- Shade a tetromino on each area, such that:
- Every pair of orthogonally adjacent tetrominoes are not equal (considering rotations and reflections),
- The shaded cells are all orthogonally contiguous and contain no 2×2 square tetrominoes as subsets.
Dec 28, 2006
Nuruomino (aka LITS)
[from Wikipedia]
Dec 21, 2006
DIAMOND & PIVOTS (v.2)
1. On each turn, each player passes or drops a stone on an empty cell.
There is a swap option after the first half-turn.
2. If any diamond patterns with four friendly stones are made, the player
must choose one, choose a stone from it (the pivot), and place
its other three stones in a line starting from the pivot.
2.1 Every stone (of either color) that was on those destination cells
are captured and removed from the board.
2.2 If, after a pivot movement, another diamond shape is made,
the player must repeat this procedure.
3. A stone may not be played to make a group of more than four stones,
unless it thereby makes a diamond.
4. After two consecutive passes, wins the player with more
stones (if equal, wins the 2nd)
Sample game:
There is a swap option after the first half-turn.
2. If any diamond patterns with four friendly stones are made, the player
must choose one, choose a stone from it (the pivot), and place
its other three stones in a line starting from the pivot.
2.1 Every stone (of either color) that was on those destination cells
are captured and removed from the board.
2.2 If, after a pivot movement, another diamond shape is made,
the player must repeat this procedure.
3. A stone may not be played to make a group of more than four stones,
unless it thereby makes a diamond.
4. After two consecutive passes, wins the player with more
stones (if equal, wins the 2nd)
Sample game:
abcdefghijklmnopq
. . . . . 1. c7 <--pied i5
. . . . . . 2. d6 j4
. . . . x x . 3. e7 k5
. . o x o x . . 4. h4 m5
. . x x . x o . . 5. l4 j6,h4-n4::
o o x o . . . . 6. h6 k5,k5-e5,h4-e7:
o x . . . . . 7. f4 l4
. . . . . . 8. m5 k3
. . . . . 9. j4 m3
abcdefghijklmnopq 10. b6
And then...
abcdefghijklmnopq
. . . . . 1. c7 <--pied i5
. . . . . . 2. d6 j4
. . . . x . . 3. e7 k5
. . o . x . . . 4. h4 m5
. . . . x x x x . 5. l4 j6,h4-n4::
x x x x . . . . 6. h6 k5,k5-e5,h4-e7:
o x . . . . . 7. f4 l4
. . . . . . 8. m5 k3
. . . . . 9. j4 m3
abcdefghijklmnopq 10. b6
10... l2,k3-h6::,h4k5,i5-o5:,e5i6,h6-b6::
First player resigns.
Nurikabe
[from nikoli website]
- You cannot fill the cells containing numbers.
- A number tells the number of continuous white cells. Each area of white cells contains only one number in it and areas are separated by black cells.
- The black cells are linked to be an orthogonally continuous wall.
- Black cells cannot be linked to be 2x2 square or larger.
Dec 15, 2006
Filomino
[from nikoli website]
- Fill in all empty cells with numbers under the following rules:
- The area, connected by the same numbers horizontally or vertically, is called "Block". Separate the entire board by Blocks.
- Each Block contains as many cells as the number it contains (e.g., a Block of 6 has 6 cells).
- Blocks of the same size must not touch each other, horizontally or vertically.
Dec 13, 2006
Hitori
[from nikoli website]
- Paint enough cell numbers such that:
- No number may appear more than once in each row and each column.
- The painted cells must not be orthogonally connected.
- Un-painted cells must not be orthogonally separated by painted cells.
Dec 12, 2006
Akari
[from nikoli website]
It's possible to play online at http://www.puzzle-loop.com/
- Place circles according to the following rules.
- Circles are permitted at any white squares. Each number indicates how many circles are next to it, vertically and horizontally.
- Each circle 'illuminates' from it to black square or outer frame in its row and column.
- Every white square must be illuminated and every circle should not illuminate each other.
It's possible to play online at http://www.puzzle-loop.com/
Dec 11, 2006
Hashiwokakero
[from nikoli website]
Solution:
It's possible to play online at http://www.puzzle-loop.com/
- The number of connections is the same as the number inside the node
- There can be up to two connections between two nodes
- Connections cannot cross nodes or other connections
- There is a continuous path connecting all nodes
Solution:
It's possible to play online at http://www.puzzle-loop.com/
Dec 8, 2006
Slitherlink
[from nikoli website]
Solution:
It's possible to play online at http://www.puzzle-loop.com/
- Connect dots with vertical / horizontal line and make one loop.
- Numbers are the hints to know how many lines can be drawn around it.
There may be any number of lines around cells without number. - Lines cannot be crossed or branch off.
Solution:
It's possible to play online at http://www.puzzle-loop.com/
Dec 6, 2006
Masyu
[from nikoli website]
- Make a single loop. Lines must pass through the centers of cells horizontally or vertically and never cross, branch off, or go through the same cells twice.
- Lines must pass through all cells containing black and white circles.
- Lines passing through a white circle cell must go straight through the cell, then make a right-angled turn in the very next cell (on at least one side of the white circle cell).
- Lines passing through a black circle cell must make a right angled turn immediately, in the black circle cell, then go straight for the next two cells.
Dec 5, 2006
Futoshiki
A new Japanese puzzle. As in Soduku, you must place all numbers from 1 to 5 in each row and column without repetition, but you must also satisfy the less than/greater than signals.
Oct 26, 2006
SLOW PROGRESSIVE GO 9x9
This game uses a progressive mutator in order to increase the dynamics of the original game. However, unrestricted Go drops would kill the game so two restrictions are added: (a) each stone on a drop sequence cannot belong to the same group (b) an atari stops the sequence.
Here's an example at a 9x9 board (white won 41-40). Herein it is used the slow progressive (1222344456667...)
Here's an example at a 9x9 board (white won 41-40). Herein it is used the slow progressive (1222344456667...)
a b c d e f g h i
. . . o x . . . . 1: c7
. . . o x . . . . 2: g3 g6
. . o o x . x x . 3: c3 e8
. . o x . . . . . 4: e2 g8
. . . o x . . . . 5: d2 d5 e7
. . . . o x x . . 6: d4 e3 e5 f7
. . o . o x . . . 7: d1 c4 e6 f9
. . . . o o x . . 8: e1 f6 g9 h3
. . . . . o x . . 9: d3 f8
a b c d e f g h i
Jul 26, 2006
HYDRA CHESS
Rules:
1. Basic chess rules apply, except:
2. When a piece makes a capture, it reduces rank and buds off
a piece one rank lower, leaving this behind on the exit square.
Ranks: KQRBNP-.
------------
The Hydra game is a one-person game.
You start with a rooted tree, and at any move, you may remove one
leaf, and then duplicate (later triplicate, quadruplicate etc)
the whole remaining subtree it leaves, right down to the root.
