Card Chess
photo by Alexander DzhantimirovImagination solves almost all
(the coordinates are wrong, but who needs perfection?)
Inventing and talking about new or obscure abstract games
photo by Alexander DzhantimirovImagination solves almost all
(the coordinates are wrong, but who needs perfection?)
By
João Neto
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22:00
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Cul-de-sac with L-shaped walls allowed.
Walls may be placed along edges, but not beyond them.
Win by crossing over the target edge.
The turns are progressively 1 2 2 3 4 4 5 6 6... moves, with a move being
one orthogonal step by the player's stone, or one length of 2-wall placement.
A player may distribute his available moves as he pleases (so placing a wall
costs two moves), subject to not being permitted to completely wall off
his opponent from his target.Sample game (notation: Xy* means that a wall was placed at coordinate Xy with a certain shape given by symbol *. If * is 1,2,3 or 4 it means a L-shaped wall on the 1st, 2nd, 3rd or 4th quadrants; if * is - means a horizontal wall with center Xy; and if * is | means a vertical wall with center Xy):
1. S (Bottom) 1
2. NN 2
3. SS 2
4. N Fi- 3
5. Fh4 Hh3 4
6. Fd| Ge2 4
7. NES Hj2 5
8. He2 Hc| Fb3 6
9. Fj4 Ej| Gb2 6
10 Ib| Jc| Id- E 7
11. NNNESSEN 8
12. Kb3 Kd4 Je- Hk| 8
13. NEESSWSWW 9
14. If2 Gf- Ef1 Ed| Dc1 10
15. SWWWNNNWNW 10
16. SWWSSWN Bk- Dk- 11
17. SSSSSE Bg- Dg- Dj- 12
18. WWNNNEEE Fg1 Hg4 12
19. Eh1 E2E Df- Bf1 Bd- Ce1 13
20. Bb| Cc- NWWW Jg2 Kg3 Ki- 14
21. Bottom resigns
Final Position
Top's goal
A B C D E F G H I J K L
a + - - - - - - - - - - - - - - - - - - - - - +
: | | | |
b : | + + +---.---' + | +---. :
: | | | | | | | :
c : +-------`---+ + + | + | + :
: | | | | :
d :-------+ + | | + +-------+ ,---:
: | | | | | | :
e : + +---+ + +---'---' +-------+ :
: | | | :
f : +---+-------`---+-------+---' + + :
: T | | :
g :-------+-------+ `---+ ,---+---'---. :
: | B | | :
h : + + + +---,---+---. + + + :
: | | :
i : + + + +-------+ + + +-------:
: | | :
j : + +-------| ,---+---' + + + :
: | | | :
k :-------+-------+ + + | + + + :
: | :
l + - - - - - - - - - - - - - - - - - - - - - +
A B C D E F G H I J K L
Bottom's goal
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João Neto
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10:39
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Startup:a b c d e f g h i
. . O . . . . . . 1.
. . . . . . . . . 2.
. . . . . . . . X 3.
. . . . . . . . . 4.
. . . . . . . . . 5.
. . . . . . . . . 6.
X . . . . . . . . 7.
. . . . . . . . . 8.
. . . . . . O . . 9.
In each turn a player (a) moves his stones rookwise, the previous # of cells;
(b) announces a new number (between 1 and 8);
(c) moves his stones the new number of cells.
When a stone leaves a cell, it marks it with its own colour.
A stone may not land on a marked or occupied cell, or leave the board.
Given a number, stone must move if it can; if not, it remains stationary.
If possible, a player must choose a number that allows at least one stone
to move.
Intervening own-pieces or marks of either type do not block a move,
but opponent pieces do. The first turn begins with operation (b) & (c) only.
The game stops when all four stones in succession fail to move; then...
the winner is whoever has the most marked cells.
"""""""""""""""""""""""""""""""""""""""""""""""
Game Sample
_xx_ _oo_
1. .... .... 1 a7a8 i3i2 c1c2 g9g8 3 c2f2 g8d8
2. a8a5 i2i5 3 a5a2 i5i8 f2f5 d2d5 2 d5b5 f5f7
3. a2a4 i8i6 7 i6b6 a4h4 ---- ---- 3 b5e5 f7f4
4. i6i9 a4a1 8 a1i1 i9a9 ---- ---- 4 e5e1 f4f8
5. ---- a9e9 6 i1i7 e9e3 ---- ---- 3 e1h1 f8c8
6. e3h3 i7i4 1 i4h4 h3h2 h1g1 c8c7 5 c7h7 g1b1
7. ---- h4c4 4 h2h6 c4g4 h7d7 b1f1 5 f1f6 d7d2
8. ---- g4b4 1 h6g6 b4b3 d2d3 f6e6 2 d3f3 e6c6
9. ---- ---- 4 g6g2 b3b7 ---- ---- 3 f3c3 c6c9
10. g2g5 b7e7 1 e7e8 g5h5 c9d9 ---- 2 c3a3 d9f9
11. ---- ---- 6 ---- e8e2 a3g3 ---- 4 g3g7 f9b9
12. ---- h5h9 2 ---- e2e4 ---- ---- 1 b9b8 ----
13. h9h8 e4d4 3 ---- d4d6 and wins 40-39
Final Position:a b c d e f g h i
x o o . o o o o x 1.
x . o o x o x x x 2.
o x o o x o o x x 3.
x x x x x o x x x 4.
x o . o o o x x x 5.
