May 1, 2010
Apr 27, 2010
MOKU-GO
Play and capture as at Go. Passing is forbidden.
The winner is whoever makes a 5-in-a-row.Sample Game:
abcdefghijklmnopq _xx___oo_
. . . . . 1: e3 h4
. . . . . . 2: c5 g5
. x . O . . . 3: e7 d4
. o . o o x . . 4: d6 f8
. x . o o o x . . 5: g7 h8
. x . . x . . . 6: i7 k7
. x x x o . . 7: j8 i5
. o o x . . 8: j6 j4
. . . . . 9: l4 k5
abcdefghijklmnopq 10: m5 i3 & xx resigns
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João Neto
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Feb 10, 2010
Penguins
This is an adaptation of a 2003 commercial game called "Hey! That's My Fish!" designed by Alvydas Jakeliunas and Günter Cornett (*). This new rule set simplifies the game and makes it more interesting.
Rules: 12* move series on a hex-hex board of size 6. The first 3 moves on each side are to place a penguin on an empty cell. After that, the penguins move queenwise, and are not allowed to land on or pass over any other penguin or blank cell. The two moves in a series must be with different penguins. When a penguin moves it leaves the cell behind blank (eaten). If a player cannot complete a legal move, his opponent wins.Game Sample:
ooo xxx
1. -- l7 j5 o4
2. m2 h5 f7 o4m6
3. k4 i4 r5 n7
4. m8 l3 p3 c4
5. o6 e4 n1 p9
6. q6 l9 d5 n11
7. j7 l11 m10 e6
8. p1 lk10 q10 h1
9. u6 kg6 t7 f3
10. s6 c8 r7 i8
11. RESIGN
Final Position:
: abcdefghijklmnopqrstu
: . . . 1
: . . . . . . 2
: . x . . . . 3
: o . . . . 4
: . . . . . . 5
: . . o . . o 6
: . . . . x 7
: . . x . . . . 8
: . . . . . . 9
: . . . . 10
: . . . . 11
: abcdefghijklmnopqrstu
(*) the original rules are: There is a hex board where each cell (fish) valuse 1, 2 or 3 points. Then (1) initially, take turns placing your penguins on tiles with a single fish. (2) move a penguin in a straight line of tiles and pick up the tile you just vacated, (3) if a penguin cannot move, remove it. Check Boardgeek for more information
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João Neto
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Jan 4, 2010
12* TRICOLEUR HEXXAGON
Like Hexxagon, except there are 3 colors (a,b,c) which capture each other (a takes b, b takes c, c takes a).
Win by annihilating opponent; or having most pieces in a blocked position.
Players must leave opponent with a non-pass move, if possible. Sample Game
| abcdefghijklmnopqrstuvwxy
| A . . . . . c 1
| . . . . . . . . 2
| . . . . B . . . . 3
| . . . . . . . . . . 4
| . . c . . . . . a . . 5
| . . . . . . . . . . . . 6
| b . . . . . . . . . . . B 7
| . . . . . . . . . . . . 8
| . . A . . . . . C . . 9
| . . . . . . . . . . 10
| . . . . b . . . . 11
| . . . . . . . . 12
| C . . . . . a 13
| abcdefghijklmnopqrstuvwxy
___ABC___ _____abc____
01. .... e9 r4 o11
02. e9b8 m3j4 o11q9 g5e7
03. j4g5 g9i11 c7 p4
04. k11 g5d6 q9o7 t6
05. n10 g1i3 t6w7 s9s7
06. n10n8 i13 s5q7 Bs6
07. m8r8 i13m13 w7t8 Br6
08. n10 m13q13 q1 s9
09. n10r10 s13s11 q1n2 t8t10
10. u11 m11o9 Bq5 Ao2
11. q9 v10 t6w7 Cm3
12. i3e4 As9 w7u9 An6
13. s9w9 r10 Cl4 Al6
14. x8 o9m7 An6 q5m5
15. u9s7 f6 o5q7 n6k7
