Atomic Race
Atomic Race is a 1979 game by Phil Orbanes Sr., which was presented at GAMES #10.
No information exists online besides the magazine pages, so here they are:
Talking about old and older obscure abstract games
Atomic Race is a 1979 game by Phil Orbanes Sr., which was presented at GAMES #10.
No information exists online besides the magazine pages, so here they are:
By
João Neto
at
10:58
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old games
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Springline is a 1976 game by D. Thurston, published by Pentangle.
The game is played on the following board,
Each player has eight pieces that are placed on their side of the board, marked by the dots and in the three corners (the return pads):
The rules:
Considering the previous diagram, I assume a frontal bounce-off at a corner might go either left or right 60º, as the player decides.
Ralf Gering, in a comment at BGG, notices the possibility of repeated positions, where a released piece stops at another friendly springline, which can send the piece to its initial position on the next turn. If that happens with both players, a Ko rule is probably needed.
Here's a review from Games & Puzzles magazine:
By
João Neto
at
08:56
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old games
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Cubulous is a 1987 game by Benedict Einstein, and was self-published.
Cubulous is a board game using dice as pieces, and not as random generators. The top face of the die determines its moving range. And the dice move to the next square by flipping to their next face.
The game is played on a 9x9 board, with eight dice per player, plus two shields and one master:
Here are the official rules:
By
João Neto
at
15:11
Labels:
dice,
old games
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Mastergame is 1982 uncredited game published by Invicta Games.
It is played on a 8x8 board where squares are marked by card suits. Each player has eight pieces also marked with suits (two pieces per suit).
Rules (adjacencies are orthogonal and diagonal):
There's the saying that "a theory should be as simple as possible, but not simpler". I'm afraid the latter is the case with Mastergame. Anyway, the square-piece restriction is a nice touch, trying to make it a bit more difficult to make a 4 in-a-row with such mobile pieces.
This is a review from Science & Vie #781 (October 1982):
By
João Neto
at
08:03
Labels:
moku,
old games
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Beeline is a 1968 game by Winston N. Allen, published by Good Games Inc.
This is a connection game where players use hexes marked with different 'roads' to make a path.
The game is played on this hexagonal board (the blue hexes are the home bases):
Each player has 36 hexes with lines (marks), and another six filled hexes (the nodes) with the two players' colors at each side. The 36 hexes are made of three groups of 12 hexes sharing the same type of lines.
The rules:
There is also another restriction: the players divide their marks into four groups of three pieces per type. Each group must be played before moving into the next group.
The rules show an example of a valid match:
The ruleset includes the remaining example match, extra notes and clarifications.
The game is filled with rules, some quite ad-hoc. My feeling is that there is a better, more elegant game trying to come out of the official version.
§
Having said that last sentence, I browsed Cameron Browne's book Connection Games (2005). On page 85, he describes a more recent iteration, from 1984, also called Beeline and designed by John Brassel, that uses just two types of tiles:
Tiles must be dropped adjacent to an edge of an already placed tile.
A player wins by either establishing a path that (a) connects two opposite edges, (b) three alternating edges, (c) surrounding at least two hexagons of the opponent's color.
By
João Neto
at
21:37
Labels:
connection,
old games
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Jeux de Patineurs is a game I discovered at the Flicker account of patricia m, during my web searches.
Each player has six pieces that are placed in the middle six intersections of the player's respective first row.
I don't quite understand the last line stated in the board: tous les pions peuvent revenir sur leurs pas et passer plusieurs fois au même point [all pieces can return to their starting point and may pass over the same point multiple times]. If this refers to going back to positions passed through in previous turns, it seems redundant to write. Another interpretation would make sense if the ice skaters could, during their slide, bounce at the edge and continue, but in this case, it would seem strange not to give more details about it, since it is a type of movement rarely seen in board games.