. . o X o o x x x 6.
x x o o x o O o x 7.
x O o o x o o X x 8.
x o o o x o o x x 9.
This game can also be played on a hex-board. It has less
possible directions, so it's easier for a player to control
where the adversary may go, when the board starts to get full.
HEXAPHAGE
========= (numbers up to 6) Rules as for quadraphage. _oo_ _xx_
1. .... .... .... .... .... .... 1 j5h5 d3e4
2. g2f3 g6f5 1 f5d5 f3g4 h5i4 e4c4 3 c4f1 i4f7
3. ---- g4m4 4 d5l5 m4j1 f7b3 f1b5 4 ---- b3j3
4. ---- ---- 3 j1d1 ---- ---- b5e2 1 e2c2 j3k4
5. ---- l5k6 3 k6e6 d1a4 k4h1 c2i2 5 ---- h1c6
6. ---- ---- 2 ---- e6i6 ---- ---- 1 c6d7 i2k2
7. resign
Final Position: abcdefghijklm
o x x o 1
x x o x X 2
x x o . x . 3
O x x o x x o 4
x o o x x o 5
x o o O o 6
X x . . 7
abcdefghijklm
By
João Neto
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23:15
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João Neto
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15:39
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With falling stones
many battles rage, but
the game is one.
[From Sagme's Haiku]
By
João Neto
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22:00
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sagme's diaries
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Sample Game: XXXX OOOO
00. --- o25 n24 n26
01. p24 p25 p26 o23
02. m25 n25 q25 l11
03. o26 o27 q24 p27
04. o28 q26 n23 o29
05. l23 m24 k22 p23
06. q23 r22 s21 o22
07. m22 m23 m20 m26
08. n21 o20 p19 k24
09. j23 k23 i23 n19
10. l21 j24 o19 q19
11. m19 r19 p18 r20
12. o17 t22 q17 n20
13. r16 j22? p16 p17
14. resign
Final Position:
g h i j k l m n o p q r s t u
. . . . . . . . . . . . . . . 14
. . . . . . . . . . . . . . . 15
. . . . . . . . . O . x . . . 16
. . . . . . . . x O o . . . . 17
. . . . . . . . . o . . . . . 18
. . . . . . x o o o o x . . . 19
. . . . . . o o x . . o . . . 20
. . . . . x . x . . . . o . . 21
. . . x o . x . o . . x . x . 22
. . o x x x x o o o x . . . . 23
. . . x o . x o . x o . . . . 24
. . . . . o x x x x o . . . . 25
. . . . . . o o x o x . . . . 26
. . . . . . . . x o . . . . . 27
. . . . . . . . x . . . . . . 28
. . . . . . . . o . . . . . . 29
. . . . . . . . . . . . . . . 30
. . . . . . . . . . . . . . . 31
By
João Neto
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22:38
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Rules:
* On his turn a player drop a friendly stones in an empty cell, and
connects it, via a bridge, with any friendly stone (at diamond's distance)
* Stones connect via adjacency or using a bridge
* PIE rule for the second player's first move
* The player connecting two opposite edges or making a Y connecting
three non-adjacent edges, wins the game
Sample Game:XXX === OOO
j13 o8
h7 i10
l9 o10
l11 l7
k8 o12
j5 i6
g6 f7
d7 l5
m4 s4
q4 p3
p5 s6
p15 o14
m14 r15
c10 i12
g12 b9
c8 f9
d11 m2
g2 i4
j3 j1
h1
1-0
Final position:
|a b c d e f g h i j k l m n o p q r s t u v w x y z A B C
| x o__ . . . . . . 1
| \__
| x__ . . o__ . . . . . 2
| \__ \__
| . . x__ . . o__ . . . . 3
| \__ \__
| . . o . __x__ . x o . . . 4
| __/ \__ |
| . . . __x __o . x . | . . . . 5
| __/ __/ |
| . . __x __o__ . . . . o . . . . 6
| __/ __/ \__
| . x o x__ . o__ . . . . . . . . 7
| | \__ \__
|. x . | . . x . o . . . . . . . 8
| | | |
| o | . o__ . . x . | . . . . . . . 9
| | \__ | |
| x . . o . | . o . . . . . . 10
| | | |
| x__ . . | . x . | . . . . . . 11
| \__ | |
| . x__ o . . o . . . . . 12
| \__ |
| . . x__ . . | . . . . . 13
| \__ |
| . . . x__ o__ . . . . 14
| \__ \__
| . . . . x o . . 15
|a b c d e f g h i j k l m n o p q r s t u v w x y z A B C
Hixt is a hex variant of Twixt with some different connenction criteria. The board should be large enough so that the drama of a single bad move could not determine the match outcome. Probably, a hex board with edges of size 10 should already provide a nice battle.