The "n" in the n-plicate goes up one on every move, starting at 2.
The number of nodes increases dramatically every time, but... the theorem is, no matter what you start with, and how you choose your leaf cuttings, IT WILL ALWAYS REDUCE to the empty tree, eventually !!
In fact, you don't even have to restrict yourself to increasing the n by one every time, you can up it in squares or powers of two or anything you like!
And it's one of those things that can be easily stated in basic number theory, (PA), but not proved there. To prove it requires knowing about infinite ordinal numbers up to epsilon_0, if that means anything to you, which is the first ordinal that PA "can't handle". i.e. can't prove that it is an ordinal, i.e. that
the above process must halt, (as it executes a decreasing series of ordinals, which therefore must always terminate).
You can see how the newly proposed budding chess emulates this slightly; there is an increasing number of pieces, but the total metric (in an appropriate sense) is always decreasing... i.e. the "top value".
1. Basic chess rules apply, except:
2. When a piece makes a capture, it reduces rank and buds off
a piece one rank lower, leaving this behind on the exit square.
Ranks: KQRBNP-.
------------
The Hydra game is a one-person game.
You start with a rooted tree, and at any move, you may remove one
leaf, and then duplicate (later triplicate, quadruplicate etc)
the whole remaining subtree it leaves, right down to the root.
The "n" in the n-plicate goes up one on every move, starting at 2.
* * * * * *
\ / \| |/
So e.g. if we * * * ...it goes * * *
delete the left \ / / to this one, \ | /
leaf from this * * when n=2. * * *
tree... \ / \|/
R R
The number of nodes increases dramatically every time, but... the theorem is, no matter what you start with, and how you choose your leaf cuttings, IT WILL ALWAYS REDUCE to the empty tree, eventually !!
In fact, you don't even have to restrict yourself to increasing the n by one every time, you can up it in squares or powers of two or anything you like!
And it's one of those things that can be easily stated in basic number theory, (PA), but not proved there. To prove it requires knowing about infinite ordinal numbers up to epsilon_0, if that means anything to you, which is the first ordinal that PA "can't handle". i.e. can't prove that it is an ordinal, i.e. that
the above process must halt, (as it executes a decreasing series of ordinals, which therefore must always terminate).
You can see how the newly proposed budding chess emulates this slightly; there is an increasing number of pieces, but the total metric (in an appropriate sense) is always decreasing... i.e. the "top value".
Trabsact Sagme Diaries
The abstract game's fog should be adequate to the player's myopia [T.Sagme, Proverbs]
Jun 9, 2006
MONOCHROMATIC WHISTLING
MONOCHROMATIC WHISTLING
* On each turn, a player must either move or capture.
* A move is any number of unoccupied spaces in a straight line.
A moved piece must end geometrically closer to at least one enemy piece.
* A capture is either
(a) by whistling: a piece moves as above, and any enemy pieces
which were adjacent to the line of movement, but not adjacent
to the starting or finishing cell, are removed.
Captures of this sort may be chained together (checkerswise).
(b) by crushing: a piece adjacent to any enemy may capture and replace it.
* Capture is compulsory, with mandatory maximum capture (otherwise free).
* A player loses when he has no pieces left.
* After 20 consecutive non-capturing moves by each player, it is a draw.
Game Sample
This is a game of sacrifices to obtain larger captures. There are two ways of capture, but the whistling mecanism is a novel idea due to Bill Taylor.
* On each turn, a player must either move or capture.
* A move is any number of unoccupied spaces in a straight line.
A moved piece must end geometrically closer to at least one enemy piece.
* A capture is either
(a) by whistling: a piece moves as above, and any enemy pieces
which were adjacent to the line of movement, but not adjacent
to the starting or finishing cell, are removed.
Captures of this sort may be chained together (checkerswise).
(b) by crushing: a piece adjacent to any enemy may capture and replace it.
* Capture is compulsory, with mandatory maximum capture (otherwise free).
* A player loses when he has no pieces left.
* After 20 consecutive non-capturing moves by each player, it is a draw.
Game Sample
== XXX == == OOO ==
1. s1-q1 h8-L8
2. q1-i9:-c9: (f) L8-C16:2-o1:2 (f)
3. t2-l2:o1 g7-c11:c9
4. i15-c9:c11 (f) h6-b12:c9
5. l2-e9:f6e7 x20-B20
6. g15-b10:b12(f) B20-M9:3
7. J15-M13 M9-N10
8. v2-z2 N10-I15:M13-e15:2
9. z2-L14:2 e15:f16 (f)
10. g17:f16 I7-M11
11. u1-A1 M11-G17::-r2:-D2:
12. resign
,'"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNO
1 . . . . . . . . : . .
2 . . . . , . . . . . o .
3 . . . . . . : . . . . . .
4 . . . . . . . . . . . . . .
5 . . . . . . . . . . . . . o o
6 . . . . . . . . . . . . . . o o
7 . . . . . . . . . . . . . . . . .
8 . . . . . . . . . . . . . . . . . .
9 x x . . . . . . . . . . . . . . . . .
10 x . . . . . . . . . . . . . . . . . . .
11 . . . . . . . . . . . . . . . . . . . , .
12 . . . . . . . . . . . . . . . . . . . .
13 . . . . . . . . . . . . . . . . . . .
14 . . . . . . . . . . . . . . . . . :
15 . . . . . . . . . . . . . . . . .
16 x . . . . . . . . . . . . . . :
17 . x . . . . . . . . . . . , .
18 . . . . . . . . . . . . . .
19 . . . . . . o o . . . . .
20 . . . . . o o . . . . .
21 . . . . . o o . . . .
`-.abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNO
This is a game of sacrifices to obtain larger captures. There are two ways of capture, but the whistling mecanism is a novel idea due to Bill Taylor.
May 25, 2006
SAFE CHESS (another sample game)
Standard progressive, but mate may not be given except against a bared king.
Game sample:
Game sample:
. . . . . . . . | 1. Nf3
. . . . p . . . | 2. f5 Nf6
. . b k . p . . | 3. N,:d8
. . . . . . . . | 4. f4f3:e2:d1Q+
p . . . . . . . | 5. K:d1 Ne6:f8:d7:f6+
. . . . . . . . | 6. g:f6 Rg8:g2:h2:h1:f1+
. . O . . O . . | 7. Ke2:f1 a456:b:c8Q+
. . K . . . . . | 8. Kf7 Nc6 R:c8b8:b2:b1:a1:c1+
9. Ke2 d456:c78Q:c6 Kd2:c1
10. h5h4h3h2h1B:c6 Ke6d6 a5a4
May 15, 2006
DESTROY AND BUD
1. Basic chess rules apply, except:
2. When a piece makes a capture, it buds off a piece one rank lower,
leaving this behind on the exit square. Ranks KQRBNP-.
