Nov 14, 2012

SQUIRM

DROP - On each turn, pass or drop 1 or 2 stones into empty cells.
SNAKE - A maximal connected group of stones of the same color, with each stone adjacent to either 1 or 2 friendly stones.

GOAL - If two successive passes, the recursively longest snake wins.

    __OO_______XX___
 1.  .. e5    h4 h6
 2.  g3 g7    f4 f6
 3.  i5 d6    j4 j6
 4.  k5 e7    d4 j8
 5.  l4 k7    k3 m3
 6.  n4 i7    o3 o5
 7.  p4 l8    n8 k9
 8.  q5 m9    c5 p6
 9.  o7 g9    b6 h2
10.  i1 d2    f2 m1
11.  e1 e9    g1 k1
12.  g5 i9    resign

Final Position:

| abcdefghijklmnopqr
|     o x o x x       1.
|    o x x . . .      2.
|   . . o . x x x     3.
|  . x x x x o o o    4.
| . x o o o o . x o   5.
|  x o x x x . . x    6.
|   . o o o o . o     7.
|    . . . x o x      8.
|     o o o x o       9.
| abcdefghijklmnopqr 10.
XX resigns not because the 1st group is bigger. In fact, the first two groups will be equal: 1st have size 15, then the next groups have size 7. Only then, the 3rd o-group have size 3, while the x-group has size 2

If the players made all the moves, the board would become:

| abcdefghijklmnopqr
|     o x o x x       1.
|    o x x o . .      2.
|   . o o o x x x     3.
|  . x x x x o o o    4.
| . x o o o o x x o   5.
|  x o x x x x o x    6.
|   x o o o o . o     7.
|    x x x x o x      8.
|     o o o x o       9.
| abcdefghijklmnopqr 10.

Jul 26, 2012

SUPER-PENTE

12* (nonlinear restriction)

 If a line of two or more stones of the same colour become trapped by a newly-played and an existing stone of the other colour, they are removed.

First to make an ortho/diag 4-line (or more) wins.

Sample Game: 


|  j k l m n o p q r s t u v         OO        XX 
|  . . . . . . . . . . . . .   0   ---------------- 
|  . . . . . . . . . . . . .   1   --  p6    p5  q7 
|  . . . . . x . . . . . . .   2   o4  r6    s6  o7 
|  . . . . . . . . . . . . .   3   o6  r8    q6  n7 
|  . . . . . . . . . . . . .   4   o3  p7    p8  o5 
|  . . . . . x x o . . . . .   5   q5  p7    o2  q9 
|  . . . . . o . x o x . . .   6   o9  q8    resign 
|  . . . . x x o : . . . . .   7 
|  . . . . . . : O o . . . .   8 
|  . . . . . O . x . . . . .   9 
|  . . . . . . . . . . . . .  10 
|  . . . . . . . . . . . . .  11 
|  . . . . . . . . . . . . .  12 
|  j k l m n o p q r s t u v

Apr 2, 2012

TRUNCATED PROGRESSIVE CHESS

Basic progressive chess; but giving or releasing check, promoting or
capturing may not be done in a move series, except that the series be
voluntarily shortened to length one.  (Later series are unaffected.)

Sample Game
 1. e4
 2. d5 e5
 3. e:d5
 4. Q:d5
 5. c4 d4 Bd3 Nf3 O-O
 6. Qa5 Bd6 Be6 Nc6 Nf6 O-O
 7. d5 c4 Nd2 a3 Ng5 f4 Bb2
 8. h6 Nh7 f5 e4 Bf7 Ne7 c5 Qc7
 9. N:f7
10. R:f7
11. Be2h5 h4 g3 Qc1c3 Nf3e5 Rfe1 Kg2
12. d6:e5
13. Q:e5  (if Q:Q, B:Q)
14. Q:e5
15. B:e5
16. a54 b5 Nc8b6 Nf6g4 Kh7 g6 Rd8
17. B:g4     18. f:g4     19. B:d6     20. R:B
21. R:e4     22. b:c4     23. R:c4     24. R:d5
25. b:c5     26. f5 K...f5  R...c6  R...a5
27. Ra..d6 Rc..e5++

Final Position:

. . . . . . . .
. . . . . . . .
. . r R . . p .
r . O . R k . p
p . . . . O p O
O . . . . . O .
. . . . . . K .
. . . . . . . .

