones,
unless it thereby makes a diamond.
4. After two consecutive passes, wins the player with more
stones (if equal, wins the 2nd)
Sample game:abcdefghijklmnopq
. . . . . 1. c7 <--pied i5
. . . . . . 2. d6 j4
. . . . x x . 3. e7 k5
. . o x o x . . 4. h4 m5
. . x x . x o . . 5. l4 j6,h4-n4::
o o x o . . . . 6. h6 k5,k5-e5,h4-e7:
o x . . . . . 7. f4 l4
. . . . . . 8. m5 k3
. . . . . 9. j4 m3
abcdefghijklmnopq 10. b6
And then...
abcdefghijklmnopq
. . . . . 1. c7 <--pied i5
. . . . . . 2. d6 j4
. . . . x . . 3. e7 k5
. . o . x . . . 4. h4 m5
. . . . x x x x . 5. l4 j6,h4-n4::
x x x x . . . . 6. h6 k5,k5-e5,h4-e7:
o x . . . . . 7. f4 l4
. . . . . . 8. m5 k3
. . . . . 9. j4 m3
abcdefghijklmnopq 10. b6
10... l2,k3-h6::,h4k5,i5-o5:,e5i6,h6-b6::
First player resigns.
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João Neto
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13:01
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[from nikoli website]


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João Neto
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10:18
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[from nikoli website]


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João Neto
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15:11
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[from nikoli website]


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João Neto
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07:56
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[from nikoli website]


By
João Neto
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14:18
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[from nikoli website]


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João Neto
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11:04
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[from nikoli website]


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João Neto
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16:44
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[from nikoli website]


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João Neto
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13:21
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A new Japanese puzzle. As in Soduku, you must place all numbers from 1 to 5 in each row and column without repetition, but you must also satisfy the less than/greater than signals.

By
João Neto
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08:00
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This game uses a progressive mutator in order to increase the dynamics of the original game. However, unrestricted Go drops would kill the game so two restrictions are added: (a) each stone on a drop sequence cannot belong to the same group (b) an atari stops the sequence.
Here's an example at a 9x9 board (white won 41-40). Herein it is used the slow progressive (1222344456667...)a b c d e f g h i
. . . o x . . . . 1: c7
. . . o x . . . . 2: g3 g6
. . o o x . x x . 3: c3 e8
. . o x . . . . . 4: e2 g8
. . . o x . . . . 5: d2 d5 e7
. . . . o x x . . 6: d4 e3 e5 f7
. . o . o x . . . 7: d1 c4 e6 f9
. . . . o o x . . 8: e1 f6 g9 h3
. . . . . o x . . 9: d3 f8
a b c d e f g h i
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João Neto
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09:16
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Rules:
1. Basic chess rules apply, except:
2. When a piece makes a capture, it reduces rank and buds off
a piece one rank lower, leaving this behind on the exit square.
Ranks: KQRBNP-.
------------
The Hydra game is a one-person game.
You start with a rooted tree, and at any move, you may remove one
leaf, and then duplicate (later triplicate, quadruplicate etc)
the whole remaining subtree it leaves, right down to the root.
The "n" in the n-plicate goes up one on every move, starting at 2.
* * * * * *
\ / \| |/
So e.g. if we * * * ...it goes * * *
delete the left \ / / to this one, \ | /
leaf from this * * when n=2. * * *
tree... \ / \|/
R R
The number of nodes increases dramatically every time, but... the theorem is, no matter what you start with, and how you choose your leaf cuttings, IT WILL ALWAYS REDUCE to the empty tree, eventually !!
In fact, you don't even have to restrict yourself to increasing the n by one every time, you can up it in squares or powers of two or anything you like!
And it's one of those things that can be easily stated in basic number theory, (PA), but not proved there. To prove it requires knowing about infinite ordinal numbers up to epsilon_0, if that means anything to you, which is the first ordinal that PA "can't handle". i.e. can't prove that it is an ordinal, i.e. that
the above process must halt, (as it executes a decreasing series of ordinals, which therefore must always terminate).
