Game Design Competition
Here are four more games from the Unequal Board Spaces Game Design Competition. Other games were initially published in AG22, including the winner, Dag en Nacht. We still have two games to present from the competition, Seesaw and the late entry Blither, which will both go into AG24. The plan also is to investigate Dag en Nacht more fully in a future issue. In any case, these games all embody the wargaming concept of "terrain," as interpreted for abstract games. David Parlett's article on Katarenga in AG17 was the inspiration, as it pulls together many historical games of this type, together with Katarenga itself. This competition will finally close in the next issue, and thereafter we should plan what comes next. We are leaning toward abstract games with an element of bluff, inspired by the great game Mentalis, described in AG1, but we are very open to suggestions. ~ Ed.
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Andalusia
by Chris Huntoon
The game of Checkers was invented when someone took the ancient game of Alquerque and transferred it to the Chess board. This game imagines the opposite happened—playing Chess on an Alquerque board.
The game uses a modified quadruple Alquerque board with every other horizontal and vertical line removed, but the stop left in. This is a rare layout used in some traditional African games. I was inspired to design this game after seeing this layout used in another game. I've tried to go back and find what this game was, so as to give it proper credit. But it seems so obscure that whatever referenced it has since been lost.
by Chris Huntoon
The game of Checkers was invented when someone took the ancient game of Alquerque and transferred it to the Chess board. This game imagines the opposite happened—playing Chess on an Alquerque board.
The game uses a modified quadruple Alquerque board with every other horizontal and vertical line removed, but the stop left in. This is a rare layout used in some traditional African games. I was inspired to design this game after seeing this layout used in another game. I've tried to go back and find what this game was, so as to give it proper credit. But it seems so obscure that whatever referenced it has since been lost.
Pieces move along lines on the board. There are three types of pieces:
King: A King can move one step along a line in any direction. Like Chinese Chess, it has the special power to threaten the enemy King across the board along an empty line. For this reason, it is not permitted to make a move that leaves the two Kings facing each other with nothing in between. Unlike Chinese Chess, the King is not restricted to a particular area of the board, so it can threaten the enemy King along any line and in any direction. [The single King each side is shown by a crown.]
Chariot: A Chariot can slide any number of spaces along a line in any direction. [The six Chariots on each side are shown by wheels.]
Soldier: A Soldier can move one step along a line in any non-retreating direction. It can move two spaces from its starting position, as long as it is not a capturing move. A Soldier promotes to a Chariot on the second to last rank. [The nine Soldiers on each side are show by helmets.] ◾️
King: A King can move one step along a line in any direction. Like Chinese Chess, it has the special power to threaten the enemy King across the board along an empty line. For this reason, it is not permitted to make a move that leaves the two Kings facing each other with nothing in between. Unlike Chinese Chess, the King is not restricted to a particular area of the board, so it can threaten the enemy King along any line and in any direction. [The single King each side is shown by a crown.]
Chariot: A Chariot can slide any number of spaces along a line in any direction. [The six Chariots on each side are shown by wheels.]
Soldier: A Soldier can move one step along a line in any non-retreating direction. It can move two spaces from its starting position, as long as it is not a capturing move. A Soldier promotes to a Chariot on the second to last rank. [The nine Soldiers on each side are show by helmets.] ◾️
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Bagel
by Phil Leduc
Bagel is a quick, tense game with random setup for two players in which players try to create as many 3-in-a-row lines as possible—similar to Tic-Tac-Toe. Each turn, players must decide whether to score points, set up scoring opportunities, or hinder their opponent. Although players will develop general strategies for optimizing their scores, the random set up of the board requires players to closely examine each game state before placing discs
by Phil Leduc
Bagel is a quick, tense game with random setup for two players in which players try to create as many 3-in-a-row lines as possible—similar to Tic-Tac-Toe. Each turn, players must decide whether to score points, set up scoring opportunities, or hinder their opponent. Although players will develop general strategies for optimizing their scores, the random set up of the board requires players to closely examine each game state before placing discs
Components
Set up
Shuffle or mix the 36 tiles and create a randomized base 4 hex-hex layout of face up tiles with no centre tile. The round tiles should easily pack together using a little care and perhaps a straight edge or ruler to line up the tiles.
Each player takes a set of 20 discs into their reserve.
The white player will play first.
Note: Bagel can be played using the suits of a standard deck of cards or a Rook deck, and two sets of checkers. The cards are laid out, in overlapping brick fashion, to form a base 4 hex-hex board using nine cards (ace to nine) in four suits and leaving the centre space empty.
See Figure 1 for a sample layout.