The text in the picture:
Règle du Jeu. Ce jeu se joue à deux. L’un prend les pions rouges et l’autre les jaunes. Au début, chaque joueur pose un de ses pions à l’extrémité d’une des six lignes verticales qui divisent le jeu, les rouges en haut et les jaunes en bas du jeu. L’objectif de chaque joueur est de capturer tous les pions de son adversaire. Chaque joueur, à tour de rôle, fait avancer un de ses pions sur une des lignes verticales, horizontales ou diagonales sur lesquelles il est à cheval; tout pion peut, en patinant pour ainsi dire, avancer, reculer, aller à droite ou à gauche, jusqu’au bout de la ligne sur laquelle il s’engage, ou seulement jusqu’au croisement de lignes qui lui convient. Dans sa marche, si un pion rencontre un pion adverse, il le capture et continue sa route. Un pion ne peut jamais en prendre plus d’un en un seul coup. Les pions d’un même camp ne peuvent jamais passer les uns au-dessus des autres ; tous les pions peuvent revenir sur leurs pas et passer plusieurs fois au même point.
By
João Neto
at
18:16
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older games
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Awithlaknakwe, aka, The Stone Warriors, is a traditional board game played by the Zuni in the area of New Mexico. The game was mentioned by Stewart Culin in his book about traditional games from Native American tribes [1].
The game is played on this 12x12 board, with extra slots to place the player's six pieces (for two or four players):
The rules, as described by Culin, are not completely specified:
Some reconstructions also include the number of captured pieces (by adding some scoring into the winning condition). However, it seems to be enough to consider the race element. Letting a piece be captured can be seen as a sacrifice to gain tempo, by having less pieces to move into the enemy's home base.
[1] Stewart Culin, Games of the North American Indians, University of California Libraries (1907)
By
João Neto
at
09:56
Labels:
incomplete rules,
traditional games
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Pentana is a 1978 game by Larry Yoos, published at Pentana Enterprises.
The game is a moku variant played on a 4x4 board, with four pieces per player.
Rules:
The game seems too simplistic to work properly. If a player places three pieces in a main diagonal (excluding the adversary row), the adversary only has one way to win, which is to make one column, and that column can easily be blocked by the player's fourth piece.
Not sure why the name has the root 'penta' in it, since that means five. Perhaps it as something to do with the success of Pente (published at 1977).
A game ad at Games #24:
By
João Neto
at
09:13
Labels:
moku,
old games
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comments
Quadringentesimus Quadratum is a 2002 game by Martin Schlegel, published at Spielbox magazine #4.
Each player has 17 pieces, and there's an extra neutral stone that starts at the central marked square.
Rules
By
João Neto
at
18:16
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new games
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Interaction is a 1978 uncredited game, published by Waddingtons.
The game is played on the following 9x9 board without the four corners, with a middle row made of 'pockets':
Each player has two pieces (the cue balls) and there are ten neutral yellow pieces. The pieces are placed in any symmetric position.
Rules:
A review from Games & Puzzles:
By
João Neto
at
08:29
Labels:
old games
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Confounded is a 1977 uncredited game, published at Lionshare.
The game is played in a 3x9 board divided in three equal sections,
Each player has nine pieces, three labelled 1, three labelled 2, and three labelled 3, which start at the board (check setup below). Pieces move forward, and the label defines their moving range. There are three different possible ways to win the game: (a) by partial traversal, (b) by stalemating, (c) by capturing.
Here are the official rules:
An abstract game with too many winning conditions usually is a sign that the rules do not play well together, which I think it the case here. The same happens with the remaining ruleset: instead of going back to simplify and make the core rules work, the way was to add more special cases and different ways of capture...
By
João Neto
at
09:31
Labels:
old games
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Crosso and Chains are two games by C.S.Elliott, published at Games and Puzzles magazine #42,
Here is the excerpt that introduces both games:
By
João Neto
at
09:08
Labels:
old games,
pencil & paper
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comments
Torno is a game which I don't know the author and its date (but it is older than 1900). The game was published by Villard et Weill in France.
The board and the initial position of each of the nineteen pieces per player:
Rules (here adjacency means orthogonally or diagonally, so a square has eight adjacencies):
This is a direct variant of Halma, which was published in 1884. Chinese Checkers, another variant of Halma, is from 1893.
Here are the accompanying rules in French:
The original text:
TORNO
Ce jeu nouveau et très intéressant se joue à deux sur un plateau divisé en carrés et au moyen de deux fois 19 pions de deux couleurs différentes. Aux extrémités du plateau, 19 carrés sont entourés d'une ligne de séparation. Les carrés marqués et compris dans les lignes de séparation sont appelés camps.