You can see how the newly proposed budding chess emulates this slightly; there is an increasing number of pieces, but the total metric (in an appropriate sense) is always decreasing... i.e. the "top value".
By
João Neto
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09:56
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The abstract game's fog should be adequate to the player's myopia [T.Sagme, Proverbs]
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João Neto
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09:21
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MONOCHROMATIC WHISTLING
* On each turn, a player must either move or capture.
* A move is any number of unoccupied spaces in a straight line.
A moved piece must end geometrically closer to at least one enemy piece.
* A capture is either
(a) by whistling: a piece moves as above, and any enemy pieces
which were adjacent to the line of movement, but not adjacent
to the starting or finishing cell, are removed.
Captures of this sort may be chained together (checkerswise).
(b) by crushing: a piece adjacent to any enemy may capture and replace it.
* Capture is compulsory, with mandatory maximum capture (otherwise free).
* A player loses when he has no pieces left.
* After 20 consecutive non-capturing moves by each player, it is a draw.
Game Sample
== XXX == == OOO ==
1. s1-q1 h8-L8
2. q1-i9:-c9: (f) L8-C16:2-o1:2 (f)
3. t2-l2:o1 g7-c11:c9
4. i15-c9:c11 (f) h6-b12:c9
5. l2-e9:f6e7 x20-B20
6. g15-b10:b12(f) B20-M9:3
7. J15-M13 M9-N10
8. v2-z2 N10-I15:M13-e15:2
9. z2-L14:2 e15:f16 (f)
10. g17:f16 I7-M11
11. u1-A1 M11-G17::-r2:-D2:
12. resign
,'"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNO
1 . . . . . . . . : . .
2 . . . . , . . . . . o .
3 . . . . . . : . . . . . .
4 . . . . . . . . . . . . . .
5 . . . . . . . . . . . . . o o
6 . . . . . . . . . . . . . . o o
7 . . . . . . . . . . . . . . . . .
8 . . . . . . . . . . . . . . . . . .
9 x x . . . . . . . . . . . . . . . . .
10 x . . . . . . . . . . . . . . . . . . .
11 . . . . . . . . . . . . . . . . . . . , .
12 . . . . . . . . . . . . . . . . . . . .
13 . . . . . . . . . . . . . . . . . . .
14 . . . . . . . . . . . . . . . . . :
15 . . . . . . . . . . . . . . . . .
16 x . . . . . . . . . . . . . . :
17 . x . . . . . . . . . . . , .
18 . . . . . . . . . . . . . .
19 . . . . . . o o . . . . .
20 . . . . . o o . . . . .
21 . . . . . o o . . . .
`-.abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNO
This is a game of sacrifices to obtain larger captures. There are two ways of capture, but the whistling mecanism is a novel idea due to Bill Taylor.
By
João Neto
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09:13
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Standard progressive, but mate may not be given except against a bared king.
Game sample:
. . . . . . . . | 1. Nf3
. . . . p . . . | 2. f5 Nf6
. . b k . p . . | 3. N,:d8
. . . . . . . . | 4. f4f3:e2:d1Q+
p . . . . . . . | 5. K:d1 Ne6:f8:d7:f6+
. . . . . . . . | 6. g:f6 Rg8:g2:h2:h1:f1+
. . O . . O . . | 7. Ke2:f1 a456:b:c8Q+
. . K . . . . . | 8. Kf7 Nc6 R:c8b8:b2:b1:a1:c1+
9. Ke2 d456:c78Q:c6 Kd2:c1
10. h5h4h3h2h1B:c6 Ke6d6 a5a4
By
João Neto
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18:40
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1. Basic chess rules apply, except:
2. When a piece makes a capture, it buds off a piece one rank lower,
leaving this behind on the exit square. Ranks KQRBNP-.
Game Sample:
r . b . k . n r | 1. e4 e5 10. Kg1 Rh:h2
p p p p . p p p | 2. d4 Nc6 11. R:h2 Q:g3+
. . B . . . . . | 3. d:e5 Bc5 12. resign!
