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Entry in Table Games for author value Dale W. Walton

Id 723
Name Abrobad
NativeName
Description Abrobad is arabic, for "Windswept Clouds" refering to the art of making swirled patterns by adding pigments on the surface of a liquid and blowing on them, e.g. to make fancy "marblized" book end papers. The game is a race to connect one's pieces into the fewest possible groups, and as large gaps are impossible, it results in an abrobad visual effect. It may be played on any size hexagonal "limping" board grid.
MainRuleset 851
LudiiRuleset 851
Reference BGG
Origin
DLPGame 0
PublicGame 1
knownAliases Abr-Bad, Clouds and Wind
Author Dale W. Walton
Publisher
Date 2019-11-18
ProprietaryGame 0
Credit Dale W. Walton
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Id 759
Name RootZone
NativeName
Description RootZone is an experimental territorial placement meta-game of the Mycilleum family (i.e. group growth), but based on growth from edges inward, with a goal of largest group, and prohibition on touching enemy positions. The game is played on a triangular grid in the shape of a hexagon that has alternating edges of 2N and 2N+2. This shape is chosen to avoid play points at the center of the board or of its edges. The implementation provides a selection of restrictions on the neighborhood of the piece being placed. Non-looping option has not been implemented. The standard is placement next to any number of friendly pieces, but not next to pieces with more than 3 neighbors. Please comment to author about which variants you prefer and why.
MainRuleset 889
LudiiRuleset 889
Reference Dale W. Walton (BGG)
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Author Dale W. Walton
Publisher
Date 2020-09-16
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Credit Dale W. Walton
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Id 980
Name Infuse
NativeName
Description Infuse is a game of entering the most pieces. They can only enter out of sight of your own pieces, but you make move your pieces that lie near to enemy pieces, in order to make new entry sites for yourself, or block entry sites for your opponent. The game may be played on either hex or square grids.
MainRuleset 1142
LudiiRuleset 1142
Reference BGG
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Author Dale W. Walton
Publisher
Date 2020-11-19
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Credit Dale W. Walton
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Id 991
Name Refugia
NativeName
Description Refugia is a modern experimental game with a goal of consolidating stones. Stones enter unconnected, and can only move by fleeing from concentrations of enemy stones. Thus it is a movement game with a territorial aspect. The game includes capture-by-hopping moves, which create mutual-enemy stones as an intermediate stage before possible reconversion back to player's stones. This mechanism keeps the game provably finite. The pseudo-territories formed by the clumps of stones, have boundaries that can erode and shift; so the game is more tactical than strategic. Shifts in strategic concerns do occur, however, as the game evolves from first mainly claiming territory by placement density, to a race to agglomerate or capture, to fights to recapture vs blocking to retain lead in a tactical end game. Because the effect of the mutual-enemy stones on movement is symmetrical but not the same for the two players, the game requires considerable mental concentration.
