Shared Pieces Game Design Competition
1 Introduction
The inspiration for this game came while studying the Lingqijing, "Spiritual Game of Change." The three symbols used by this Chinese work of divination made an impression upon me. Rather than creating a three-player game, I decided on a game of three types of pieces used equally by two opponents.
Needless to say, there began a long period of development. The decision of the playing field was the most significant. Once it was decided to use the hexagonal pattern for the field, rather than the plain square, rules began to fall into place.
2 Rules of the Game
One of the primary objectives in the development of SanQi was simplicity. But there also needed to be strategic depth for enjoyability. Often complicated games are good but suffer because of the difficulty in learning the rules, and simple games can be bad if they offer little strategy to hold the attention of the hard-core gamer.
This is a two-player game. These players will be referred to as First and Second according to the initial order of their turns.
2.1 Playing Field
The game will be played on hexagonal cells of an equal-sided field. This can be as small as four cells to the side and up. The smaller fields can be considered for learning and practice. Players may opt for larger fields as their skill becomes more pronounced. At this point, the ten-cell sided field appears to be the optimal size, but players may choose even larger playing areas.
2.2 Pieces
The playing pieces consist of three distinct types of tokens. Colours, such as Red, Yellow, and Blue, can be utilized, but the following symbols were the original markers. These are the three Chinese characters used in the Lingqijing.
上 (Shang, "Above"). This was used to represent Heaven.
中 (Zhong, "Middle"). This was used to represent Man.
下 (Xia, "Below"). This was used to represent Earth.
There should be a generous quantity of each of these markers. They begin the game off the field, and are the mutual property of both players.
2.3 Types of Moves
On each turn, a player may perform one of the following: placement or replacement. It is mandatory that each player perform a move during the turn. There is no passing.
2.3.1 Placement
At a turn, a player may place any one of the three types of pieces on any vacant cell of the playing field.
2.3.2 Replacement
At a turn, a player may replace any one type of piece on the field with one of another type under the following restrictions. There must be at least two more of the replacing type adjacent to the replaced piece than there are of the replaced type adjacent to the replaced piece.
For example:
The inspiration for this game came while studying the Lingqijing, "Spiritual Game of Change." The three symbols used by this Chinese work of divination made an impression upon me. Rather than creating a three-player game, I decided on a game of three types of pieces used equally by two opponents.
Needless to say, there began a long period of development. The decision of the playing field was the most significant. Once it was decided to use the hexagonal pattern for the field, rather than the plain square, rules began to fall into place.
2 Rules of the Game
One of the primary objectives in the development of SanQi was simplicity. But there also needed to be strategic depth for enjoyability. Often complicated games are good but suffer because of the difficulty in learning the rules, and simple games can be bad if they offer little strategy to hold the attention of the hard-core gamer.
This is a two-player game. These players will be referred to as First and Second according to the initial order of their turns.
2.1 Playing Field
The game will be played on hexagonal cells of an equal-sided field. This can be as small as four cells to the side and up. The smaller fields can be considered for learning and practice. Players may opt for larger fields as their skill becomes more pronounced. At this point, the ten-cell sided field appears to be the optimal size, but players may choose even larger playing areas.
2.2 Pieces
The playing pieces consist of three distinct types of tokens. Colours, such as Red, Yellow, and Blue, can be utilized, but the following symbols were the original markers. These are the three Chinese characters used in the Lingqijing.
上 (Shang, "Above"). This was used to represent Heaven.
中 (Zhong, "Middle"). This was used to represent Man.
下 (Xia, "Below"). This was used to represent Earth.
There should be a generous quantity of each of these markers. They begin the game off the field, and are the mutual property of both players.
2.3 Types of Moves
On each turn, a player may perform one of the following: placement or replacement. It is mandatory that each player perform a move during the turn. There is no passing.
2.3.1 Placement
At a turn, a player may place any one of the three types of pieces on any vacant cell of the playing field.