- 36 round tiles. Four sets of nine in four colour-symbol combinations, (e.g., red bagels, orange baguettes, green coffee cups and blue croissants). The symbols are to help colourblind players.
- 40 discs. Two set of 20 discs in two colours, white and black.
- Paper and pencil or two 20-sided dice in two colours for in-game scoring.
Set up
Shuffle or mix the 36 tiles and create a randomized base 4 hex-hex layout of face up tiles with no centre tile. The round tiles should easily pack together using a little care and perhaps a straight edge or ruler to line up the tiles.
Each player takes a set of 20 discs into their reserve.
The white player will play first.
Note: Bagel can be played using the suits of a standard deck of cards or a Rook deck, and two sets of checkers. The cards are laid out, in overlapping brick fashion, to form a base 4 hex-hex board using nine cards (ace to nine) in four suits and leaving the centre space empty.
See Figure 1 for a sample layout.
Game Term
An n-in-a-row consists of 1 or more (n) like-coloured discs that are aligned and connected. The centre space, empty tiles, and opponent's discs break connectivity.
Game Play
The first player starts the game by placing a white disc on any empty tile. The pie rule can be applied; see Pie Rule below.
Following the first player's placement, player turns will alternate.
On a turn, a player must place either one or two discs from their reserve, using the following restrictions:
To end a turn, the player should update his or her score using paper and pencil or scoring dice by adding one for each new 3-in-a-row created on the current turn—rows that contain at least one of the newly placed discs. For example, extending a pre-existing 3-in-a-row to a 4-in-a-row only adds one to the player’s score. See the Scoring below.
Pie Rule
To apply the pie rule, on the second player's first turn only, he may opt to accept the first player's move as his own. The second player exchanges discs with his opponent and does not place any discs. In effect, the second player becomes the new first player! Following this role exchange play continues with no further role swapping.
Game End
The game ends when one player cannot place a disc, either due to no remaining empty tiles on the board or no remaining discs in reserve. At game’s end scoring verification takes place.
Scoring
Players count the number of 3-in-a-rows created by their discs. The 3-in-a-rows can overlap or intersect. For example, a 5-in-a-row counts as three overlapping 3-in-a-rows. The 3-in-a-rows are counted in all three directions established by the hex layout. In general, an n-in-a-row scores n-2 points.
An n-in-a-row consists of 1 or more (n) like-coloured discs that are aligned and connected. The centre space, empty tiles, and opponent's discs break connectivity.
Game Play
The first player starts the game by placing a white disc on any empty tile. The pie rule can be applied; see Pie Rule below.
Following the first player's placement, player turns will alternate.
On a turn, a player must place either one or two discs from their reserve, using the following restrictions:
- Discs may only be placed on empty tiles. (This excludes the centre space and occupied tiles.)
- When two stones are placed, they must be placed on two like-coloured (or like-symboled) tiles which are aligned (in the same row or diagonal). The intervening tiles can be empty or contain a disc of either player colour. The centre hole can also be ignored. That is, tiles on opposite sides of the centre hole can be selected.
To end a turn, the player should update his or her score using paper and pencil or scoring dice by adding one for each new 3-in-a-row created on the current turn—rows that contain at least one of the newly placed discs. For example, extending a pre-existing 3-in-a-row to a 4-in-a-row only adds one to the player’s score. See the Scoring below.
Pie Rule
To apply the pie rule, on the second player's first turn only, he may opt to accept the first player's move as his own. The second player exchanges discs with his opponent and does not place any discs. In effect, the second player becomes the new first player! Following this role exchange play continues with no further role swapping.
Game End
The game ends when one player cannot place a disc, either due to no remaining empty tiles on the board or no remaining discs in reserve. At game’s end scoring verification takes place.
Scoring
Players count the number of 3-in-a-rows created by their discs. The 3-in-a-rows can overlap or intersect. For example, a 5-in-a-row counts as three overlapping 3-in-a-rows. The 3-in-a-rows are counted in all three directions established by the hex layout. In general, an n-in-a-row scores n-2 points.
Figure 2: Here White has taken a strong, central position, c4, with potential for three 3-in-a-rows as indicated by the red lines. Black can choose to block, but will only be able to block two of these three threats. Instead, Black is better off turning the tables on the first player by invoking the pie rule!
Figure 3: Black plays c3 and d3. This blocks one of White's 3-in-a-rows and stops any longer n-in-a-rows on the c1-c6 diagonal.
Figure 4: White completes a 3-in-a-row with a2 and b3. Black replies with e3 and e6 completing a 3- in-a-row and limiting White on the a2-f7 diagonal. What should White do here? c5, c6 seems good but d5, f5 creates a 4-in-a- row (worth two 3-in-a-rows) and blocks Black on the b1-g6 diagonal.
