Mar 20, 2012
Dec 5, 2011
CROSS
Y play; the goal is to make a group connecting 3 non-adjacent sides.
The winner is whoever makes a Y;
or if no-one does, the player who first made a cross loses.
Game Sample
___xx_______oo___
1: -- i6 k4 k6
2: l5 l7 j5 k8
3: j7 o6 g6 n7
4: f7 m6 h5 g8
5: n3 i8 m4 p5
6: o4 f7 n5 d7
7: f9 h7 e6 s6
8: k2 h9 h3 r5
9: h1 r7 j1 m2
10: t7 i2 l3 p7
11: u6 c8 q6 d9
12: q8 n9 l9 p9
13: m8 q10 o8 p11
14: r9 e8 o10 a6
15: resign
: abcdefghijklmnopqrstu
: . x o . . . 1
: . . x x o . . 2
: . . o . o x . . 3
: . . . . o o x . . 4
: . . x o o x o o o . 5
: O . o o x o x x o o x 6
: . o x x x x o o x x 7
: x x o x o x o x . 8
: o x x . o x o x 9
: . . . . . O x 10
: . . . . . o 11
: abcdefghijklmnopqrstu
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João Neto
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15:46
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Jul 27, 2011
ONE-HIT PROGRESSIVE CHESS
As FIDE Progressive Chess except:
Each player makes from 1 to the turn number, of moves, subject to
the condition that any capture, check or promotion ends the series.
Sample Game
1. e4
2. e6 Be7
3. Qg4 Qg5 Q:e7+
4. N:e7
5. e4 Nf3e5c6:d8
6. f5f4 O-O d6 Nc6:d8
7. Bb5 Bd7 a4 b3 c4 f3 B:c8
8. Na6b4 a5 c5 g5 h5h4 R:c8
9. g4 h3 d5 Rh2 Rc3 Raa2 Bd2 B:b4
10. b6 e5 Kf7 Rc7 Re8e7 c:b4
11. c5 Rc4 Rac2 Kd3 c:b6
12. Rb7 Rec7c5 Ke7 Ne6d4e2g1:h3
13. N....h3
14. Rb8 K..b7 Rbc8 R:c4
15. K..b2 Rc1 b:c4
16. K:b6
17. Nf2 R...h3 Kb3 N...e7 N:c8+
18. K..:c8
19. c567 K...c6 R...b8++
Final Position:
. . k . . . . .
. . O . . . . .
. . K p . . . .
p . . O p . p .
O p . . O p O p
. . . . . O . R
. . . . . . . .
. . . . . . . .
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João Neto
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20:00
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Jul 11, 2011
CADUCEUS
Played on an 8x8 board, each player starts with two stones, at opposite corners.
Group-restricted 12* moves per turn.
For each move, a player removes the tail of one of his groups, then adds two successive rookwise-adjacent new stones on empty cells at the head of it.
A player loses if he cannot complete a legal turn.
The first moves (the '-' clarifies the chain structure):
_J___N_ _B___T_
. . . . . . . . 1. es -- ee ss
. j-j . . . . , 2. es nw nn ww
. . J . . T-t-t 3.
. . . . . . . . 4.
. . . . . . . . 5.
. . B . . . . . 6.
. . b . . . N-n 7.
. , b . . . . . 8.