2.3.2 Replacement
At a turn, a player may replace any one type of piece on the field with one of another type under the following restrictions. There must be at least two more of the replacing type adjacent to the replaced piece than there are of the replaced type adjacent to the replaced piece.
For example:
The Blue and the isolated Yellow can both be replaced by a Red. But none of the others can be replaced because there does not exist the necessary majority to effect a replacement.
A player may not immediately replace a piece which was played by an opponent for at least one turn. Using the above example, if the player had just placed the Blue, it could not be immediately replaced by an opponent. However, a player can replace a piece he has just placed on his very next turn.
Another way to understand the replacement condition is to consider the six pieces surrounding an attacked space, together with the attacked centre space itself, as as a group of seven spaces. Then, the number of attacking pieces among the seven simply needs to be greater than the number of defending pieces among the seven. The three new diagrams below may better illustrate this point.
A player may not immediately replace a piece which was played by an opponent for at least one turn. Using the above example, if the player had just placed the Blue, it could not be immediately replaced by an opponent. However, a player can replace a piece he has just placed on his very next turn.
Another way to understand the replacement condition is to consider the six pieces surrounding an attacked space, together with the attacked centre space itself, as as a group of seven spaces. Then, the number of attacking pieces among the seven simply needs to be greater than the number of defending pieces among the seven. The three new diagrams below may better illustrate this point.
To the left, a Yellow or Red placement at the marked space is an attack on the opposing colour. Suppose a Red occupies this space, as in the middle diagram. Then the Yellow may be replaced because of the score 2-1 against it (2-0 in the author's original formulation). The diagram on the right illustrates the Yellow replaced. Replacement is simple and logical. ~ Ed.
2.4 Goal
Each player has different goals within the game. First wins if there is a circle of six pieces of one type, regardless of the condition of its center cell, at the end of that player’s turn. Second wins if there is a line of six pieces of one type at the end of that player’s turn. Either player wins if there is a simple triangle of six pieces of one type, at the end of their particular turn.
2.4 Goal
Each player has different goals within the game. First wins if there is a circle of six pieces of one type, regardless of the condition of its center cell, at the end of that player’s turn. Second wins if there is a line of six pieces of one type at the end of that player’s turn. Either player wins if there is a simple triangle of six pieces of one type, at the end of their particular turn.
Of course, the circles, lines, and triangles can be formed from other types of pieces. And the lines and triangles can have several orientations on the playing field.
3 Opening Moves
Basically, First should concentrate on forming circles and Second on forming lines. The triangle threat is used to obtain positional advantage.
A player could begin the game by attempting to obtain their particular goal or, better yet, concentrate on staking out territories by placing anchor pieces. These placements might be misinterpreted by the opponent as mere random scattering of various pieces on the field. But what you would actually be doing is creating points for pattern growth. As these various patterns start to grow they will encounter neighbouring anchors or growing patterns.
First should be on the look-out for two or more pieces of one type in a direct orthogonal line of six cells or less. Second would be on the look-out for two or more pieces of one type within the six-cell pattern of a circle.
Utilizing the opponent’s placement allows the player to gain an advantage of a turn. But the player must be careful not to aid the opponent in their particular goal.
4 Blocking Moves
Being able to block an opponent's developing pattern will become the foundation of much of the game-play. But being able to block is not enough, the player must be able to recognize and respond to the potential threats in good order or will quickly suffer defeat. Each player must watch for the developing patterns of circle, line, and triangle.
3 Opening Moves
Basically, First should concentrate on forming circles and Second on forming lines. The triangle threat is used to obtain positional advantage.
A player could begin the game by attempting to obtain their particular goal or, better yet, concentrate on staking out territories by placing anchor pieces. These placements might be misinterpreted by the opponent as mere random scattering of various pieces on the field. But what you would actually be doing is creating points for pattern growth. As these various patterns start to grow they will encounter neighbouring anchors or growing patterns.
