SJEKKERS
A post by Fred Horn
Inventing and talking about new or obscure abstract games
A post by Fred Horn
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João Neto
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11:19
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João Neto
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11:14
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João Neto
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11:50
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A post by Fred Horn
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João Neto
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15:19
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João Neto
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14:45
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23* moves
A line of stones may move in its own direction any number of spaces
up to its own length. Any friendly stones encountered during
the move halt the movement. Any same-direction line of opponent
stones encountered have the nearest stones killed by replacement,
the maximum number to be killed being the difference of the two
lengths, with the move stopping only after a maximum such kill
or before the first blank after any kill.
: A turn consists of
: EITHER the placement of three NON-LINEAR stones on empty cells,
: OR of one move of the above type, followed by a placement.
Whoever first makes a path joining three non-adjacent sides, wins.
| abcdefghijklmnopqrstu
| . . . . . o 1
| . . . . . o . 2
| . . . . o o . . 3
| . o . . . o o . . 4
| . . o . x x x . . . 5
| o o o o x x x x . . . 6
| . . . x x x . . . . 7
| . . o x . . . . . 8
| . . . x . . . . 9
| x . . . . . . 10
| . . . . . . 11
| abcdefghijklmnopqrstu 12
___ooo___ ___xxx___
1. .. e6 n3 h7 k6 n5
2. m4 j5 g6 i6 l5 l7
3. c6 f5 o2 j7 m6 p5
4. f5:h7 g8 p5:j5 k4
5. p1 o4 e8 k4:h7 i8
6. e8:i8 f5 l5:i8 l5
7. l3 e4 a6 o6 j9 e10
8. resign
By
João Neto
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08:51
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COY LIPS
24* restricted (placements must be on different groups)
The stones are played on empty cells, with the stones
played in one turn finishing up in different groups.
Passes are always legal, and two consecutive 4-passes end the game.
To score, a tetrahex may not have any other friendly stones
touching it.
The winner is the first player to complete a set of tetrahexes
in his own colour; or if the game ends before this happens,
the player with most completed, or the 1st to have built
his final set if both players have the same number.
| abcdefghijklmnopqrstuvwxy
| . . . . . . o 1
| o o o . x x o . 2
| . . o . x x o . . 3
| . . . . . . o . x . 4
| . . . . . . . . . o x 5
| x x x x . x o . . x . o 6
| . . o o . x o o . x o x . 7
| . o . . . x o . o x x o 8
| . o x . . x . . . o . 9
| . . . o . . x o x . 10
| . x o x . . x x o 11
| o o x x . . o o 12
| . . . . . o . 13
| abcdefghijklmnopqrstuvwxy
______ooo______ ____xxx______
1. -- -- h2 r12 p2 d6 v8 j12
2. j2 r2 m7 t12 o3 f6 l8 t8
3. q3 n8 d8 h12 k7 s7 m3 k11
4. p4 e7 o7 i11 n2 t6 h6 m9
5. s1 i3 e9 j10 b6 l12 q11 t10
6. x6 g7 x8 q13 t4 w5 s11 g11
7. u7 f2 u11 f12 w7 p10 l6 g9
8. u5 u9 r8 r10 resigns
The second player resigns because there's miai at v6 and s9
By
João Neto
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08:43
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A line is >=2 friendly stones in any ortho-diagonal direction.
After the 1st full turn, a player may enter 3 stones (rather than 2)
if his opponent has a longer line than all his own, (recursively).
The winner is who finishes with the (recursively) longest such line.
a b c d e f g h i
X x X x x x o . . 1
. . . . x o o x o 2
. o . x x . x o o 3
. x x o x o o o x 4
. o o o x o x o x 5
. . . x o x o o x 6
. . x o x o x o x 7
. X x o x o . o x 8
. o x x x x x x o 9
a b c d e f g h i
__xxx_________ooo___
1. .. e5 d4 f4
2. e3 e7 e6 h6
3. b4 g5 h4 d8
4. i5 e1 f2 f8
5. g3 g7 i2 h8
6. c8 i8 g2 d5
7. e2 e4 d6 h3 h5 h7
8. h2 d3 h9 b3 g6
9. c4 c7 e8 c5 f7
10. i4 i6 i7 i3 i9
11. b1 d1 f1 g1 f5
12. c9 f9 f6 g4 d7
13. d9 e9 g9 b5 b9
14. b8 a1 c1 resign
Larger lines:
xxx: 6 6 5 5 4...
ooo: 6 6 4...
By
João Neto
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18:21
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The goal is to form a group touching all three side colours.