. N n . r . . . | 4. Bb5 B:f2
. . . . . . . b | 5. K:f2 Qh4+
. . . . . O q . | 6. g2 Q:e4
O O O . r . . R | 7. Nf3 N:e5
R N B Q . . K B | 8. N:e5 Q:e5
9. B:c6 Re2+
As people can see in the game sample, the ploriferation of pieces allow for strong and dealy attacks against the adversary force. Since there is a demotion mechanism on the captures, the game converges to an end.
By
João Neto
at
18:16
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chess
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Rules of FIDE chess, except:
Start with 30 pawns and 2 kings each (at d1e1/d8e8)
Goal: capture both opponent kings.
1222... progressive mutator. The two moves in a turn must be made with different pieces.
If one king is captured, the victim goes down to 1 move per turn.
Pawns may move 2 steps off 1st or 2nd row at any time, e.p. applies.
Whenever a piece makes a capture, it goes UP a step in power,
using the sequence P>N>B>R>Q>A(=QN). 8th-rank pawns promote to A.
Game sample:
White Black
p . p k k p . p 1. --- d:e5 d:e5 g:f4
. p p p p p . . 2. e:f4 e:d5 e:d5 N:d3
. . . . . p . b 3. g:h5 a:b5 a:b5 g:h5
. . N . . p p . 4. b:c5 c:d3 b:c5 n:f4
. n n . . O . . 5. N:f4 c:d5 c:d4 h5
. O K O O O O O 6. a4 c4 N:f4 Nd4
. . . . . . . O 7. g:f4 e3 N:a4 N:b3
. . O . K O O O 8. a:b3 N:h5 B:b3 g6
---------------- 9. B:g6 a2 h:g6 Rb6
10. c3 f4 N:h4 a4
11. b:a4 Kc2 Rb4 Bg5
12. b3 g3 Bh6 b5
13. Nc5 d3 b7 g6
14. a3 f3 a5 g5
15. a:b4 Kc3 a:b4 b:c4
This is a very enjoyable game, with lots of capturing action starting at turn 1, and then shifting to subtle positional battles in order to promote to Amazons (Queen + Knight power). The fact that each player has two Kings also add an extra complexity of trying to protect both for as long as possible.
By
João Neto
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19:15
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1. The FIDE rules apply, except:
2. Captures by machine-gun or grenade, at mover's choice.
(A moving piece need not make captures that are available, but any made must include all multiple hits of that type.)
Machine gun means capturing all pieces on capture range without moving and grenade means capturing all adjacent pieces after the piece move.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
Pawns that capture are thus removed.
Kings capture without reduction of power.
4. Win by killing king.
5. Castling legal when pieces have not moved.
r . . . k . n r | 1. e4 d5:
p p p . p p . p | 2. Bd3 g6
. . n . . . . . | 3. b4 Bg7
. . . . . . . . | 4. c3 Bg4:
. . . . . . . . | 5. Bf5:: Qd3::::
. . . . . . . . | 6. Bd2: Bc3:::
O . . K . O O O | 7. Kd2: Nc6
. . . . . . N R | 8. resign
By
João Neto
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09:19
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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 an ESCAPER, otherwise BLOCKER wins.
Unlur or "chicken" starting:- both sides play moves as ESCAPERS.
If at any time a player feels a blocker is now certain to win,
he announces "I Block!", but does not make a move. The other player
remains the sole escaper and plays the first move in regular alternation.
Note: If, still on the first phase, a player makes a stalemate position
he loses, (opponent chooses "block" and stalemater cannot continue).