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João Neto
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13:36
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This game is focused for young people when learning multiplication.
Let's consider multiplications x*y with values ranging from 1 to 9.
First, one player picks one pair, say x1*y1. The second player chooses another pair x2*y2. Then the second player takes the modulus of the difference , i.e., |x1*y1 - x2*y2| and takes that difference as his points. Then, the second player must choose a pair x2*y3 or x3*y2 (i.e., he must keep one of the numbers from his last picked pair). This is the first turn. Then this is repeated (now the first player starts choosing a pair, makes the difference and choose a related pair, and so on...). Pairs can never be choosed twice.
The game ends when one player cannot continue (there are no similar pairs to choose since all were selected already). The player with less points wins the game.
It's possible to speed things up but restricting to pairs x*y where x<y.
An initial example:
____ Player1 ____________ Player2 ____
--- (--------) 3x5 | 4x4 (1 points) 4x9 --> |3x5-4x4|=1
6x6 (0 points) 6x9 | 7x8 (2 points) 7x9
8x8 (1 points) 8x9 | 9x9 (9 points) 5x9
6x7 (3 points) 6x8 | 7x7 (1 points) 5x7
4x8 (3 points) 5x8 (and so on...)
By
João Neto
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09:23
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The game museum, near Vienna, is a project from Dagmar de Cassan and her husband. Nowadays, it consists of thousands of games that are being archived and cataloged in a digital database. Let's hope they can solve the space problem so that people can consult and play many of these board games. 


By
João Neto
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09:22
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There were several talks at the Colloquium ranging from psychology, history (we heard, for instance, about the history of Draughts, Go and Liubo), regional games (some films in India and Zanzibar where game masters play Bao) and math (the connections between math theories and chess).
Here are some pictures of one talk that defends that the Ashtapada board was not used to play any specific race game and how the round board found in the Kurna temple does not represent any game:


Another talk presented a study from Alex de Voogt about the tactical similarities and differences between beginners and masters in the complex mancala game of Bao.

The next talk showed some boards and regional designs of an old race(?) game called Liubo from China (the rules, seemingly, are lost).





By
João Neto
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08:58
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Last week at St. Pölten, a small city near Vienna, it took place the 10th Board Games Studies Colloquium. It is a chance to meet several different people around board games (historians, inventors, collectors...). Here are some games that I found out there:

A geometrical game where players have an equal set of pieces all with the same volume (48 units) and each piece cannot be adjacent to another piece of the same height or color and identical pieces must be placed differently (the picture shows an invalid position, both yellow pieces are placed in the same position).
This next one is a connection game called ConHex by Michail Antonow:
By
João Neto
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23:26
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Conimbriga is an archeologic site of an ancient Roman villa at the center of Portugal. Here are some photos and some of its interesting floor tilings.
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João Neto
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23:09
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[by João Neto] In normal Chess you choose a piece, then you move it. In Chosen Chess, when it's your turn, you move the (previously chosen) piece, then you choose another piece (for the next move).
By
João Neto
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16:31
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[Bill Taylor 1993 post @ r.g.a] Though this games is played with cards, and is (very vaguely) one of the trick-taking family of games, it still belongs here in rec.games.abstract. It is as much a strategy game as sprouts, chess and Go, being a 2-player game of complete information with no element of chance (apart from the starting layout, and even this is symmetric between the players).
Long ago, I played a (more complex) version of this game, for a while. The original game was a 4-suit game, each player having his own trump suit. However this 2-suit version seems just as skillful, as much fun, and "cleaner". It is even possible to play a one-suit version !! No other changes in the rules are needed, except that the starting layout can no longer be symmetric. But the two-suit version seems neatest.
I post it here because...
(i) it deserves to be far better known than it is;
(ii) it seems to be essentially unique of its kind;
(iii) I would eventually be keen to start an email game or two.
The game has been around a fair while, but doesn't seem to have a name of its own. It was first introduced to me as "Besicovitch's game", but such a name is hardly descriptive. We sometimes used to call it "Finchley Central" as a small in-joke, indicative of the hair-trigger timing needed to decide when to strike your main blow. The game usually see-saws one way then the other, as every advance tends to leave one weaker. Thus it might fairly be called "See-Saw" or "Negative Feedback". Until a concensus is reached, I shall call it "Beat It Or Eat It"; being descriptive of the mechanics of play.
One nice thing about the game is its almost complete freedom from *arbitrary* rules, once the basic logic of play is set. The main exception is the length of the suits. 13 is the obvious length, and feels about right. Shorter would be good for practice games, and longer (up to 26) would be possible, with one "red" suit and one "black" suit.
The core idea of the play is:- taking the lead in turns, one player leads and the other follows, until someone gets rid of all his cards, thus winning.