Game Sample:
As people can see in the game sample, the ploriferation of pieces allow for strong and dealy attacks against the adversary force. Since there is a demotion mechanism on the captures, the game converges to an end.
2. When a piece makes a capture, it buds off a piece one rank lower,
leaving this behind on the exit square. Ranks KQRBNP-.
Game Sample:
r . b . k . n r | 1. e4 e5 10. Kg1 Rh:h2
p p p p . p p p | 2. d4 Nc6 11. R:h2 Q:g3+
. . B . . . . . | 3. d:e5 Bc5 12. resign!
. N n . r . . . | 4. Bb5 B:f2
. . . . . . . b | 5. K:f2 Qh4+
. . . . . O q . | 6. g2 Q:e4
O O O . r . . R | 7. Nf3 N:e5
R N B Q . . K B | 8. N:e5 Q:e5
9. B:c6 Re2+
As people can see in the game sample, the ploriferation of pieces allow for strong and dealy attacks against the adversary force. Since there is a demotion mechanism on the captures, the game converges to an end.
May 5, 2006
SPARTAN CHESS
Rules of FIDE chess, except:
Start with 30 pawns and 2 kings each (at d1e1/d8e8)
Goal: capture both opponent kings.
1222... progressive mutator. The two moves in a turn must be made with different pieces.
If one king is captured, the victim goes down to 1 move per turn.
Pawns may move 2 steps off 1st or 2nd row at any time, e.p. applies.
Whenever a piece makes a capture, it goes UP a step in power,
using the sequence P>N>B>R>Q>A(=QN). 8th-rank pawns promote to A.
Game sample:
This is a very enjoyable game, with lots of capturing action starting at turn 1, and then shifting to subtle positional battles in order to promote to Amazons (Queen + Knight power). The fact that each player has two Kings also add an extra complexity of trying to protect both for as long as possible.
Start with 30 pawns and 2 kings each (at d1e1/d8e8)
Goal: capture both opponent kings.
1222... progressive mutator. The two moves in a turn must be made with different pieces.
If one king is captured, the victim goes down to 1 move per turn.
Pawns may move 2 steps off 1st or 2nd row at any time, e.p. applies.
Whenever a piece makes a capture, it goes UP a step in power,
using the sequence P>N>B>R>Q>A(=QN). 8th-rank pawns promote to A.
Game sample:
White Black
p . p k k p . p 1. --- d:e5 d:e5 g:f4
. p p p p p . . 2. e:f4 e:d5 e:d5 N:d3
. . . . . p . b 3. g:h5 a:b5 a:b5 g:h5
. . N . . p p . 4. b:c5 c:d3 b:c5 n:f4
. n n . . O . . 5. N:f4 c:d5 c:d4 h5
. O K O O O O O 6. a4 c4 N:f4 Nd4
. . . . . . . O 7. g:f4 e3 N:a4 N:b3
. . O . K O O O 8. a:b3 N:h5 B:b3 g6
---------------- 9. B:g6 a2 h:g6 Rb6
10. c3 f4 N:h4 a4
11. b:a4 Kc2 Rb4 Bg5
12. b3 g3 Bh6 b5
13. Nc5 d3 b7 g6
14. a3 f3 a5 g5
15. a:b4 Kc3 a:b4 b:c4
This is a very enjoyable game, with lots of capturing action starting at turn 1, and then shifting to subtle positional battles in order to promote to Amazons (Queen + Knight power). The fact that each player has two Kings also add an extra complexity of trying to protect both for as long as possible.
Apr 26, 2006
FRAGILE WEAPON CHESS
1. The FIDE rules apply, except:
2. Captures by machine-gun or grenade, at mover's choice.
(A moving piece need not make captures that are available, but any made must include all multiple hits of that type.)
Machine gun means capturing all pieces on capture range without moving and grenade means capturing all adjacent pieces after the piece move.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
Pawns that capture are thus removed.
Kings capture without reduction of power.
4. Win by killing king.
5. Castling legal when pieces have not moved.
2. Captures by machine-gun or grenade, at mover's choice.
(A moving piece need not make captures that are available, but any made must include all multiple hits of that type.)
Machine gun means capturing all pieces on capture range without moving and grenade means capturing all adjacent pieces after the piece move.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
Pawns that capture are thus removed.
Kings capture without reduction of power.
4. Win by killing king.
5. Castling legal when pieces have not moved.
r . . . k . n r | 1. e4 d5:
p p p . p p . p | 2. Bd3 g6
. . n . . . . . | 3. b4 Bg7
. . . . . . . . | 4. c3 Bg4:
. . . . . . . . | 5. Bf5:: Qd3::::
. . . . . . . . | 6. Bd2: Bc3:::
O . . K . O O O | 7. Kd2: Nc6
. . . . . . N R | 8. resign
Apr 20, 2006
WEITUWEIQI (a game sample)
Oshiqi mechanics with both players playing "x"s. Chicken start.
Moves are mandatory, and if the game ends by stalemate then
the winner is determined by whether the boundary has been reached.
Any boundary hit is a win for an ESCAPER, otherwise BLOCKER wins.
Unlur or "chicken" starting:- both sides play moves as ESCAPERS.
If at any time a player feels a blocker is now certain to win,
he announces "I Block!", but does not make a move. The other player
remains the sole escaper and plays the first move in regular alternation.
Note: If, still on the first phase, a player makes a stalemate position
he loses, (opponent chooses "block" and stalemater cannot continue).
Game sample
Moves are mandatory, and if the game ends by stalemate then
the winner is determined by whether the boundary has been reached.
Any boundary hit is a win for an ESCAPER, otherwise BLOCKER wins.
Unlur or "chicken" starting:- both sides play moves as ESCAPERS.
If at any time a player feels a blocker is now certain to win,
he announces "I Block!", but does not make a move. The other player
remains the sole escaper and plays the first move in regular alternation.
Note: If, still on the first phase, a player makes a stalemate position
he loses, (opponent chooses "block" and stalemater cannot continue).
Game sample
B J
abcdefghijklmnopqrstu ----------
. . . x . . 1. i6 s6
. . . x . . . 2. j5e q6
. . . . . x x . 3. j7n l1
. x . . . . . . . 4. p3 k2
. . . x x . . . . . 5. q8 o8
. . . . x . . . x x . 6. n3! block
. . . O x . . . . . 7. h5se p11
. . . : . . x x . 8. p9 g10
. . . X . . x . 9. l11 e4
. x . . . . . 10. j9 l9 (forced)
. . . x . x 11. i2 1-0
abcdefghijklmnopqrstu
Apr 19, 2006
7x9 CHICKEN HEX  (a quick game sample)
Players always drop isolated stones (ie, not adjacent to another) in the negotiation phase (in the diagram: x diagonal, o horizontal)
0: B d4, f2, d2, b2, f8, g9, a1, J takes x
x . . . . . . 1. d6 a7?