Game sample B J
abcdefghijklmnopqrstu ----------
. . . x . . 1. i6 s6
. . . x . . . 2. j5e q6
. . . . . x x . 3. j7n l1
. x . . . . . . . 4. p3 k2
. . . x x . . . . . 5. q8 o8
. . . . x . . . x x . 6. n3! block
. . . O x . . . . . 7. h5se p11
. . . : . . x x . 8. p9 g10
. . . X . . x . 9. l11 e4
. x . . . . . 10. j9 l9 (forced)
. . . x . x 11. i2 1-0
abcdefghijklmnopqrstu
By
João Neto
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09:37
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Players always drop isolated stones (ie, not adjacent to another) in the negotiation phase (in the diagram: x diagonal, o horizontal)0: B d4, f2, d2, b2, f8, g9, a1, J takes x
x . . . . . . 1. d6 a7?
. x . x . x . 2. c6 f5!
. . . . . . . 3. resigns
. . . x . . . 4
. . . . . x . 5
. . o o . . . 6
x . . . . . . 7
. . . . . x . 8
. . . . . . x 9
a b c d e f g
By
João Neto
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15:22
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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 (the "Osama"), who may not suicide. Castling is permissible
whenever the two pieces have not previously moved.r . . . k . . r | 1. Nc3 b5 10. Nd4 Nb4:
p . . . . p p p | 2. a4: Bb7 11. Rf2 c5:
. . . . . . . . | 3. e4 e5: 12. Kf1 Qd1::
. . . . . . . . | 4. Qe2+ Bf3::: 13. resign
. . . . . . . . | 5. Bh3 Bb4:
. . . . . . . . | 6. Ne2 Nh6
. O : . . R . O | 7. Rf1 Ng4:
. . : . . K . .
By
João Neto
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12:11
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Gomoku rules on hex board but each player must also drop an enemy stone as
close as possible to his own dropped stone. Wins by making a 4 in-a-row.
Game sample: ___oooo________xxxx___
1. l25 n25 m24 o24
2. o26 p27 k22 j21
3. l23 k24 i24 j25
4. g24 e24 h25 i26
5. j23 h23 g22 i22
6. f21 e20 f23 d23
7. resigns
abcdefghijklmnopqrstuvwxyz
. . . . . . . . . . . . . 19
. . x . . . . . . . . . . 20
. . o . o . . . . . . . . 21
. . . x o x . . . . . . . 22
. o x x o o . . . . . . . 23
. . x o x x x o . . . . . 24
. . . x o o x . . . . . . 25
. . . . o . . o . . . . . 26
. . . . . . . x . . . . . 27
. . . . . . . . . . . . . 28
. . . . . . . . . . . . . 29
abcdefghijklmnopqrstuvwxyz
This variant, played on a hex board, has less directions to win (6 instead of the 8 on a square board) and that provides a better game, since on the square version it's much easier to win.
On the other hand, playing 5 in-a-row with the Love mutator seems very hard to force a win. The game tends to prolong itself without a final outcome.
By
João Neto
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13:15
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Rules like Ataxx in a hex board (like Hexxagon, except:
There are three colors: A,B and C. A flips B which flips C which flips A (flips means the enemy piece becomes just like the moved piece, just like Ataxx). Also, a piece captures enemy pieces of the same type (ie, removes them from board).
Initial setup:abcdefghijklmnopqrstuvwxyzABCDEFG
A . . . b . . . c 1
. . . . . . . . . . 2
. . . . . . . . . . . 3
. . . . . . . . . . . . 4
B . . . C . . . a . . . A 5
. . . . . . . . . . . . . . 6
. . . . . . . . . . . . . . . 7
. . . . . . . ___ . . . . . . . 8
c . . . b . . / \ . . B . . . C 9
. . . . . . .\___/. . . . . . . 10
. . . . . . . . . . . . . . . 11
. . . . . . . . . . . . . . 12
a . . . A . . . c . . . b 13
. . . . . . . . . . . . 14
. . . . . . . . . . . 15
. . . . . . . . . . 16
C . . . B . . . a 17
abcdefghijklmnopqrstuvwxyzABCDEFG
A player wins the game by eliminating one enemy color.