Winning the Game
The player with the most 3-in-a-rows wins the game.
If tied, the players compare their longest n-in-a-rows of size greater than 3. The player with the longest, unmatched n-in-a-row wins. Finally, if still tied, the second player (Black) to place discs in the game wins.
Variant
Big Bagel is Bagel played on a base 5 hex-hex board.
Game play for Big Bagel is the same as for Bagel, but the goal is to form 4-in-a-rows. It is not so easy to form 4-in-a-rows, and Big Bagel is more strategic and has the advantage of less counting. Here is an example game result for Big Bagel.
Figure 3: Black plays c3 and d3. This blocks one of White's 3-in-a-rows and stops any longer n-in-a-rows on the c1-c6 diagonal.
Figure 4: White completes a 3-in-a-row with a2 and b3. Black replies with e3 and e6 completing a 3- in-a-row and limiting White on the a2-f7 diagonal. What should White do here? c5, c6 seems good but d5, f5 creates a 4-in-a- row (worth two 3-in-a-rows) and blocks Black on the b1-g6 diagonal.
Winning the Game
The player with the most 3-in-a-rows wins the game.
If tied, the players compare their longest n-in-a-rows of size greater than 3. The player with the longest, unmatched n-in-a-row wins. Finally, if still tied, the second player (Black) to place discs in the game wins.
Variant
Big Bagel is Bagel played on a base 5 hex-hex board.
Game play for Big Bagel is the same as for Bagel, but the goal is to form 4-in-a-rows. It is not so easy to form 4-in-a-rows, and Big Bagel is more strategic and has the advantage of less counting. Here is an example game result for Big Bagel.
Figure 5: Counting 4-in-a-rows, White wins 8 to 7. If 3-in-a-rows are counted, White would win 22 to 18.
Designer Comments
When designing games, I prefer to design accessible, simple, short, tight games that are creative or offbeat in some way. Hopefully, players will find Bagel meets these criteria well.
I like the idea that a game does not have to be purchased to be enjoyed. Bagel can be played using a standard deck of cards and checkers, glass beads, or coins.
Bagel is a simple, static game of placement with critical choices to be made. Analysis is fairly easy, but the use of random tiles when assembling the game board makes each board a new puzzle. There are no standard opening sequences of moves as in Gomoku or Chess. Normally, players will want to place two discs per turn but often players must make the difficult choice of playing just one disc in order to stop their opponent from scoring big or to score big themselves.
Bagel is a short game, usually lasting about 10 rounds. For the majority of their turns players will choose to place two discs. Although, the game ends when players are forced to play just one token because each colour-symbol has an odd number of tiles. Because the game is short, players may be more inclined to play multiple games. The game can be scaled up to a base hex-hex or a different shaped board, but these formats are less accessible.
Bagel is a tight game, with localized tactics. Players tend to react to each other's moves and usually play for points or to stop their opponent from scoring. The basic strategy is playing for the longest n-in-a-row, which yields efficient scoring and tie-breaker advantage. Another strategy is to force the opponent to play just one disc in the mid-game. This almost always leads to a lower score for the opponent.
Bagel is offbeat. I like my games to present something different from what is currently the flavour of the day. And, yeah, Bagel is a strange name for a game. ◾️
Designer Comments
When designing games, I prefer to design accessible, simple, short, tight games that are creative or offbeat in some way. Hopefully, players will find Bagel meets these criteria well.
I like the idea that a game does not have to be purchased to be enjoyed. Bagel can be played using a standard deck of cards and checkers, glass beads, or coins.
Bagel is a simple, static game of placement with critical choices to be made. Analysis is fairly easy, but the use of random tiles when assembling the game board makes each board a new puzzle. There are no standard opening sequences of moves as in Gomoku or Chess. Normally, players will want to place two discs per turn but often players must make the difficult choice of playing just one disc in order to stop their opponent from scoring big or to score big themselves.
Bagel is a short game, usually lasting about 10 rounds. For the majority of their turns players will choose to place two discs. Although, the game ends when players are forced to play just one token because each colour-symbol has an odd number of tiles. Because the game is short, players may be more inclined to play multiple games. The game can be scaled up to a base hex-hex or a different shaped board, but these formats are less accessible.
Bagel is a tight game, with localized tactics. Players tend to react to each other's moves and usually play for points or to stop their opponent from scoring. The basic strategy is playing for the longest n-in-a-row, which yields efficient scoring and tie-breaker advantage. Another strategy is to force the opponent to play just one disc in the mid-game. This almost always leads to a lower score for the opponent.