16. j10 p8 j7g7 Bn4
17. f4h6 d6f4 e7g5 l4n6
18. c7e9 s11s9 Ah6 Co7
19. Bf10 s9q7 n6p8 Ai7
20. j10h8 e9h10 Ag7 q9s11
21. g13g11 h10l10 Cr12 t10v8
22. Be11 l10p10 s11u9 r4r6
23. t10 q11 r6r8 Bl6
24. Ch10 Aj10 As9 Bj6
25. Cg9 p10n8 As11 s9o9
26. j10m9 g9i7 j6f6 Ao9
27: i7i5 f10f8 Ao11 Bg7
28: d10 g11j12 h6h4 o11l10
29: Ck11 Ag11 l6n8 r10u11
30: Aj10 l10p10 n8q9 g7i9
31: j10n10 Aj10 s11o11 An8
32: i9g7 p12 q9s11 f4h6
33: k11m9 Ak11 q11o9 Bq11
34: j10n10 k11n12 t10p10 v8s9
35: p12t12 Ao11 w9u11 s9q8
36: Bf10 Ao11 t12p12 Ag7
37: j12f12 f10j10 g7i9 Cn10
38: f12h10 e11h12 Cl10 n10j10
39. resign
Final Position
| abcdefghijklmnopqrstuvwxy
| . . . . . . c 1
| . . . . c . . . 2
| . . . . c . . . . 3
| . . b . . b a . . . 4
| . . b b . b . . . . . 5
| . . . a . . . . . . . . 6
| . . . . . . . . . . . . . 7
| . . . . . . c c . a . c 8
| . . . : . c c . . a . 9
| B . : c c . . . . a 10
| . A c . . c c c c 11
| . B . . c c c . 12
| . . . . . . . 13
| abcdefghijklmnopqrstuvwxy 14
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João Neto
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13:02
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Dec 22, 2009
SQUARUBORUS
[variant of Ouruborus] Players take turns moving both ends of the slime-worm, each to some adjacent cell. After each move, each end leaves a stone of that player's colour. The worm may not move onto a coloured cell.
If at some point before the board is full, a worm-end cannot move normally, the players continue, making single moves if necessary, until the next player who is able to must split the other end into two heads.
A player wins if he makes a 4 in-a-row with his stones (ortho or diag). If both ends become blocked simultaneously, the last player to move wins.Sample Game:
J starts: sw.se w.ne n.s e.nw n.n n.ne w.n w.se
ne.se n.s sw.s sw.se se.s s.w s.nw s.s ne.w? e.n & wins
Final Position:
. . b . . . . .
. j j b j b . .
b b j j j b . .
. j j b b b j .
. b b j j j b .
. j J B . . j .
. b . . B j . b
. . . . J b b j
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João Neto
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13:10
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Dec 4, 2009
TRI-HEX
Each player drops a triangle group of 3 pieces (2 of its color) on empty cells. A triangle may also be dropped with pieces overlapping other triangles provided the colors do not change, and at least one previously vacant cell could not be filled by a regular move.Sample Game:
___xx_______oo__ (was swapped)
1. f4 ne l8 n
2. p6 sw o9 ne
3. u7 sw n4 s
4. j6 ne s7*nw
5. u5 sw u11 n
6. z8 sw u9 ne
7. x6 sw resign
Final Position:
X X X
: abcdefghijklmnopqrstuvwxyzABCDEFGHIJK
| . . . . . . . . . . . . . 1
| . . . . . . . . . . . . . 2
| . . x . . . . . . . . . . O 3
| . o x . . x . . . . . . . O 4
| . . . x o o . x o . . . . O 5
| O . . o x x o o x X O . . . 6
| O . . o o x o x o X . . . . 7
| O . . x . o . x o x o . . . 8
| . . . x o . x o x . . . . 9
| . . . . . o o . . . . . . 10
| . . . . . x . . . . . . . 11
| . . . . . . . . . . . . . 12
| . . . . . . . . . . . . .
