Jul 21, 2026

Turnier, Castille, Claim

Turnier is a 1976 game by Alex Randolph, published at Parker Brothers.

The game consists of eight board sections, each with 12 positions, some rectangular, some L-shaped.


the setup is randomized, so that new matches 
always have something unique;
for two players five boards are used

Each player has 18 pieces (towers) and three flag pieces that can be attached.


the shading refers to the four-player version, 
with two teams of two players fighting each other
(so the game comes with 72 pieces and 12 flags)

Rules 

  • In the setup, players alternatively drop towers on empty positions. Then, players remove four enemy towers (also in alternate turns).
  • On their turn, a player may move one of their pieces one space orthogonally to an adjacent empty position.
    • A piece may jump over an adjacent piece in a straight line if the space beyond is free.
    • Multiple jumps are allowed, and after each jump, the direction may change.
  • There are several ways to capture an opponent’s piece:
    • If, by moving one’s own piece, an opponent’s piece becomes trapped between two pieces of one or two players, it is removed.
    • A piece is also removed if it stands at the edge of the board and an opposing piece moves onto the adjacent space directly across from it on the opposite edge.
    • After a capture, the player immediately takes another turn if the same piece can make another capture. If a move allows multiple captures, all those pieces are removed.
  • When only pieces of one color remain on a game section, the owner receives a flag, which is placed on any one of their pieces in that area. This board is now conquered, even if later enemy pieces can enter it. 
    • The conquest can only be undone by capturing the flagged piece.
    • When it’s their turn, a player may transfer their flag to another piece of the same color within that section.
    • If a flagged piece leaves the area, the flag is immediately removed.
    • Removed flags cannot be reused later.
  • The game ends when one player has three flags on board.

The game has one big problem -- probably what was called a 'fatal flaw' by the author --, after one flag is captured, that player cannot win the game. If the other player also has a captured flag, the game is automatically a draw, since it becomes unwinnable.

A variant was proposed where flags are not used, and one player scores each conquest immediately. This modification does not suffer the same problem.

In 1983, the author made a new iteration of this idea: Claim (later called Die Wikinger Kommen).

It seems that in these new versions, there are slightly different rulings regarding reclaiming board sections:

  • in 1983: the enemy flag is removed and replaced with one of yours on any vacant dot of that section; the flag is returned to its owner
  • in  1994: the conquered flag is given back to the owner and replaced on the same position with an own one
  • in 1996 a Ko rule was added: a player is not allowed to do the same move within three turns without either trespassing a territory or threatening an opponents piece

§

Turnier and Claim were preceded by 1970's Castille, also from Randolph, 

 where the board sections are fixed:


In this ruleset the flags can be captured but are given back to the player and become available again for future deployment. So, the mentioned design error apparently appeared between this first version and Turnier.

Jul 17, 2026

Quink

Quink is a 1980 puzzle/game by Stephen Sniderman, published at GAMES #16.

Here is the board and rules as shown in the magazine:


This is essentially a Solitaire-like puzzle. But with two boards, both with the same setup, it becomes a race between two players to first achieve the five pentominoes that guarantee a victory. This idea, of course, can be applied to other Solitaire puzzles.

Jul 14, 2026

Maneuver

Maneuver is a 1978 uncredited game, published at Mattel.

This is an unification game, where the player's stones must be all in lines of three or more friendly stones. It has a random setup, but the game is still combinatorial.

These are the rules:

The game was reviewed in GAMES #10:


 

Avery Close Game

Avery Close Game is a 1978 uncredited game, published at Mego Corp.

The game is played in the following board:


initial setup 

Each player has six stones labelled 1 to 6.

This is a traversal game, the goal is to move all pieces to the last row, in their corresponding numerical position. Here are the original rules: 

The moving rules are quite original: each player slides all of their pieces in order (first the piece 1, then piece 2, etc.). This raises the problem of a strong first-player advantage: the first player should only move three pieces in his first turn, to make matches more balanced. Also, like all Halma-like games, an extra rule is needed to prevent a player to try to occupy his initial positions in order to force a trivial draw. The standard rule in these cases is to state that if the last row is completely occupied, with at least one friendly piece, that player wins.

Another potential problem -- and a more serious one -- is that since pieces cannot jump or push enemy stones, it might be too easy to block the advance of the adversary, if a player thinks he is too far behind the race.