--------------------------------------
"BEAT IT OR EAT IT" (Full rules)
1. Two players play with a deck of 13 hearts and 13 spades. Aces count high.
2. The initial layout is symmetric, and obtained thus:- One player shuffles, and deals 13 cards to the other, who keeps only the red cards. The blacks are returned to the undealt cards, and the dealer gives himself black cards identical to his opponent's reds. Then each gets the remainder of the other color. The "leader", (player of the 1st card), is chosen at random.
3. The leader plays any card onto the table. The follower EITHER picks it up, OR (if he can, & wishes to), beats it by playing a higher card of the same suit. These cards stay on the table, and the follower becomes the leader for the next play. Continue with (3) again.
4. On any play, the follower may, if he desires, (& must, if unable to beat the card led), pick up all the cards on the table, and add them to his hand. The leader then remains as leader for the next play. Continue with (3).
5. Whoever first plays the last card left in his hand, is the winner.
(It is immaterial whether this occurs as a lead or a follow.)
-------------------------------------
So, the idea is to get rid of all your cards. But it is essential along the way to sometimes (voluntarily) pick up all the tabled cards, to get some of the high ones there, (even though this hinders your main goal, of course).
And often, (especially if the opponent is close to winning, or has too few low cards for comfort), you will have to lead a high card that he CAN'T beat, forcing him to pick up all the junk on the table.
Remember, all played cards, leaders and beaters, stay on the table (face up), until one player chooses to or is forced to "eat" them, i.e. pick them all up, and suffer being follower again for the start of the next series of plays. As long as no-one "eats" the stuff on the table, the lead alternates.
So there it is. It is a great game; and as I say, one of complete information. In fact it is standard for both players to keep their hands face up on the table in front of them, for convenience; (these hands are only on the physical table of course, not the "logical" table). If you try it out, you will quickly notice the negative feedback element mentioned above.
It is usually an advantage to start, but by no means always; it depends on the nature of the starting layout, and perhaps on the parity of the suit length.
I warmly recommend everyone to give it a try.
To indicate the nature of the play, here is a sample game, with a 7-suit pack.
Initial layout: (LEFT has the opening lead)LEFT: hearts A Q T 9 8 RIGHT: hearts K J
spades K J spades A Q T 9 8
8h, Jh. 8s, Js. 9h, Kh. 9s, LEFT eats all (by choice).
Layout now: (RIGHT is on lead)
LEFT: hearts A K Q J T 9 8 RIGHT: hearts -
spades K J 9 8 spades A Q T
Ts, Js. 8h, RIGHT must eat. 9h (R must eat). Th (R must eat).
Layout now: (LEFT is still on lead)
LEFT: hearts A K Q J RIGHT: hearts T 9 8
spades K 9 8 spades A Q J T
8s, Ts. 8h, Jh. 9s, Js. 9h, Qh. Kh, RIGHT must eat all.
Layout now: (LEFT is still on lead)
LEFT: hearts A RIGHT: hearts K Q J T 9 8
spades K spades A Q J T 9 8
Ah (right must eat); Ks and LEFT WINS.
This game hardly showed much ability on either part. RIGHT should have
struggled more actively in the last phase of play, e.g. when he led the 9h, which led to an immediate simple forced loss. But it was probably too late by then anyway. There was a very clear-cut error earlier. When RIGHT led the ten from his 3-card hand of AQT hearts, it would clearly have been uniformly better to lead the queen. (However he was probably lost anyway.)
LEFT also made a blunder in the very first round; he could have beaten the 9s with the Ks, led back the Th (compulsory eat), the Ah (ditto) & Qh (winning). (Suit length of 7 is not really enough to give the full flavor of the game.)
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João Neto
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12:35
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[bill Taylor, 2005] Here's a cute little mathematical game. I'm surprised it hasn't been around the abstract game world before. It's only the second game I know of that's based on the Fano plane - the smallest possible 2D Projective Geometry.
Here it is - it has vertices THEY WAR, and lines YEA WHY TRY HER RAW WET HAT,
neatly compiled into a triangle with three altitudes, and an incircle which
is also a "line"... Y
/|\
/ | \
/ | \
/ | \
/ | \
/ _.-"|"-._ \
/.' | `.\
H. | .E
/: "-. | .-' :\
/ | ";-T-:" | \
/ : _-' | `-_ : \
/ \' | `/ \
/ ,-' `. | .' `-. \
/_-' `-..|..-' `-_\
W--------------R--------------A
Note there are no interior intersections between the altitudes and
the circle, only at the tangent points where they triply intersect
with the sides as well.
Anyway, the game is a form of Nim.
The diagram starts with a small integer at each of the seven vertices,
the number of "seeds" at that vertex, preferably a different one for each.
(These can be decided on in one of several standard ways.)
On each turn, the player to move must remove THE SAME number of seeds from
any three vertices in a line, (remembering that the circle is also a line).
Last person to make a legal move wins. (This is the standard
winning condition for CGT games. There is also the "misere" version OC.)