and the entire game:
_J__N_ _B__T_
. . t-t-t-t-t-t 1. es -- ee ss
. . t . . ,-t-t 2. es nw nn ww
. T-t . . . . n 3. se wn en ww
. N-n-n-n-n . n 4. es nn ww ne
b-b-b . . n-n-n 5. ss en ss ee
b . B . . J-j-j 6. ws es es en
b b-b j-j . . j 7. ee sw ww ww
b-b-b j-j-j-j-j 8. ee wn nn ww
9. nn ww ne ws
10. ww ww es sw
11. resign
A better variant uses double removal and triple growth for faster moves (and a 10x10 board)
A game example:
_J____N_ _B____T_
1. wws --- sss nww
2. ssw enn eee wnn
3. wss nee sse nne
4. sss sww nnn sss
5. eee nnn www een
6. sww wne nee wnn
7. wwn ees ees www
8. www ese ene nee
9. wnn sww see ees
10. nnn see nnw sss
11. nnn ees www swn
12. ese swn wss nww
13. ess wsw ssw nee
14. wss nws ses nnw
15. sww wnw enn nee
16. nen swn nen sss
17. wne nee wne sss
18. nwn eee nes swn
19. nws ees resign
Final Board:
j-j . . b-. b-b . B 1
j J j-j b b-b-b-b-b 2
j-j . j b b-b t-t-t 3
j-j j-j b b-b t-t t 4
j-j j b-b b . . t t 5
j-j j b-b b t-t-t t 6
j-j-j . b-b t T-t t 7
n-n-n-n-n-n-n-n t t 8
n n-n n-n n-. N t t 9
n-n n-n n-n . . t-t 10
This game was inspired by the light motorcyles from the TRON movies.
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João Neto
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12:27
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Jun 6, 2011
On Natural & Artificial Games
One way to look at this is to relate naturalness to simplicity. Simple games like Hex, Tic Tac Toe or, perhaps, Go, seem almost like discoveries, rather than inventions. But the fact that Hex was only "discovered" in the 1940s does give us pause to ponder. Simplicity is culturally dependent, just as are more obvious or trivial things - e.g. the positional numerical system, or the moral statement "slavery is wrong" -- which were not so in the past.
Another way to look at this is using History. Games, or game concepts, that seem to be invented independently are, at least, cognitively attractive to humans. Perhaps they are cognitively attractive to conscious beings in general, and so, they may even exist in alien cultures. Some examples of those are race games, or Tic Tac Toe/Gomoku variants. Possibly, seed games, Mancalas, also belong here. So, a natural game would be an instance of one of these archetypal game concepts. Of course, as usual, the frontier is blurred. Bao is a very complicated Mancala game. Overly baroque variants can hardly be seen as natural. Shall we include Checkers/Alquerque or Chess games? And how many add-ons can a game include and still be considered a natural one?
A third way to try to make sense of this separation between natural and artificial, is to look into the game's history.
Games like Chess, Go, Mancala and Checkers have evolved through centuries, absorbing gaming experience into their progressive adaptable rules. As in biological natural selection, these games are more like species, with their life trees,
their historical compromises, their multiple branches (cultural instead of biological). So, in this case, every game started in one or more human minds, in some raw artificial state, and was tested in a social environment. Like most species, most games must have become extinct quite quickly. But a few were able to adapt to the cultural intricacies of the memetic landscape of its inventors. And then, when society changed, games also changed, like any adaptable, flexible population of organisms. Of course, the analogy only goes so far. Unlike fossils, if they are rediscovered, games can be brought back and enjoy a new life eventually under new clothes. (The Game of Ur, and Senet, with their reconstructed rules, are famous examples).
Just as for the concept of species, we might differ our final judgement about our recent games. Perhaps Hex will have a biography (it already has thriving children, like Y). Game inventors, nowadays, have an immense set of game ideas and, like alchemists, they try to mix them, mould them into new games. Most of those, as in the past, will become extinct and never get beyond being artificial concepts. Others, because they say something to generations of players, will be carried along with our evolving society and will start to have a biography. They will, slowly and in unexpected ways, become natural concepts.
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João Neto
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13:53
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Jun 1, 2011
Two Games for Three Players
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João Neto
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17:38
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May 27, 2011
Board Games Studies 2011
Lots of thousands of games were donated by the Dutch game collector and inventor, Fred Horn, who still collaborates with the Museum. Here is a picture of him (the middle guy, talking math & games with Jorge Nuno and Carlos Santos, two Portuguese friends):
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João Neto
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16:54
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May 22, 2011
Fehde
- capture of the Opponents’ Knight;
- capture of all Opponents’ Squires or
- moving the own Knight on to the start-position of the Opponents’ Knight.