First should be on the look-out for two or more pieces of one type in a direct orthogonal line of six cells or less. Second would be on the look-out for two or more pieces of one type within the six-cell pattern of a circle.
Utilizing the opponent’s placement allows the player to gain an advantage of a turn. But the player must be careful not to aid the opponent in their particular goal.
4 Blocking Moves
Being able to block an opponent's developing pattern will become the foundation of much of the game-play. But being able to block is not enough, the player must be able to recognize and respond to the potential threats in good order or will quickly suffer defeat. Each player must watch for the developing patterns of circle, line, and triangle.
In the above example, Second has made a placement three cells orthogonal to the first. This is outside the goal pattern of a circle, and immediately gives Second two pieces within the goal pattern of a line.
At this point, First has several options as a reply: continue with a circle pattern, block the potential line pattern, or begin the formation of a triangle pattern.
At this point, First has several options as a reply: continue with a circle pattern, block the potential line pattern, or begin the formation of a triangle pattern.
Placement at either of the two indicated cells will give First several advantages. Placement of a Yellow piece offers multiple potential circles with either of the two initial pieces and deters Second from immediately placing another Yellow on either of the two intervening cells of the potential line. Placement of either a Red or Blue gives First the ability to effect a strong block. The latter is extremely important. Let us look at a weak block first.
This example shows the position if First had merely placed a dissimilar piece within the threatening line. Second would then be able to force a series of placements for the next three turns.
For example, Second now threatens to capture the Blue on the next turn, thus completing two-thirds of the line. First is now forced to protect the Blue by placing more Blues around it. Second can play the next move to advantage, although First can effect a basic triangle trap (see 5 Tricks and Traps).
But if First made the above placement instead, this piece would support a similar blocking piece in either of the two cells within the potential line. Thus, it would give First the advantage of initiative, because Second does not immediately threaten capture of the future blocking piece, and First has the opportunity of choice in moves rather than responding to Second's threats.
With the above blocking maneuver, also, First has gained a significant advantage. This move allows First to develop several potential circles. If Second was to place a Yellow in either of the two cells of the initial line, First would then be able to take advantage by continuing the potential circle and forcing Second to subsequently respond with defending moves.
For line threats of two pieces either adjacent or one cell apart, First need only incorporate them into a developing circle. For line threats of two pieces of three cells or more apart, First need only place a dissimilar piece within the potential line to begin an effective block.
Now, let us look at some blocking moves for the circle threat.
For line threats of two pieces either adjacent or one cell apart, First need only incorporate them into a developing circle. For line threats of two pieces of three cells or more apart, First need only place a dissimilar piece within the potential line to begin an effective block.
Now, let us look at some blocking moves for the circle threat.
If First places two pieces adjacent within a potential circle pattern, as above, Second can easily threaten a line by placing similar pieces in either of the marked cells. With this manoeuvre, Second would have the advantage of a move and could easily threaten a line.
If First places two pieces one cell apart within a potential circle pattern, as above, Second can again easily threaten a line by placing a similar piece directly between them. This is a first example of blocking a circle by playing to its centre. First is unable to continue placing pieces within the initial pattern without creating a potential triangle (see 5 Tricks and Traps).
If First places two similar pieces, in the above example, creating two distinct circle threats, Second has several options for response. These are indicated by the two marked spaces. If Second places either a Red or Blue, First is unable to replace it until at least one turn. And if First does not add another Yellow around this placement, Second can reinforce it. But if First does add another Yellow around this placement, Second could replace the Red or Blue and begin the development of a triangle threat.
Second can often block a circle by playing a similar piece to the centre of its pattern resulting in a potential triangle threat.
Even if Second has allowed First to build a circle to the extent shown below, there are effective blocking maneuvers.
Second can often block a circle by playing a similar piece to the centre of its pattern resulting in a potential triangle threat.
Even if Second has allowed First to build a circle to the extent shown below, there are effective blocking maneuvers.