: abcdefghijklmnopqrstuvwxyzABCDEFGHIJK
X X X
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João Neto
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14:51
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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. (The subsequent series are unaffected.)Sample Game:
1. e4
2. d5 e5
3. c4 d4 f4
4. Bg4 f5 Nf6 Nf3
5. a4 b4 h4 g3 Be2
6. h5h4h3 Bf3g2 Qe7
7. g4 g5 b5 Bf3 Ne2 Rg1 Nd1
8. Nb4 a5 b6 Ng4 g6 Bg7 c5 Rc8
9. B:g2
10. Nd3+
11. Kf1 (F)
12. Ne3++
Final Position:
. . r . k . . r
. . . . q . b .
. p . . . . p .
p O p p p p O .
O . O O O O . .
. . . n n . . p
. . . N N . B O
R . B Q . K R .
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João Neto
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14:44
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Jul 9, 2009
134*QUIKQUAX
As soon as a diagonal pair appears, it automatically gets a diagonal join.
The moves in each series must be in different quadrants.
Sample Game: | OO| XX--
a b c d e f g|h i j k l m n
. . . . . . . . . . . . . . 1. .. .. .. e6 .. i5 i10 e10
. . . . . . . x . . . . . . 2. f7 i7 g10 l10 e3 m6 g8 h8
. X x . x . o . . . . . . . 3. g3 h7 j8 f9 f5 h2 g12 h12
. o . o x x . . x x x . X . 4. g6 j5 e8 l12 c10 g5 h5 k9
. . . o o x x x x o x o . . 5. e5 k7 l8 f11 e4+ e12 k5 k11
. . . . o . o . . o o o x . 6. d4+ l9 k6+ d9 c3 c12 k13 j4++
. . . . . o . o o . o . . .__7. l13 l5+ d11 b4 b3 m4 d12 m12
. . . . o . x x . o . o . . 8. OO resigns
. . . o . o . . . . x o . . 9.
. . x . x . o . x . . o . . 10.
. . . o . o . . . . x . . . 11.
. . x X x . x x . . . o X . 12.
. . . . . . . . . . x o . . 13.
. . . . . . . . . . . . . . 14.
a b c d e f g|h i j k l m n
|
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João Neto
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21:53
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Jul 7, 2009
QUADRATOLL
Quadrex-connection game.
The winner is whoever joins two opposite groups of his own colour.: a b c d e f g h i j k l XX OO
: o o o o o o x x x x x x =======
: x . . . . x x x . . . . . o 1. h2 i5
: x . . . o x o . x . . . . o 2. g5 g7
: x . x o o o o . . . . . . o 3. f7 e7
: x . x x x . x . . . . . . o 4. h7 h6+
: x . . o . . . x . o . . . o 5. g8++ f6+
: x x . . . o o o o . . . . o 6. a7+ c9
: o x . . . o x o x . . . . x 7. b8 e9
: o . x . . . x x x . . . . x 8. b10 g10
: o . . o . o . . . . . . . x 9. e2 c3
: o . x . . . . o . . . . . x 10. d4 f2
: o . . . . . . . . . . . . x 11. f1++ c5
: o . . . . . . . . . . . . x 12. b3 d2
: x x x x x x o o o o o o 13. c4+ e3++
: a b c d e f g h i j k l 14. f4 resign
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João Neto
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09:44
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Jun 8, 2009
TRIANGLE QUADREX
Each turn, the player drops a tile of 2 of his own pieces and one
opponent piece that are not in deadlock position. Single pieces
are added automatically as per quadrex rules. If any cell is
unplayable by regular tiles, it may be played with an overlapping
tile, provided previous colours do not change.
Each turn, the player drops a mininmum-sized triangle of 2 of his own pieces
and one opponent piece that are not in deadlock position. Single pieces
are added automatically as per quadrex rules. If any cell is
unplayable by regular tiles, it may be played with an overlapping
tile, provided previous colours do not change.