By
João Neto
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10:08
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old games
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May 21, 2011
May 20, 2011
Chivalry

By
João Neto
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09:30
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Dec 1, 2010
Playing Go
This is a photo from a Chinese restaurant near Lisbon where I sometimes eat:
and also a detail of the actual game:
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João Neto
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18:03
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art and history,
go
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Nov 30, 2010
CHICKEN HEXY
8 hex-hex board initially empty.
Players may drop only isolated non-edge X's in the preliminary phase; 1, 2 or 3 at his own choice.
On any turn, either player may take X and pass.
Normal alternation follows, and X wins by connecting three non-adjacent sides.
If X fails, O wins.
Sample Game:
0: h2 g5 c7, g7, j4 j6, 2nd player takes
: abcdefghijklmnopqrstuvwxy _OO___XX_
| . . . . . . . 1. r8 p10
| . x . . . . . . 2. l8 k9
| . . . . . . . . . 3. n10 j11
| . . . x . . o . . . 4. n12 l12
| . . x . . . . . . . . 5. p4 p6
| . . . . x . o x . . . . 6. n6 m7
| . x . x . . x o . . . . . 7. o7 p8
| . . . . . o x . o 4 . . 8. u11 t10
| . . . x . . . . 2 3 . 9. OO resigns
| . . . . o x . x 1 . 10.
| . . x . . . . o . 11.
| . . x o . . . . 12.
| . . . . . . . 13.
abcdefghijklmnopqrstuvwxy
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João Neto
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08:38
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Jun 8, 2010
GO-6-MOKU
Rules of 9x9 Go, except that there is no passing and the winner is
whoever gets a 6-in-a-row. Suicide is illegal, except that a 6-row
may be completed in an otherwise liberty-less position. No swap.
Neither dagger move may be used to capture, nor to make a winning
6-line, and they must finish in different groups.
Sample Game:
_XX____OO_ O has dagger
1. e5 d4
2. d5 c5
3. c6 b6
4. e3 e4
5. f4 c4
6. g5 h5
7. c7 g3
8. h6 d2
9. h4 e2,f3 X has dagger
10. i5: resign
a b c d e f g h i
. . . . . . . . . 1
. . . o o . . . . 2
. . . . x o o . . 3
. . o o o x . x . 4
. . o x x . x : X 5
. o x . . . . x . 6
. . x . . . . . . 7
. . . . . . . . . 8
. . . . . . . . . 9
By
João Neto
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07:14
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Jun 3, 2010
TROMAZONS
On a 8x8, each one starts with 4 stones. A move consists of moving one piece along to a rookwise adjacent empty cell, then placing a wall adjacent to it. 12* moves. A player unable to complete a move loses.
Initial Position
: a b c d e f g h
| +-------------------------------+
| 8 | B J |
| | + + + + + + + |
| 7 | |
| | + + + + + + + |
| 6 | J B |
| | + + + + + + + |
| 5 | |
| | + + + + + + + |
| 4 | |
| | + + + + + + + |
| 3 | B J |
| | + + + + + + + |
| 2 | |
| | + + + + + + + |
| 1 | J B |
| +-------------------------------+
: a b c d e f g h
Sample Game:
B J
=====================
1. --- b3S c2W g3S
2. c3S e1W f7N f3S
3. h5N e2N d2E e3E
4. d3E g5N e4S f6N
5. f5N f2S e6E b6W
6. d4E f4W d3N d6S
7. f5S c4N c3N e5S
8. b4S c7S d7W b3E
9. c8E a4E a3N b5W
10. resign
: a b c d e f g h
| +-------------------------------+
| 8 | B | |
| | + + + + +---+ + |
| 7 | | J |
| | + +---+ + +---+ + |
| 6 | | | |
| | + + +---+ +---+---+---|
| 5 | | J J B |
| | + +---+ +---+---+ + |
| 4 | B | | | |
| |---+---+---+---+---+ + + |
| 3 | J | | | |
| | +---+---+ +---+---+---+ |
| 2 | | | B |
| | + + + + +---+ + |
| 1 | | |
| +-------------------------------+
: a b c d e f g h
By
João Neto
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06:59
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Jun 1, 2010
SESQUY
On each turn, each player drops a friendly stone on an empty cell and then
(optionally) moves another friendly stone to an adjacent empty cell.