I will leave it as a fun exercise for fans to compile a list,
hopefully exhaustive, of all the "N positions" (Next player wins),
and all the "P positions" (Previous player wins).
And note, too, that if one too quickly learns the correct optimal play,
(though it is not as straightforward as regular Nim), one can easily
extend it to larger projective geometries; (the next one has 13 lines
comprising four vertices each and meeting four at a vertex.)
It can, OC, be played on any geometry at all; but the projective
nature of the game ensures that the winning condition is equivalent
to producing a line of zeros, which is a nice target to aim for!
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João Neto
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14:22
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[by João Neto] Start with the NxN board full of stones. Then, alternating moves,
each player removes a stone (that stone is not captured) When a player makes a
square, he captures all the stones inside that square (no diagonal squares).
E.g.x x x x x 5
x . x x . 4
x x x x x 3
x x . . x 2
x . x x x 1
a b c d e
If a player removes stone e1, he will capture stones c3 and d3
When there are no capturable stones left on the board, wins the player
with more captured stones.
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João Neto
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13:57
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[Bill Taylor] The following Go example shows a safe set of stones with two eyes:. . . . . .
. . o o . .
. o o . o .
. o . o o .
. . o o . .
. . . . . .
Would this set be called a single group even though it is composed of two disconnected halves?
Most players would call it a single group. In area rules it doesn't matter what you call it. In territory rules it could conceivably matter what you call it, (though it doesn't in practice), because territory rules, in all their artificial absurdity, have to refer to groups from time to time in order to define what is considered "dead" and what is considered "alive".
In territory rules, this matters(!). In area rules, it doesn't matter - if there is any dispute you just play it out (and with no cost) until a group or groups is removed from the board.
Logically speaking, you should call the above two separate groups, each helping to keep the other alive. But people never speak so precisely in practice.
There is even a worse situation. The following group has only one true "eye"; the other one, in the NW corner, is a so-called "false eye", and can eventually be filled and the whole lot captured.. x x . o .
x o o o o o
x x x x o .
x . x x o o
x x x x o .
Territory rules actually have to define the concept of eyes, false eyes, and the rest. It is lunacy. (Area rules define nothing - you just play it out to the grim end if necessary). Territory rules, with their defined false eyes, come to grief in this famous sort of position:. x x x x x | Here, black has TWO false eyes, and not a single true one!x o o o o x | And yet, both separate groups, or parts of a group, arex o o . o x | keeping one another alive; rather like your above example.x o . o o x | x o o o o x | And even the Japanese admit that black is alive, in spite ofx x x x x . | what their rule books say!
Basically, territory rules are an abortion. Computers cannot handle them because they are essentially logically flawed.
By
João Neto
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10:40
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João Neto
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10:25
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About the Origins of Chess
http://www.mynetcologne.de/~nc-jostenge
http://www.samsloan.com/origin.htm
About Tournament Chess
http://www.mark-weeks.com/chess/55571wix.htm
http://www.chesscafe.com/
Curiosities
http://www.xs4all.nl/~timkr/chess/chess.html
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João Neto
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22:07
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João Neto
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21:46
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[Seo Sanghyeon mathmaniac@hanmail.net] This game (name and author unknown) is played on square grid board of odd size. But don't choose smaller than 3x3. It's trivial. 5x5 with two players is interesting enough, but 7x7 is more strategic, I think.
EQUIPMENT: I strongly recommend to play by paper and pencil. It's hard to play with board and stones. Since there is no capture, no need for eraser.
INITIAL POSITION: Each player chooses start position, and drop his stone there.
DROP: On each turn, each player drops a stone on an empty cell adjacent, orthogonally or diagonally, to his last dropped stone. And board wraps, i.e. first row is adjacent to last row, etc. And draw (this is why paper and pencil is recommended) a link from his last dropped stone to his newly dropped stone. When playing diagonally adjacent cell, this link should not be crossed. . . . .
. o 1 .
. x , .
. . . .
If 'x' plays '1', a link from 'x' to '1' is drawn, and since it cannot be crossed, 'o' cannot play ','. .. o2 o3 o4
.. o1 ,, o5
.. x. o7 o6
.. .. .. ..
On the other hand, if 'o1'-'o7' is played in that order, there is no link from 'o1' to 'o7', so 'x' can play ','. So that's why playing with board and stones is ambiguous.
A variant .. .. .. ..
.. x1 x3 ..
.. ,, x2 ..
.. .. .. ..
According to the rule described above, now 'x' cannot play ',', because 'x1' to 'x2' link will be crossed. But there's a variant that allows crossing of his own link. And it seems this leads to more interesting game on 7x7.
EXAMPLE GAME:
'x0', 'o0' is initial position, i.e. diagonally opposite corner. Since board wraps, there's no difference between corner and center. But wrapping moves are harder to read. 'x' plays first. x0 .. x5 o5 o6
o7 .. x4 x6 x7
x8 .. x3 .. **
.. x2 o2 o1 ..