. x . x . x . 2. c6 f5!
. . . . . . . 3. resigns
. . . x . . . 4
. . . . . x . 5
. . o o . . . 6
x . . . . . . 7
. . . . . x . 8
. . . . . . x 9
a b c d e f g
Apr 10, 2006
SUICIDE BOMBER CHESS (a game sample)
Moves are only to empty squares, after which all opponent pieces
kingwise adjacent to the new position are destroyed; and if there are
any of those, the moving piece is also destroyed. Win by killing the
king (the "Osama"), who may not suicide. Castling is permissible
whenever the two pieces have not previously moved.
kingwise adjacent to the new position are destroyed; and if there are
any of those, the moving piece is also destroyed. Win by killing the
king (the "Osama"), who may not suicide. Castling is permissible
whenever the two pieces have not previously moved.
r . . . k . . r | 1. Nc3 b5 10. Nd4 Nb4:
p . . . . p p p | 2. a4: Bb7 11. Rf2 c5:
. . . . . . . . | 3. e4 e5: 12. Kf1 Qd1::
. . . . . . . . | 4. Qe2+ Bf3::: 13. resign
. . . . . . . . | 5. Bh3 Bb4:
. . . . . . . . | 6. Ne2 Nh6
. O : . . R . O | 7. Rf1 Ng4:
. . : . . K . .
Apr 7, 2006
Lovely 4 HexGomoku
Gomoku rules on hex board but each player must also drop an enemy stone as
close as possible to his own dropped stone. Wins by making a 4 in-a-row.
Game sample:
This variant, played on a hex board, has less directions to win (6 instead of the 8 on a square board) and that provides a better game, since on the square version it's much easier to win.
On the other hand, playing 5 in-a-row with the Love mutator seems very hard to force a win. The game tends to prolong itself without a final outcome.
close as possible to his own dropped stone. Wins by making a 4 in-a-row.
Game sample:
___oooo________xxxx___
1. l25 n25 m24 o24
2. o26 p27 k22 j21
3. l23 k24 i24 j25
4. g24 e24 h25 i26
5. j23 h23 g22 i22
6. f21 e20 f23 d23
7. resigns
abcdefghijklmnopqrstuvwxyz
. . . . . . . . . . . . . 19
. . x . . . . . . . . . . 20
. . o . o . . . . . . . . 21
. . . x o x . . . . . . . 22
. o x x o o . . . . . . . 23
. . x o x x x o . . . . . 24
. . . x o o x . . . . . . 25
. . . . o . . o . . . . . 26
. . . . . . . x . . . . . 27
. . . . . . . . . . . . . 28
. . . . . . . . . . . . . 29
abcdefghijklmnopqrstuvwxyz
This variant, played on a hex board, has less directions to win (6 instead of the 8 on a square board) and that provides a better game, since on the square version it's much easier to win.
On the other hand, playing 5 in-a-row with the Love mutator seems very hard to force a win. The game tends to prolong itself without a final outcome.
Apr 5, 2006
134* TRICOLEUR HEXXAGON
Rules like Ataxx in a hex board (like Hexxagon, except:
There are three colors: A,B and C. A flips B which flips C which flips A (flips means the enemy piece becomes just like the moved piece, just like Ataxx). Also, a piece captures enemy pieces of the same type (ie, removes them from board).
Initial setup:
A player wins the game by eliminating one enemy color.
---
Game sample (abc even turns, ABC odd turns):
This is a remarkable game, with lots of strategic planning in order to achieve local victories based on the deployment of its different units. An army configuration can be strong in one sector and vulnarable in another.
There are three colors: A,B and C. A flips B which flips C which flips A (flips means the enemy piece becomes just like the moved piece, just like Ataxx). Also, a piece captures enemy pieces of the same type (ie, removes them from board).
Initial setup:
abcdefghijklmnopqrstuvwxyzABCDEFG
A . . . b . . . c 1
. . . . . . . . . . 2
. . . . . . . . . . . 3
. . . . . . . . . . . . 4
B . . . C . . . a . . . A 5
. . . . . . . . . . . . . . 6
. . . . . . . . . . . . . . . 7
. . . . . . . ___ . . . . . . . 8
c . . . b . . / \ . . B . . . C 9
. . . . . . .\___/. . . . . . . 10
. . . . . . . . . . . . . . . 11
. . . . . . . . . . . . . . 12
a . . . A . . . c . . . b 13
. . . . . . . . . . . . 14
. . . . . . . . . . . 15
. . . . . . . . . . 16
C . . . B . . . a 17
abcdefghijklmnopqrstuvwxyzABCDEFG
A player wins the game by eliminating one enemy color.
---
Game sample (abc even turns, ABC odd turns):
1. k13 abc ABC
2. u13q13 w17 e13i13
3. j16 k13 q17m17 k1 9-12
4. q1t2 j8 v6 D12 12-12
5. m13k11 k15 m5p6 G9D8 12-13
6. i9k7 j8l6 v6v8 s3 13-13
7. l10 l14 B6 p6s5 12-17
8. t2p2 t4 C11 w9 16-14
9. l14p14 D8z8 l10l8 f4 13-17
10. t4x4 p2l2 w17u15 C11A9 16-15
11. b6b8 j6 n16 g3 13-21
12. x4A5 j2 y9w11 y9 17-17
13. B8x8 g3k3 l6o5 o15 12-19
14. s3q5 c9 A5y7 z16 16-18
15. o15s15 l2n4 k13o13 e5e7 14-20
16. C13z14 v12 z16B14 x2 16-20
17. u15x16 o5r6 o13s13 e7b8 12-24
18. x8v10 w3 v12x10 z14z16 15-22
19. s13u11 q13s11 r6u7 k11n12 14-23
20. x10t10 v10v12 x4 D12A11 17-20
21. p14s13 n12p14 u7u9 k7o7 16-20
22. v12t14 u11r12 w11s11 y5 17-20
23. t12 u9x8 o17 o7s7 14-24
24. y5w7 r14 x16t16 y17u17 16-21
25. s13s15 n16-n14 u7 v12 11-26
26. u17u15 y15 C5z6 C11 13-24
27. u7u9 t12v14 v12x14 w7y5 10-25
28. z16w15 z6z4 D10 z14 14-21
29. u9y9 r14v14 o17r16 s5 13-22
30. w3t4 B14B12 x14 x6 16-20
31. y9B10 r16t14 s5 s11u9 11-24
32. resigns
Final Position:
abcdefghijklmnopqrstuvwxyzABCDEFG
c c . . . . . . b 1
. B . . . . . . b . 2
. . B . . . . . . . . 3
B . . . B . . : . c c . 4
. . . . . . B B . . c . . 5
. . . A . . . . . . c . . . 6
. . . . . . . . A . . . . . . 7
B . . . . A . ___ . . . . . . . 8
B B . . . . . / \ B . . . . . . 9
. . . . . . .\___/. . . . A A . 10
. . . . . . . . . . . . A A . 11
. . . . . . . B . . . . a . 12
. . . . . . . . . . . . . 13
. . . . C . . C C a a . 14
. . B . . . . . . . . 15
. B . . . . . . . . 16
B . C . . . . . . 17
abcdefghijklmnopqrstuvwxyzABCDEFG
This is a remarkable game, with lots of strategic planning in order to achieve local victories based on the deployment of its different units. An army configuration can be strong in one sector and vulnarable in another.
