Mar 8, 2013
Mar 1, 2013
Colorito
Colorito is a 19th century game. Boardgamegeek has the following description:
Each player has 20 numbered pieces / counters of two colours (blue & red or brown & yellow), which are put on the two first rows of a 10×10 grid of octagons (topologically similar to squares, but without the diagonal adjacency). The fields of these rows are numbered from 1 - 20, so each counter has its definite starting place, making one complete row of either colour.
The spaces of the central six rows are coloured according to the counters, either red, blue, yellow or brown, and build up a regular pattern. Counters can step one space, jump across one other piece (also more than once during a turn) when landing eventually on a space of its own colour or doing a step plus a jump move in this order in a turn.
Aim of the game is to get the pieces on the opposite side onto the octagon with the corresponding number (similar to Salta, which maybe adopted this idea from Colorito).
This game was one of the favourites of Grand Duchess Anastasia Nikolaevna of Russia, mentioned in several letters/diaries about 1915.
Fred Horn sent me photos of two of his sets:
The rules, also from bgg:
There are three basic moves:
- the step, in which you can slide a counter in any direction into an adjacent octagon and stop there, provided that it is the same colour as the counter, or white (i.e. at the ends of the board);
- the jump, in which you can jump over any counters in any direction as long as the octagon you finally end up on is the same colour as the counter;
- the slide and jump, which combines both moves, meaning you can slide to any one adjacent octagon whatever the colour to start and then jump in the same move.
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Feb 22, 2013
The family of Foxes and Geese
The Fox & Geese family is a big one. There are multiple variants from everywhere with different board topologies and different types of unequal armies. The following images came from http://hong.vlinden.com except when noted.
Here's a 1880s variant called Siege Game:
Another example with the same name from around 1900:
And with a hexagonal board:
Fred Horn sent me a beautiful variant called Avro Eigen Zender Spel:
More old boards in here.
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Feb 10, 2013
The Game
Fred was kind enough to translate the rules to English. He also included some extra rules that he used while playing:
the start square –Basis- of his opponent in his Turn.
- It is not allowed to occupy a square with more than 2 own Pieces.
- It is not allowed to occupy your own Basis with more than 1 own Piece. This means that a Player cannot capture on its Basis.
- It is not allowed to pass a square for the second time during a Move.
- There is also a WIN when all opponent’s Pieces are blocked.
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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___
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
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.
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.
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João Neto
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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
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João Neto
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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 .
. . . . . . . .
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João Neto
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09:42
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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:
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João Neto
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10:03
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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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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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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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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.
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João Neto
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10:08
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May 21, 2011
May 20, 2011
Chivalry

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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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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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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
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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
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João Neto
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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
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This game is based on Atoll, a game from Mark Steere
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João Neto
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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.)
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More information at Jeux Strategie.
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João Neto
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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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