Aug 22, 2008

3/2 HEX

On a unlimited stip of hexagons of height 7, one player (here X) tries to connect the two board edges while his adversary (here O) tries to prevent it.

The connecter plays two stones on each turn, provided that they do not belong to the same group of pieces. The preventer playes three stones on each turn with the same restriction.

If the connecter is unable to achieve his goal in 20 turns, he loses the game.

Game sample:

        __XX_________OO___
      1. H3 H5    G6 K6 I4
      2. D5 G4    E4 C6 I6
      3. D3 E6    C4 D7 L5
      4. F5 A6    G2 z7 F7
      5. B5 x7    K2 F3 y6
      6. B7 y4    y2 J1 A4
      7. v3 H1    I2 t1 w2
      8. z3 L3    A2 D1 J3
      9. E2 K4    J5 B1 w3
     10. w6 x3    u2 u4 z5
     11. t3 x5    r1 r3 o2
     12. N3 N5    O4 Q6 N7
     13. resign

Final Position

   mnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUV
1   . . o o . . . o o . x o . . . . . .
2  . o . . o o o o . x o o . . . . . .
3   . . o x x x x . x o x o x x . . . .
4  . . . . o o x o o o x o x . o . . .
5   . . . . . x o x x x x o o x . . . .
6  . . . . . x o x o x o o o . . o . .
7   . . . . . x o x o o . . . o . . . .
   mnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUV


This is a hex variant of different goals and powers, but which is quite balanced.

Aug 8, 2008

OROUBORUS

Players take turns moving both ends of the slime-worm, each to some
adjacent cell.  After each move, each end leaves a stone of that
player's colour.  The worm may not move onto a coloured cell.

If at some point before the board is full, a worm-end cannot move normally,
the next player who is able to must split the other end into two heads.

A player wins if he makes a 3 in-a-row with his stones.
If both ends become blocked simultaneously, the last player to move wins.

Game sample:

J starts  
nw.e  w.se  w.ne ne.e   e.sw  nw.se
w.w sw.sw sw.w  se.w  se.ne   e.w  
B wins

Final Position:

       . . . . .
      j b . . . .
     b b j . . . .
    j j b j . . . .
   . b . .[b]j j b .
    . J B . . b j .
     . . B J . j b
      . . b j b .
       . . . . .

Aug 5, 2008

Y-MOKU

The winner is whoever first makes
(i)  a line of 5 (or more) adjacent stones of his own colour; or
(ii) a standard Y-connection of his own colour.
Swap option exists.

Game Example:
                              _XX_   _OO_(was swapped)
            .              1. m11     m9
           . .             2. p10     j10
          . . .            3. o9      n8
         . . . .           4. p8      n10  
        . . . . .          5. o11     o7
       . . . . . .         6. l10     k9
      . . . . o . .        7. k11     i11
     . . . x o x . .       8. s11     q11
    . . . o o x . . .      9. l8      h12
   . . . o x o x . . .    10. g13     f12
  . . . o x x x o x . .   11. resign
 . . o o . . . . . . . .  12.
. . . x . . . . . . . . . 13.  
abcdefghijklmnopqrstuvwxy