Bagel is offbeat. I like my games to present something different from what is currently the flavour of the day. And, yeah, Bagel is a strange name for a game. ◾️
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King's Colour
by Christian Freeling
[The description below is taken from the mindsports.nl website.]
The game starts with the initial position as displayed below. Each King has eight pieces surrounding him in a 3x3 castle that is surrounded by a wall of fourteen cells.
by Christian Freeling
[The description below is taken from the mindsports.nl website.]
The game starts with the initial position as displayed below. Each King has eight pieces surrounding him in a 3x3 castle that is surrounded by a wall of fourteen cells.
Movement
The pieces move as follows:
Check and capture
White moves first, after which turns alternate. Pieces may give check from any distance. However, mutual capture between pieces is restricted to a specific situation. In all other situations pieces simply block each other.
The great switcheroo
The pieces move as follows:
- The King is confined to his 3x3 castle. He can move one step in any cardinal direction, one step diagonally, or one step using the Knight's move (which is the jump from a sharp corner to an opposite side or vice versa).
- The Rook moves any unobstructed distance in any cardinal direction, unhindered by cells of the walls.
- The Bishop moves any unobstructed distance in any diagonal direction, unhindered by cells of the walls. It always is bound to the checkered sub-grid it moves on.
- The Queen moves any unobstructed distance in any cardinal or diagonal direction, unhindered by cells of the walls. A piece becomes a Queen the very moment it ends its move inside the opponent's castle.
Check and capture
White moves first, after which turns alternate. Pieces may give check from any distance. However, mutual capture between pieces is restricted to a specific situation. In all other situations pieces simply block each other.
- The right to mutual capture exists, and only exists, between an attacking piece on the opponent's wall and a defending piece inside the castle.
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The great switcheroo
- Queens are permanent, but unpromoted pieces that are on the same sub-grid as the King are always Rooks, all other unpromoted pieces are always Bishops. If the King moves to a different sub-grid, all Rooks instantly become Bishops and the Bishops that were on the sub-grid that the King has moved to, now are Rooks. If a Rook moves to a different sub-grid it instantly becomes a Bishop. The great switcheroo! ◾️
Christian writes, "The parent game of King's Colour is Chad. There once existed hexagonal variants of most of my chess variants, including HexChad. At some point I trashed them all because I feel the hex grid and chess don't merge very well, but King's Colour is an exception. It's also not to be taken seriously." We respectfully disagree, especially for Glinski's Hexagonal Chess, but nevertheless, it's an interesting question, how chess differs on square and hexagonal grids. ~ Ed.
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Royal Guard
by Chris Huntoon and Christian Freeling
Royal Guard is played with a Chess set with the regular Chess pieces and setup, but on the following board with four differently coloured sub-grids.
by Chris Huntoon and Christian Freeling
Royal Guard is played with a Chess set with the regular Chess pieces and setup, but on the following board with four differently coloured sub-grids.
The four differently coloured sub-grids are important for the following reason:
In Royal Guard Rooks, Bishops, and Knights that find themselves on the same sub-grid as their own King are part of the "Royal Guard" and therefore have the additional move-and-capture options of their King. All Pawns that find themselves on said sub-grid are part of the Royal Guard too and therefore have the additional right to capture straight forward.
If a Royal Guard piece or Pawn moves to another sub-grid it instantly loses its Royal Guard powers. If a King moves to another sub-grid all its Royal Guard pieces and Pawns instantly lose their Royal Guard powers, while all its pieces and Pawns that now are on the same sub-grid as the King, instantly get Royal Guard powers.
Note that en passant and castling are not affected. There are some interesting consequences in check and checkmate combinations. For example, a King blocking a Pawn is checked if the opposing King moves to that Pawn's sub-grid. Note also that a Pawn that makes an initial double step with the King on its initial square, never becomes royal, so openings are not totally alien. ◾️
In Royal Guard Rooks, Bishops, and Knights that find themselves on the same sub-grid as their own King are part of the "Royal Guard" and therefore have the additional move-and-capture options of their King. All Pawns that find themselves on said sub-grid are part of the Royal Guard too and therefore have the additional right to capture straight forward.
If a Royal Guard piece or Pawn moves to another sub-grid it instantly loses its Royal Guard powers. If a King moves to another sub-grid all its Royal Guard pieces and Pawns instantly lose their Royal Guard powers, while all its pieces and Pawns that now are on the same sub-grid as the King, instantly get Royal Guard powers.
Note that en passant and castling are not affected. There are some interesting consequences in check and checkmate combinations. For example, a King blocking a Pawn is checked if the opposing King moves to that Pawn's sub-grid. Note also that a Pawn that makes an initial double step with the King on its initial square, never becomes royal, so openings are not totally alien. ◾️