Mar 30, 2006
VERY SLOWLY PROGRESSIVE Y
Progressive Y (with the drop restriction of just one piece per friendly group per turn) with the following move sequence:
In most games (Go, Hex, Y, Moku...) the progressive variant without any restriction does not provide a propoer strategic background. In our experience, a progressive mutator sequence (and there are several, as we already saw during this blog) does have a very good partner, the group restriction mutator. Using both, each multiple drop within a turn is balanced so that no group of connected pieces is extended by more than one piece (except, of course, when two groups merge by placing one stone inbetween).
1 2 2 2 3 4 4 4 5 6 6 6 7 8 8 8...
Game:
1. k7 (X started)
2. n8 k9
3. j8 g9
4. k5 n6
5. m5 m7 f10
6. m9 q9 h8 l6
7. h6 o7 f8 o9
8. h4 p6 p8 g7
9. i3 i5 i9 l4 i11
10 i7 q7 h10 b10 m11 e11
11 j4 c9 j10 n10 t10 q11
12 m3 j2 o11 s11 j6 e9
13 l2 f6 l10 r10 c11
14 e6 d10 ...and wins next move.
Final position:
abcdefghijklmnopqrs
. 1
o x 2
x . o 3
o x x . 4
. x o x . 5
x x o o o o 6
o o o x x x o 7
. x o x . o o . 8
x o x x o o x o . 9
o o x o x x x . x x 10
. x o . x . o o x o . 11
abcdefghijklmnopqrstu 12
In most games (Go, Hex, Y, Moku...) the progressive variant without any restriction does not provide a propoer strategic background. In our experience, a progressive mutator sequence (and there are several, as we already saw during this blog) does have a very good partner, the group restriction mutator. Using both, each multiple drop within a turn is balanced so that no group of connected pieces is extended by more than one piece (except, of course, when two groups merge by placing one stone inbetween).
Mar 28, 2006
Y using the Lovely mutator
LOVELY modifier: along with one's own stone one must play an opponent
=============== stone as (euclidean) close as possible to one's own
This mutator is based on Vincent Everaert's In Love Gomoku. One problem, imho, with In-Love mutator is that it permits tabu cells, ie, isolated cells where it's not legal to drop pieces. This tabu cells can produce much more drawish games (which seems the case with Gomoku). Using a closer cell to place the enemy stone, tabu cells are eliminated while still allowing all the tactical possibilities of the original mutator.
=============== stone as (euclidean) close as possible to one's own
ooo xxx
---------------
. 1. k7,j6 l6,k5
. . 2. n8,o9 i7,h6
. . . 3. j10,i11 g7,f6
. . . . 4. g9,f10 h10,g11
. . o . . 5. m9,n10 m11,o11
o o x x . . 6. k11,l10 k9,l8
. x x o . . . 7. resign
. . . . o o . . 8.
. . o . x o x . . 9.
. . x x o x x . . . 10.
. . . o x o x o . . . 11.
abcdefghijklmnopqrstu
This mutator is based on Vincent Everaert's In Love Gomoku. One problem, imho, with In-Love mutator is that it permits tabu cells, ie, isolated cells where it's not legal to drop pieces. This tabu cells can produce much more drawish games (which seems the case with Gomoku). Using a closer cell to place the enemy stone, tabu cells are eliminated while still allowing all the tactical possibilities of the original mutator.
Mar 20, 2006
WHISTLING TRICOLEUR
* On each turn, a player must either move or capture.
* A move is any number of unoccupied spaces in a straight line.
A moved piece must end geometrically closer to at least one enemy piece.
* A capture is either
(a) by whistling: a piece moves as above, and any enemy piece of the
appropriate colour which was adjacent to the line of movement,
but not adjacent to the starting or finishing cell, is removed.
But only A takes B takes C takes A.
(b) by crushing: a piece adjacent to any enemy may capture and replace it.
* Capture is compulsory, but it is mover's choice among alternatives.
* A player loses when he has no pieces left.
This is one game with a scissor-rock-paper mechanism, where fights must be carefully balanced with pieces of different status in order to succeed.
* A move is any number of unoccupied spaces in a straight line.
A moved piece must end geometrically closer to at least one enemy piece.
* A capture is either
(a) by whistling: a piece moves as above, and any enemy piece of the
appropriate colour which was adjacent to the line of movement,
but not adjacent to the starting or finishing cell, is removed.
But only A takes B takes C takes A.
(b) by crushing: a piece adjacent to any enemy may capture and replace it.
* Capture is compulsory, but it is mover's choice among alternatives.
* A player loses when he has no pieces left.
abcdefghijklmnopqrstuvwxyzABC
1 . . . a c . . . 1
2 . . . . b . . . . 2
3 . . . . . . . . . . 3
4 A . . . . . . . . . C 4
5 B C . . . . . . . . A B 5
6 . . . . . . . . . . . . . 6
7 . . . . . . . . . . . . . . 7
8 . . . . . . . . . . . . . . . 8
9 . . . . . . . . . . . . . . 9
10 . . . . . . . . . . . . . 0
11 b a . . . . . . . . c b 1
12 c . . . . . . . . . a 2
13 . . . . . . . . . . 3
14 . . . . B . . . . 4
15 . . . C A . . . 5
abcdefghijklmnopqrstuvwxyzABC
This is one game with a scissor-rock-paper mechanism, where fights must be carefully balanced with pieces of different status in order to succeed.
[update May 2011] There is an older, 1990, game called Tanagra that uses a similar capture mechanism.
Mar 15, 2006
CHICKEN GOMOKU (yet another sample game)
Black must make a 5-in-a-row, White must prevent him.
Both players play black moves until one declares
to be black, simultaneously passing.
Then alternation as usual starting with white.
Both players play black moves until one declares
to be black, simultaneously passing.
Then alternation as usual starting with white.
a b c d e f g h i 0. J: e5 f3 h9 B takes x
. . . . . . . . . 1. e4 d5 10. f3 b3
. . . o o x x . . 2. c5 d4 11. a3 h5
o x x x x o x . . 3. f6 d6 12. f5 h4
. . . x o o o x . 4. d7 g3 13. h6 RESIGN
. . o x x o x x . 5. f4 g2
. . . x o o . o . 6. e2 g5
. . . o . . . . . 7. g4 d3
. . . . . . . . . 8. d2 c3
. . . . . . . x . 9. e6 e3
Mar 8, 2006
CHICKEN-CHESS (a complete game)
Initially white has no king and two queens.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.
