background Ludii Portal
Home of the Ludii General Game System


Home Games Forum Downloads Concepts Contribute Tutorials Tournaments World Map About

Concept Search

This page allows you to search for games which contain specific concepts or keywords associated with the concepts.
These concepts are terms that describe a game-related idea that encapsulates something useful about the game.

To search for games that contain specific concepts or keywords, select them from the drop down boxes below, and then click Search. You can also search for specific concept values, which is useful for integer values such as NumPlayers. To search for games that do not contain a concept, search for the value 0.
By default your query will return only games that contain all of your selected concepts or keywords. To return all games that contain any of your selected concepts or keywords, select the "Games with any selected ..." checkbox.

If you want to contribute to Ludii by suggesting new concepts, please go to the Forum page.

     Games with any selected concept

     Games with any selected keyword


Concept Selection

271 concept names found.

DeductionPuzzle: Deduction puzzle.
HiddenInformation: Use hidden information.
Match: Match game.
Mode (StringData): Mode of play.
NumPlayers (IntegerData): Number of players.
Stochastic: Stochastic game.
Team: Use teams.

AlquerqueTiling: Alquerque tiling.
AsymmetricPiecesOwned: Different piece types owned by each player.
BiasedDice: Use biased dice.
Boardless: Boardless game.
BrickTiling: Brick tiling.
Card: Use cards.
Cell: Use cells.
CelticTiling: Celtic tiling.
CircleShape: Circle shape.
CircleTiling: Circle tiling.
DiamondShape: Diamond shape.
Dice: Use dice.
Domino: Use dominoes.
Edge: Use edges.
Hand: Use hand container.
HasTrack: Use tracks.
HexShape: Hexagonal shape.
HexTiling: Hexagonal tiling.
Hints: Use hints.
LargePiece: Use large pieces.
ManyContainers: Use more than one container.
MorrisTiling: Morris tiling.
MultiGraphElement: Use more than one graph element.
NumAdjacentDirections (DoubleData): Average number of adjacent directions of each playable site on the board.
NumBottomSites (IntegerData): Number of bottom sites of the board.
NumCells (IntegerData): Number of cells of the board.
NumCentreSites (IntegerData): Number of centre sites of the board.
NumColumns (IntegerData): Number of columns of the board.
NumComponentsType (IntegerData): Number of component types.
NumComponentsTypePerPlayer (DoubleData): Average number of component types per player.
NumConcaveCorners (IntegerData): Number of concave corners of the board.
NumContainers (IntegerData): Number of containers.
NumConvexCorners (IntegerData): Number of convex corners of the board.
NumCorners (IntegerData): Number of corners of the board.
NumDiagonalDirections (DoubleData): Average number of diagonal directions of each playable site on the board.
NumDice (IntegerData): Number of dice.
NumDirections (DoubleData): Average number of directions of each playable site on the board.
NumEdges (IntegerData): Number of edges of the board.
NumInnerSites (IntegerData): Number of inner sites of the board.
NumLayers (IntegerData): Number of layers of the board.
NumLeftSites (IntegerData): Number of left sites of the board.
NumOffDiagonalDirections (DoubleData): Average number of off diagonal directions of each playable site on the board.
NumOrthogonalDirections (DoubleData): Average number of orthogonal directions of each playable site on the board.
NumOuterSites (IntegerData): Number of outer sites of the board.
NumPerimeterSites (IntegerData): Number of perimeter sites of the board.
NumPhasesBoard (IntegerData): Number of phases of the board.
NumPlayableSites (IntegerData): Number of playables sites in total.
NumPlayableSitesOnBoard (IntegerData): Number of playables sites on the board.
NumRightSites (IntegerData): Number of right sites of the board.
NumRows (IntegerData): Number of rows of the board.
NumTopSites (IntegerData): Number of top sites of the board.
NumVertices (IntegerData): Number of vertices of the board.
ParallelogramShape: Parallelogram shape.
PieceForwardDirection: Pieces with forward direction.
PieceValue: Pieces with value.
PrismShape: Prism shape.
QuadHexTiling: QuadHex tiling.
RectangleShape: Rectangle shape.
SemiRegularTiling: Semi regular tiling.
SpiralShape: Spirale shape.
SpiralTiling: Spiral tiling.
SquareShape: Square shape.
SquareTiling: Square tiling.
StarShape: Star shape.
Tile: Use tiles.
TriangleShape: Triangle shape.
TriangleTiling: Triangle tiling.
Vertex: Use Vertices.