.. x1 o3 o4 o0
(o8: resign)
COMMENT:
x2-x3 prevents white to move toward upper left corner. x5 is of same line, preventing o4-x5 wrap move. And notice that, after o7, o cannot play marked ** cell, since it will cross x7-x8 link. . . / . . . .
\ x . x o o .
\ o . x x x \
. x . x . . \
. . x o o . .
. . x o o o .
. / . . | . .
If you draw board this way, It's not that hard to see. (It can be done on TwixT board, too.) So, white has at most three cells to play, but black has five. . . / . . . .
\ x 5 x o o .
\ o 3 x x x \
. x 1 x . . \
\ 2 x o o 6 .
. 4 x o o o \
. / . . | . .
Also notice that x0 ** x5 o5 o6
o7 :: x4 x6 x7
x8 .. x3 .. ..
.. x2 o2 o1 ..
## x1 o3 o4 o0
o cannot play o7-**-## line, since it crosses x0-x1 link. Therefore
:: as a reply to ** is a mating move.
By
João Neto
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21:33
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[(C) 2001 William I. Chang] RingGo is a variant of Go played on a hexagonal lattice with 127 points, 18 of which are removed from play in order to strike a balance between how easy or hard it is to make a group of stones live. The board inherits from Rosette, Medusa, and especially a conversation with Greg Van Patten. Most points have 4 liberties. While it is harder to make two eyes, it is easier to connect groups so the network may have two eyes. In this sense, I think the game achieves its goal of combining Go's intricate eye-making tactical play with the connection-making strategy of Hex (though perhaps not enough of the latter). I'm sure it can be refined and improved if more people tried it. The board is generalizable to odd-order lattices by repeating the Medusa pattern, although there are lots of other beautiful patterns to choose from. . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . .
. . . o . o . . . . . . o . o . o . . .
. . o . . . . o . . . . o . . . . . . o . .
. . . . . o . . . . . . . . . . o . o . . . . .
. . o . o . . o . o . . . . o . o . . . . o . o . .
. . . . . . . . . . . . . . . . . . . . o . . . . . . .
. . o . o . . o . o . . . . o . o . o . . o . o . o . .
. . . . . o . . . . . . . . . . . . . . . . . . . . . .
. . o . . . . o . . . . o . o . o . . o . o . o . .
. . . o . o . . . . . . . . . . o . . . . . . .
. . . . . . . . . . o . o . . . . o . o . .
. . . . . . . . . . . . o . o . . . . .
. . o . . . . . . o . .
. . . . . . . . o . o . o . . .
. . . . . . . . . . . . . . . .
. . . o . . . . . . . . . . . .
. . o . . o . .
. . . . . . . . .
. . o . . o . . RingGo boards of order 5/7/9, with 55/109/193
. . . o . . . points. The order-11 board has 301 points.
. . . . . .
. . . . .
One might play RingGo on a Go board if one can envision dividing each
square into two triangles with a diagonal line drawn top-left/bottom-right.
(There actually was a commercial version of Hex done this way!) Or, have
the players sit adjacent and both look toward the *. . . . . . . . *
. . . . . . . .
. . . o . o . . .
. . o . . . . o . .
. . . . . o . . . . .
. . o . o . . o . o . .
W . . . . . . . . . . . . .
. . o . o . . o . o . .
. . . . . o . . . . .
. . o . . . . o . .
. . . o . o . . .
. . . . . . . .
. . . . . . .
B
This game should play very differently from other hexagonal Go variants.
I tried and liked it :-) Any suggestions or comments will be greatly
appreciated!
William Chang Los Gatos, California 18 April 2001
email: wchang@acm.org, williamichang@hotmail.com
(C) 2001 William I. Chang
---Other Boards:
Rings board
o o o o o o
o o o o o o
o o o o o o
o o o o o o o o
o o o o o o o o
o o o o o o o o
o o o o o o o o o o
o o o o o o o o o o
o o o o o o o o o o
o o o o o o o o
o o o o o o o o
o o o o o o o o
o o o o o o
o o o o o o
o o o o o o
Medusa board
o o o o o o o o
o o o o o
o o o o o o o o o o
o o o o o o
o o o o o o o o o o o o
o o o o o o o
o o o o o o o o o o o o o o
o o o o o o o o
o o o o o o o o o o o o o o
o o o o o o o
o o o o o o o o o o o o
o o o o o o
o o o o o o o o o o
o o o o o
o o o o o o o o
By
João Neto
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21:21
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1. d4 d5
2. c4 d:c4
3. Nc3(B) b5
4. a4 c6
5. a:b5 c:b5
6. b3 a5
7. b:c4 b:c4
8. e3 R:a6(Q)
9. Ne2(B) e5
10 B:c4(R) Bd6(R)
11 R:c8(Q) Qa:c8(N)
12 B:a5(R) e:d4
13 Rb5(Q)+ Nc6(B)
14 Q:c6(N) R:c6(Q)
15 Q:d4(N) Q:d4(N)
16 e:d4 Nf6(B)
17 Bf4(R) O-O(Q)
18 Ra6(Q) Qc2(N)+
19 Kd2 N:d4(B)
20 R:f6(Q) B:f6(R)
21 Q:f6(N)+ g:f6
22 Ba6(R) Kg7
23 Rha1(Q) Qe8(N)
24 Ke3 Ncd6(B)
25 R:d6(Q) N:d6(B)
26 h3 Be5(R)+
27 Q:e5(N) f:e5
28 Ke4 f3
29 Kf5 Kf7
30 g4 1-0 [if Ke7 or Kf7 then h4]
Final Position:
. . . . . . . .