All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.
All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.
1. B starts: e5,Nf6,Bb4,0-0,B:d2,B:e1,B:f2,J takes black
2. Nf3 Re8
3. e4 N:e4
4. Qd5 Nd6
5. Bg5 Re7
6. B:e7 Q:e7
7. N:e5 Nc6
8. Ng4 Bb6
9 Bd3 Nb4
10. Qh5 N:d3
11. c:d3 h6
12. Nc3 Qg5
13. Q:g5 h:g5
14. h4 g:h4
15. R:h4 Bd4
16. Rah1 f5
17. Nd5 f:g4
18. Rh8+ Kf7
19. Rf1+ Bf6
20. Re1 b5
21. N:c7 Rb8
22. Nd5 Nf5
23. Re8 Bb7
24. Rhf8+ Kg6
25. Nf4+ Kg5
26. R:b8 Bc6
27. Ne2 B:b2
28. g3 Be5
29. Rbe8 Bd6
30. Rh8 N:g3
31. N:g3 B:g3
32. Rhg8 g6
33. Re3 Bf4
34. B resigns
. . . . . . R .
p . . p . . . .
. . b . . . p .
. p . . . . k .
. . . . . b p .
. . . O R . . .
O . . . . . . .
. . . . . . . .
Mar 2, 2006
Feb 23, 2006
Different kinds of rules
Not all rules of a game are equal. Some define the essence of the game (like the existence of a royal piece in chess), others are just adaptations in search of better dynamics and subtler positions (like the queen's move range).
Even in abstract games, I tend to favor very short rules, acknowledging the fact that some fixing may be needed to create a proper rule set. I prefer games that focus on one sort of interaction instead of several ones and exploit it elegant ways. Using this criterion, Hex should be the most simple and deep game there is. The case of Go comes near but... e.g., the KO rule is a kind of second-order rule. It is a needed fix for a nasty consequence of the capture rule and it would be hard to come up with a better replacement but, nonetheless, KO is not the essence of Go. KO also implies extra information besides the one in the board (like castling in chess players must have memory of previous moves or positions) which, personally, I find unaesthetic.
We may try to look to all the rules of a game and partition them into the following (arbitrary) classification. First-order rules are the essence of the game (and, possibly, are the criteria to define if a variant belongs to the family of the standard or 'essential' game). Second-order rules are those in order to make the game playable and its dynamics as enjoyable as possible. Rules like these, if well chosen, are a good pathway to create a fine abstract game (but, at this moment, starts a new business: make all those rules interact properly which is much more difficult than joining some unrelated good ideas in the same pot). There are also third-order rules: extra rules that provide little to nothing for the game essence except to contribute artificially to the game dynamics.
I would say, for FIDE chess, castling and e.p. are 3rd order rules. The piece movement of the FIDE army is 2nd order (remember Betza's different armies for other instances of chess soldiers) and also the one piece per turn move sequence (progressive variants still use the knowledge and instinct from chess experience). The concept of royal piece and capture by replacement would be first-order.
Even in abstract games, I tend to favor very short rules, acknowledging the fact that some fixing may be needed to create a proper rule set. I prefer games that focus on one sort of interaction instead of several ones and exploit it elegant ways. Using this criterion, Hex should be the most simple and deep game there is. The case of Go comes near but... e.g., the KO rule is a kind of second-order rule. It is a needed fix for a nasty consequence of the capture rule and it would be hard to come up with a better replacement but, nonetheless, KO is not the essence of Go. KO also implies extra information besides the one in the board (like castling in chess players must have memory of previous moves or positions) which, personally, I find unaesthetic.
We may try to look to all the rules of a game and partition them into the following (arbitrary) classification. First-order rules are the essence of the game (and, possibly, are the criteria to define if a variant belongs to the family of the standard or 'essential' game). Second-order rules are those in order to make the game playable and its dynamics as enjoyable as possible. Rules like these, if well chosen, are a good pathway to create a fine abstract game (but, at this moment, starts a new business: make all those rules interact properly which is much more difficult than joining some unrelated good ideas in the same pot). There are also third-order rules: extra rules that provide little to nothing for the game essence except to contribute artificially to the game dynamics.
I would say, for FIDE chess, castling and e.p. are 3rd order rules. The piece movement of the FIDE army is 2nd order (remember Betza's different armies for other instances of chess soldiers) and also the one piece per turn move sequence (progressive variants still use the knowledge and instinct from chess experience). The concept of royal piece and capture by replacement would be first-order.
Feb 21, 2006
SAFE PROGRESSIVE CHESS
Standard progressive, but mate may not be given except against a bared king.
In this variant, both players can focus on destroying the enemy army without concerning against premature mates (I'm not saying this is better, just that is different).
. . . . . . . . | 1. Nf3
. p k . . p . p | 2. Nc6 d5
. . . . . . . . | 3. Ne5:c6:d8
. . . . . . . . | 4. Be5:c2:d1 R:d8
. B . . . . . . | 5. e4:d5 d6:c7:d8Q+
O . . O . . . . | 6. K:d8 Be2:f1:g2:h1f3
. . . . . O . N | 7. h456:7:h8Q:g8:f8+
. . . . K . . . | 8. Kc7 a543:b2:a1Qh8:f8
____________________' 9. Ba3:e7:f8b4 a3 d3 Nd2:f3h2
10. resigns
In this variant, both players can focus on destroying the enemy army without concerning against premature mates (I'm not saying this is better, just that is different).
Feb 16, 2006
CHICKEN GOMOKU (another sample game)
Black must make a 5-in-a-row, White must prevent him.
Both players play black moves until one declares to be black, simultaneously passing.
Then alternation as usual starting with white.
Both players play black moves until one declares to be black, simultaneously passing.
Then alternation as usual starting with white.
a b c d e f g h i 0. B: e5,h1,f2,h9 B takes black.
. . . . . . . x . 1. f4:J B:e3
. . . . o x o . . 2. d4 e4
. . x . x x . . . 3. e2 e6
. . . o x o . . . 4. e7 d5
. . . x x o . . . 5. f5 f3
. . x . x . . . . 6. g2 f7
. o . . o x . . . 7. g8 c6
. . . . . . o . . 8. b7 c3
. . . . . . . x . 9. resign 0-1
Feb 14, 2006
SUICIDE BOMBER CHESS
Same as FIDE chess except: Moves are only to empty squares, after which all opponent pieces kingwise adjacent to the new position are destroyed; and if there are any of those, the moving piece is also destroyed. Win by killing the king, who may not suicide.