Mar 20, 2012

Board Games in Oriental Exposition

From an oriental art and culture exposition at Lisbon (it was a surprise visit, so I only had the camera from my cell phone)

There was a Xiang Qi:



A board of Makru, the Thai Chess:

And a strange board that I don't recognize (the label was wrong, it said that was the Makruk which cannot be right):


Dec 5, 2011

CROSS

Game by Cameron Browne (2009)

12* moves & group restriction

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

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
. . . . . . . .
. . . . . . . .

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.

Jun 6, 2011

On Natural & Artificial Games

Can we use the terms natural/artificial for games, in general?

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.

[also posted in rec.games.combinatorial]

Jun 1, 2011

Two Games for Three Players


Here are a couple of games to be played with three players:

Triad by Cameron Browne

Rules can be checked here.

An older game is Atride by Gauthier Fourcade:

More info can be read here (in French).

May 27, 2011

Board Games Studies 2011

This year edition of BGS happened in Brugge, Belgium. The meeting was held at the KHBO-Spellenarchief. The game archive has several thousand board games and has a database (in Dutch) which is being slowly uploaded with game information and, hopefully, game rules. Here are some pictures from their public section:



And here is a panoramic view (as usual, click to enlarge):

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):

Irving Finkel presented "On to Square Two – the question of dissemination" talking about how games travel between cultures. This travel is useful for game survival but has also the problem of game contamination. Some games may even replace and destroy old games. For a game Historian the modern waves of European migration (like colonists or missionaries) to the rest of the world meant terrible news.

In the colloquium a participant (I don't recall his name...) presented a rediscovered picture from an old book, picturing Adam & Eve in the garden of Eden. Some say they are playing a board game (I saw just them picking and eating grapes or something like that...). Anyway, the picture is pretty:


Michel Boutin made a nice presentation called "The structure of games" were he made an historical perspective of how games were classified in the past.




May 22, 2011

Fehde

Anyone knows Dutch German?

[Feb 2013] Fred Horn was kind enough to translate the rules:

Game-Rules

A Tactical Game for 2 Persons from 8 years on, with both two Knights and nine Squires.

Aim of the Game is to get your Knight occupying the Opponents Knights’ start-position; or tocapture the Opponents’ Knight by jumping over or in the same way capture all Opponents Squires.

The two Knights (Balls) start, at the beginning of the Game, on their same colored Field (Cirkle), the nine escorting Squires start on the 9 surrounding yellow Fields (Cirkles).
Players draw who begins and then Turns go alternately by moving in his Turn one Piece of the Players’ color. Moving goes in all directions, including diagonal.
A move is only to a next, free adjacent Field (Cirkle).
When it is a Players’ Turn and an Opponents’ Piece is adjacent to one of his Pieces and the Field (Cirkle) behind is empty, The Player MUST in this Turn jump over the Opponents’ Piece.
This Piece is captured and removed from the Board.
Does the Players have more than one opportunity to jump he is free to choose which capture he wants to make.
Only one Piece can jumped over and it is not allowed to jump over your own Pieces.
Knights can move or jump to all Fields –a color does not count-, but Squires are only allowed to occupy their own yellow Fields(Cirkles)-their start-position- or the grey Fields(Cirkles) =No-Mans-Land=. The Squires may jump over an Opponents’ yellow Edge only, when after the jump they occupy a grey Field (Cirkle).

Winning is by 
  1. capture of the Opponents’ Knight; 
  2. capture of all Opponents’ Squires or 
  3. moving the own Knight on to the start-position of the Opponents’ Knight.
Translated from German to English by Fred Horn 12/02/2013

May 21, 2011

Transvaal

A Bavarian game from early 20th century (click to enlarge):


May 20, 2011

Chivalry

A 1887 game from George Parker (click to enlarge):

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:

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

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

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

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.

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

May 11, 2010

The Siege of Paris

At 1870 Paris was sieged by Prussian forces and, in four months, took over the city and won one of the n wars between France and Germany. In the UK it inspired the creation of a game called appropriately "The Siege of Paris" (the game appeared also at 1870). Here's an original box (available at the Oxford Digital Library):
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

This interesting and amusing game of skill can be played by two, three or five persons; one takes the Garrison or Fort, the others the outside lines.

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.

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:

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.

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.

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.

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)