| a b c d e f g h i j k l m n o ___XXX_____OOO___
| x . . . x x . . . . . . . . . 1. c3 es b11 es
| o o o o o x o . . . . . . . . 2. f10 en h12 ne+
| . . o x o x . . . . . . . . . 3. c8 se+ e10 nw+
| . x x x o x . . . . . . X . . 4. a9 en b6 se
| o x o o o . . . . x x O O O . 5. a8 ne+ d6 nw
| x x x x o x . . o x o o x x . 6. c7 ne f6 ws+
| x o o . o . . . . x o o o x . 7. a5 en a1 se
| x x . . . . . . . . o x x x o 8. c4 .. e1 sw+
| o x o o o o x . . x o o x . . 9. g2 ws+ f4 en
| . x x x x o x o o o o x x o . 10 l12 nw n12 nw+
| . x o . . o o o x x x x o o . 11 i12 es i11 ne++-
| . . o . . . x o o x . o o x . 12 n10 wn+ k5 ne
| . . . . . . . . . x . . . . . 13 i6 es+ j9 en+
| . . . . . . . . . . . . . . . 14 l9 ne m6 sw+
| . . . . . . . . . . . . . . . 15 o8 wn+ m4 se+
| a b c d e f g h i j k l m n o 16 X resigns
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João Neto
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14:30
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Dec 16, 2008
OROUBORUS
Players take turns moving both ends of the slime-worm, each to some
adjacent cell. After each move, each end leaves a stone of that
player's colour. The worm may not move onto a coloured cell.
If at some point before the board is full, a worm-end cannot move normally,
the next player who is able to must split the other end into two heads.
A player wins if he makes a 3 in-a-row with his stones.
If both ends become blocked simultaneously, the last player to move wins.
If, at one end, a player is left with only one move, (either physically
or because all others would lead to instant loss), the opponent who
left this situation must make the single move for his opponent,
and then another move for himself; recursively.
Game sample:
The first move recorded is from the most northerly cell,
and if in same line, most westerly.
B starts
w.ne w.nw w.nw ne.sw ne.sw nw.se nw.se sw.ne w.e sw.ne e.e ne.se w.ne nw.e e.nw,nw,nw & B wins
Final position:
| . b . . .
| b j j b . B
| j b b j j B J
| . b j j b b j B
| . . j b j j b b j
| . b j j b . j .
| . . b . . . .
| . . . . . .
| . . . . .
By
João Neto
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14:35
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Oct 22, 2008
GO-6-MOKU with restricted dagger
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, and they must finish
in different groups.Sample Game
a b c d e f g h i _XX____OO_
. . . . . . . . . 1. e5 f6 (O gets dagger)
. . . o o x . . X 2. f4 d6
x . o x x . x x : 3. e6 e7
. o . . . x . . x 4. e3 e2
. . o . x . . . . 5. f2 d2
. . o o x o . . . 6. d3 c3
. . . . o . . . . 7. h3 c5
. . . . . o . . . 8. g3 i3
. . . . . . x . . 9. i4 b4,f8
10. a3,g9 c6
11. i2: resigns
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João Neto
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22:08
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Sep 29, 2008
FLAT-EARTH DOZER-HEX
Like Hex, but lines of friendly stones may push, abalone-wise, smaller lines of adversary stones by exactly their length difference.
If any stones block the full length of a push, the push stops there. A line may push its own length into empty space. Stones pushed off the edge disappear from the game. No friendly stones may be pushed. Swap option exists.
Sample Game
OO XX
1. p4 p6
2. j6 l6
3. r6 n6
4. q5 o7
5. r4 n8
6. m9 n8s3
7. o5 m7
8. m5 s5
9. q3 m8
10. n4 q7
11. k5 u5
12. q3t6 o7s3
13. p4v4 u7
14. s7 u5
15. q3 v8
16. p4 k9
17. n4 j10
18. s1 w7
19. n4v4: s9
20. r8 t6v4:
21. q9 l6v6
22. Resigns
Final Position:
abcdefghijklmnopqrstuvwxyzAB
___________OO_________
\ . . . . . . . . . o \ 1
\ . . . . . . . . o o \ 2
\ . . . . . . . o x . \ X 3
\ . . . . . . o o o x \ X 4
\ . . . o o o x o x . \ 5
X\ . . o , , x x x o . \ 6
X\ . . . x . x o x x . \ 7
\ . . x . . o . x . . \ 8
\ . x o . o x . . . . \ 9
\ x . . . . . . . . . \ 10
----------------------
OO
This game presents an Abalano-like mutator which seems to provide new games. Notice however that this mutator does not use the Abalone rule, since phalanxes can shift more than one cell (based on the difference between the pushed and pushing phalanx).