Sample game:
XX OO (swapped)
: abcdefghijklmnopqrstuvwxy ================================
| . 1. l6 ---- m11 ----
| . . 2. j10 l6 m7 k9 m11 l10
| . . . 3. j8 j10 i9 h10 k9 j10
| . . . . 4. o9 j8 l8 o11 l10 m11
| . . . . . 5. r10 l8 m9 r12 j10 k11
| . . . x . . 6. u11 i9 j10 t12 h10 i11
| . . . . . . x 7. v12 o9 p10 t10 t12 s11
| . . . . . o O o 8. p12 r10 q11 o9 o11 n10
| . . . . x o . x , 9. s9 p10r10 p8 t10 u9
| . . . x . o . x . . 10. s7 m7n6 r8 u9 t8
| . . . o o o . x o x . 11. X resigns
| . . . . . . . x o . x . 12.
| . . . . . . . . . . . . . 13.
: abcdefghijklmnopqrstuvwxy 14.
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João Neto
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09:19
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May 18, 2010
OCTATOL
Move sequence 36* with group restriction
(i.e., no two stones dropped in the same group/turn)
TO WIN: join 2 opposite groups, OR make a Y that prevents this.
Initial setup:
| abcdefghijklmnopqrstuvwxyzABC
| X X X O O O
| O . . . . . . . X 1
| O . . . . . . . . X 2
| O . . . . . . . . . X 3
| X . . . . . . . . . O 4
| X . . . . . . . . . . . O 5
| X . . . . . . . . . . . . O 6
| . . . . . . . . . . . . . . . 7
| O . . . . . . . . . . . . . . X 8
| O . . . . . . . . . . . . . . X 9
| O . . . . . . . . . . . . . . X 10
| . . . . . . . . . . . . . . . 11
| X . . . . . . . . . . . . . . O 12
| X . . . . . . . . . . . . . . . O 13
| X . . . . . . . . . . . . . . O 14
| . . . . . . . . . . . . . . . 15
| O . . . . . . . . . . . . X 16
| O . . . . . . . . . . . X 17
| O . . . . . . . . . . X 18
| X . . . . . . . . . O 19
| X . . . . . . . . O 20
| X . . . . . . . O 21
| O O O X X X
| abcdefghijklmnopqrstuvwxyzABC
Game sample:
| abcdefghijklmnopqrstuvwxyzABC OO starts
| X X X O O O ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| O x . . . o . . X 1. .. .. .. o9 l12 r12
| O . . . . . . . . X 2. j10 t10 m11 q11 o13 o15
| O . x . . . o . . . X 3. o7 p10 s11 r14 n12 i13
| X . . . . . o . . . O 4. u9 j12 p12 s13 j14 n16
| X . x . . . o . . . . . O 5. o5 r10 k13 n14 f12 f14
| X . . . o . . . . . . . . O 6. f8 n8 o11 l14 q15 t16
| . x . . . . o o . . . . . . . 7. j8 g9 p8 g13 p14 u15
| O . x x x o . x o . . . . . . X 8. h8 f10 c11 i11 q13 s15
| O . o x o o . o o . . x . . . X 9. j6 i9 g11 l10 l16 t14
| O . x x o x o . o o x . . . . X 10. d10 k11 d14 g15 m15 w17
| x x . o x x x x x o . . . . . 11. m7 h10 w13 f16 i15 i17
| X . x o . x o o x o . . . . . O 12. d8 a11 e15 g17 m17 l20
| X . o o o o o o x x x . o . . . O 13. q3 m9 h14 i19 i21 k17
| X x x o o x x o o o o . . . . O 14. k15 h16 j18 x18 m19 h20
| . o x x o x x x x x o . . . . 15. m13 f18 j20 l18 u17 u19
| O . o x x o x . . x o . . X 16. c7 d12 j16 q17 t18 q19
| O . x o o x . x * o x . X 17. c9 c13 c15 n18 r18 v16
| O o o x o o x o x x x X 18. e9 p18 v18 k19 v20 s21
| X . o x x . x o o x O 19. q1 p4 h18 p20 s19 u21
| X x o x . o x * x O 20. i1 i3 g5 c14 w19 r20
| X o . . . . x o O 21. OO resigns (x forces at one of the *s)
| O O O X X X
| abcdefghijklmnopqrstuvwxyzABC