InitialAmount: Sets initial amount.
InitialCost: Sets initially some costs on graph elements.
InitialPot: Sets initial pot.
InitialRandomPlacement: Places initially randomly some pieces.
InitialScore: Sets initial score.
PiecesPlacedOnBoard: Places initially some pieces on the board.
PiecesPlacedOutsideBoard: Places initially some pieces (different of shared dice) outside of the board.

Add: Decide to add pieces.
AdjacentDirection: Use adjacent directions.
AllDirections: Use all directions.
BackwardDirection: Use backward direction.
BackwardLeftDirection: Use backward left direction.
BackwardRightDirection: Use backward right direction.
BackwardsDirection: Use backwards direction.
Bet: Decide to bet.
Blocking: Detect stalemate.
ByDieMove: Each die can correspond to a different move.
CanMove: Check if a piece (or more) can make specific move(s).
CanNotMove: Check if a piece (or more) can not make specific move(s).
CaptureSequence: Capture many pieces in a sequence at the end of the turn.
CheckRepeat: Check for repeated states.
Connection: Connect regions.
Contains: Check if a site is in a region.
CustodialCapture: Custodial captures.
DiagonalDirection: Use diagonal directions.
DirectionCapture: Direction captures.
DistanceSites: Check distance between two sites.
EncloseCapture: Enclose captures.
Fill: Check region filled by pieces.
Flip: Flip pieces.
ForwardDirection: Use forward direction.
ForwardLeftDirection: Use forward left direction.
ForwardRightDirection: Use forward right direction.
ForwardsDirection: Use forwards direction.
FromTo: Make a FromTo move.
Group: Detect a group.
HidePieceCount: Hide number of pieces.
HidePieceIndex: Hide piece index.
HidePieceOwner: Hide piece owner.
HidePieceRotation: Hide piece rotation.
HidePieceState: Hide the site state.
HidePieceValue: Hide piece value.
Hop: Decide to hop pieces.
HopCapture: Hop captures.
HopCaptureMoreThanOne: Decide to capture in hopping more than one site.
HopEnemyToEmpty: Decide to hop an enemy piece to an empty site.
HopEnemyToEnemy: Decide to hop an enemy piece to an enemy piece.
HopEnemyToFriend: Decide to hop an enemy piece to a friend piece.
HopFriendToEmpty: Decide to hop a friend piece to an empty site.
HopFriendToEnemy: Decide to hop a friend piece to an enemy piece.
HopFriendToFriend: Decide to hop a friend piece to a friend piece.
HopMoreThanOne: Decide to hop more than one site.
InterveneCapture: Intervene captures.
InvisiblePiece: Make invisible a piece.
IsEmpty: Check if a site is empty.
IsEnemy: Check if a player is an enemy.
IsFriend: Check if a player is a friend.
Leap: Decide to make a leap move.
LeapToEmpty: Decide to leap to an empty site.
LeapToEnemy: Decide to leap to an enemy piece.
LeapToFriend: Decide to leap to a friend piece.
LeftwardDirection: Use leftward direction.
LeftwardsDirection: Use leftwards direction.
Line: Detect a line.
LineOfSight: Use line of sight of pieces.
Loop: Check for a loop.
MaxCapture: Maximise the number of captures.
MaxDistance: Maximise the distance to move.
MaxMovesInTurn: Maximise the number of moves in a turn.
NoPiece: Detect there is no piece.
NumPlayPhase (IntegerData): Number of play phases.
OffDiagonalDirection: Use off diagonal directions.
OppositeDirection: Use opposite direction of a previous move.
OrthogonalDirection: Use orthogonal directions.
PathExtent: Check for a path extent.
Pattern: Check for a specific pattern.
Phase: Involve play phases.
PieceCount: Many pieces of the same type on a site.
Priority: Some moves are priority.
Promotion: Promote piece(s).
Push: Push pieces.
Remove: Remove pieces.
ReplacementCapture: Replacement captures.
RightwardDirection: Use rightward direction.
RightwardsDirection: Use rightwards direction.
Rotation: Rotation moves.
RotationalDirection: Use rotational directions.
SameDirection: Use same direction of a previous move.
SameLayerDirection: Use directions in the same layer.
Scoring: Involve scores.
SelectRemoveDecision: Decide to remove pieces.
Shoot: Decide to shoot.
Slide: Decide to make a slide move.
Sow: Sowing stones.
Step: Decide to make a step move.
StepToEmpty: Decide to step to an empty site.
StepToEnemy: Decide to step to an enemy piece.
StepToFriend: Decide to step to a friend piece.
SumDice: Use sum of all dice.
SurroundCapture: Surrounded captures.
SwapPieces: Decide to swap pieces.
SwapPlayers: Decide to swap players.
TakeControl: Take control of enemy pieces.
Territory: Involve territory.
Threat: Detect a threat.
Vote: Decide to vote.