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João Neto
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19:31
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Sep 16, 2008
PRIME PICKINGS
With 1 2 2 2.. modifier, each player picks 2 numbers from the available
number list, crossing them off afterwards. He may place these numbers
anywhere in his board lists, at most 3 per list, or in an opponent list,
at most one per list. Once 24 numbers have been entered, scoring is done
as follows:- the row totals are added for each player, but only
the LARGEST PRIME FACTOR of this is entered as the row total.
The player of the 8th number may not make a tied contest there.
Whoever wins the majority of the three pile contests, wins the game.
........................
USEFUL PRIMES: 23 29 31 37 41 43 47 53 57 59 61 67 71 73 79 83
........................Sample Game:
J starts:
25, 24 23, 22 21, 20 19, 18 17, 16 15, 12 1, 14 6, 7 3,
11 13, 5 10, 9 4 & B wins (it was the player's only option)
primed
player oppt score winner
Board A: B: 24 23 6 7 5
""""""": J: 25 12 5 13 11 J
Board B: B: 20 19 14 3 7 B
""""""": J: 22 21 .. 9
Board C: B: 16 15 11 1 43 B
""""""": J: 18 17 10 4 7
Available numbers: 8 2
This is a very interesting number game. The last moves may become very demanding because each player must search a winning combination in a set of options big enough to be explored.
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João Neto
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16:08
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Aug 22, 2008
3/2 HEX
On a unlimited stip of hexagons of height 7, one player (here X) tries to connect the two board edges while his adversary (here O) tries to prevent it.
The connecter plays two stones on each turn, provided that they do not belong to the same group of pieces. The preventer playes three stones on each turn with the same restriction.
If the connecter is unable to achieve his goal in 20 turns, he loses the game.
Game sample:
__XX_________OO___
1. H3 H5 G6 K6 I4
2. D5 G4 E4 C6 I6
3. D3 E6 C4 D7 L5
4. F5 A6 G2 z7 F7
5. B5 x7 K2 F3 y6
6. B7 y4 y2 J1 A4
7. v3 H1 I2 t1 w2
8. z3 L3 A2 D1 J3
9. E2 K4 J5 B1 w3
10. w6 x3 u2 u4 z5
11. t3 x5 r1 r3 o2
12. N3 N5 O4 Q6 N7
13. resign
Final Position
mnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUV
1 . . o o . . . o o . x o . . . . . .
2 . o . . o o o o . x o o . . . . . .
3 . . o x x x x . x o x o x x . . . .
4 . . . . o o x o o o x o x . o . . .
5 . . . . . x o x x x x o o x . . . .
6 . . . . . x o x o x o o o . . o . .
7 . . . . . x o x o o . . . o . . . .
mnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUV
This is a hex variant of different goals and powers, but which is quite balanced.
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João Neto
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09:14
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Aug 8, 2008
OROUBORUS
Players take turns moving both ends of the slime-worm, each to some
adjacent cell. After each move, each end leaves a stone of that
player's colour. The worm may not move onto a coloured cell.
If at some point before the board is full, a worm-end cannot move normally,
the next player who is able to must split the other end into two heads.
A player wins if he makes a 3 in-a-row with his stones.
If both ends become blocked simultaneously, the last player to move wins.
Game sample:
J starts
nw.e w.se w.ne ne.e e.sw nw.se
w.w sw.sw sw.w se.w se.ne e.w
B wins
Final Position:
. . . . .
j b . . . .
b b j . . . .
j j b j . . . .
. b . .[b]j j b .
. J B . . b j .
. . B J . j b
. . b j b .
. . . . .
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João Neto
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09:24
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Aug 5, 2008
Y-MOKU
The winner is whoever first makes
(i) a line of 5 (or more) adjacent stones of his own colour; or
(ii) a standard Y-connection of his own colour.
Swap option exists.