. r . . k . . .| 1. b4 h5 10. Ne2 Nf6 19. Rh1 Bh6
. . . . p . . .| 2. e3 b5: 11. a5 g6 20. Ng3 f6
. . . . . . . .| 3. Ba3 d6 12. a6: Bg7 21. Nh5: Kf7
. . . O . . . .| 4. Nc3 Na6 13. d4 Qc1: 22. Rg1 Ke8
. . . . . . . .| 5. Nb5: Ba6 14. d5 O-O 23. Rg7: resigns
. . . . O . . .| 6. Bb5: Rb8 15. h4: bh6
. . . . . . . .| 7. Bb4 c5: 16. g4 g5: 1-0
R . . . K . . .| 8. a4 Qc8 17. Rg1 Ng4
9. c4 d5: 18. f3: Bg7
Feb 10, 2006
DIABALLEX
[rules]
The position of J's soldiers can win, no matter what B moves. Can you see how?
abcdefghijklm Bx Jo
x x x . 1. h1-f3 h7-i6 j7-h5^
. J o . . 2. f3-e4 d1-d5^^ g6-i4^ d7-h3
. . . o o . 3. j1-h1 e4-c6^ i6-i2 h5-f3
. . . . . . . 4. h1-j1 g2-h1 i2-e2^^ h3-g2
. x . . . . 5. h1-d1 j1-h1 i4-j3 f3-h3
B . . . . 6. resign!
. o . . 7
The position of J's soldiers can win, no matter what B moves. Can you see how?
Feb 8, 2006
WEAPON CHESS
FIDE chess moves but to empty cells only. Castling is legal if neither
piece has moved. Object of the game is to kill the enemy king.
First player makes one move, then players make series of two moves until a capture is made, whereupon the series become of length three until the next capture, then four and so on.
Captures may be made as a series of one move only. The first capture may be of either type, hand-grenade or machine-gun, (both of which make the maximum number of takes available for that particular move); and after that each player's capture types must alternate.
During a series of non-captures it is permissible to play a piece into a position where it could make either sort of capture but does not do so, at the mover's choice, (declaration of capture type unnecessary).
piece has moved. Object of the game is to kill the enemy king.
First player makes one move, then players make series of two moves until a capture is made, whereupon the series become of length three until the next capture, then four and so on.
Captures may be made as a series of one move only. The first capture may be of either type, hand-grenade or machine-gun, (both of which make the maximum number of takes available for that particular move); and after that each player's capture types must alternate.
During a series of non-captures it is permissible to play a piece into a position where it could make either sort of capture but does not do so, at the mover's choice, (declaration of capture type unnecessary).
. . k r . . . r | 1. e4
p p p . p . . p | 2. Nf6:(mg)e4
. . . . . . p b | 3. g4g5 Nc3
. . . : . q : . | 4. g6:(g)g5
. . . . . . . . | 5. d4d5 Qe2 Bg2
. . . . . : . . | 6. Ne4:(mg)c3f2
O O : . . . B O | 7. Qf3:(mg)e4f7
. . K . R . . . | 8. d6 Be6 Nc6 Qd7 Bh6 O-O-O
____________________' 9. Bg5 0-0-0 Ne2g3f5 Rhe1
10. Ne5:(g)d5f5
11. Rd5:(g)de6e5
12. Qf5:(mg)d5g5c2f3
13. resigns
Feb 3, 2006
PAINT-GUN CHESS
1. The FIDE rules apply, except:
2. Captures by machine-gun or grenade, at mover's choice.
(The capture type includes all multiple hits of the type.)
2.1 Machine-gun captures all pieces that could be captured using FIDE rules
2.2 Grenade captures all adjacent (kingwise) pieces at the destination square.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
Pawns that capture are also removed.
Kings capture without reduction of power.
2. Captures by machine-gun or grenade, at mover's choice.
(The capture type includes all multiple hits of the type.)
2.1 Machine-gun captures all pieces that could be captured using FIDE rules
2.2 Grenade captures all adjacent (kingwise) pieces at the destination square.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
Pawns that capture are also removed.
Kings capture without reduction of power.
. . k . r . n r | 1. Nc3 g5
p p . p . p . p | 2. b4 Bg7
. . : . . . . . | 3. Nd5:: Ba2::::
. . . N . . . . | 4. Qc1:: Nc6:d5
. . . . . . . . | 5. h4: Qh4:::
. . . . . . . . | 6. g3: O-O-O
. . . O O . . . | 7. Bg2 Re8??
. . R . K . N . | 8. Bd5: resigns
Feb 1, 2006
Jan 30, 2006
CHICKEN GOMOKU (a game sample)
Black must make a 5-in-a-row, White must prevent him.
Both players play black moves until one declares
to be black, simultaneously passing.
Then alternation as usual starting with white.
And, at this point, J wins in 5 moves. Can you see how? playing at h6,g6,g7,g8,g9/g4 (select the previous text to see the solution).
Black has more resources in this game now that he needn't worry about defending against white attacks.
Both players play black moves until one declares
to be black, simultaneously passing.
Then alternation as usual starting with white.
a b c d e f g h i J: d3,i7,a9,i9,c9,i1,J takes x
. . . . . . . . x 1. e4 d6
. . . . . . . . . 2. d4 f6
. . . x . . o . . 3. e7 e5
. . . o o x . . . 4. c6 c7
. . . . x x x . . 5. b8 f4
. . o x . x . . . 6. g3 f5
. . x . o o . . x 7. f7 g5!!
. o . . . . . . . 8.
x . x . . . . . x 9.
And, at this point, J wins in 5 moves. Can you see how? playing at h6,g6,g7,g8,g9/g4 (select the previous text to see the solution).
Black has more resources in this game now that he needn't worry about defending against white attacks.
Jan 27, 2006
ABANONDAS
Like Epaminondas but phalanxes may also make 1-step orthogonal/diagonal sideslips//orthogonal sidesteps, provided all target cells are empty. Diagonal phalanxes can only make orthogonal sideslips.
Game Sample:
Game Sample:
a b c d e f g h i j k l
ooo xxx
. . o o o o o o . . . . 1. g1.g2 - g4 l14.k15 - l12
. . . . . . . . . . . . 2. g3.g4 - f3 l12.l13 - k11
. . . . . . . . . . . . 3. f1.f4 - f3 j14 - k13
. . . . . . . . . . . . 4. f3.f6 - e3 k11.k15 - j10
. . . . . . . . . . o . 5. e2.e6 - d3 j10.j15 - j7
. . . . . . . . . x o . 6. k1.h1 - f1 j7.j12 - i6
. . . . . . . . . x o . 7. d2.d7 - c3 i6.i11 - i2:2
. . . . . . . . . x o . 8. l2.j2 - i2:1 b14.c15 - a13
. . . . . . . . . x o . 9. l1.k2 - i4:1 i5.i7 - i4:1
o . . . . . . . . x . . 10. i2.j2 - k2 i3.i6 - j4
o . . . . . . . . . . . 11. g1.h2 - j4:1 j5.j7 - j10
o . . . . . . . . . . . 12. k2 - j1 j8.j10 - i9
o . . . . . . . . . . . 13. j1.j4 - j5 i14.i15 - i12
x . . . . . . . . . . . 14. c2.c8 - b3 b15 - c15
. . x x x x . . x x . . 15. b2.b9 - a10 i9.i13 - j9
16. a1.a10: a13:3 b14.h14 - a14
a b c d e f g h i j k l 17. ...(capturing 6 times )
23. i4.j4 g15.h15 - j15
24. j8.j4 - k9 j9.j13 - j6
25. b1.f1 - g1 resigns
Jan 23, 2006
CHICKEN GOMOKU
Black must make a 5-in-a-row in a 9x9 square board, White must prevent him.