BlockingGoal: End if stalemate.
Checkmate: End if checkmate.
ConnectionGoal: End if connected regions.
Escape: Win if no piece.
FillGoal: End in filling a region.
GroupGoal: End in making a group.
LineGoal: End in making a line.
LoopGoal: End in making a loop.
PathExtentGoal: End with a path extent.
PatternGoal: End in making a pattern.
ReachGoal: End in reaching a region.
ScoringGoal: End in comparing scores.
TerritoryGoal: End related to a territory.

CopyContext: The context can be copied during computation of the moves.
DoLudeme: Use a (do ...) ludeme.
ForEachPiece: Describes moves per piece.
InternalCounter: Use internal counter of the state.
PlayerValue: Use player value.
RotationState: Use rotation state.
SiteState: Use site state.
StackState: Use stack state.
Then: Use consequences moves (then).
Variable: Use state variable(s).
VisitedSites: Store visited sites in previous moves of a turn.

AnimalComponent: Use animal components.
BackgammonStyle: Use Backgammon style.
BallComponent: Use Ball components.
CheckersComponent: Use Checkers components.
ChessComponent: Use Chess components.
ChessStyle: Use Chess style.
DiscComponent: Use Disc components.
FairyChessComponent: Use fairy Chess components.
GoStyle: Use Go style.
GraphStyle: Use Graph style.
HandComponent: Use Hand components.
JanggiComponent: Use Janggi components.
JanggiStyle: Use Janggi style.
MancalaStyle: Use Mancala style.
NoBoard: Board is not shown.
PenAndPaperStyle: Use PenAndPaper style.
PloyComponent: Use Ploy components.
ShibumiStyle: Use Shibumi style.
ShogiComponent: Use Shogi components.
ShogiStyle: Use Shogi style.
ShowPieceState: Show piece states.
ShowPieceValue: Show piece values.
Stack: Use stacks.
StackType: Visual of a stack is modified.
StrategoComponent: Use Stratego components.
SurakartaStyle: Use Surakarta style.
Symbols: Use Symbols.
TableStyle: Use Table style.
TaflComponent: Use Tafl components.
TaflStyle: Use Tafl style.
XiangqiComponent: Use Xiangqi components.
XiangqiStyle: Use Xiangqi style.