Game Example:
_XX_ _OO_(was swapped)
. 1. m11 m9
. . 2. p10 j10
. . . 3. o9 n8
. . . . 4. p8 n10
. . . . . 5. o11 o7
. . . . . . 6. l10 k9
. . . . o . . 7. k11 i11
. . . x o x . . 8. s11 q11
. . . o o x . . . 9. l8 h12
. . . o x o x . . . 10. g13 f12
. . . o x x x o x . . 11. resign
. . o o . . . . . . . . 12.
. . . x . . . . . . . . . 13.
abcdefghijklmnopqrstuvwxy
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João Neto
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11:24
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Jun 26, 2008
Damello
[A game between checkers and Othello sent by Giuseppe Acciaro]
The game is played on a 9x9 square board, where both players have 18 stones placed initially on their first two rows. There are four special red squares at D5/D8/B6/G6 (these are the coord given by the author, but they do seem too asymmetric).
Soldiers move vertically and diagonally. They capture with jump vertically and diagonally forwards. Capture is mandatory.
A Soldier that reaches the last row becomes a King, moving like in International Checkers except that it must land in the first square after each jump/capture.
When exactly one piece is between two enemy soldiers (orthogonally or diagonally), it changes color. If the piece is between at least one enemy King, then it is removed from board.
If any piece lands on a red square (either by move or capture) it is captured and removed from the board.
A player wins if the adversary cannot make a valid move.
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João Neto
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09:56
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Jun 17, 2008
A Progressive moku
Played on a Go board. Black drops one stone, White then drops two stones, Black drops three, and so on...
A player wins if he makes a 5 in-a-row but he must just drop one stone in his last turn.
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João Neto
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09:19
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CHERRY
Cherry is a Alak variant. First the rules of Alak:
This game is played on a 1-D line. Black and white alternate in placing single stones on a line of n points. If placing a stone thereby removes all the go-liberties of any group of stones of the opposite color, those stones are immediately removed. It is illegal to place a stone where one was just removed. Placing is compulsory if legal, and the game ends when the player having the move cannot legally place anywhere. The winner is the player with the most stones on the board at game end.Cherry (invented by Bill Taylor, 2008) is played on a semi-infinite line segment where the first cell is marked (*):
* . . . . . . . . . . . . . ...
Wins the player the occupies the first cell with a friendly piece that cannot be captured by the adversary in the next move.
A sample game:
* . . . . . . . . . . . . . ...
* . x . . . . . . . . . . . ...
* o x . . . . . . . . . . . ...
x . x . . . . . . . . . . . ...
X wins because O cannot drop into the 2nd cell right now.
By
João Neto
at
09:08
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new games
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PUSH WOOD
(by Richard Nowakowski, 2003)
Play on a line of N dots (this is an 1D game) each player has M pieces on the line extremes. For e.g., if N=9 and M=3:
x x x . . . o o o
On each turn, each player may:
* move forward a friendly stone to any empty cell or move out of the board (jumps are allowed).
* push a friendly stone backwards if it is backward adjacent to an enemy stone. Every stone in that group is pushed backwards any number of cells until it finds another stone. If there are no more stones, the player may even push out the group or part of the group over the line extreme.
* There is a KO rule: a player cannot repeat the previous position (variant: the player cannot push back any stone that was pushed back in the previous move).
Wins the last player that has a legal move.
A sample:
x x x . . . o o o
x x . x . . o o o
x x . x o . . o o
. x x x o . . o o
. x x x o . o . o
. x x . o x o . o
. x x . . o x o o
. x x . o x . o o
. x x . o x o . o
. x . . o x o x o
. x . . . . . . o
. . x . . . . . o
. . x . . . . o .
. . . x . . . o .
. . . x . . o . .
. . . . x . o . .