This game is based on Atoll, a game from Mark Steere
By
João Neto
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21:09
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May 11, 2010
The Siege of Paris
Here the initial setup:
and a better view of the board (from BoardGameGeek):
Also, at Oxford Digital Library, here the scan of the original rules (click to zoom):
At BoardGameGeek there's also the rules in text format:The Siege of Paris
The positions of the Men are as follows :- The General on the right, the Colonel on the left, the Captains next,and the Lieutenants in the centre ; the placing of the Men in the Garrison is optional.
RULES OF THE GAME
1.-The Besieging party have 36 Men,viz., two Generals two Colonels, four Captains, four Lieutenants. to be equally divided, and to be in two colors, half to move on the Black Squares, and half on the White.
2.-The Besiegers cannot move backwards, Officers or Men.
THE MOVES OF THE BESIEGING PARTY
3.-The Generals move on White or Black Squares-one, two or three Squares at a time. straight, sideways and diagonally.
4.-The Colonel moves on White and Black Squares-one or two squares at a time, straight or sideways.
5.-The Captain moves on White or Black Squares-one square at a time, straight or sideways.
6.-The Lieutenants move diagonally-one or two Squares at a time.
7.-The Men move only diagonally whichever Square they are placed on.
8.-The Besieging party win the game by placing one Officer and three Men in the Garrison, and cannot be taken when inside.
RULES FOR THE GARRISON MEN
9.-The Garrison is occupied by eight Men, viz., one General, one Colonel and six Men, and win the game by taking 24 Men and six Officers.
10.-The Officers and Men of the Garrison cannot be taken, but the Men can be blocked in by the Besieging party, until they are relieved by their Officers.
11.-You are not compelled to take any Man; when any of the Besieging party are taken they must be unsupported, and place your man on the same Square.
12.-The Officers and Men of the Garrison to be Red.
MOVES OF THE GARRISON MEN
13.-The General can move any way-backwards or forwards, straight, sideways or diagonally, and take the same way one or two Squares at a time, either on Black orWhite Squares;
the Colonel moves on Black or White Squares, backwards or forwards, either sideways or straight, and takes the same way;
the Men move diagonally only, three on the white Squares and three on the Black, either backwards or forwards when outside the Garrison
Entered at Stationers' Hall
R.C.Bell provided a patch for solving some problems with the original rules (from BoardGameGeek):
Necessary additional rules and definitions for Siege of Paris. V1.0 May 2009
Win conditions
Garrison player: Capture 6 Besieging Officers and all Besieging Men.
Besieging Player: Having 1 Officer and 3 Men inside the Garrison. (Besieging pieces can not be taken once inside the Garrison.)
Or by blocking with Besieging pieces all legal moves by the Garrison forces. (Supported Besieging pieces can not be captured.)