. . . . . k . p
. . . . . p . .
. . . . p K . .
. . . . . . O .
. . . . . . . O
. . . . . O . .
. . . . . . . . 1. -- Nf6(P)
2. c4(B) e6(B)
3. B:e6(P) Qe7(R)
4. e:f7(B) R:B(Q)
5. Qc2(R) Nc6(P)
6. g3(B) h5(N)
7. Bg2(P) N:g3(P)
8. f:g3(B) d6(B)
9. B:d6(P) B:d6(P)
10 Nf3(R) d5(B)
11. Rc5(B) Rh4(N)
12. Nc3(R) N:g2(R)
13. Rb1(B) B:a2(P)
14. Bh7(R) Bc6(R)
15. Rhf1(B) Rg6(N)
16. Bg2(R) a6(N)
17. R:g6(B) Q:g6(R)
18. Rh8(Q)+ Kf7
19. Qxa8(R) Nxc5(P)
20. b3(B) b5(B)
21. B:e6(p)+ Kd7
22. R:c5(Q)+ K:e6
23. Rf5(B)+ Kf7
24. Rf8(Q)+ 1-0
Final Position:
. . . . . Q . .
. . p . . k p .
. . p . . p r .
. b Q . . B . .
. . . . . . . .
. . . . . . . .
p . . O O . . O
. . B . K . . . 1. -- Nc3(P)
2. b3(B) d5(B)
3. Bb2(P) Bf5(P)
4. c4(B) e6(B)
5. Ne3(P) Bc4:B(P)
6. h4(B) c4:B(B)
7. Bh4:Q(P) Bb3:Q(P)
8. Nc3(R) Ra8:P(Q)
9. Rb1(B) g6(B)
10.Bb1xB(P) Be6:P(P)
11. g6:f7(B)+ K:f7
12. Rh5(B)+ Ke7
13. d3(N) a5(B)
14. Kd2 Ba:Rc3(P)+
15. b2:c3(B) Nf6(R)
16. Ke1 Rg8(B)
17. g4(N) Rf5(Q)
18. Bf6(P)+ Qxf6(R)
19. Ne5(R)+ Re6(Q)
20. R:Qe6(N) K:e6
21. Be8(R)+ Kd7
22. Re8e5(N)+ Ke6
23. Bh3(R) a1(B)
24. Kf1 B:e5(P)
25. resigns 0-1
Final Position:
. . . q . b b .
. p p . . . . p
. . p . k . . .
. . . . p . . .
. . . . . p N .
. . . . . O . R
. . . . O O . .
. . . p . K . . 1. g4(N) d5(N)
2. e3(N) f6(N)
3. Ne:N(P) Q:d5(R)
4. b4(N) b6(N)
5. c4(N) a6(N)
6. N:f6(P) e:f6(Q)
7. N:b6(P) c:b6(Q)
8. Be2(R)+ Be7(R)
9. N:d5(P) Q:a1(R)
10 Nc3(B) Nf6(B)
11 B:a1(N) B:a1(N)
12 R:e7(B) K:e7
13 Ba3(R) Bd7(R)
14 Nf3(B) Rd6(Q)
15 Rd3(Q) Nc5(B)
16 Be4(R)+ Kd8
17 Rh4(Q)+ Kc7
18 Q:a1(R) B:f2(N)
19 Q:f2(R) Q:f2(R)
20 K:f2 Ra7(Q)+
21 Ke2 Re8(Q)+
22 Kd1 Na6(B)
23 Rf1(Q) B:d3(N)
24 Q:d3(R) g5(N)
25 h4(N) Ne4(B)
26 Rc3(Q)+ Kd8
27 Nf3(B) B:d5(N)
28 B:d5(N) Q:d5(R)
29 a3(N) h6(N)
30 Nc4(B) Q:a1(R)+
31 Q:a1(R) Ng4(B)+
32 Kc2 R:d2(B)
33 K:d2 Qe4(N)+
34 Kd3 Nd6(B)?
35 Bg8(R)+ Bf8(R)
36 R:g4(B) Rf6(Q)
37 Ra5(Q)+ 1-0
Final Position:
. . . k . . . .
. . . . . . . .
. . . . . q . .
Q . . . . . . .
. . . . . . B .
. . . K . . . .
. . . . . . . .
. . . . . . . .