In the first pattern, Second need only place a Red or Blue to one of the two vacant cells of the circle pattern. If First attempts to surround this placement in order to replace it, Second need only leave the centre cell of the circle pattern to last, thus thoroughly securing this blocking piece since First cannot replace the centre placement without offering a potential triangle to Second.
In the second and third patterns, Second need only place another Yellow to the centre cell of the circle pattern creating a triangle threat. These placements also offer Second potential lines.
5 Tricks and Traps
Because of the basic blocking manoeuvres, the initiative will often swing back and forth between First and Second. So, players will need to make the most of the initiative.
Pieces which are placed without any apparent positional advantage will be referred to as anchors. Pieces which create the potential of multiple patterns will be referred to as pivots.
5.1 Positional Tricks
The basic trick is to create the potential of multiple win patterns. First will look to make several possible circle patterns and Second several possible line patterns.
In the second and third patterns, Second need only place another Yellow to the centre cell of the circle pattern creating a triangle threat. These placements also offer Second potential lines.
5 Tricks and Traps
Because of the basic blocking manoeuvres, the initiative will often swing back and forth between First and Second. So, players will need to make the most of the initiative.
Pieces which are placed without any apparent positional advantage will be referred to as anchors. Pieces which create the potential of multiple patterns will be referred to as pivots.
5.1 Positional Tricks
The basic trick is to create the potential of multiple win patterns. First will look to make several possible circle patterns and Second several possible line patterns.
The above diagram demonstrates a simple multi-circle threat. The two Blue anchors are not directly part of any particular pattern. By playing another Blue at the indicated cell, First now has the potential of four separate circles. If Second did not spot this threat, it can result in an excruciating series of forced placements.
If Second attempts to effect a block, First can continue to create further potential multi-circle threats. The above example shows that Second placed a Yellow between the two initial Blues, and First then replies with the placement of a Blue pivot at the indicated cell. First now has two distinct multi-circle threats with which Second must contend.
The above diagram also demonstrates the potential of a multi-circle threat.
However, Second is not helpless. There are several maneuvers which will aid Second in creating multi-line threats and taking the initiative, similar to the trick pattern of First, except that the pieces are located along orthogonally connected cells.
However, Second is not helpless. There are several maneuvers which will aid Second in creating multi-line threats and taking the initiative, similar to the trick pattern of First, except that the pieces are located along orthogonally connected cells.
First has attempted with the Yellow, above, to block the line defined by the two Reds. Second creates a double threat with placement of a Red pivot at the indicated cell. This type of maneuver can take place with pieces which are various distances apart, both shorter and longer. The example above shows two threats of equal length.
The diagram above demonstrates a double threat of unequal length. The two Red anchors do not offer First any particular positional advantage and Second is able to incorporate both in a direct double-line threat when placing a Red pivot to the indicated cell.
The double threat is not the only type that Second has. There are possible triple, quadruple, quintuple and sextuple threats depending upon the size of the playing field.
5.2 Attack Tricks
When responding to the various multiple-pattern threats, players should first concentrate on attacking the pivot, then particular anchors. Attacking a piece, with the intent of replacing it or negating its influence, can be divided into two categories, solitary and supported.
A solitary piece is one that is at least two cells from another similar piece. An attack on such a piece could be initiated with the intent of replacing the piece, or merely to misdirect the potential pattern.
The double threat is not the only type that Second has. There are possible triple, quadruple, quintuple and sextuple threats depending upon the size of the playing field.
5.2 Attack Tricks
When responding to the various multiple-pattern threats, players should first concentrate on attacking the pivot, then particular anchors. Attacking a piece, with the intent of replacing it or negating its influence, can be divided into two categories, solitary and supported.
A solitary piece is one that is at least two cells from another similar piece. An attack on such a piece could be initiated with the intent of replacing the piece, or merely to misdirect the potential pattern.