---
Game sample (abc even turns, ABC odd turns):
1. k13 abc ABC
2. u13q13 w17 e13i13
3. j16 k13 q17m17 k1 9-12
4. q1t2 j8 v6 D12 12-12
5. m13k11 k15 m5p6 G9D8 12-13
6. i9k7 j8l6 v6v8 s3 13-13
7. l10 l14 B6 p6s5 12-17
8. t2p2 t4 C11 w9 16-14
9. l14p14 D8z8 l10l8 f4 13-17
10. t4x4 p2l2 w17u15 C11A9 16-15
11. b6b8 j6 n16 g3 13-21
12. x4A5 j2 y9w11 y9 17-17
13. B8x8 g3k3 l6o5 o15 12-19
14. s3q5 c9 A5y7 z16 16-18
15. o15s15 l2n4 k13o13 e5e7 14-20
16. C13z14 v12 z16B14 x2 16-20
17. u15x16 o5r6 o13s13 e7b8 12-24
18. x8v10 w3 v12x10 z14z16 15-22
19. s13u11 q13s11 r6u7 k11n12 14-23
20. x10t10 v10v12 x4 D12A11 17-20
21. p14s13 n12p14 u7u9 k7o7 16-20
22. v12t14 u11r12 w11s11 y5 17-20
23. t12 u9x8 o17 o7s7 14-24
24. y5w7 r14 x16t16 y17u17 16-21
25. s13s15 n16-n14 u7 v12 11-26
26. u17u15 y15 C5z6 C11 13-24
27. u7u9 t12v14 v12x14 w7y5 10-25
28. z16w15 z6z4 D10 z14 14-21
29. u9y9 r14v14 o17r16 s5 13-22
30. w3t4 B14B12 x14 x6 16-20
31. y9B10 r16t14 s5 s11u9 11-24
32. resigns
Final Position:
abcdefghijklmnopqrstuvwxyzABCDEFG
c c . . . . . . b 1
. B . . . . . . b . 2
. . B . . . . . . . . 3
B . . . B . . : . c c . 4
. . . . . . B B . . c . . 5
. . . A . . . . . . c . . . 6
. . . . . . . . A . . . . . . 7
B . . . . A . ___ . . . . . . . 8
B B . . . . . / \ B . . . . . . 9
. . . . . . .\___/. . . . A A . 10
. . . . . . . . . . . . A A . 11
. . . . . . . B . . . . a . 12
. . . . . . . . . . . . . 13
. . . . C . . C C a a . 14
. . B . . . . . . . . 15
. B . . . . . . . . 16
B . C . . . . . . 17
abcdefghijklmnopqrstuvwxyzABCDEFG
This is a remarkable game, with lots of strategic planning in order to achieve local victories based on the deployment of its different units. An army configuration can be strong in one sector and vulnarable in another.
By
João Neto
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12:21
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Progressive Y (with the drop restriction of just one piece per friendly group per turn) with the following move sequence:1 2 2 2 3 4 4 4 5 6 6 6 7 8 8 8...
Game:
1. k7 (X started)
2. n8 k9
3. j8 g9
4. k5 n6
5. m5 m7 f10
6. m9 q9 h8 l6
7. h6 o7 f8 o9
8. h4 p6 p8 g7
9. i3 i5 i9 l4 i11
10 i7 q7 h10 b10 m11 e11
11 j4 c9 j10 n10 t10 q11
12 m3 j2 o11 s11 j6 e9
13 l2 f6 l10 r10 c11
14 e6 d10 ...and wins next move.
Final position:
abcdefghijklmnopqrs
. 1
o x 2
x . o 3
o x x . 4
. x o x . 5
x x o o o o 6
o o o x x x o 7
. x o x . o o . 8
x o x x o o x o . 9
o o x o x x x . x x 10
. x o . x . o o x o . 11
abcdefghijklmnopqrstu 12
In most games (Go, Hex, Y, Moku...) the progressive variant without any restriction does not provide a propoer strategic background. In our experience, a progressive mutator sequence (and there are several, as we already saw during this blog) does have a very good partner, the group restriction mutator. Using both, each multiple drop within a turn is balanced so that no group of connected pieces is extended by more than one piece (except, of course, when two groups merge by placing one stone inbetween).
By
João Neto
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16:16
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