. . . . x o . . .
x resigns
By
João Neto
at
08:50
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Trabsact Sagme Diaries
A game, when moved, usually travels with its own social context. For e.g., a game from the Trok planet, in the island of Mag, is played only by children with lemur-like and duck-like animals. Some centuries ago, the game went to a neighbor island, Dag, and, even if the rules changed a bit, the ducks and lemurs are also thrown by the Dag children. [T.Sagme, Travels]
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João Neto
at
08:42
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sagme's diaries
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Jun 16, 2008
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. 1st-move swap.a b c d e f g h i _oo__xx_
. . . . . . . . . 1. b2 d4
. o o o . O . . . 2. d3 e4
. . x o o x . . . 3. e3 f3
. x . x x o o . . 4. c4 c5
. . x . x x . . . 5. f4 c3
. . . . . . . . . 6. c2 b4:
. . . . . . . . . 7. d2 f5
. . . . . . . . . 8. g4 e5
. . . . . . . . . 9. f2 resign
By
João Neto
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10:20
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Jun 4, 2008
FREE Y
Swap option exists.
Winner is whoever makes a connected group that either
(a) includes two nearly-opposite edge-points; or
(b) includes three edge-points whose inter-point distances
are all less than half the circumference.abcdefghijklmnopqrs _oo_ _xx_ (after swap)
. . o x . . 1. g3 j6
. . o x . . . 2. k5 l6
. . o x . . . . 3. m5 n6
. . . . . . . . . 4. o5 p6
. . . o x o o o . . 5. h6 i5
. . . o x x x x . 6. g5 i3
. . . o . . . . 7. i7 l8
. . . . x . . 8. h2 j2
. . O . . . 9. i1 k1?
. . . . . 10. i9 resign
abcdefghijklmnopqrs
By
João Neto
at
12:47
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new games
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Feb 13, 2008
PROGRESSIVE FENCES
Cul-de-sac with L-shaped walls allowed.
Walls may be placed along edges, but not beyond them.
Win by crossing over the target edge.
The turns are progressively 1 2 2 3 4 4 5 6 6... moves, with a move being
one orthogonal step by the player's stone, or one length of 2-wall placement.
A player may distribute his available moves as he pleases (so placing a wall
costs two moves), subject to not being permitted to completely wall off
his opponent from his target.Sample game (notation: Xy* means that a wall was placed at coordinate Xy with a certain shape given by symbol *. If * is 1,2,3 or 4 it means a L-shaped wall on the 1st, 2nd, 3rd or 4th quadrants; if * is - means a horizontal wall with center Xy; and if * is | means a vertical wall with center Xy):
1. S (Bottom) 1
2. NN 2
3. SS 2
4. N Fi- 3
5. Fh4 Hh3 4
6. Fd| Ge2 4
7. NES Hj2 5
8. He2 Hc| Fb3 6
9. Fj4 Ej| Gb2 6
10 Ib| Jc| Id- E 7
11. NNNESSEN 8
12. Kb3 Kd4 Je- Hk| 8
13. NEESSWSWW 9
14. If2 Gf- Ef1 Ed| Dc1 10
15. SWWWNNNWNW 10
16. SWWSSWN Bk- Dk- 11
17. SSSSSE Bg- Dg- Dj- 12
18. WWNNNEEE Fg1 Hg4 12
19. Eh1 E2E Df- Bf1 Bd- Ce1 13
20. Bb| Cc- NWWW Jg2 Kg3 Ki- 14
21. Bottom resigns
Final Position
Top's goal
A B C D E F G H I J K L
a + - - - - - - - - - - - - - - - - - - - - - +
: | | | |
b : | + + +---.---' + | +---. :
: | | | | | | | :
c : +-------`---+ + + | + | + :
: | | | | :
d :-------+ + | | + +-------+ ,---:
: | | | | | | :
e : + +---+ + +---'---' +-------+ :
: | | | :
f : +---+-------`---+-------+---' + + :
: T | | :
g :-------+-------+ `---+ ,---+---'---. :
: | B | | :
h : + + + +---,---+---. + + + :
: | | :
i : + + + +-------+ + + +-------:
: | | :
j : + +-------| ,---+---' + + + :
: | | | :
k :-------+-------+ + + | + + + :
: | :
l + - - - - - - - - - - - - - - - - - - - - - +
A B C D E F G H I J K L
Bottom's goal
By
João Neto
at
10:39
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new games,
wall pieces
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