MainRuleset 1153
LudiiRuleset 1153
Reference BGG
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Author Dale W. Walton
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Date 2020-12-11
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Credit Dale W. Walton
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Id 997
Name Hops-a-Daisy Generalized
NativeName
Description Equi-based games are games played on a hex grid that share the following properties: Each player has two kinds of pieces, one kind (Discs) move using steps and/or hops with flip-captures, the other kind (Hexes) are stationary. The stationary pieces have more score value, and they are limited to certain sites of placement. Identifying the placement sites for the stationary Hex pieces is based on their having an equal number of influencing neighbor pieces belonging to the player and to his (selected) enemy. Turns consist of either: placing any a piece, or moving a Disc. The Disc move may be followed by optionally placing a Hex piece. The game ends when in succession, none of the players adds a piece to the board. The winner is the player who has the highest score, with the first player not to place a piece winning in the case of a tiebreaker. In the original game of Equi, The influencing neighbor pieces were found along lines of sight, and included only those pieces that were at the same distance as the nearest of them. The original game also had special placement limitations not discussed here, to reduce cycling. These evolved into produce the version cited here. Areas of variation. The main families are: 1. Equi - Line of sight based rules, forced flip-hopping of enemy pieces, and optional friendly hops, piece values same magnitude, but opposite sign. Details are that moving Disc pieces can only be entered onto non-Equi sites and not to suicide sites. The game is intended as a 2 player strategy game. Equiversi - intended to be easier to play and more territorial and have less cycling issues. The first change was to replace line of sight influence with adjacent piece influence, that is easier to see. With the increase in hex placement opportunities thus available, friendly hops were disallowed. Then a second evolution, Equiversi-2, occurred with the concept of allowing players to decide a range of piece values for the Discs prior to play, -- represented here only by the selection of a zero value. Reduced value allowed for a relaxation of all placement restrictions on the Discs. An implementation side effect is that selecting a site gives a piece-choice pop-up for those sites where Hexes may be played. Pre-selecting the piece to play would be a better implementation. Evolution to Hops-a-Daisy Nothing in the game prohibits a multi-player implementation, except that king-making could be an issue. Thus the idea of a small, light multi-player game based on Equi was born. To increase the chaotic experience, the hop changes both piece type and ownership leading to entirely different strategies. Hops-a-Daisy default rules allow hopping any piece, 'morphing' it (changing its type). Opponent's pieces are flipped to the mover's ownership as well. For ease of play, Disc placement is either to Non-Hex sites or unlimited. Hex placement considers all opponents as enemies. These settings can be changed to restrict hopping and/or Hex placement rules to either the preceding or following player's pieces. The game is strictly for fun and thus should be played on a small board. These games also inspired Refugia, with different placement restrictions, single piece types, and ownership changes taking place in stages, which has been implemented separately on Ludii.
MainRuleset 1159
LudiiRuleset 1159
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Author Dale W. Walton
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Date 2020-12-26
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Id 1066
Name Throngs
NativeName
Description Throngs a highly abstracted wargame (territorial invasion game) for two players. It is typically played on the intersections of a triangular grid, using Go stones. It is a double-move game: each player takes 2 full turns in succession before the next player takes control. Movement: The game is distinguished by the way the power of a moving piece is determined according to the pieces around it: A piece can move as far as the difference in count of the friends and enemies in its immediate vicinity. Removing an enemy and adding one's own piece take one power unit each. Remaining power goes into a series of steps or hops that may change direction at empty locations. Strategy: Power to travel up to seven units per move can be developed during the game. As the offensive capacity develops, defensive measures are needed, first starting with limiting the mobility of enemy stones by approaching them, then by building walls, and thickening them along the axes of the opponent's catapulting sites (empty locations surrounded by many of that player's own stones.) These sites allow adding a stone and catapulting it up to a distance of 5, and are re-useable. In addition to these methods, defense is by scattering stones behind one's own lines to immobilise enemy stones that invade. The majority of turns naturally involve placement as well as movement, due to the benefit of gaining material; even though newly placed stones travel a reduced distance due to the cost of their placement. Occasional moves without placement are used mainly to initiate difficult invasions, as they risk simultaneously opening up positional weaknesses. Individual stones may be captured by replacement when they are sufficiently out-numbered at a location, which means that towards the end of the game, chains of stones not anchored to a triangle, loop, or board edge will be consumed one-by-one by captures. Thus the shape and nature of territorial walls is worth contesting. Boards: The standard board is centerless, designed to allow maximal distance moves from the center, while minimizing the size of the board. The hexagonal corner regions help to stabilize invasions in outlying areas. The reverse angles along the edge are slightly less defensible than the other parts, breaking the edges into stategic zones. The game is easily adapted not only to to different size and shape boards, but also to different grid topologies, while remaining interesting and playable. A 'perforated' grid is included to demonstrate this, but there are many other possibilities as well. The center of the board is very advantageous, and a pie rule or balanced starting positions are needed. The standard starting position places the initial pieces near the edges to allow players a wider variety of strategies. Placing multiple starting stones, and or playing on torus boards, leads to finer grained, denser, highly tactical games, while using few starting pieces and larger boards or boards with less connectivity (e.g. boards with holes, and boards on semi-regular grids) lead to a more territorial game. Play on a torus also eliminates the advantage of a board center, but requires a larger board because invasion is no longer from a single direction.