Both players play black moves until one declares to be black, simultaneously passing.
Then alternation as usual starting with white.
After f3, J wins in 2 moves (can you see how?)
Both players play black moves until one declares to be black, simultaneously passing.
Then alternation as usual starting with white.
a b c d e f g h i bill first
. . . . . . . . . 1. d3,h8,a9, J takes black
. . o . x . . . . 2. B: d6 c4 :J
. . . x o x . . . 3. b5 e4
. . x . x o . . . 4. f4 f5
. o . x x x o x . 5. c2 h7
. . . o x . o o . 6. g6 h5
. . . . o o . x . 7. h6 e5
. . . . . . . x . 8. g5 e6
x . . . . . . . . 9. e2 e3
10. e7 d5
11. f7 f3
After f3, J wins in 2 moves (can you see how?)
Jan 19, 2006
CHICKEN CHESS
Initially white has no king and two queens.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.
All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.
Sample
In this moment, Black tries to swap as many material as he can, so that White could not have enough force, at endgame, to checkmate the black King.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.
All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.
Sample
1. e5,Nf6,Bb4,0-0,B;d2,B;e1,B;f2,J takes black
2. Nf3 Re8
3. e4 N;e4
4. Qd5 Nd6
5. Bg5 Re7
6. B;e7 Q;e7
7. N;e5 Nc6
8. Ng4 Bb6
9. Bd3 Nb4
10 Qh5 N;d3
11 c;d3 h6
12 Nc3 Qg5
13 Q;g5 h;g5
14 h4 g;h4
15 R;h4 Bd4
r . b . . . k .
p p p p . p p .
. . . n . . . .
. . . . . . . .
. . . b . . N R
. . N O . . . .
O O . . . . O .
R . . . . . . .
In this moment, Black tries to swap as many material as he can, so that White could not have enough force, at endgame, to checkmate the black King.
Jan 16, 2006
Trabsact Sagme Diaries
The rules of a game must be as simple as possible, not simpler. [T. Sagme, Conversations with Einstein]
Jan 12, 2006
SAS FENCES
Cul-de-sac with 2 piece-moves/turn, and L-shaped walls allowed. Each player has one grenade, which may be played at the start of a turn to blast an unfillable hole in any unit of wall; and this uses the placement power for that turn.
Here is a match where the South player (ie, which must go to the north edge) was forced to close himself.
In this position, South only route of escape is between Ii and Li, since everything else has double walls and he has only one grenade.
Here is a match where the South player (ie, which must go to the north edge) was forced to close himself.
S N S N
1. -N EGd SE FHi 11. WN Je4 gJKf SS
2. NW GId EE Ei4 12. WN JLi SW Hik
3. SW Jc2 WS Dj4 13. SN Ii2 NW Hh3
4. SW Ic3 WW Ck4 14. SN Hh2 EE Fh4!
5. EE Fg4 EN Fk3 15. resign
6. WN Gb4 EE Iac 16.
7. EE Fik NE Gik 17.
8. SE Kbd SS Jc4 18.
9. EN JLf SW Ij3 19.
10 SE HJe ES IKk
Final Position:
A B C D E F G H I J K L
a +-------------------------------------------+ a
| | |
b | + + + + + ,---+ | + + | b
| | | | | |
c | + + + + ,---+ +---.---;---| | c
| | | | | |
d | + + + +-------+-------+ + + | d
| |
e | + + + + + + +-------+---+ | e
| | |
f | + + + + + + + + > <---| f
| |
g | + + + + + + + + + + | g
| | N |
h | + + + + ,---+---+---+ + + | h
| | | | |
i | + + + ,---+-------+ +---+-------| i
| | | | S | |
j | + + ,---+ | | |---. + + | j
| | | | | | |
k | + .---+ +---. + + +-------+ | k
| | | |
l +-------------------------------------------+ l
A B C D E F G H I J K L
In this position, South only route of escape is between Ii and Li, since everything else has double walls and he has only one grenade.
Jan 9, 2006
WEITUWEIQI
Oshiqi mechanics with both players playing "x"s. Chicken start.
Moves are mandatory, and if the game ends by stalemate then the winner is determined by whether the boundary has been reached.
Any boundary hit is a win for ESCAPER, otherwise BLOCKER wins.
Hitting the boundary before either side has declared is an immediate loss.
Unlur or "chicken" starting:- both sides play moves as if for the weaker side, in this case blocker. If at any time a player feels blocker is now certain to win, he announces "I Block!", but does not make a move. The other player is thus escaper and plays the first move in regular alternation.
Note: If, still on the first phase, a player makes a stalemate position he loses (the other say 'I block' and he cannot continue)
This game uses a similar concept as in Unlur, which might imply a new family of games: "Chicken Games".
Moves are mandatory, and if the game ends by stalemate then the winner is determined by whether the boundary has been reached.
Any boundary hit is a win for ESCAPER, otherwise BLOCKER wins.
Hitting the boundary before either side has declared is an immediate loss.
Unlur or "chicken" starting:- both sides play moves as if for the weaker side, in this case blocker. If at any time a player feels blocker is now certain to win, he announces "I Block!", but does not make a move. The other player is thus escaper and plays the first move in regular alternation.
Note: If, still on the first phase, a player makes a stalemate position he loses (the other say 'I block' and he cannot continue)
bill joao
abcdefghijklmnopqrstu ----------
. x . . . x 1. a6 n7
x x . x x x . 2. m8 r3
. . . . . . . x 3. k6 h1
x . . . . . x . x 4. g2 b4
x x . . . . x . . x 5. j7 e2,sw
x . . . . x . . . . . 6. b7,e m2
x . . . x . x x : x 7. i8,nw c4
. . . x . x . . x 8. k2 p7
x . . . . o . . 9. o2,sw e10
x . . . . : . 10. n5 d9
. . . . . x 11. s4 d5
abcdefghijklmnopqrstu 12. s8 p1
13. t7 o4
14. BLOCK t5
15. p11 resigns
This game uses a similar concept as in Unlur, which might imply a new family of games: "Chicken Games".