Absolute: Absolute value.
Addition: Addition operator.
ComparisonOperator: Comparison operators (=, >, >=, <, <=, !=).
Complement: Complement Operator (Difference).
ConditionalStatement: Conditional Statement (If).
ControlFlowStatement: Control Flow Statement (For).
Cosine: Cosine operator.
Division: Division operator.
Equal: = operator.
Even: Even values.
Exponential: Exponential operator.
Exponentiation: Exponentiation operator.
Float: Float values.
GreaterThan: > operator.
GreaterThanOrEqual: >= operator.
Intersection: Intersection Operator.
LesserThan: < operator.
LesserThanOrEqual: <= operator.
Logarithm: Logarithm operator.
LogicalConjunction: Logical Conjunction (And).
LogicalDisjunction: Logical Disjunction (Or).
LogicalExclusiveDisjunction: Logical Exclusive Disjunction (Xor).
Maximum: Maximum value.
Minimum: Minimum value.
Modulo: Modulo operator.
Multiplication: Multiplication operator.
Negation: Logical Negation (Not).
NotEqual: != operator.
Odd: Odd values.
Sine: Sine operator.
SquareRoot: Square root operation.
Subtraction: Subtraction operator.
Tangent: Tangent operator.
Union: Union Operator.

81 concept keywords found.

AbsoluteDirection: Absolute Direction concepts.
Algebra: Algebra.
Algorithmic: Algorithmic.
Amount: Amount data concepts.
Arithmetic: Arithmetic.
Bet: Bet move concepts.
Board: Board concepts.
Capture: Capture concepts.
Card: Card components.
Chess: Chess games.
Column: Column concepts.
ComparisonOperator: Comparison Operators.
Component: Component concepts.
Connected: connected regions concepts
Container: Container concepts.
CSP: Constraint Satisfaction problems.
Decision: Decide to make a move.
Dice: Dice component concepts.
Direction: Direction concepts.
Distance: Distance concepts.
Domino: Domino component concepts.
Empty: Empty site concepts.
Enemy: Enemy piece or player.
Fill: Fill region concepts.
Flip: Flip move concepts.
Friend: Involves friend pieces.
Graph: Graph concepts.
Group: Group concepts
Hidden: Hidden information concepts.
Hint: Board with hints.
Hop: Hop move concepts.
LargePiece: Large piece concepts.
Leap: Leap move concepts.
LegalMoves: Legal moves concepts.
Line: Line concepts.
LineOfSight: Line of sight concepts.
LogicalOperator: Logical Operators.
Loop: Loop concepts.
Mancala: Mancala games
Match: Match concepts.
Move: Move concepts.
MovePiece: Moving a piece.
Path: Path concepts.
Pattern: Pattern concepts.
Phase: Play Phase concepts.
PieceCount: Piece count concepts.
PieceValue: Piece value concepts.
Placement: Initial Placement starting rules.
Player: Player concepts.
Pot: Pot concepts.
Promotion: Promotion move concepts.
Push: Push move concepts.
Puzzle: Puzzle games.
Race: Race concepts.
Random: Random concepts.
Reach: Reach a region concepts.
RelativeDirection: Relative Direction concepts.
Repetition: Repetition state concepts.
Rotation: Rotated pieces.
Row: Row concepts.
Score: Score concepts.
SetOperator: Set Operators.
Shape: Shape of the board.
Shogi: Shogi games.
Slide: Slide move concepts.
Space: Spatial concepts.
Stack: Stack concepts.
State: Game state concepts.
Step: Step move concepts.
Stochastic: Stochastic concepts.
Style: Style of the board.
Swap: Swap move concepts.
Team: Team concepts.
Territory: Territory concepts.
Test: Test a condition.
Tile: Tile piece concepts.
Tiling: Tiling of the board.
Track: Track concepts.
Vote: Vote move concepts
Walk: Walk concepts.
Xiangqi: Xiangqi games.


     Contact Us

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