A turn is to move one stone then place one stone, either or both of which may be passed. Placement is to empty cells. Movement is in a straight line, over friendly or empty cells, to an empty cell, a length equal to the hex-city-block distance of the departure cell from the centre.
Sample Game:
OOO XXX
1. swapped i5 (#)
2. g7 -- f2 --
3. m5 -- l6 --
4. m5k3 h4 g5 f2c5
5. g7e5 f4 l6j4 i3
6. h4g3 h2 c5f8 g7
7. -- j2 g5h6 o5
8. j2l4 m5 o5l8 j2
9. g3i1 e9 l8o5 d8
10. g9 -- o5l8 k1
11. l4j6 j8 l8o5 k5
12. k3o3 n4 o5l8 l6
13. j6k7 m7 -- n6
14. resigns
abcdefghijklmnopq
@ @ @ @ @
? . . o x . @ 1.
? . . o x . . @ 2.
? . . . x . . o @ 3.
? . . o . x . o . @ 4.
? . . o . # x o . . 5.
? . . . x . x x . # 6.
? . . x . o o . # 7.
? x x . o x . # 8.
? o o . . . # 9.
# # # # # 10.
abcdefghijklmnopq
By
João Neto
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14:38
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Progressive moves.
No two moves within a turn may be recursively kingwise connected.
Winner is whoever connects three sides, or makes a closed loop,
of recursively kingwise connected stones.
Sample Game:
X odd moves
1. e5
2. d4 d6
3. f2 f4 e7
4. e468 g7
5. g1 g8 fh6 c8
6. g3 acg5 dh8
7. h1 bd2 c4 f5 ch7
8. cegi2 b4 h5 f8 b9
9. i1 ch3 a4 b6 a8 gi9
10 c1 a2 f3 i3 i6 a7 c9
11 d3 f1 f7 a6 a9 i4
12 g6 e1 & wins (miai at d7 & i7)
. . o . O x x x x
o x o x o x o . o
. . x x . o o x o
x o x o o x . . x
o . o . x x o o .
x x . o o x O x o
o . x ! x x o x !
x . x o o o x o .
x o o . . . x . x
a b c d e f g h i
By
João Neto
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12:01
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Same as classic Giveaway Chess except:
Each player moves twice except in the first move.
Any non-capturing turn must leave at least one piece closer to some enemy piece.
Inability to move is deemed equivalent to having no pieces.
Sample Game:
1. ... e3 b5 h5
2. Q:h5 B:b5 R:h6 R:h2
3. R:h2 B:d7 (F) B:d7 Bh3
4. R:h3 d3 Q:d3:e3
5. B:e3 B:h7 R:h7 R:h2 (F)
6. R:h2 Rh6 N:a6 Nb8
7. Rh6 Nc3 N:h6 Ng8
8. Kd2 Ne2 f6 f5
9. N:f4 Ne2 Nc6 Nd4
10 N:d4 Ne2 Kd8 Kd7
11 N & back e5 Ba3
12 B:a3 Nf4 e:f f3
13 g:f Kd3 Kd6 Kd5
14: N:d5 N:c7 (F) g5 g4
15: resigns
Final Position:
. . . . . . n .
. . N . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . p .
O . . K . O . .
. . O . . O . .
. . . . . . . .
This variant seems better than the standard giveaway chess. The only quirk is that it needs the 2nd rule so that the game is forced to converge to an end (it prevents turns where the players simply prevent zugzwangs by repeating previous board positions).
By
João Neto
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09:37
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A bit of self promotion: Gonnect is a game I invented a dozen years ago. Quite probably my best.
Now there's a physical board for it by Nestor Games :-)
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João Neto
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14:06
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[Fred Horn words]
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João Neto
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19:13
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[Fred Horn words]
In the late seventies of the last Century I did start to invent Games more organized. I took some Idea and looked at Material which I possessed and then tried to make a Game out of it. This Game was concocted in that way and I wanted a game:
1) where capturing was not an advantage
2) with simple Rules and Goal
3) which could be played with the 30 (black and white) cone-shaped pointed-caps I had
bought
4) where advantage in tempo should give a winning strategy.
Out of these conditions later I also developed my game FIANCO, which was published in Hans van Maanen’s book “Geen wolf en zeven geitjes” , and now-a-days in a by myself published version with plastic bottle-caps as pawns.
The game is played on a 7x7 square board, where each player has 14 stones occupying their respective first two columns.
The goal is to get as much Pawns as possible upon your ‘end-row’.
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João Neto
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19:20
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Long Tau is a 1943 game by M.J.G.Thomassen.
Below you'll find the rules and some comments by Fred Horn.
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João Neto
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19:28
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