MainRuleset 1224
LudiiRuleset 1224
Reference BGG Forum
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Author Dale W. Walton
Publisher
Date 2019-11-18
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Credit Dale W. Walton 2020-11-11
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Id 1167
Name Goats Wintering
NativeName
Description 'Goats Wintering' gives the impression of goats gathering into herds in a sheltered area as winter approaches. The goal is to maximize the connections between the goats. However, goats may not be placed too close to others of their kind along sight-lines. So there is tension in who can place and move their goats together most efficiently. The novel movement mechanism is that a goat's movement is restricted to steps that increase its friendly contact, -- or, when increasing friendly contact is not avaiable to it, steps that decrease its contact with competing goats. When goats get close enough to others of their kind, they can then thus move to join a flock and increase the connections. But frequently they will need the presence of the opponent's goats to be able to get this close to their own flocks. This is because goats allow movement choices for any goats near them: isolated goats can't move. So, the tension is in finding places to enter one's goats that are at a suitable range to gather them together. There is capture: Moves that fully surround any of the opponents goats cause those goats to leave the play area. To prevent cycling, the subordinate kind of goat move is not allowed after a pass. This allows a player with a strong lead to pass until the other player runs out of moves and the game ends. The game is inspired from Infuse by the same Author, but the clumping here is more open and pronounced and clumps are distance-limited, not line-of-sight limited. It may be played on either hex grids with adjacent movement, or square grids with ortho-diagonal diagonal movement.
MainRuleset 1327
LudiiRuleset 1327
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Author Dale W. Walton
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Date 2020-11-19
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Id 1361
Name Faraday
NativeName
Description 'Faraday' is a two-player, maximal-group-connection game that can be played on a variety of grids but is best on a hexagonal grid, or on a semiregular triangle-square grid with diagonals. The gist of this placement game is that pieces, like localized electric charges, attract opposites and repel similar charges, so placement can only be on cells surrounded by excess of the opposite charge; or else, where at least half of the surounding cells are oppositely charged. The result is a conflict between attempting to connect your pieces together, but to do so, needing the opponent's pieces near at hand where they may also obstruct.
MainRuleset 1531
LudiiRuleset 1531
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Author Dale W. Walton
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Date 2021-03-26
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Id 1362
Name Claustro
NativeName
Description Claustro is a proximity restricted pure placement game in which a player loses as soon as one of there pieces is fully surrounded on their turn. The game is 'cold' and can work on multiple types of grids with the same principle.
MainRuleset 1532
LudiiRuleset 1532
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Author Dale W. Walton
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Date 2021-03-26
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Id 1368
Name Goldilocks Stones
NativeName
Description Goldilocks Stones is a pure placement game in which a player scores one point for each stone that has just the right number of friendly neighbors; i.e. 3 A fairly straight-forward game that fills about 90 percent of the board. The tactics lie in blocking placements or taking advantage of future placement sites where the opponent would need to sacrifice points to block your placement.
MainRuleset 1538
LudiiRuleset 1538
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Author Dale W. Walton
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Date 2021-04-14
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Id 1376
Name Brain Coral
NativeName
Description Brain Coral is a placement game based on the principle of placing pieces, such that afterwards, every site of the board remains connected to an empty site at the perimeter via a series of empty sites. Scoring is based on the size of the largest group plus a bonus factor. The standard bonus factor is the number of your own groups. Thus enlarging your largest group has the same value as creating a cloud of singletons, and anything else -- other than forcing your opponent to add to or join together non-largest groups, -- is a wasted opportunity. Basic strategy is either -- A: to form a defensive cloud to break opponent's efforts into multiple regions, and then, to connect your remaining dots into a single series; or else -- B: to create a large group for as long as you can, then cloud the other areas in self-blocking ways. The other bonus options are simpler, and thus need larger boards to be interesting: Bonus for number of opponent's groups, makes play highly cohesive -- you need to form one big group, -- but with an emphasis on controlling empty teritory, because the opponent is penalised when forced to place isolated pieces at the end. Playing without any bonus play is similar, but decided earlier, as territory is not an issue, only main group size. Tiebreakers: The standard tiebreaker is for the underdog to win based on the largest cascading group size without bonus. If all groups are paired in size with the opponent, last to play wins. For informal play, the tie breaker simplified as last-to-place.
MainRuleset 1548
LudiiRuleset 1548
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Author Dale W. Walton
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Date 2021-05-06
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Id 1377
Name Windflowers
NativeName
Description Windflowers is a finite, 2-4 player, place-or-capture, connectivity game. It is playable on a wide variety of grid and connectivity types. It is still experimental, as the best scoring and tiebreker combination needs to be resolved. Also more investigation is needed concerning the degree that kingmaking will be a broblem for the multiplayer version. Placement is to empty sites: Capture is by replacing an opponent's stone during placement if that opponent owns more of the surrounding stones than the moving player does. On boards with diagonals, diagonal connections are included in the count to determine if a piece can be captured, but are not used for determining scoring groups discussed below. Passing is allowed, and the game ends when all players have passed consecutively. The board typically is full at this point, but there might be capture options still available that are disadvantageous to take. Scoring has 2 options: Either scoring for stones placed, or for the largest group. Tie breakers scoring is needed to reduce the frequency of ties. multi-player cascade group scoring: Between those tied for winner, each pair of players is considered separately and the difference in size of their largest groups (after excluding all pairs of equal-size groups) is awarded to the owner of the larger group for cascade scoring (or to the owner of the smaller group for underdog scoring.) Underdog tiebreaking is currently prefered. In 2-player games, the last player to place is the final tie-breaker. Finiteness: Each individual placement/capture is obviously finite as eventually one of the players with the smallest number of surrounding pieces will have placed there. Proof is needed that, as a whole, cycling is impossible, but this is what is experienced practically, even with multiple players. If every thing is equal, the last to play wins. Thus on even boards, the first player is obligated to break mirror play to win. ---------------------- The previous version had the goal of least number of groups. This goal was flawed, allowing the simple strategy of always passing to force a win.
MainRuleset 1549
LudiiRuleset 1549
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Author Dale W. Walton
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Date 2021-05-25
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Id 1411
Name Morpharaoh
NativeName
Description The title of the game Morpharaoh is a nod to capture (morph), connection (a row), a previous square grid connection game by Luis Bolaños Mures' Morphos which inspired it, and to the Cairo tiling used for the board. The game solves the cross-cut problem of boards with cells that meet 4-to-a-vertex in some locations, by use of a capture based on a majority n of adjacencies, thus preventing immediate recapture. To minimise the amount of captures, and thus provide the a more strategic game than one based on simple majority captures, the captures are limited to those that resolve crosscuts along an existing diagonal connection, using a lobsided 'V' pattern of surrounding stones. -- and restricting edge capture to captures adjacent to an adjacent pair of stones. Option is provided for independently relaxing these restrictions. A pie offer option has not yet been implemented. The boards provided are a 48 cell and 160 cell board, designed specifically to provide an odd number of neighbors to each cell: 5 in the interior, and 3 at every edge cell. The Cairo board is one of the few regualr grids that permit such a condition. It also dilutes the possible cross-cuts to two per location, compared with 4 per location on a square grid.
MainRuleset 1585
LudiiRuleset 1585
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Author Dale W. Walton
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Date 2021-07-18
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Id 1434
Name Sprout-R-Out
NativeName
Description Sprout-R-Out is a newly invented territorial game for Cairo and limping Hex boards based on an original placement protocol: Players place one stone next to each opponent's group, but without touching any other group. Any group that cannot be played beside is removed. This creates an capture dynamic superficially like Go where groups get overgrown and die. Unlike Go, a single, isolated eye, once formed, is enough to give life. On the other hand, even multiple larger eyes can be insufficient for life, because the timing of capture and the requirement to play against every opponent's group if possible, can leave multiple eyes filled with uncaptured stones. The feeling of the game definitely not like Go. The game is more tactical because placements are constrained to be adjacent to existing pieces, and multiple pieces are played per turn. Spreading pieces out to quickly surround the opponent during your turn can easily backfire, as it leads to more opponent placements and fewer locations needed by the opponent to surround your pieces.
MainRuleset 1649
LudiiRuleset 1649
Reference Dale W. Walton (BGG)
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Author Dale W. Walton
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Date 2021-08-21
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Id 1437
Name Netted
NativeName
Description Netted is a race to surround the opponent Nets include Hex diagonals and single empty spaces, and so can cross each other. It is placement only and so can be played as a paper and pencil game. However the computer version adds markers for the empty space connections which must be removed when the spaces are filled. The distinctive features are 1) a novel type of liberty for live groups that involves the count of available edge sites, and 2) the novel definitions for surrounding that include diagonals that cut groups, and connections across single empty spaces that can be broken by the opponent's placement. Moves are forced, suicide is prohibited, stalemate is a loss for the player who is stalemated. Strategy notes: sites next to the board corners are strong ways to gain the corner territory - Board should be at least 5-6 to avoid winnable edge play.
MainRuleset 1652
LudiiRuleset 1652
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Author Dale W. Walton
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Date 2021-08-13
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Id 1447
Name Branching Coral
NativeName
Description Branching Coral is a placement game based on the principle of placing pieces, such that, after placement, every site on the boards still has a connection via empty sites to an empty site at the perimeter. Branching Coral differs from its parent game Brain Coral by having a capture mechanism: After placement, all the neighboring stones with less than 2 adjacent empty sites are simultaneously captured. The placed piece itself must have 2 adjacent empty spaces before the captures to be a legal placement. These capture conditions assure that the game is finite, and that the ending patterns that form are varied and gracefully branched, without thick regions either of pieces or empty space. Scoring is based on the size of the largest group plus a bonus factor. The standard bonus factor is number of opponent's pieces captured. This works to reward capture and thus encourages breaking up opponent's groups, while remaining straight forward in the need to enlarge your largest group, it allows creating come-back groups, or staging combacks by capturing material. Other bonus options are: Bonus for number of your own groups, serving to encourage you to make one large group and many singletons, to break up your opponent's largest group, and to try to force the opponent to connect small groups into medium sized groups. This is similar to Brain Coral, with the added tactical element of capture. Bonus for number of opponent's groups; which is less interesting because it encourages players to form large clumps and to break up and limit opponent's group growth, and potentially partial mimicry in play. Playing without any bonus, is similar to opponent group count bonus, but even more straight forward. It leads to clumping, though there still is a need for defense from captures severing connections. In this version the game will normally be decided early because neither player can extend or break the critical group, and there is not enough space to create a larger one. Thus this option needs the largest boards. The standard tiebreaker is for the underdog to win based on the largest cascading group size without bonus. If all groups are paired in size with the opponent, last to play wins. For informal play, the tie breaker can be simplified as last-to-place.
MainRuleset 1660
LudiiRuleset 1660
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Author Dale W. Walton
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Date 2021-05-06
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Id 1448
Name Watershed
NativeName
Description Watershed is a square board placement game based on Branching Coral, with the principle of placing pieces, such that, after placement, every site on the boards still has a connection via empty sites to an empty site at the perimeter. Scoring for the standard Plateau version is based on the size of the largest group plus a bonus factor for the number of opponent's pieces captured. This works to reward capture and thus encourages breaking up opponent's groups, while remaining straight forward in the need to enlarge your largest group, it allows creating come-back groups, or staging combacks by capturing material. Ties are broken in favor of the underdog by considering only the largest group size as a negative score without including the capture bonus. Opponent-paired groups of the same size are excluded in this comparison. If all groups are paired in size with the opponent, last to play wins. Play is only on odd sized boards to avoid mirror strategy, since last to play also wins. A Floodplain variant reverses the board connections, group connections, bonus attribution and tie-breaker rules.
MainRuleset 1661
LudiiRuleset 1661
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Date 2021-05-06
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Id 1453
Name N-Mesh
NativeName
Description N-Mesh is a game on a square grid that evolved from Netted, an enclosure game on a hex grid. The game is a race to deprive the opponent of liberties by surrounding the opponent's stones and or by destroying the liberties by placing stones on them. If the players surround each other, the player with fewer captured stones wins, and where the result is still undetermined, the last to play loses. This latter rule prevents players from simply racing to cover up the liberties. ------------- The main differences from Netted is that life in N-Mesh requires only a single liberty for a region, and the liberties are specific cells distributed across the board. (Netted liberties were the edge cells and each stone required its own exclusive liberty) The difference in geometry also causes differences in connectivity: Both feature 3 types of connectivity used strategically to separate the opponent's stones from liberties. These include adjacency, as well as a short type of connection that can permanently cross the other player's connections and a longer type of connection that can be broken. In N-Mesh the long connections are at knight's move distance, and are broken by a pair of stones placed in between, and the crossing connections are diagonals. ------------- Surrounding is done by nets. A net is made of adjacent stones as well as stones connected by diagonals and single empty spaces. Thus opponent's nets can cross each other and a portion of a net may be surrounded without surrounding the whole net. Having a connection to a living stone does not guarantee life to another stone: what provides life to a stone is having an empty liberty cell in the same region defined by the opponent's surrounding net. Offensive tactics include: - Threatening to capture over-extended pieces, -- especially to pick off a single stone in diagonal-plus-double-knight's-move triangle, -- covering liberties in uncontrolled areas to capture a larger group or to make group life harder to achieve, -- or by creating forks. - Using knight's moves to quickly fence off large territory. -- enclosing more liberties and spaces to place on so that ones groups can survive longest - Reinforcing threatened knight's connections by adding a stone there. Defensive tactics include: Blocking threats by - breaking a knight's move connection by extending a line of stones across it. - placing on the site the opponent needs to complete the threat, - encircling the threat location, or for edges sites, - reducing the cut-off region to one empty edge site. Notes: -- Spacing of the liberties is arbitrary, but has been standardized to a regular spacing that can work on small and large boards, in order to allow the transfer of tactical knowledge from size to size. -- The distribution is purposefully asymmetrical to allow the greatest variety of pie offerings. -- If the game is to be played without a pie rule, a symmetrical arrangement is preferred for greater balance. The pie rule means that the game is a proven 2nd-player win, and the quality of the AI can be judged accordingly.
MainRuleset 1666
LudiiRuleset 1666
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Author Dale W. Walton
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Date 2021-09-17
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Id 1456
Name Make Muster
NativeName
Description Make Muster is one of several unification games that can be played on the Muster board. The Muster board is a rotated square board with ragged edges and 8 directions of connectivity. Standard sizes are order 2 through order 6. Each order board has 5 x the order squared playing positions.
MainRuleset 1669
LudiiRuleset 1669
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Author Dale W. Walton
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Date 2020-01-13
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Id 1461
Name Astralesce and Constellation
NativeName
Description 'Astralesce' and 'Constellate' are games based loosely on Kanare Kato's 'Advanced Squish'. The mechanism found in 'advanced Squish' of: 'move toward in-line-targets that are part of larger groups', is extended in these games to a future look-ahead restriction, i.e.: 'move along a line from a starting location to a location that is in line with a larger group than the moving piece had been in line with before.' This is inherently difficult perceptually, and it remains to be seen if the game can be played without the assistance of an app. However the game is both interesting and exciting, and appears to have various levels of strategy. The goal is unification, and causing a stalemate before achieving the goal is considered a loss. 'Astralesce' has sliding moves and captures that can remove multiple pieces. Thus stalemate is impossible, as the opponent cannot block movement. This is the preferred game. 'Constellation' also has sliding moves, but only allows capture at the move's desination. This means opponent's pieces can block some potential destinations.
MainRuleset 1731
LudiiRuleset 1731
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Date 2021-10-14
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Id 1462
Name Conflagration and Keep-a-riding
NativeName
Description Two of several Games inspired by Kanare Kato's 'Squish' Originally 'Squish' was a unification game with step movement toward a friendly piece in-line, possibly involving a capture. 'Advanced Squish' added a requirement on non-capturing steps for the piece to become part of a larger group. (Singletons were exempted.) -- 'Keep-a-Riding' and 'Conflagration' differ from 'Squish' by being explicitly stalemate games: Last to move wins or loses, respectively. They also differ by using slide captures, and by not including the 'Squish' core principle that requires movement toward in-line friendly pieces. Instead, they require the step move to bring the moving piece into new contact with another friendly piece. They typically end with only a few pieces on the board, and one player may be entirely eliminated. 'Keep-a-Riding' is themed as a 'last man standing' team demolition derby. But, knocking out an opponent's piece can only be done with pieces that cannot step to become part of a larger group. 'Conflagration', is themed 'fighting fire with fire': Getting eliminated is a win. Containment, where none of your flame pieces can move, is also a win. Conflagration has 2 subvariants 'Firestorm' and 'BackFire' in which the choice of moves that each flame piece can take are prioritized. - BackFire is shorter, more aggressive, because a flame piece must capture (become a 'backfire') if it can. - Firestorm requires a flame piece to step to join its own kind if it can, leading to a slower elimination of the flames in the end game.
MainRuleset 1732
LudiiRuleset 1732
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Date 2021-10-14
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Id 1463
Name Don't Mosey and The Last Scavenger
NativeName
Description Games inspired by Kanare Kato's 'Squish' 'Don't Mosey' and 'The Last Scavenger' are based on Kanare Kato's work developing 'Squish' and 'Advanced Squish'. Originally 'Squish' was a unification game with step movement toward a friendly piece in-line, possibly involving a capture. 'Advanced Squish' added a requirement on non-capturing steps for the piece to become part of a larger group. (Singletons were exempted.) -- 'Don't Mosey'and 'The Last Scavenger' differ by being explicitly stalemate games: Last to move wins or loses depending on the game. They also differ by using slide moves instead of steps, and having a different 'larger group' rule that restricts empty destination choices, but applies to any group formed along the path, and does not restrict captures (which must be the first opponent along the path).
MainRuleset 1733
LudiiRuleset 1733
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Date 2021-10-12
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Id 1464
Name Double-Move Situ
NativeName
Description Double-move Situ is based on 'Situ' a finite, Line-of-Sight game with the goal of being the last player able to complete their turn. The game is based on the choice of placing one's own piece or removing an opponent's piece. It can be played on hex grids, square grids or square grids with diagonals. The original Situ was played on a Hex grid with N, N+1 edges and a single stone pie-rule as an option. In contrast, 'Double-move Situ' starts with a single placement followed by double moves thereafter. Therefore centerless boards with an even number of nodes are used, and a Hex with edges N, N+2 assures this. However there is a changing parameter that determines which sites are controlled, and this parameter affects balance. So, the first player has the option of removing upto 2 nodes from the board, before the 2nd player starts with the single piece placement. Placement must be on empty nodes that are not controlled by the opponent, while removals are taken from nodes that the mover controls. Control is determined by the difference in count between the two player's pieces in line-of-sight of the given node. This difference is the parameter for the game. When the its value is met or exceeded, the player with the excess LoS pieces controls the site. In the original Situ this parameter is fixed at 2. In Double-move Situ it can be set from 1 to 4. The lower the number, the larger number of restricted nodes and possible captures, so the more tactical the game is. With higher numbers the game becomes more strategic. In any case, the game is finite, ending with one player running out of nodes to play upon. History: Situ is a descendant of my game Shaka that was designed as an exploration of line-of-sight. Shaka triggered the creation of Michał Zapała's 'Tore' and a flurry of LoS games on BGG Abstract Forum. While Situ may have helped stimulate Michał Zapała's 'Tumbleweed' As Alek Erikson tested Situ with me before assisting Michał with Tumbleweed's development. Steve Metzger and Luis Bolaños Mures 'Stigmergy' is a similar game, a simplification of 'Tumbleweed', that uses a majority of friendly LoS cells rather than a majority of the players pieces for control, and capture in that game is a flip whereas in 'Situ' it is a simple removal. A recent BGG thread proposing a game 'InSight' stimulated me to script my original game and create this new version.
MainRuleset 1734
LudiiRuleset 1734
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Date 2021-10-14
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Id 1467
Name Dogtown Clans
NativeName
Description 'Dogtown Clans' is a simplification of Double-move Situ and resembles Ki, as well. Differences from Ki include double moves, individual captures requiring a separate move without replacement, a last-able-to-move goal, preference for hex grid, and a parameter to define control. Difference from Situ is that control is based on adjacency. Like Situ, the game is based on the choice of placing one's own piece or removing an opponent's piece. It can be played on hex grids, square grids or square grids with diagonals. Placement must be on empty nodes that are not controlled by the opponent, while removals are taken from nodes that the mover controls. This control is determined by the difference in quantity of the two player's pieces that are adjacent to the given node. This difference is a parameter for the game, and when the value of the parameter is met or exceded, the player with the excess LoS pieces controls the site. The default for the parameter is 3.
MainRuleset 1737
LudiiRuleset 1737
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Date 2021-10-14
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Id 1474
Name Rabbit Warrens
NativeName
Description This game was designed to meet a challenge of making a territorial game without placement or capture. It also is a loop-forming game, as territory is defined as the area contained within loops - but the goal is not first to make a loop, but rather territory scoring. The scoring is unique as far as I know. The score is the product of two factors: The first factor is the count of all the empty spaces fully surrounded by the player's pieces (edges don't count as an enclosure) The second factor is the number of distinct regions that a player's pieces enclose. A region includes both empty sites and sites occupied by the opponent. As a player fills a space to sub-divide it, one factor is traded off for the other. The board is scaled to be half full with each player having roughly the square of the number of pieces needed to enclose an area equal to the pieces used to enclose it. Movement is designed to progressively increase density. This moves pieces into contact to form loops, subdived them, and in the extreme, to fill them. Players determine when their score is optimized and pass successively to end the game. For flexibility, of movement, pieces can also move to sites of equal friendly density, which makes the game a race with the potential for cooperative cycles. To prevent cold positions that would cause forced cycling, there is a secondary restriction for this case: pieces most move to have fewer adjacent enemies. This makes filling an opponent's territory difficult, or impossible if one doesn't already have a presence there. It also means pieces within or associated with enemy territory have high mobility, and may be used to create or expand territories in the end game (but often at the cost of significantly increasing the other player's score.) Tie breaker is the last to play loses, in keeping with the nature of a race for the highest score. This game was designed in consultation with Alexander Brady.
MainRuleset 1761
LudiiRuleset 1761
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Date 2021-11-02
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Id 1475
Name Epoxy
NativeName
Description Epoxy is a version of 'Shaka' (my ancestor game a few other games including my game Situ.) Shaka was a territorial lines-of-sight game based on out-of-sight entry, sliding moves, increasing stone contact, capture by enclosure and double-pass ending. Epoxy does not involve capture, and is a survival game. It is played on a special, 'perforated' triangular grid that makes the game more manageable than pure Shaka by limiting the lines of sight and movement. Both Epoxy and Situ improve the balance and opening stability of Shaka by using a '12* double-move protocol' (that is, after the first placement, players alternate taking double turns.) Epoxy differs from Situ in having no capture, but having movement. Movement is controlled by adjacency to the opponent's stones, effectively locking stones in place as they neighbour more and more opponent's stones. This creates territories that can be filled, as well as dead-zones for movement and/or placement. Due to this territorial nature, unlike Situ, turns may be partially passed, but a full pass is by definition a resignation. Territory equates to the availability of future placements when other movement is no longer possible, and the goal is to be the last to play.
MainRuleset 1762
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Date 2020-12-05
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lkjh Maastricht University Data Science and Knowledge Engineering (DKE), Paul-Henri Spaaklaan 1, 6229 EN Maastricht, Netherlands Funded by a €2m ERC Consolidator Grant (#771292) from the European Research Council