RÈGLE DU JEU
On place le plateau de manière que chaque joueur ait en face de lui son camp de 19 carrés. Chacun garnit le sien avec des pions de sa couleur.
Le but du jeu est, pour chacun, de faire sortir les pions de son camp et de les faire arriver, le plus vite possible, dans le camp opposé. Celui qui y réussit le premier, gagne. Il faut, pour atteindre ce résultat, de 60 à 80 mouvements.
Il y a deux sortes de mouvements :
Le premier, le pas, par lequel on fait passer un pion d’un carré sur l’un des 8 carrés environnants. (C’est la marche du roi aux échecs).
Le second, le saut, par lequel on fait sauter un pion par-dessus un autre, quelle qu’en soit la couleur, placé sur un carré voisin pour retomber sur un carré vide, et l’on continue ainsi, ce qui fait partie du même mouvement, dans n’importe quelle direction, tant que la disposition des pièces le rend possible et avantageux. Mais, dans ce cas, le pion ne peut sauter que sur un carré de la couleur que celui d’où il est parti.
On ne peut faire qu’un pas par mouvement, on peut faire un nombre illimité de sauts. Avec le pas, il est facultatif d’aller d’une couleur à une autre. Avec le saut on doit toujours rester sur la même couleur. Chacun, à tour de rôle, a droit à un coup, pas ou saut, au choix. Contrairement à ce qui se fait pour le jeu de dames ou celui des échecs, les joueurs ne se prennent pas leurs pions.
Le jeu se divise en trois parties, savoir :
1° La marche en avant des pions. — Il faut avoir soin de se ménager des échelles, afin de faire arriver ses pions le plus loin possible par un seul mouvement. On peut quelquefois, par ce moyen, faire sauter un pion d’une extrémité à l’autre du plateau. On cherche, naturellement, à entraver, de temps à autre, la marche de son adversaire ;
2° La mêlée. — C’est l’encombrement qui a lieu, tôt ou tard, quand tous les pions se rencontrent au centre et se bloquent de telle sorte que, pour avancer, le seul moyen, souvent, est de faire un long détour ;
3° L’arrangement des pions dans le camp opposé. — C’est la partie la plus difficile. De la façon dont on dispose ses pions dès l’entrée dans le camp adverse, dépend tout le succès.
Il faut éviter de laisser encombrer les abords de ce camp, et, autant que possible, échelonner en tous sens des pions qui aident à arriver aux extrémités.
Un seul pas bien calculé peut épargner toute une série de mouvements.
Recently, the new database of French boards games, Histoire en Jeux, went online and provides more pictures of the game,
By
João Neto
at
20:52
Labels:
older games
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Les Croks is an uncredited game that appears in Patrick Carpentier rule's collection. Unfortunately, the document is very sparse with information. The only date we can deduce is that the game is older than 1995-2000, the years where the collection was written.
The game is played on an initially empty 6x6 board. Each player has ten pieces (les croks, i.e., the fangs) all marked with a direction (e.g., an arrow).
Rules:
There is a related game at the same collection, quite probably by the same unnamed author, called La Saga des Croks.
This second game was also described at Jeux et Stratègie #28 by Michel Brassinne:
By
João Neto
at
18:08
Labels:
new games,
rotating pieces
2
comments
Orbit is a 1975 uncredited game, published by Clipper.
The game is played on a 15x9 board, Each player has eight tiles and one pawn.
Rules
The original rules in Dutch and French:

By
João Neto
at
15:02
Labels:
old games,
tile games
0
comments
Most of the early posts about new games came from playtesting and discussions between João Pedro Neto and Bill Taylor. But even before Bill's passing on July 2021, the blog had gradually shifted its focus toward old and obscure two-player abstract board games. The blog will tend to avoid Chess variants, Mancala games, and Go Variants, as dedicated sites for those already exist.
Regarding the chronological tags: older games means 1800s-1940s (pre-WW2),
old games means 1950-1989 (pre-video games),
new games means 1990-2005 (at least for now).