The above example demonstrates an attack on a solitary anchor piece. Rather than making a placement directly adjacent to the Red, which would only result in a series of forced moves for the attacker, placement is made one cell away. This does not guarantee the replacement of the Red but it does offer support for any following placements, regardless of the defender’s immediate response. This placement can then be built upon to interfere with the opponent's possible patterns.
The two examples above show attacks on supported pieces. The one on the left shows First's response by placement of another Red to the indicated cells, resulting in the piece being incorporated into a potential circle. The one on the right shows Second's response by placement of another Red to the indicated cells. The orthogonal placements at the far ends aid Second by expanding the supported pieces into a potential line. The other two placements impede First's ability to form a potential circle (see 5.2 Triangle Traps).
5.2 Triangle Traps
As stated earlier, triangles are the foundation of threats within the game. Since both players benefit from their formation, the trap is to force an opponent to place the fifth piece of such patterns, or to abandon a developing pattern because of this potential threat.
5.2 Triangle Traps
As stated earlier, triangles are the foundation of threats within the game. Since both players benefit from their formation, the trap is to force an opponent to place the fifth piece of such patterns, or to abandon a developing pattern because of this potential threat.
The above diagram demonstrates the various possible placement cells within and without a potential circle pattern. The grey pieces can stand for any colour. There will be several opportunies for such placements as First grows the potential circle pattern from two to four pieces, as shown below.
The above diagrams show the various positions that similar pieces might be placed to turn a potential circle into a triangle threat. Most do not need follow-up placements to complete the threat, so that if First continues completion of the intended circle pattern, this will result in offering Second a triangle pattern.
The above pattern is a very strong one for First, though even at this point Second can prevent a circle by making placements within and without the pattern. However, First can take most blocking maneuvers of similar pieces and generate other potential circle patterns.
First also has the ability to produce triangle threats with a line pattern, as shown below.
First also has the ability to produce triangle threats with a line pattern, as shown below.
The diagram to the left demonstrates First's attempt to block the potential Blue line with a Red. Since Second is unable to replace the Red for at least one turn, Second replies by placing the marked Blue adjacent to the Red and a solitary Blue. First would then finish the triangle threat by placing another Blue at the indicated cell, thus assuring that Second will offer a triangle pattern by replacing the Red.
The diagram to the right shows if instead Second responds to the block by placing the marked Blue adjacent to a supported piece. First need only place another Blue at the indicated cell to complete the triangle threat.
In both of these triangle threats, First is also able to form a large portion of a circle pattern to which Second must now respond.
6 Summary
By now the reader must realize that SanQi, although apparently simple, is quite complex in strategic depth. And this paper contains only the basic tactics to play an effective game. Establishing territories and blending abandoned patterns would take several more chapters to discuss fully. Yet the reader should be able to visualize these.
It is extremely difficult for a player to keep the initiative in this game. Each player will have the opportunity to play offensively and defensively throughout the game.
But another aspect of this game is that even after the playing field has become filled with pieces, the game continues. Pieces can still be replaced. The strategic foundation for this phase must be developed throughout the game and the tactics can be numerous. ◼️
The diagram to the right shows if instead Second responds to the block by placing the marked Blue adjacent to a supported piece. First need only place another Blue at the indicated cell to complete the triangle threat.
In both of these triangle threats, First is also able to form a large portion of a circle pattern to which Second must now respond.
6 Summary
By now the reader must realize that SanQi, although apparently simple, is quite complex in strategic depth. And this paper contains only the basic tactics to play an effective game. Establishing territories and blending abandoned patterns would take several more chapters to discuss fully. Yet the reader should be able to visualize these.
It is extremely difficult for a player to keep the initiative in this game. Each player will have the opportunity to play offensively and defensively throughout the game.
But another aspect of this game is that even after the playing field has become filled with pieces, the game continues. Pieces can still be replaced. The strategic foundation for this phase must be developed throughout the game and the tactics can be numerous. ◼️