Winner is who first makes a connected group touching three non-adjacent
sides; or one touching two opposite sides; or closed circuit surrounding at least one space or opponent stone. 122234445666... moving with different-group restriction. Corners belong to both sides.
Sample Game:OOO starts
1. p7
2. m6 m8
3. n7 n9
4. l9 q8
5. p5 o8 n11
6. o6 r7 m10 q10
7. j7 p3 k12 o10
8. m4 j5 q6 s10
9. g4 g6 k7 h10 q12
10. h3 k4 f5 j11 t11 t13
11. h5 j3 k6 m2 n5 r9
12. f2 k2 o2 v13 l5 t9
13. u8 i4 n3 v11 p9 s12 k10
14. h1 l3 h7 l11 v7 u12 v15 x9
15. n1 r5 u4 k14 u6 q14 s8 y8
16. j1 s2 i8 t15 z7 p11 z9 m12
17. c6 i6 w6 w10 A8 s14 A10 w14 A6
18. e4 t5 f7 t7 B7 a8 d9 B9 g10 o12
19. b9 j9 o4 t3 w8 y6 x11 e10 h11 u14
20. s4 e6 x7 c8 i10 y10 d11 g12 y12 j13
21. C8 d7 f9 r3 y4 e12 i12 i14 n13 n15 x13
22. f3 x3 v5 z5 c10 z11 f13 l13 o14 h15 l15 r15
23. e8 v9 h13 p15 & resign
Final position:
abcdefghijklmnopqrstuvwxyzABC
x x . o . . . . 1
x . x o x . x . . 2
x x o x o o o o . x 3
x o o x x o . x o . o 4
. x o x x o o o x x . x 5
o x o o o x x x . o o o o 6
. o x x o o o o x x x x x x 7
x x o . x : x o x o o o o o o 8
o x o o o x o o o x o x x x 9
x o x x o x o x x . o x o 10
x . o x x o x . x o o x 11
o x o o x x o o x - x 12
x o x x o . . x x o 13
. o o - x o o o o 14
x . x oo x x x 15
abcdefghijklmnopqrstuvwxyzABC
XXX wins at k8 and then either f11/m14 next turn
By
João Neto
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08:22
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Dispatch is a game, or set of games, where starting with a stone on board, the player orthogonally dispatches a seed to another empty cell and then grows a pattern (usually a mino, like a tetrominoe or a pentominoe). Check the rules here.
Here are two games:TETROMINOE DISPATCH
XXX OOO
1. c3-h1234 c9-j8h8910
2. h4-h567,g78 j3-j4567
3. g8-g9,10,11,f11 c9-b234c4
4. h5-d4bcd5 c9-de9e1011
5. g8-cdef8 c9-b789a7
6. c8-abc6c7 j3-j12kl1
7. c3-abc1c2 j8-k891011
8. a1-a2345 resigns
a b c d e f g h j k l
1 x x x . . . . x o o o
2 x o x . . . . x o . .
3 x o x . . . . x o . .
4 x o o x . . . x o . .
5 x x x x . . . x o . .
6 x x x . . . . x o . .
7 o o x . . . x x o . .
8 . o x x x x x o o o .
9 . o o o o . x o x o .
10 . . . . o . x o . o .
11 . . . . o x x . . o .
a b c d e f g h j k l
PENTOMINOE DISPATCH
XXX OOO
1. c3-l12345 m3-m456kl6
2. l5-jk5j6jk7 c13-l13,lmno12
3. c3-abcde12 l12-cdef11f12
4. k7-lmn7n56 c11-bd3bcd4
5. c3-cde2e34 f11-e5f2345
6. e2-efg1g23 f5-f6789,f10
7. b12-b7891011 f4-g4,h1234
8. c2-a2345 b4-a678b56
9. l1:m1mn2n34 c11-c10,9876
10. k7-k11121314l1 f10-jklm10m9
11. k11-hj11h8910 f12-gh12h131415
12. e12-efg13g1415 f6-gh5gh6h7
13. h9-jklmn9 o12-no10o98p8
14. h8-jklmn8 l12-l1415m14n1314
15. n4-o4567p7 c13-d13def14f15
16. b12-b1314c1415d15 h4-j4k1234
draw 30-30 (!)
a b c d e f g h j k l m n o p
1 . . . . x x x o . o x x . . .
2 x x x x x o x o . o x x x . .
3 x o x o x o x o . o x . x . .
4 x o o o x o o o o o x . x x .
5 x o . . o o o o x x x . x x .
6 o o o . . o o o x . . . x x .
7 o x o . . o . o x x x x x x x
8 o x o . . o . x x x x x x o o
9 . x o . . o . x x x x x x o .
10 . x o . . o . x o o o o o o .
11 . x o o o o . x x x x o . . .
12 x x x x x o o o . x o o o o .
13 . x o o x x x o . x o . o . .
14 . x x o o o x o . x o o o . .
15 . . x x . o x o . . o . . . .
a b c d e f g h j k l m n o p
By
João Neto
at
09:42
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