Alternative win condition for Besieging Player: 1 Officer and 2 Men inside the Garrison.
Draw condition
When less than the pieces required for the chosen win condition remain on the board, then if 1 Besieging piece, or more, are inside the Garrison the game is a draw.
Starting position of Garrison pieces: These pieces may be arranged on the nodes inside the Garrison however the Garrison player wishes.
Turn order: Garrison, White, Garrison, Black, Garrison, White, ...
Alternative forced taking rule: The Besieging player can, if such a move is legal, command the Garrison player to take a Besieging piece.
Fort Gate: Entry to the fort is from the 2 squares (1 black square and 1 white) adjacent to the gates on each side of the fort.
Support: Besieging piece "A" is "supported" when another Besieging piece could legally move onto the square occupied by "A" but for the presence of "A". (Supported Besieging pieces can not be captured.)
Capture: As in chess, by moving the capturing Garrison piece onto the square occupied by the Besieging piece. (Garrison pieces can not be captured.)
---
More information at Jeux Strategie.
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João Neto
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10:00
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May 10, 2010
Hard Lines
Here is an abstract game from c.1861 (more information at GARD). A kind of pattern game with captures and (re)drops. Check the board and the rules:


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João Neto
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14:21
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May 6, 2010
Three old Knight games
At Michel Boutin presentation in the BGS, he mentioned a lot of 19th century board games that were patented in France, UK, Germany and in the US (and most already forgotten). Here are three related games using the Chess Knight, grouped together in a package called Rampant Knights.
These are the board (click to augment)
I found the rules at a Hoyle games edition. Here are the relevant pages:


He also mentioned a board game called "Jeu du Congo" (Game of the Congo) with a hexagonal board:
which was re-edited by Moulin in the French book Jeux de pions d’aujourd'hui. The rules can be found at issue 8 (Winter 2001) of the Abstract Games Magazine.
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João Neto
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10:14
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May 5, 2010
The Game
Fred Horn showed me a picture of an old 1970/80's abstract game called "The Game"
He mentioned the rules orally, as he remembered:
The board starts empty and each piece (each player has five) enters in the player's corner.
On each turn, each player enters a piece off board or moves one friendly piece.
A piece moves [up to?] five cells in orthogonal directions with, at most, two changes of direction [no jumps allowed, it seems].
One piece may land in top of another. The pieces not in the top of a stack become blocked.
A stack can have, at most, three pieces. When a stack of size three is made, the piece in minority is captured.
When all the player's five pieces are on the board, the player cannot stop a friendly piece in his own corner (but it can move the piece thru it during the move sequence).
Wins the player that moves one of his pieces to the enemy's corner.
Any extra information about this game is appreciated.
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João Neto
at
19:09
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Games @ BGS 2010
In the Board Games Colloquium (BGS) it is always easy to find new abstract boards and ideas about games. Let me give a sample of this year, in Paris:
Herein you can see a game from Fred Horn, which basically can be seen as a Mancala kit.These squares can be placed in any order the players like and every mancala board can be built this way. Of course, this game material can be used into many other types of games.
Here you can see Fred Horn (in the left) playing Fianco, another of his games:A very interesting game is Nonaga, a 2008 invention by Víktor Bautista i Roca:
Visually, this reminds Zèrtz, but in this case, we have a pattern game and the board only changes shape (it does not decrease in size as in Zèrtz).
More info in Manqala.org, Juegos de Ingenio, Pseudolog.
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João Neto
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11:43
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May 1, 2010
Ancient Board Games @ The Louvre
Here are some nice examples of race games from Ancient Egypt:
This was the text related to this game:
The obscure Mehen:
And the more known Senet (at least the text said it was Senet, it seems a version, half-way to the game of Ur):


And finally some old, old dice:
(photos taken in April 2010)
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João Neto
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17:07
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