Jul 10, 2026

Dual

Dual is a 1971 game by Eugen Oker, and published at F.X. Schmid.

The game is played in this 12x12 board:

Each player has three pieces. There are also twelve shared 'coins'.

Rules:

  • Initially, both players take turns dropping their friendly pieces into the starting field (the eight yellow squares at the center). Each player also gets six coins
  • On their turn, a player moves one friendly piece up to three spaces in one direction (including diagonals), without changing direction mid-move
  • If a player occupies three spaces that all show the same number of yellow points, they earn that number of points in chips from the opponent's reserve
  • If a piece lands on a square with N white dots, the opponent must move one of their pieces off a square with N yellows points, if he has any. [I assume it's the player that decides where to put the opponent's piece]
  • Wins the player that collects all twelve coins

I didn't have access to the official rules. The secondary sources don't mention if there's a rule to prevent a player, that just earned some coins, to move out and then in again the same square to collect more coins. There should be a Ko rule that forces players to try a different number of yellow dots for their next earnings.

Another potential problem is that it takes some time to place the player's army into the three squares. That gives ample opportunity for the adversary to move into the respective white dots square, in order to defend himself.

Jul 6, 2026

Frösi-Denkspiel

Frösi-Denkspiel is a 1954 uncredited game, published at Verlag Junge Welt, in the following magazine:

 
Frösi Heft 5 von 1954, published by Verlag Junge Welt 1954

 The game is played in the this octagon-square tiling board: 

[from the original rules] In this game, where you have to think and calculate well in order to leave your opponent as few points as possible, two children can take part.

Each player gets eight pieces (possibly Halma pieces) and 20 game tokens (you can cut these out from the magazine). The task is to close off the spaces with the individual numbers (meaning the rings with the different number of points). A number is considered enclosed when all four spaces around the number are occupied with Halma pieces. Each player must therefore try to encircle as many numbers as possible.

If a player manages to enclose a number — where three spaces are already occupied with pieces, regardless of whether they are his own or the opponent’s — with a fourth piece, then he may place one of his game tokens on that number. Numbers that already have a token on them may not be occupied with a second one. If both players have placed all their tokens, then the moving and jumping begins. A piece may move to an adjacent space or jump over another piece if the space beyond is free.

The game continues until all numbers are occupied with tokens. Here each player must consider how to occupy the highest numbers with his tokens. Once all numbers are occupied with tokens, each player must try to move his pieces as quickly as possible into the chambers located outside the playing field on both sides. Again, a piece may move to an adjacent space or jump over another. Each player must move his pieces into the chambers that match the color of his pieces. As soon as a player has all eight pieces in the chambers, the game ends, even if the opponent has not yet succeeded in bringing all his pieces into the chambers.

Now each player adds up the numbers covered by his tokens. In addition, players receive 3 points for each piece standing in the chambers. Whoever has managed to score the most points in the game is the winner in this “Frösi” game.


the original rules

Jul 5, 2026

Give & Take

Give & Take is a 1984 uncredited game, published at Ideal.

The game is played in this board,

This is a misère elimination game:

 

There are some information about the game's background at the game's back:


Jul 3, 2026

Le Manipulateur

Le Manipulateur is a 1983 game by Jacques Fradkine, that appeared at Jeux et Stratègie #25.

The game is played on a 17x17 board, and each player's army consists of 145 pieces plus one tower (le manipulateur, the manipulator).

The rules:

  • Initially, the manipulators are placed at q9 and i17
  • On her turn, the player can either:
    • Move the manipulator: a manipulator slides horizontally over a number of empty squares, then turns and slides vertically over a number of empty squares (or vice-versa). At the turning square, the player places a friendly piece
    • Capture a piece: a regular piece may orthogonally jump over one enemy regular piece landing in the next square (that must be empty); jumps are multiple, mandatory, and the player must choose the option that maximizes the number of captures
      • note: The player can choose which friendly piece will capture; the maximization criteria applies only when the chosen piece starts capturing
  • Wins the player that orthogonally connects their opposite sides of the board (one player owns left-right, the other owns top-bottom), or blocks the opponent's manipulator.

The game was Pion d’or 1983, a contest organized by the Centre Ludique de Boulogne-Billancourt and supported by Jeux et Stratègie at that time: