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2x6 board. Four counters in each hole. Sowing occurs in a clockwise direction when starting from the three holes on the left of the board, and in an anti-clockwise direction when starting from the three holes on the right. Sowing ends when the final counter is dropped, regardless of whether the hole is occupied or not. When the final counter is dropped into a hole containing three counters, thus making it contain four, the hole is captured. This can only be done if the hole is one of the end holes on either side of either row, or the penultimate holes on either side of the opponent's row. Sowing is not allowed from a captured hole. When no player is able to move, the player with the most counters in their captured holes wins. | (game "Qelat (Beni Amir-Mensa)" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (regions "Left" P1 (intersection (expand (sites Left) steps:2) (sites Bottom))) (regions "Left" P2 (intersection (expand (sites Right) steps:2) (sites Top))) (regions "Right" P1 (intersection (expand (sites Right) steps:2) (sites Bottom))) (regions "Right" P2 (intersection (expand (sites Left) steps:2) (sites Top)))}) (rules (start (set Count 4 to:(sites Track))) (play (or (move Select (from (sites Mover "Left") if:(and (= 0 (state at:(from))) (is Occupied (from)))) (then (sow "TrackCW" apply:(if (and {(is In (to) (union (expand (sites Right)) (expand (sites Left)))) (= 4 (count at:(to))) (= 0 (state at:(to)))}) (set State at:(to) (mover)))))) (move Select (from (sites Mover "Right") if:(and (= 0 (state at:(from))) (is Occupied (from)))) (then (sow "TrackCCW" apply:(if (and {(is In (to) (union (expand (sites Right)) (expand (sites Left)))) (= 4 (count at:(to))) (= 0 (state at:(to)))}) (set State at:(to) (mover)))))))) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (count in:(forEach (sites Board) if:(= (id P1) (state at:(site)))))) (score P2 (count in:(forEach (sites Board) if:(= (id P2) (state at:(site))))))}))))) | ###Description
2x6 board. Four counters in each hole. Sowing occurs in a clockwise direction when starting from the three holes on the left of the board, and in an anti-clockwise direction when starting from the three holes on the right. Sowing ends when the final counter is dropped, regardless of whether the hole is occupied or not. When the final counter is dropped into a hole containing three counters, thus making it contain four, the hole is captured. This can only be done if the hole is one of the end holes on either side of either row, or the penultimate holes on either side of the opponent's row. Sowing is not allowed from a captured hole. When no player is able to move, the player with the most counters in their captured holes wins.
###Ludii
(game "Qelat (Beni Amir-Mensa)" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (regions "Left" P1 (intersection (expand (sites Left) steps:2) (sites Bottom))) (regions "Left" P2 (intersection (expand (sites Right) steps:2) (sites Top))) (regions "Right" P1 (intersection (expand (sites Right) steps:2) (sites Bottom))) (regions "Right" P2 (intersection (expand (sites Left) steps:2) (sites Top)))}) (rules (start (set Count 4 to:(sites Track))) (play (or (move Select (from (sites Mover "Left") if:(and (= 0 (state at:(from))) (is Occupied (from)))) (then (sow "TrackCW" apply:(if (and {(is In (to) (union (expand (sites Right)) (expand (sites Left)))) (= 4 (count at:(to))) (= 0 (state at:(to)))}) (set State at:(to) (mover)))))) (move Select (from (sites Mover "Right") if:(and (= 0 (state at:(from))) (is Occupied (from)))) (then (sow "TrackCCW" apply:(if (and {(is In (to) (union (expand (sites Right)) (expand (sites Left)))) (= 4 (count at:(to))) (= 0 (state at:(to)))}) (set State at:(to) (mover)))))))) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (count in:(forEach (sites Board) if:(= (id P1) (state at:(site)))))) (score P2 (count in:(forEach (sites Board) if:(= (id P2) (state at:(site))))))}))))) |
2x6 board. Play begins with four counters in each hole. A player picks up the contents of any of their holes and sowing them in an anti-clockwise direction, picking up the contents of the last hole in which his counters fall, and continuing sowing. This continues until the last counter falls in an empty hole. Then it is the other player's turn. A hole is captured when the last ball is dropped into an opponent's hole containing three counters, making it four. A player cannot then take from one of these holes that they have captured. Therefore, the player cannot begin a turn from their own captured hole nor can they continue sowing from it if their last counter falls into it. If the last counter of a sowing falls into an opponent's captured hole, one of those counters are removed from the board and placed in the store, and the sowing continues with the contents of any of the player's holes. Ownership of a hole continues even if it becomes empty. When a player cannot move (i.e., there are no counters in their holes except any that are in captured holes), the opponent continues to move until the player is able to move. Play continues until all counters are either placed in the store or in captured holes and thus cannot be moved. Players then count their pieces by placing four in each hole, and the player who has more than their original number takes ownership of one of the opponent's holes for every four counters more than the original number that have been taken. If no player took four more than the original, the player with three extra gets the hole, if each player has two extra they draw lots to see who gets an extra hole. Play then begins again as before. The game ends when one player owns all of the counters, and thus all of the holes. | (game "Qelat" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightMost" {(pair P1 5) (pair P2 6)})}) (rules (start {(set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top)) (set Count 4 to:(sites Track))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow "TrackCCW" apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "ContinueSowing" 1)}) (if (!= (mover) (state at:(to))) (and {(fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to))) (moveAgain) (set Var "ContinueSowing" 0)}))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:4 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (if (= 3 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:3) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (if (< 50 (value Random (range 1 100))) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}))))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))})) | ###Description
2x6 board. Play begins with four counters in each hole. A player picks up the contents of any of their holes and sowing them in an anti-clockwise direction, picking up the contents of the last hole in which his counters fall, and continuing sowing. This continues until the last counter falls in an empty hole. Then it is the other player's turn. A hole is captured when the last ball is dropped into an opponent's hole containing three counters, making it four. A player cannot then take from one of these holes that they have captured. Therefore, the player cannot begin a turn from their own captured hole nor can they continue sowing from it if their last counter falls into it. If the last counter of a sowing falls into an opponent's captured hole, one of those counters are removed from the board and placed in the store, and the sowing continues with the contents of any of the player's holes. Ownership of a hole continues even if it becomes empty. When a player cannot move (i.e., there are no counters in their holes except any that are in captured holes), the opponent continues to move until the player is able to move. Play continues until all counters are either placed in the store or in captured holes and thus cannot be moved. Players then count their pieces by placing four in each hole, and the player who has more than their original number takes ownership of one of the opponent's holes for every four counters more than the original number that have been taken. If no player took four more than the original, the player with three extra gets the hole, if each player has two extra they draw lots to see who gets an extra hole. Play then begins again as before. The game ends when one player owns all of the counters, and thus all of the holes.
###Ludii
(game "Qelat" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightMost" {(pair P1 5) (pair P2 6)})}) (rules (start {(set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top)) (set Count 4 to:(sites Track))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow "TrackCCW" apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "ContinueSowing" 1)}) (if (!= (mover) (state at:(to))) (and {(fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to))) (moveAgain) (set Var "ContinueSowing" 0)}))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:4 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (if (= 3 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:3) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (if (< 50 (value Random (range 1 100))) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}))))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))})) |
2x7 board, with three store holes. Three players. One player, the Raja, owns the three central holes in each row, one player owns the holes to the left and the other player the holes to the right. Seven counters in each hole. Players alternate turns sowing the counters in an anti-clockwise direction. When the final counter lands in a hole, the contents of the following hole are picked up, and sowing continues. If the following hole is empty, the contents of the next hole after that one are captured. Also, if at any point during the sowing a hole contains four counters, they are immediately captured. Play continues until all of the counters have been captured. If a player cannot play, they pass their turn, until captures are no longer possible, at which point the last person who played captures the remaining counters. A new round begins. The Raja gives each of the other players one counter. Players fill their holes with their captured counters, seven per hole. Any holes which can not be filled with seven counters are out of play. Play continues as before. A player plays as the Raja for three turns in a row, after which point it rotates to the next player. Play continues until only one player can fill holes on the board, this player becoming the winner. | (game "Raja Pasu Mandiri" (players 3) (equipment {(board (merge {(rectangle 1 7) (shift 0 2 (rectangle 1 7)) (shift 3 1 (square 1)) (shift 1 1 (square 1)) (shift 5 1 (square 1))}) {(track "Track" "6,W,7,E" loop:True)} use:Vertex) (piece "Seed" Shared) (map {(pair P1 15) (pair P2 14) (pair P3 16)})}) (rules (start {(set Count 7 to:(difference (sites Board) (sites Row 1))) (set RememberValue "Playable" (difference (sites Board) (sites Row 1)))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))) (if (is Mover P2) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11})))))) if:(and (is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))))) (then (do (set Var "NumSowed" (count at:(last To))) next:(sow apply:(if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to))) (if (is Occupied (trackSite Move from:(to) "Track" steps:1)) (fromTo (from (to)) (to (mapEntry Mover)) count:(count at:(to))))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))) (then (and (forEach Site (sites Track from:(last From) to:(trackSite Move from:(last From) "Track" steps:(var "NumSowed"))) (if (= 4 (count at:(site))) (fromTo (from (site)) (to (mapEntry Mover)) count:4))) (set Var "NumSowed" 0))))))} (then (if (> 4 (count in:(difference (sites Board) (sites Row 1)))) (and {(forEach Site (difference (sites Board) (sites Row 1)) (if (is Occupied (site)) (fromTo (from (site)) (to (mapEntry Mover)) count:(count at:(site))))) (if (and (= 6 (count Sites in:(if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))))) (< 2 (count at:(mapEntry P1)))) (and (fromTo (from (mapEntry P1)) (to (mapEntry P2)) count:1) (fromTo (from (mapEntry P1)) (to (mapEntry P3)) count:1)) (if (and (= 6 (count Sites in:(if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))))) (< 2 (count at:(mapEntry P2)))) (and (fromTo (from (mapEntry P2)) (to (mapEntry P1)) count:1) (fromTo (from (mapEntry P2)) (to (mapEntry P3)) count:1)) (if (and (= 6 (count Sites in:(if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11}))))) (< 2 (count at:(mapEntry P3)))) (and (fromTo (from (mapEntry P3)) (to (mapEntry P1)) count:1) (fromTo (from (mapEntry P3)) (to (mapEntry P2)) count:1))))) (set Var "Round" (+ 1 (var "Round"))) (forget Value "Playable" All)}))))) (end {(if (> 4 (count in:(difference (sites Board) (sites Row 1)))) {(if (> 7 (count at:(mapEntry P1))) (result P1 Loss)) (if (> 7 (count at:(mapEntry P2))) (result P2 Loss)) (if (> 7 (count at:(mapEntry P3))) (result P3 Loss))})}) (nextPhase (> 4 (count in:(difference (sites Board) (sites Row 1)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (not (all Sites (if (is Mover P1) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))) (if (is Mover P2) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11}))))) if:(is Occupied (site)))) (if (<= 7 (count at:(mapEntry Mover))) (move (from (mapEntry Mover)) (to (if (is Mover P1) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))) (if (is Mover P2) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11})))))) count:7 (then (remember Value "Playable" (last To))))))) (nextPhase (all Passed) "Sowing"))})) | ###Description
2x7 board, with three store holes. Three players. One player, the Raja, owns the three central holes in each row, one player owns the holes to the left and the other player the holes to the right. Seven counters in each hole. Players alternate turns sowing the counters in an anti-clockwise direction. When the final counter lands in a hole, the contents of the following hole are picked up, and sowing continues. If the following hole is empty, the contents of the next hole after that one are captured. Also, if at any point during the sowing a hole contains four counters, they are immediately captured. Play continues until all of the counters have been captured. If a player cannot play, they pass their turn, until captures are no longer possible, at which point the last person who played captures the remaining counters. A new round begins. The Raja gives each of the other players one counter. Players fill their holes with their captured counters, seven per hole. Any holes which can not be filled with seven counters are out of play. Play continues as before. A player plays as the Raja for three turns in a row, after which point it rotates to the next player. Play continues until only one player can fill holes on the board, this player becoming the winner.
###Ludii
(game "Raja Pasu Mandiri" (players 3) (equipment {(board (merge {(rectangle 1 7) (shift 0 2 (rectangle 1 7)) (shift 3 1 (square 1)) (shift 1 1 (square 1)) (shift 5 1 (square 1))}) {(track "Track" "6,W,7,E" loop:True)} use:Vertex) (piece "Seed" Shared) (map {(pair P1 15) (pair P2 14) (pair P3 16)})}) (rules (start {(set Count 7 to:(difference (sites Board) (sites Row 1))) (set RememberValue "Playable" (difference (sites Board) (sites Row 1)))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))) (if (is Mover P2) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11})))))) if:(and (is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))))) (then (do (set Var "NumSowed" (count at:(last To))) next:(sow apply:(if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to))) (if (is Occupied (trackSite Move from:(to) "Track" steps:1)) (fromTo (from (to)) (to (mapEntry Mover)) count:(count at:(to))))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))) (then (and (forEach Site (sites Track from:(last From) to:(trackSite Move from:(last From) "Track" steps:(var "NumSowed"))) (if (= 4 (count at:(site))) (fromTo (from (site)) (to (mapEntry Mover)) count:4))) (set Var "NumSowed" 0))))))} (then (if (> 4 (count in:(difference (sites Board) (sites Row 1)))) (and {(forEach Site (difference (sites Board) (sites Row 1)) (if (is Occupied (site)) (fromTo (from (site)) (to (mapEntry Mover)) count:(count at:(site))))) (if (and (= 6 (count Sites in:(if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))))) (< 2 (count at:(mapEntry P1)))) (and (fromTo (from (mapEntry P1)) (to (mapEntry P2)) count:1) (fromTo (from (mapEntry P1)) (to (mapEntry P3)) count:1)) (if (and (= 6 (count Sites in:(if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))))) (< 2 (count at:(mapEntry P2)))) (and (fromTo (from (mapEntry P2)) (to (mapEntry P1)) count:1) (fromTo (from (mapEntry P2)) (to (mapEntry P3)) count:1)) (if (and (= 6 (count Sites in:(if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11}))))) (< 2 (count at:(mapEntry P3)))) (and (fromTo (from (mapEntry P3)) (to (mapEntry P1)) count:1) (fromTo (from (mapEntry P3)) (to (mapEntry P2)) count:1))))) (set Var "Round" (+ 1 (var "Round"))) (forget Value "Playable" All)}))))) (end {(if (> 4 (count in:(difference (sites Board) (sites Row 1)))) {(if (> 7 (count at:(mapEntry P1))) (result P1 Loss)) (if (> 7 (count at:(mapEntry P2))) (result P2 Loss)) (if (> 7 (count at:(mapEntry P3))) (result P3 Loss))})}) (nextPhase (> 4 (count in:(difference (sites Board) (sites Row 1)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (not (all Sites (if (is Mover P1) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))) (if (is Mover P2) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11}))))) if:(is Occupied (site)))) (if (<= 7 (count at:(mapEntry Mover))) (move (from (mapEntry Mover)) (to (if (is Mover P1) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (sites {5 6 12 13}))) (if (is Mover P2) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {2 3 4 9 10 11}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (sites {0 1 7 8}))) (if (> 3 (% (+ 1 (var "Round")) 9)) (sites {5 6 12 13}) (if (> 6 (% (+ 1 (var "Round")) 9)) (sites {0 1 7 8}) (sites {2 3 4 9 10 11})))))) count:7 (then (remember Value "Playable" (last To))))))) (nextPhase (all Passed) "Sowing"))})) |
2x6 board. Four counters per hole. Sowing occurs in an anti-clockwise direction. When the final counter of a sowing lands in an occupied hole, these counters are picked up and the sowing continues. During sowing, the contents of any hole made to contain four counters are captured by the player in whose row the hole is located, except when this is the final counter of a sowing, in which case the player who is sowing captures these counters. When the sowing ends in an empty hole, the turn ends. Play continues until one player cannot move, and the other player captures the remaining counters. A second round is played, each player placing four counters into each hole starting from the rightmost hole in their row. The player with more counters gains a hole from their opponent for every four extra balls they've captured. If an opponent has three extra after counting in such a way, they also gain a hole, but not if there are one or two extra. Play continues in several rounds like this until one player captures all the holes. | (game "Rio Kadalis" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightMost" {(pair P1 5) (pair P2 6)})}) (rules (start {(set Count 4 to:(sites Track)) (set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(is Occupied (from))) (then (do (set Var "NumSowed" (count at:(last To))) next:(sow "TrackCCW" apply:(if (= 4 (count at:(to))) (fromTo (from (to)) (to (handSite Mover)) count:4) (if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))))) (then (and (forEach Site (sites Track from:(last From) to:(trackSite Move from:(last From) "Track" steps:(- (var "NumSowed") 1))) (if (= 4 (count at:(site))) (fromTo (from (site)) (to (if (is In (to) (sites (values Remembered "OwnedP1"))) (handSite P1) (handSite P2))) count:4))) (set Var "NumSowed" 0))))))} (then (if (and (not (is Next Mover)) (or (all Sites (sites (values Remembered "OwnedP1")) if:(is Empty (site))) (all Sites (sites (values Remembered "OwnedP2")) if:(is Empty (site))))) (and {(if (no Moves P1) (forEach Site (sites Board) (if (is Occupied (site)) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site))))) (forEach Site (sites Board) (if (is Occupied (site)) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (> 3 (count Cell at:(handSite P1))) (result P2 Win)) (if (> 3 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:(if (>= (count Cell at:(handSite Mover)) 4) 4 3) (then (if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))))))) (nextPhase (all Passed) "Sowing"))})) | ###Description
2x6 board. Four counters per hole. Sowing occurs in an anti-clockwise direction. When the final counter of a sowing lands in an occupied hole, these counters are picked up and the sowing continues. During sowing, the contents of any hole made to contain four counters are captured by the player in whose row the hole is located, except when this is the final counter of a sowing, in which case the player who is sowing captures these counters. When the sowing ends in an empty hole, the turn ends. Play continues until one player cannot move, and the other player captures the remaining counters. A second round is played, each player placing four counters into each hole starting from the rightmost hole in their row. The player with more counters gains a hole from their opponent for every four extra balls they've captured. If an opponent has three extra after counting in such a way, they also gain a hole, but not if there are one or two extra. Play continues in several rounds like this until one player captures all the holes.
###Ludii
(game "Rio Kadalis" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightMost" {(pair P1 5) (pair P2 6)})}) (rules (start {(set Count 4 to:(sites Track)) (set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(is Occupied (from))) (then (do (set Var "NumSowed" (count at:(last To))) next:(sow "TrackCCW" apply:(if (= 4 (count at:(to))) (fromTo (from (to)) (to (handSite Mover)) count:4) (if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))))) (then (and (forEach Site (sites Track from:(last From) to:(trackSite Move from:(last From) "Track" steps:(- (var "NumSowed") 1))) (if (= 4 (count at:(site))) (fromTo (from (site)) (to (if (is In (to) (sites (values Remembered "OwnedP1"))) (handSite P1) (handSite P2))) count:4))) (set Var "NumSowed" 0))))))} (then (if (and (not (is Next Mover)) (or (all Sites (sites (values Remembered "OwnedP1")) if:(is Empty (site))) (all Sites (sites (values Remembered "OwnedP2")) if:(is Empty (site))))) (and {(if (no Moves P1) (forEach Site (sites Board) (if (is Occupied (site)) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site))))) (forEach Site (sites Board) (if (is Occupied (site)) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (> 3 (count Cell at:(handSite P1))) (result P2 Win)) (if (> 3 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:(if (>= (count Cell at:(handSite Mover)) 4) 4 3) (then (if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))))))) (nextPhase (all Passed) "Sowing"))})) |
2x6 board with two stores. Five counters in each hole. Sowing occurs in an anti-clockwise direction. When the final counter lands in a hole in the opponent's row containing one or two counters, thus making it contain two or three counters, they are captured. Any other holes in the opponent's row which also contain two or three counters, in an unbroken sequence preceding the hole where the first capture was made, are captured. When a player sows around the board, the hole from which the coutners were taken is left empty. Play ends when one player cannot play from their row, and players capture any remaining counters in their holes. The player with the most counters wins. The seeds have a normal size. | (game "Shono" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "1,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 5 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) apply:(fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) includeSelf:False backtracking:True)))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board with two stores. Five counters in each hole. Sowing occurs in an anti-clockwise direction. When the final counter lands in a hole in the opponent's row containing one or two counters, thus making it contain two or three counters, they are captured. Any other holes in the opponent's row which also contain two or three counters, in an unbroken sequence preceding the hole where the first capture was made, are captured. When a player sows around the board, the hole from which the coutners were taken is left empty. Play ends when one player cannot play from their row, and players capture any remaining counters in their holes. The player with the most counters wins. The seeds have a normal size.
###Ludii
(game "Shono" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "1,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 5 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) apply:(fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) includeSelf:False backtracking:True)))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) |
2x5 board with one store on either side. Six counters in each hole. Players play each turn simultaneously. Players sow from the holes in their row in an anti-clockwise direction, including their own store but not the opponent's store. When the final counter is sown, the contents of the next hole are picked up and sowing continues. If this hole is empty, the move ends and the player must wait for the other player to finish the move before they begin again. If the move ends in the player's own row, the player captures the counters in the opponent's row opposite to the one in which the last counter was dropped. Play continues until all of the counters are in the stores. The counters are then redistributed into the holes as at the beginning of the game. The player with extra counters places them in the store. | (game "Sonka" (players 2) (equipment {(mancalaBoard 2 5 {(track "Track1" "11,10,W,S,E" loop:True P1) (track "Track2" "0,1,E,N,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)})}) (rules (start (set Count 6 to:(union (sites Bottom) (sites Top)))) phases:{(phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(if (= (trackSite Move from:(last To afterConsequence:True) steps:1) (mapEntry Mover)) (trackSite Move from:(last To afterConsequence:True) steps:2) (trackSite Move from:(last To afterConsequence:True) steps:1))}) (sites Mover "Home")) if:(< 0 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (!= 0 (count at:(if (= (trackSite Move from:(to) steps:1) (mapEntry Mover)) (trackSite Move from:(to) steps:2) (trackSite Move from:(to) steps:1)))) (moveAgain) (if (is In (to) (sites Mover "Home")) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 5) (- (to) 5)))) (fromTo (from (if (is Mover P1) (+ (to) 5) (- (to) 5))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 5) (- (to) 5))))))))))) (end (if (all Passed) {(if (> 6 (count at:(mapEntry P1))) (result P2 Win)) (if (> 6 (count at:(mapEntry P2))) (result P1 Win))})) (nextPhase (all Passed) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 6 (count at:(mapEntry Mover))) (move (from (mapEntry Mover)) (to (intersection (sites Empty) (sites Mover "Home"))) count:6))) (nextPhase (all Passed) "Sowing"))})) | ###Description
2x5 board with one store on either side. Six counters in each hole. Players play each turn simultaneously. Players sow from the holes in their row in an anti-clockwise direction, including their own store but not the opponent's store. When the final counter is sown, the contents of the next hole are picked up and sowing continues. If this hole is empty, the move ends and the player must wait for the other player to finish the move before they begin again. If the move ends in the player's own row, the player captures the counters in the opponent's row opposite to the one in which the last counter was dropped. Play continues until all of the counters are in the stores. The counters are then redistributed into the holes as at the beginning of the game. The player with extra counters places them in the store.
###Ludii
(game "Sonka" (players 2) (equipment {(mancalaBoard 2 5 {(track "Track1" "11,10,W,S,E" loop:True P1) (track "Track2" "0,1,E,N,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)})}) (rules (start (set Count 6 to:(union (sites Bottom) (sites Top)))) phases:{(phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(if (= (trackSite Move from:(last To afterConsequence:True) steps:1) (mapEntry Mover)) (trackSite Move from:(last To afterConsequence:True) steps:2) (trackSite Move from:(last To afterConsequence:True) steps:1))}) (sites Mover "Home")) if:(< 0 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (!= 0 (count at:(if (= (trackSite Move from:(to) steps:1) (mapEntry Mover)) (trackSite Move from:(to) steps:2) (trackSite Move from:(to) steps:1)))) (moveAgain) (if (is In (to) (sites Mover "Home")) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 5) (- (to) 5)))) (fromTo (from (if (is Mover P1) (+ (to) 5) (- (to) 5))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 5) (- (to) 5))))))))))) (end (if (all Passed) {(if (> 6 (count at:(mapEntry P1))) (result P2 Win)) (if (> 6 (count at:(mapEntry P2))) (result P1 Win))})) (nextPhase (all Passed) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 6 (count at:(mapEntry Mover))) (move (from (mapEntry Mover)) (to (intersection (sites Empty) (sites Mover "Home"))) count:6))) (nextPhase (all Passed) "Sowing"))})) |
2x7 board, with two stores. Each player owns the store to their left. Seven counters per hole. Players take counters from one hole and sow them in a clockwise direction starting in the next hole from which the counters were taken. Players include their own store when sowing but ignore their opponent's store. If last counter falls into an empty hole, move ends. If it is on the player's side, the counters in the opponent's hole opposite are taken and added to the player's store. If the last counter falls into the player's store, the player may sow counters from another hole on their side. If the last counter drops into an occupied hole on either side of the board, the counters are picked up and sowing continues until the last counter drops into an empty hole. When all of the counters are in the players' stores, a new round begins. Players fill their holes with the counters in their store. Any holes which cannot be filled with seven counters are out of play for this round; any extra counters go back in the store. Play continues until one player cannot fill any holes, and the opponent wins. | (game "Sungka" (players 2) (equipment {(mancalaBoard 2 7 (track "Track" "7,W,WNW,ENE,E,ESE" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 7 to:(union (sites P1) (sites P2)))) phases:{(phase "Sowing" (play (move Select (from (if (and (is Prev Mover) (not (is Pending))) (sites {(var)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (= (to) (mapEntry Mover)) (and (moveAgain) (set Pending)) (if (and {(is In (to) (sites Mover)) (= (count at:(to)) 1) (< 0 (count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))))}) (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (mapEntry (mover))) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (> (count at:(to)) 1) (and (moveAgain) (set Var (to)))))) skipIf:(= (to) (mapEntry Next)))))) (end (if (all Passed) {(if (> 7 (count at:(mapEntry P1))) (result P2 Win)) (if (> 7 (count at:(mapEntry P2))) (result P1 Win))})) (nextPhase (all Passed) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 7 (count at:(mapEntry Mover))) (move (from (mapEntry Mover)) (to (intersection (sites Empty) (sites Mover))) count:7))) (nextPhase (all Passed) "Sowing"))})) | ###Description
2x7 board, with two stores. Each player owns the store to their left. Seven counters per hole. Players take counters from one hole and sow them in a clockwise direction starting in the next hole from which the counters were taken. Players include their own store when sowing but ignore their opponent's store. If last counter falls into an empty hole, move ends. If it is on the player's side, the counters in the opponent's hole opposite are taken and added to the player's store. If the last counter falls into the player's store, the player may sow counters from another hole on their side. If the last counter drops into an occupied hole on either side of the board, the counters are picked up and sowing continues until the last counter drops into an empty hole. When all of the counters are in the players' stores, a new round begins. Players fill their holes with the counters in their store. Any holes which cannot be filled with seven counters are out of play for this round; any extra counters go back in the store. Play continues until one player cannot fill any holes, and the opponent wins.
###Ludii
(game "Sungka" (players 2) (equipment {(mancalaBoard 2 7 (track "Track" "7,W,WNW,ENE,E,ESE" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 7 to:(union (sites P1) (sites P2)))) phases:{(phase "Sowing" (play (move Select (from (if (and (is Prev Mover) (not (is Pending))) (sites {(var)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (= (to) (mapEntry Mover)) (and (moveAgain) (set Pending)) (if (and {(is In (to) (sites Mover)) (= (count at:(to)) 1) (< 0 (count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))))}) (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (mapEntry (mover))) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (> (count at:(to)) 1) (and (moveAgain) (set Var (to)))))) skipIf:(= (to) (mapEntry Next)))))) (end (if (all Passed) {(if (> 7 (count at:(mapEntry P1))) (result P2 Win)) (if (> 7 (count at:(mapEntry P2))) (result P1 Win))})) (nextPhase (all Passed) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 7 (count at:(mapEntry Mover))) (move (from (mapEntry Mover)) (to (intersection (sites Empty) (sites Mover))) count:7))) (nextPhase (all Passed) "Sowing"))})) |
2x6 board. Four counters in each hole. Players sow counters in a clockwise directions from one of the holes in their opponent's row. When the final counter lands in an occupied hole, the contents of that hole are picked up and sowing continues, unless the next hole is empty, in which case the contents of the next hole after the empty hole are captured. When the final counter falls in an empty hole, the turn ends. Play continues until all of the holes are empty in one of the rows. The player who captured the most counters wins. | (game "Tap Urdy" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (hand Each) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Next)) if:(< 0 (count at:(from)))) (then (sow apply:(if (and (!= (count at:(trackSite Move from:(to) steps:1)) 0) (> (count at:(to)) 1)) (moveAgain) (if (and (= (count at:(trackSite Move from:(to) steps:1)) 0) (> (count at:(to)) 1)) (fromTo (from (trackSite Move from:(to) steps:2)) (to (handSite (mover))) count:(count at:(trackSite Move from:(to) steps:2))))))))) (end (if (or (all Sites (sites P1) if:(= 0 (count at:(site)))) (all Sites (sites P2) if:(= 0 (count at:(site))))) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board. Four counters in each hole. Players sow counters in a clockwise directions from one of the holes in their opponent's row. When the final counter lands in an occupied hole, the contents of that hole are picked up and sowing continues, unless the next hole is empty, in which case the contents of the next hole after the empty hole are captured. When the final counter falls in an empty hole, the turn ends. Play continues until all of the holes are empty in one of the rows. The player who captured the most counters wins.
###Ludii
(game "Tap Urdy" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (hand Each) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Next)) if:(< 0 (count at:(from)))) (then (sow apply:(if (and (!= (count at:(trackSite Move from:(to) steps:1)) 0) (> (count at:(to)) 1)) (moveAgain) (if (and (= (count at:(trackSite Move from:(to) steps:1)) 0) (> (count at:(to)) 1)) (fromTo (from (trackSite Move from:(to) steps:2)) (to (handSite (mover))) count:(count at:(trackSite Move from:(to) steps:2))))))))) (end (if (or (all Sites (sites P1) if:(= 0 (count at:(site)))) (all Sites (sites P2) if:(= 0 (count at:(site))))) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
2x12 board. Beginning from the leftmost hole closest to a player and proceeding in an anti-clockwise direction, the opening arrangement of counters is an alternating pattern of one empty hole, followed by two holes with three counters each. The first move for each player must be from an occupied hole in the right half of their row. Players sow in an anti-clockwise direction, but if the final counter is about to fall in a hole in the player's own row, it is instead placed in the first hole in the opponent's row. After this, players may sow from any hole in their row, provided that the final counter does not fall into an occupied hole in their row. When the final counter of a sowing lands in an occupied hole in the opponent's row, the counters there are picked up and sowing continues. When this happens, the player is allowed to drop the final counter into an occupied hole in their row, which would then be picked up and sowing would continue as before. When the final counter falls into an empty hole in the player's row, any counters in the opponent's hole opposite are captured. When the final counter falls into an empty hole in the opponent's row, the turn ends. The player who captures all of the opponent's counters wins. Players typically play to achieve five consecutive wins. | (game "Tapata" (players 2) (equipment {(mancalaBoard 2 12 store:None (track "TrackCCW" "0,E,N,W" loop:True)) (piece "Seed" Shared) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (regions "Right Half" P1 (intersection (sites Bottom) (expand (sites Right) steps:5))) (regions "Right Half" P2 (intersection (sites Top) (expand (sites Left) steps:5))) (map {(pair P1 0) (pair P2 23)})}) (rules (start (set Count 3 to:(sites {1 2 4 5 7 8 10 11 22 21 19 18 16 15 13 12}))) phases:{(phase "FirstMove" (play (move Select (from (difference (sites Mover "Right Half") (sites Empty))) (then (sow apply:(if (is In (to) (sites Mover "Home")) (fromTo (from (to)) (to (mapEntry Next)))))))) (nextPhase Mover "Play")) (phase "Play" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(and (> (count at:(from)) 0) (or (is Prev Mover) (and (not (is Prev Mover)) (not (and (is In (trackSite Move from:(from) steps:(count at:(from))) (sites Mover "Home")) (!= 0 (count at:(trackSite Move from:(from) steps:(count at:(from))))))))))) (then (sow apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (!= 0 (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (is In (to) (sites Mover "Home"))) (remove (if (is Mover P1) (+ (to) 12) (- (to) 12))))))))))} (end (forEach NonMover if:(= (count in:(sites Player "Home")) 0) (result Player Loss))))) | ###Description
2x12 board. Beginning from the leftmost hole closest to a player and proceeding in an anti-clockwise direction, the opening arrangement of counters is an alternating pattern of one empty hole, followed by two holes with three counters each. The first move for each player must be from an occupied hole in the right half of their row. Players sow in an anti-clockwise direction, but if the final counter is about to fall in a hole in the player's own row, it is instead placed in the first hole in the opponent's row. After this, players may sow from any hole in their row, provided that the final counter does not fall into an occupied hole in their row. When the final counter of a sowing lands in an occupied hole in the opponent's row, the counters there are picked up and sowing continues. When this happens, the player is allowed to drop the final counter into an occupied hole in their row, which would then be picked up and sowing would continue as before. When the final counter falls into an empty hole in the player's row, any counters in the opponent's hole opposite are captured. When the final counter falls into an empty hole in the opponent's row, the turn ends. The player who captures all of the opponent's counters wins. Players typically play to achieve five consecutive wins.
###Ludii
(game "Tapata" (players 2) (equipment {(mancalaBoard 2 12 store:None (track "TrackCCW" "0,E,N,W" loop:True)) (piece "Seed" Shared) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (regions "Right Half" P1 (intersection (sites Bottom) (expand (sites Right) steps:5))) (regions "Right Half" P2 (intersection (sites Top) (expand (sites Left) steps:5))) (map {(pair P1 0) (pair P2 23)})}) (rules (start (set Count 3 to:(sites {1 2 4 5 7 8 10 11 22 21 19 18 16 15 13 12}))) phases:{(phase "FirstMove" (play (move Select (from (difference (sites Mover "Right Half") (sites Empty))) (then (sow apply:(if (is In (to) (sites Mover "Home")) (fromTo (from (to)) (to (mapEntry Next)))))))) (nextPhase Mover "Play")) (phase "Play" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(and (> (count at:(from)) 0) (or (is Prev Mover) (and (not (is Prev Mover)) (not (and (is In (trackSite Move from:(from) steps:(count at:(from))) (sites Mover "Home")) (!= 0 (count at:(trackSite Move from:(from) steps:(count at:(from))))))))))) (then (sow apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (!= 0 (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (is In (to) (sites Mover "Home"))) (remove (if (is Mover P1) (+ (to) 12) (- (to) 12))))))))))} (end (forEach NonMover if:(= (count in:(sites Player "Home")) 0) (result Player Loss))))) |
2x6 board with two stores. Four counters per hole. Sowing occurs in an anti-clockwise direction. In the first and second moves, players may choose to drop as many counters as they wish into the holes they are sowing into. From the third turn on, the players must sow one counter at a time. The hole from which a sowing began is skipped if the sowing goes all the way around the board. When the final counter lands in a hole containing one or two people, thus causing it to contain two or three, these are captured. Any previous holes, in an unbroken sequence, also containing two or three counters, are captured. A move of a single counter cannot capture. When a player's row is empty, the opponent must sow into their row if it is possible to do so. Play ends when one player's row is empty, and the opponent claims all of the remaining counters. The player with the most counters wins. | (game "Ti" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "1,E,N,W" loop:True)) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) phases:{(phase "TwoFirstTurn" (play (if (is Prev Mover) (forEach Value min:1 max:(var "NumCounters") (move Add (piece (id "Seed" Shared)) (to (trackSite Move from:(last To) "Track" steps:1) (apply (set Var "NumCounters" (- (var "NumCounters") (value))))) count:(value) (then (if (< 0 (var "NumCounters")) (moveAgain) (set Value Mover (+ 1 (value Player Mover))))))) (move Select (from (sites Mover "Home") if:(> (count at:(from)) 0)) (then (and {(moveAgain) (remove (last To) count:(count at:(last To))) (set Var "NumCounters" (count at:(last To)))}))))) (nextPhase Mover (= (value Player Mover) 1) "Sowing")) (phase "Sowing" (play (do (or (move Select (from (sites Mover "Home") if:(> (count at:(from)) 1)) (then (sow if:(or (= (count at:(to)) 2) (= (count at:(to)) 3)) apply:(fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) includeSelf:False backtracking:True))) (move Select (from (sites Mover "Home") if:(= (count at:(from)) 1)) (then (sow)))) ifAfterwards:(< 0 (count in:(sites Next "Home"))))))} (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board with two stores. Four counters per hole. Sowing occurs in an anti-clockwise direction. In the first and second moves, players may choose to drop as many counters as they wish into the holes they are sowing into. From the third turn on, the players must sow one counter at a time. The hole from which a sowing began is skipped if the sowing goes all the way around the board. When the final counter lands in a hole containing one or two people, thus causing it to contain two or three, these are captured. Any previous holes, in an unbroken sequence, also containing two or three counters, are captured. A move of a single counter cannot capture. When a player's row is empty, the opponent must sow into their row if it is possible to do so. Play ends when one player's row is empty, and the opponent claims all of the remaining counters. The player with the most counters wins.
###Ludii
(game "Ti" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "1,E,N,W" loop:True)) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) phases:{(phase "TwoFirstTurn" (play (if (is Prev Mover) (forEach Value min:1 max:(var "NumCounters") (move Add (piece (id "Seed" Shared)) (to (trackSite Move from:(last To) "Track" steps:1) (apply (set Var "NumCounters" (- (var "NumCounters") (value))))) count:(value) (then (if (< 0 (var "NumCounters")) (moveAgain) (set Value Mover (+ 1 (value Player Mover))))))) (move Select (from (sites Mover "Home") if:(> (count at:(from)) 0)) (then (and {(moveAgain) (remove (last To) count:(count at:(last To))) (set Var "NumCounters" (count at:(last To)))}))))) (nextPhase Mover (= (value Player Mover) 1) "Sowing")) (phase "Sowing" (play (do (or (move Select (from (sites Mover "Home") if:(> (count at:(from)) 1)) (then (sow if:(or (= (count at:(to)) 2) (= (count at:(to)) 3)) apply:(fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) includeSelf:False backtracking:True))) (move Select (from (sites Mover "Home") if:(= (count at:(from)) 1)) (then (sow)))) ifAfterwards:(< 0 (count in:(sites Next "Home"))))))} (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) |
2x9 board, with two stores in between the holes. Players own the store to their right. Nine counters in each hole. A player takes all of the counters from one of the holes in their row and sows them anti-clockwise. The first stone is dropped into the hole that was just emptied, except when there is only one stone, in which case it is moved to the next hole. If the last counter falls into an opponent's hole making this hole have an even number of counters, these counters are captured and placed in the player's store. Otherwise, the turn ends. When the last counter falls into an opponent's hole, making it contain three counters, it is made into a "tuzduk." A player can only create one tuzduk per game. When a player creates a tuzduk, the opponent cannot create a tuzduk in the same hole in the player's row, with respect to the index of the hole in the respective player's hole. Stones that fall into a tuzduk are captured by its owner. The game ends when a player cannot move because all of the holes, except the tuzduk, are empty. The other player claims the remaining counters and the player with the most counters wins. | (game "Toguz Kumalak" (players 2) (equipment {(board (merge {(rectangle 1 9) (shift 2.5 1 (rectangle 1 1)) (shift 5.5 1 (rectangle 1 1)) (shift 0 2 (rectangle 1 9))}) (track "Track" "0,E,19,W" loop:True) use:Vertex) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 9) (pair P2 10)}) (piece "Seed" Shared)}) (rules (start (set Count 9 to:(sites Track))) (play (move Select (from (sites Mover) if:(> (count at:(from)) 0)) (then (sow apply:(if (and (is In (to) (sites Next)) (is Even (count at:(to)))) (fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) (if (and {(is In (to) (sites Next)) (= (count at:(to)) 3) (< (value Player Mover) 0) (if (< (value Player Next) 0) True (!= (+ (to) (value Player Next)) 19))}) (and (set Value Mover (to)) (fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to)))))) origin:(!= (count at:(last From)) 1) (then (and (if (and (> (value Player P1) 0) (> (count at:(value Player P1)) 0)) (fromTo (from (value Player P1)) (to (mapEntry P1)) count:(count at:(value Player P1)))) (if (and (> (value Player P2) 0) (> (count at:(value Player P2)) 0)) (fromTo (from (value Player P2)) (to (mapEntry P2)) count:(count at:(value Player P2)))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) | ###Description
2x9 board, with two stores in between the holes. Players own the store to their right. Nine counters in each hole. A player takes all of the counters from one of the holes in their row and sows them anti-clockwise. The first stone is dropped into the hole that was just emptied, except when there is only one stone, in which case it is moved to the next hole. If the last counter falls into an opponent's hole making this hole have an even number of counters, these counters are captured and placed in the player's store. Otherwise, the turn ends. When the last counter falls into an opponent's hole, making it contain three counters, it is made into a "tuzduk." A player can only create one tuzduk per game. When a player creates a tuzduk, the opponent cannot create a tuzduk in the same hole in the player's row, with respect to the index of the hole in the respective player's hole. Stones that fall into a tuzduk are captured by its owner. The game ends when a player cannot move because all of the holes, except the tuzduk, are empty. The other player claims the remaining counters and the player with the most counters wins.
###Ludii
(game "Toguz Kumalak" (players 2) (equipment {(board (merge {(rectangle 1 9) (shift 2.5 1 (rectangle 1 1)) (shift 5.5 1 (rectangle 1 1)) (shift 0 2 (rectangle 1 9))}) (track "Track" "0,E,19,W" loop:True) use:Vertex) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 9) (pair P2 10)}) (piece "Seed" Shared)}) (rules (start (set Count 9 to:(sites Track))) (play (move Select (from (sites Mover) if:(> (count at:(from)) 0)) (then (sow apply:(if (and (is In (to) (sites Next)) (is Even (count at:(to)))) (fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) (if (and {(is In (to) (sites Next)) (= (count at:(to)) 3) (< (value Player Mover) 0) (if (< (value Player Next) 0) True (!= (+ (to) (value Player Next)) 19))}) (and (set Value Mover (to)) (fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to)))))) origin:(!= (count at:(last From)) 1) (then (and (if (and (> (value Player P1) 0) (> (count at:(value Player P1)) 0)) (fromTo (from (value Player P1)) (to (mapEntry P1)) count:(count at:(value Player P1)))) (if (and (> (value Player P2) 0) (> (count at:(value Player P2)) 0)) (fromTo (from (value Player P2)) (to (mapEntry P2)) count:(count at:(value Player P2)))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) |
2x6 board. Four counters in each hole. Players draw lots to see who goes first. There is a choice of stylised opening move. One player takes a counter from their rightmost hole, then another from the opposite hole in the opponent's row, then proceeding in this fashion in an anti-clockwise direction until the holes alternate with five and three counters, until reaching the hole from which sowing began, which will hold four. The original counter is sown into the next hole in the opponent's row, making four, thus creating a tuz, which behaves as explained below. Alternatively, the player may rearrange the counters in a similar manner, but creating an alternating pattern of holes with three and five counters, and not creating a tuz. After this, players pick up the counters in any of the holes in their row and sow them in an anti-clockwise direction. If the last counter falls into a hole that is occupied, the player picks up the contents of this hole and continues to sow. When the last counter falls into an empty hole, the play ends. Capturing occurs when the last counter falls into a hole on the opponent's side of the board containing three counters, increasing it to four. This hole, a tuz, then belongs to the player who captured it. A player cannot pick up counters from this hole, and the opponent can only do so if the last counter of their sowing falls in the tuz, in which case the opponent takes one counter from it, along with the final counter. The tuz remains in the ownership of the person who captured it. If it remains empty and the opponent drops their last counter into the tuz, the last counter is removed. Play then continues by picking up the contents of another hole and continuing to sow. If a player cannot move, they pass, but the opponent may continue to make moves. The player could then resume play if the opponent's moves create a possibility for a move. Play ends when there are no more counters available to move. Each player owns the counters in their tuz or which they have removed from the board. A second round is played, each player placing four counters into each hole starting from the rightmost hole in their row. The player with more counters gains a hole from their opponent for every four extra balls they've captured. If an opponent has three extra after counting in such a way, they also gain a hole, and if each player has two remaining counters ownership is determined by chance. Play continues in several rounds like this until one player takes all the counters. | (game "Tuz" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightMost" {(pair P1 5) (pair P2 6)})}) (rules (start {(set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top)) (set Count 4 to:(sites Track))}) phases:{(phase "Opening" (play (move Select (from (if (is Prev Mover) (sites {(trackSite Move from:(last From) "TrackCCW" steps:2)}) (union (sites {10}) (intersection (sites Bottom) (sites Right))))) (then (sow count:1 "TrackCCW" apply:(if (not (is In (trackSite Move from:(from) "TrackCCW" steps:2) (intersection (sites Bottom) (sites Right)))) (moveAgain) (if (= 4 (count at:11)) (set State at:11 (mover)))))))) (nextPhase (is In (trackSite Move from:(last From) "TrackCCW" steps:2) (intersection (sites Bottom) (sites Right))) "Sowing")) (phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow "TrackCCW" apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and (moveAgain) (set Var "Replay" (to))) (if (!= (mover) (state at:(to))) (and (fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to)))))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:4 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (if (= 3 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:3) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (if (< 50 (value Random (range 1 100))) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}))))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))})) | ###Description
2x6 board. Four counters in each hole. Players draw lots to see who goes first. There is a choice of stylised opening move. One player takes a counter from their rightmost hole, then another from the opposite hole in the opponent's row, then proceeding in this fashion in an anti-clockwise direction until the holes alternate with five and three counters, until reaching the hole from which sowing began, which will hold four. The original counter is sown into the next hole in the opponent's row, making four, thus creating a tuz, which behaves as explained below. Alternatively, the player may rearrange the counters in a similar manner, but creating an alternating pattern of holes with three and five counters, and not creating a tuz. After this, players pick up the counters in any of the holes in their row and sow them in an anti-clockwise direction. If the last counter falls into a hole that is occupied, the player picks up the contents of this hole and continues to sow. When the last counter falls into an empty hole, the play ends. Capturing occurs when the last counter falls into a hole on the opponent's side of the board containing three counters, increasing it to four. This hole, a tuz, then belongs to the player who captured it. A player cannot pick up counters from this hole, and the opponent can only do so if the last counter of their sowing falls in the tuz, in which case the opponent takes one counter from it, along with the final counter. The tuz remains in the ownership of the person who captured it. If it remains empty and the opponent drops their last counter into the tuz, the last counter is removed. Play then continues by picking up the contents of another hole and continuing to sow. If a player cannot move, they pass, but the opponent may continue to make moves. The player could then resume play if the opponent's moves create a possibility for a move. Play ends when there are no more counters available to move. Each player owns the counters in their tuz or which they have removed from the board. A second round is played, each player placing four counters into each hole starting from the rightmost hole in their row. The player with more counters gains a hole from their opponent for every four extra balls they've captured. If an opponent has three extra after counting in such a way, they also gain a hole, and if each player has two remaining counters ownership is determined by chance. Play continues in several rounds like this until one player takes all the counters.
###Ludii
(game "Tuz" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightMost" {(pair P1 5) (pair P2 6)})}) (rules (start {(set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top)) (set Count 4 to:(sites Track))}) phases:{(phase "Opening" (play (move Select (from (if (is Prev Mover) (sites {(trackSite Move from:(last From) "TrackCCW" steps:2)}) (union (sites {10}) (intersection (sites Bottom) (sites Right))))) (then (sow count:1 "TrackCCW" apply:(if (not (is In (trackSite Move from:(from) "TrackCCW" steps:2) (intersection (sites Bottom) (sites Right)))) (moveAgain) (if (= 4 (count at:11)) (set State at:11 (mover)))))))) (nextPhase (is In (trackSite Move from:(last From) "TrackCCW" steps:2) (intersection (sites Bottom) (sites Right))) "Sowing")) (phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow "TrackCCW" apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and (moveAgain) (set Var "Replay" (to))) (if (!= (mover) (state at:(to))) (and (fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to)))))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:4 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (if (= 3 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:3) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) count:2) (if (< 50 (value Random (range 1 100))) (remember Value "OwnedP1" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite "TrackCW" from:(mapEntry "RightMost" Mover) if:(is Empty (to)))))}))))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))})) |
2x6 board. Four counters in each hole. Players sow from any of the holes in their row in an anti-clockwise direction. When the final counter of a sowing falls into an occupied hole (except in the scenario below), these are picked up and sowing continues. If the final counter falls into either an empty hole or one of the opponent's holes with three counters, making that hole now have four counters, the sowing ends. When the final counter falls into a hole in the opponent's row containing four counters after sowing concludes, this hole is marked. If a player sows their final counter into their opponent's marked hole, the final counter and one of the counters in the hole are captured. The player then gets another turn. If the final counter falls into a player's own marked hole, the turn ends. The contents of marked holes cannot be sown. The game ends when only marked holes contain counters. These are then captured by the players who marked them. A new game begins. The player with the most counters places four in each hole beginning from the left hole in their row. Each hole that contains four counters is owned by that player for the new round. If the player has three counters remaining after filling as many holes with four as possible, they borrow one counter from the opponent to make four and own the corresponding hole. If there are two or one remaining, the opponent borrows these to fill and own the last hole. Play continues until one player owns no more holes. | (game "Um el Banat" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (piece "Seed" Shared) (hand Each) (map "LeftMost" {(pair P1 0) (pair P2 11)})}) (rules (start {(set Count 4 to:(sites Track)) (set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(last To afterConsequence:True)}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow apply:(if (= (next) (state at:(to))) (and {(move (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (moveAgain) (set Var "ContinueSowing" 0)}) (if (= (mover) (state at:(to))) (set Var "ContinueSowing" 0) (if (and (< 1 (count at:(to))) (!= 4 (count at:(to)))) (and (moveAgain) (set Var "ContinueSowing" 1)) (if (and (= 4 (count at:(to))) (not (is In (sites Mover "Home")))) (and (set State at:(to) (mover)) (set Var "ContinueSowing" 0)))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All) (if (>= (+ (count Cell at:(handSite 1)) (count in:(forEach (sites Board) if:(= 1 (state at:(site)))))) (+ (count Cell at:(handSite 2)) (count in:(forEach (sites Board) if:(= 2 (state at:(site))))))) (set NextPlayer (player 1)) (set NextPlayer (player 2)))}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:4 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (if (= 3 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:3) (fromTo (from (handSite Next)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))))}) (fromTo (from (handSite Mover)) (to (handSite Next)) count:(count Cell at:(handSite Mover)))))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))})) | ###Description
2x6 board. Four counters in each hole. Players sow from any of the holes in their row in an anti-clockwise direction. When the final counter of a sowing falls into an occupied hole (except in the scenario below), these are picked up and sowing continues. If the final counter falls into either an empty hole or one of the opponent's holes with three counters, making that hole now have four counters, the sowing ends. When the final counter falls into a hole in the opponent's row containing four counters after sowing concludes, this hole is marked. If a player sows their final counter into their opponent's marked hole, the final counter and one of the counters in the hole are captured. The player then gets another turn. If the final counter falls into a player's own marked hole, the turn ends. The contents of marked holes cannot be sown. The game ends when only marked holes contain counters. These are then captured by the players who marked them. A new game begins. The player with the most counters places four in each hole beginning from the left hole in their row. Each hole that contains four counters is owned by that player for the new round. If the player has three counters remaining after filling as many holes with four as possible, they borrow one counter from the opponent to make four and own the corresponding hole. If there are two or one remaining, the opponent borrows these to fill and own the last hole. Play continues until one player owns no more holes.
###Ludii
(game "Um el Banat" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (piece "Seed" Shared) (hand Each) (map "LeftMost" {(pair P1 0) (pair P2 11)})}) (rules (start {(set Count 4 to:(sites Track)) (set RememberValue "OwnedP1" (sites Bottom)) (set RememberValue "OwnedP2" (sites Top))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(last To afterConsequence:True)}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow apply:(if (= (next) (state at:(to))) (and {(move (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (moveAgain) (set Var "ContinueSowing" 0)}) (if (= (mover) (state at:(to))) (set Var "ContinueSowing" 0) (if (and (< 1 (count at:(to))) (!= 4 (count at:(to)))) (and (moveAgain) (set Var "ContinueSowing" 1)) (if (and (= 4 (count at:(to))) (not (is In (sites Mover "Home")))) (and (set State at:(to) (mover)) (set Var "ContinueSowing" 0)))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All) (if (>= (+ (count Cell at:(handSite 1)) (count in:(forEach (sites Board) if:(= 1 (state at:(site)))))) (+ (count Cell at:(handSite 2)) (count in:(forEach (sites Board) if:(= 2 (state at:(site))))))) (set NextPlayer (player 1)) (set NextPlayer (player 2)))}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:4 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (if (= 3 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:3) (fromTo (from (handSite Next)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))))}) (fromTo (from (handSite Mover)) (to (handSite Next)) count:(count Cell at:(handSite Mover)))))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))})) |
2x3 board. Three counters in each hole. Players sow from any one of their holes. Sowing can occur in the following directions: From the leftmost hole, clockwise; from the rightmost hole, anti-clockwise; from the center hole, the player may choose either direction. If the final counter falls into a hole in the opponent's row containing one counter, making it now contain two, these are taken. If the holes before them also contain two, in an unbroken sequence, they may all be captured. Single counters cannot be sown. When neither player can move, the single counters in each player's rows are taken by the player belonging to those rows. The player with the most counters wins. | (game "Um el Tuweisat" (players 2) (equipment {(mancalaBoard 2 3 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "2,W,N,E" loop:True)}) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightHole" {(pair P1 2) (pair P2 3)}) (map "CenterHole" {(pair P1 1) (pair P2 4)}) (map "LeftHole" {(pair P1 0) (pair P2 5)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(sites Track))) (play (or {(move Select (from (mapEntry "RightHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (mapEntry "LeftHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (mapEntry "CenterHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (mapEntry "CenterHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True)))})) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x3 board. Three counters in each hole. Players sow from any one of their holes. Sowing can occur in the following directions: From the leftmost hole, clockwise; from the rightmost hole, anti-clockwise; from the center hole, the player may choose either direction. If the final counter falls into a hole in the opponent's row containing one counter, making it now contain two, these are taken. If the holes before them also contain two, in an unbroken sequence, they may all be captured. Single counters cannot be sown. When neither player can move, the single counters in each player's rows are taken by the player belonging to those rows. The player with the most counters wins.
###Ludii
(game "Um el Tuweisat" (players 2) (equipment {(mancalaBoard 2 3 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "2,W,N,E" loop:True)}) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map "RightHole" {(pair P1 2) (pair P2 3)}) (map "CenterHole" {(pair P1 1) (pair P2 4)}) (map "LeftHole" {(pair P1 0) (pair P2 5)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(sites Track))) (play (or {(move Select (from (mapEntry "RightHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (mapEntry "LeftHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (mapEntry "CenterHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (mapEntry "CenterHole" (mover)) if:(> (count at:(from)) 1)) (then (sow "TrackCW" if:(and (= (count at:(to)) 2) (is In (to) (sites Next))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True)))})) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
2x5 board. Play begins with five counters in each hole. Players sow from any one of their holes. Sowing can occur in the following directions: From the leftmost two holes: clockwise. From the rightmost two holes: anti-clockwise. from the center hole: the player may choose either direction. If the final counter falls into a hole in the opponent's row containing either one or three counters, making it now contain two or four, these are taken. If the holes before them also contain two or four, in an unbroken sequence, they may all be captured. Single counters cannot be sown. When neither player can move, the single counters in each player's rows are taken by the player belonging to those rows. The player with the most counters wins. | (game "Um el-Bagara" (players 2) (equipment {(mancalaBoard 2 5 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "4,W,N,E" loop:True)}) (regions "Home1" P1 (sites Bottom)) (regions "Home2" P2 (sites Top)) (regions "Left1" P1 (sites {0 1 2})) (regions "Left2" P2 (sites {9 8 7})) (regions "Right1" P1 (sites {2 3 4})) (regions "Right2" P2 (sites {7 6 5})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 5 to:(sites Track))) (play (or (move Select (from (sites Mover "Left") if:(> (count at:(from)) 1)) (then (sow "TrackCW" if:(and (is In (to) (sites Next "Home")) (or (= (count at:(to)) 2) (= (count at:(to)) 4))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (sites Mover "Right") if:(> (count at:(from)) 1)) (then (sow "TrackCCW" if:(and (is In (to) (sites Next "Home")) (or (= (count at:(to)) 2) (= (count at:(to)) 4))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))))) (end (if (all Passed) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x5 board. Play begins with five counters in each hole. Players sow from any one of their holes. Sowing can occur in the following directions: From the leftmost two holes: clockwise. From the rightmost two holes: anti-clockwise. from the center hole: the player may choose either direction. If the final counter falls into a hole in the opponent's row containing either one or three counters, making it now contain two or four, these are taken. If the holes before them also contain two or four, in an unbroken sequence, they may all be captured. Single counters cannot be sown. When neither player can move, the single counters in each player's rows are taken by the player belonging to those rows. The player with the most counters wins.
###Ludii
(game "Um el-Bagara" (players 2) (equipment {(mancalaBoard 2 5 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "4,W,N,E" loop:True)}) (regions "Home1" P1 (sites Bottom)) (regions "Home2" P2 (sites Top)) (regions "Left1" P1 (sites {0 1 2})) (regions "Left2" P2 (sites {9 8 7})) (regions "Right1" P1 (sites {2 3 4})) (regions "Right2" P2 (sites {7 6 5})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 5 to:(sites Track))) (play (or (move Select (from (sites Mover "Left") if:(> (count at:(from)) 1)) (then (sow "TrackCW" if:(and (is In (to) (sites Next "Home")) (or (= (count at:(to)) 2) (= (count at:(to)) 4))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))) (move Select (from (sites Mover "Right") if:(> (count at:(from)) 1)) (then (sow "TrackCCW" if:(and (is In (to) (sites Next "Home")) (or (= (count at:(to)) 2) (= (count at:(to)) 4))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True))))) (end (if (all Passed) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
2x6 board. Four counters in each hole. Sowing occurs in an anti-clockwise direction. The first player sows from the hole on their right. When the final counter lands in an occupied hole, the turn ends. When the final counter lands in an empty hole, that counter is captured. The player who captures the most counters wins. The game is played with 6 holes per row. | (game "Um el-Bil" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Track))) phases:{(phase "Opening" (play (move Select (from (- 6 1)) (then (sow if:(= (count at:(to)) 1) apply:(fromTo (from (to)) (to (handSite Mover)) count:1))))) (nextPhase "Play")) (phase "Play" (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(= (count at:(to)) 1) apply:(fromTo (from (to)) (to (handSite Mover)) count:1))))))} (end (if (all Sites (sites Board) if:(is Empty (site))) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) | ###Description
2x6 board. Four counters in each hole. Sowing occurs in an anti-clockwise direction. The first player sows from the hole on their right. When the final counter lands in an occupied hole, the turn ends. When the final counter lands in an empty hole, that counter is captured. The player who captures the most counters wins. The game is played with 6 holes per row.
###Ludii
(game "Um el-Bil" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Track))) phases:{(phase "Opening" (play (move Select (from (- 6 1)) (then (sow if:(= (count at:(to)) 1) apply:(fromTo (from (to)) (to (handSite Mover)) count:1))))) (nextPhase "Play")) (phase "Play" (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(= (count at:(to)) 1) apply:(fromTo (from (to)) (to (handSite Mover)) count:1))))))} (end (if (all Sites (sites Board) if:(is Empty (site))) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) |
2x6 board. Six counters in each hole. Sowing occurs from any of the holes in the player's row, and continues in a clockwise direction. If the final counter lands in a hole in the player's row containing three counters, four with the addition of the final counter, these are captured. Play continues until one player cannot move or the board position repeats. When one player cannot move, the other player captures the remaining counters. The player with the most counters wins. The game ends if no moves or a repeating state is detected. | (game "Unnee Tugalluulax" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 6 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(= (count at:(to)) 4) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))))))) (end (if (or (no Moves Mover) (is Cycle)) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board. Six counters in each hole. Sowing occurs from any of the holes in the player's row, and continues in a clockwise direction. If the final counter lands in a hole in the player's row containing three counters, four with the addition of the final counter, these are captured. Play continues until one player cannot move or the board position repeats. When one player cannot move, the other player captures the remaining counters. The player with the most counters wins. The game ends if no moves or a repeating state is detected.
###Ludii
(game "Unnee Tugalluulax" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 6 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(= (count at:(to)) 4) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))))))) (end (if (or (no Moves Mover) (is Cycle)) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
2x6 board with a store on either end. Four counters in each hole. Players take turns sowing in an anti-clockwise direction from one of the holes in their row. Counters are captured when the final counter of a sowing is dropped into a hole in the opponent's row containing one or two counters, making it contain two or three counters. If the previous hole also contains two or three counters, they are also captured, in an unbroken line until a hole with a different number of counters is reached. If, while sowing, the hole from which the sowing originated is reached, this hole is skipped and sowing continues. If a player has no counters in their holes, the opponent must play so as to place counters in their row. The player who captures 25 coutners first wins. | (game "Uril" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "1,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) (play (do (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) apply:(fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) includeSelf:False backtracking:True))) ifAfterwards:(< 0 (count in:(sites Next))))) (end (forEach Player if:(>= (count at:(mapEntry Player)) 25) (result Player Win))))) | ###Description
2x6 board with a store on either end. Four counters in each hole. Players take turns sowing in an anti-clockwise direction from one of the holes in their row. Counters are captured when the final counter of a sowing is dropped into a hole in the opponent's row containing one or two counters, making it contain two or three counters. If the previous hole also contains two or three counters, they are also captured, in an unbroken line until a hole with a different number of counters is reached. If, while sowing, the hole from which the sowing originated is reached, this hole is skipped and sowing continues. If a player has no counters in their holes, the opponent must play so as to place counters in their row. The player who captures 25 coutners first wins.
###Ludii
(game "Uril" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "1,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) (play (do (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) apply:(fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) includeSelf:False backtracking:True))) ifAfterwards:(< 0 (count in:(sites Next))))) (end (forEach Player if:(>= (count at:(mapEntry Player)) 25) (result Player Win))))) |
2x8 and two stores. Five counters per hole. On each player's first move, they sow three counters into the first hole and two into the second hole. After this, sowing proceeds as usual, with one counter in each hole. Sowing may occur in either direction. When the final counter lands in an occupied hole, the contents of this hole are picked up and sowing continues in the opposite direction. When the final counter falls in an empty hole in the player's own row, the contents of the opposite hole are captured. If the final counter falls into the first of a series of empty holes, the contents of all of the holes opposite the empty holes are captured. It is necessary to enter the opponent's row first and return before making a capture.If the final counter lands in an empty hole in the opponent's row, the turn ends. The winner is the player who has captured the most counters. | (game "Uthi" (players 2) (equipment {(mancalaBoard 2 8 {(track "TrackCW" "8,W,N,E" loop:True) (track "TrackCCW" "1,E,N,W" loop:True)}) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 5 to:(sites Track))) phases:{(phase "Opening" (play (or (move Select (from (sites Mover)) (then (and (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCW" steps:1)) count:3) (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCW" steps:2)) count:2)))) (move Select (from (sites Mover)) (then (and (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCCW" steps:1)) count:3) (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCCW" steps:2)) count:2)))))) (nextPhase Mover "Sowing")) (phase "Sowing" (play (or (if (!= (value Player Mover) 1) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 0)) (then (sow "TrackCW" apply:(if (> (count at:(to)) 1) (and {(moveAgain) (set Value Mover 1) (if (is In (to) (sites Next)) (set Var "GoInOpponentRow" 1))}) (and {(set Value Mover 0) (set Var "GoInOpponentRow" 0) (if (and (= 1 (var "GoInOpponentRow")) (is In (to) (sites Mover))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (then (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:1)) (is In (trackSite Move from:(last From) "TrackCW" steps:1) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:1))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:1)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:2)) (is In (trackSite Move from:(last From) "TrackCW" steps:2) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:2))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:2)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:2)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:3)) (is In (trackSite Move from:(last From) "TrackCW" steps:3) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:3))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:3)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:4)) (is In (trackSite Move from:(last From) "TrackCW" steps:4) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:4))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:4)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:4)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:5)) (is In (trackSite Move from:(last From) "TrackCW" steps:5) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:5))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:5)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:6)) (is In (trackSite Move from:(last From) "TrackCW" steps:6) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:6))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:6)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:6)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:7)) (is In (trackSite Move from:(last From) "TrackCW" steps:7) (sites Mover))) (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:7))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:7)))))))))))))))))))))})))))) (if (!= (value Player Mover) 2) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" apply:(if (> (count at:(to)) 1) (and {(moveAgain) (set Value Mover 2) (if (is In (to) (sites Next)) (set Var "GoInOpponentRow" 1))}) (and {(set Value Mover 0) (set Var "GoInOpponentRow" 0) (if (and (= 1 (var "GoInOpponentRow")) (is In (to) (sites Mover))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (then (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:1)) (is In (trackSite Move from:(last From) "TrackCCW" steps:1) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:1))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:1)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:2)) (is In (trackSite Move from:(last From) "TrackCCW" steps:2) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:2))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:2)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:2)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:3)) (is In (trackSite Move from:(last From) "TrackCCW" steps:3) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:3))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:3)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:4)) (is In (trackSite Move from:(last From) "TrackCCW" steps:4) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:4))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:4)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:4)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:5)) (is In (trackSite Move from:(last From) "TrackCCW" steps:5) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:5))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:5)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:6)) (is In (trackSite Move from:(last From) "TrackCCW" steps:6) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:6))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:6)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:6)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:7)) (is In (trackSite Move from:(last From) "TrackCCW" steps:7) (sites Mover))) (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:7))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:7)))))))))))))))))))))})))))))))} (end (if (no Moves Mover) (byScore {(score P1 (count at:(mapEntry P1))) (score P2 (count at:(mapEntry P2)))}))))) | ###Description
2x8 and two stores. Five counters per hole. On each player's first move, they sow three counters into the first hole and two into the second hole. After this, sowing proceeds as usual, with one counter in each hole. Sowing may occur in either direction. When the final counter lands in an occupied hole, the contents of this hole are picked up and sowing continues in the opposite direction. When the final counter falls in an empty hole in the player's own row, the contents of the opposite hole are captured. If the final counter falls into the first of a series of empty holes, the contents of all of the holes opposite the empty holes are captured. It is necessary to enter the opponent's row first and return before making a capture.If the final counter lands in an empty hole in the opponent's row, the turn ends. The winner is the player who has captured the most counters.
###Ludii
(game "Uthi" (players 2) (equipment {(mancalaBoard 2 8 {(track "TrackCW" "8,W,N,E" loop:True) (track "TrackCCW" "1,E,N,W" loop:True)}) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 5 to:(sites Track))) phases:{(phase "Opening" (play (or (move Select (from (sites Mover)) (then (and (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCW" steps:1)) count:3) (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCW" steps:2)) count:2)))) (move Select (from (sites Mover)) (then (and (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCCW" steps:1)) count:3) (fromTo (from (last To)) (to (trackSite Move from:(last To) "TrackCCW" steps:2)) count:2)))))) (nextPhase Mover "Sowing")) (phase "Sowing" (play (or (if (!= (value Player Mover) 1) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 0)) (then (sow "TrackCW" apply:(if (> (count at:(to)) 1) (and {(moveAgain) (set Value Mover 1) (if (is In (to) (sites Next)) (set Var "GoInOpponentRow" 1))}) (and {(set Value Mover 0) (set Var "GoInOpponentRow" 0) (if (and (= 1 (var "GoInOpponentRow")) (is In (to) (sites Mover))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (then (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:1)) (is In (trackSite Move from:(last From) "TrackCW" steps:1) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:1))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:1)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:2)) (is In (trackSite Move from:(last From) "TrackCW" steps:2) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:2))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:2)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:2)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:3)) (is In (trackSite Move from:(last From) "TrackCW" steps:3) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:3))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:3)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:4)) (is In (trackSite Move from:(last From) "TrackCW" steps:4) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:4))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:4)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:4)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:5)) (is In (trackSite Move from:(last From) "TrackCW" steps:5) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:5))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:5)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:6)) (is In (trackSite Move from:(last From) "TrackCW" steps:6) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:6))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:6)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:6)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCW" steps:7)) (is In (trackSite Move from:(last From) "TrackCW" steps:7) (sites Mover))) (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCW" steps:7))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCW" steps:7)))))))))))))))))))))})))))) (if (!= (value Player Mover) 2) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" apply:(if (> (count at:(to)) 1) (and {(moveAgain) (set Value Mover 2) (if (is In (to) (sites Next)) (set Var "GoInOpponentRow" 1))}) (and {(set Value Mover 0) (set Var "GoInOpponentRow" 0) (if (and (= 1 (var "GoInOpponentRow")) (is In (to) (sites Mover))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (then (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:1)) (is In (trackSite Move from:(last From) "TrackCCW" steps:1) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:1))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:1)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:2)) (is In (trackSite Move from:(last From) "TrackCCW" steps:2) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:2))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:2)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:2)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:3)) (is In (trackSite Move from:(last From) "TrackCCW" steps:3) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:3))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:3)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:4)) (is In (trackSite Move from:(last From) "TrackCCW" steps:4) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:4))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:4)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:4)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:5)) (is In (trackSite Move from:(last From) "TrackCCW" steps:5) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:5))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:5)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:6)) (is In (trackSite Move from:(last From) "TrackCCW" steps:6) (sites Mover))) (and (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:6))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:6)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:6)))) (if (and (is Empty (trackSite Move from:(last From) "TrackCCW" steps:7)) (is In (trackSite Move from:(last From) "TrackCCW" steps:7) (sites Mover))) (if (!= 0 (count at:(trackSite Move from:(last From) "TrackCCW" steps:7))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(last From) "TrackCCW" steps:7)))))))))))))))))))))})))))))))} (end (if (no Moves Mover) (byScore {(score P1 (count at:(mapEntry P1))) (score P2 (count at:(mapEntry P2)))}))))) |
2x6 board. Five counters in each hole. Sowing occurs from any hole in the player's row in a clockwise direction. If the final counter lands into an empty hole, it is captured. If there is an unbroken line of holes behind it also having single counters, these are also captured. The player who captures the most counters wins. | (game "Vai Lung Thlan" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 5 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(= (count at:(to)) 1) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True)))) (end (if (no Moves Mover) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) | ###Description
2x6 board. Five counters in each hole. Sowing occurs from any hole in the player's row in a clockwise direction. If the final counter lands into an empty hole, it is captured. If there is an unbroken line of holes behind it also having single counters, these are also captured. The player who captures the most counters wins.
###Ludii
(game "Vai Lung Thlan" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 5 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(= (count at:(to)) 1) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) backtracking:True)))) (end (if (no Moves Mover) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) |
2x6 board. Three counters per hole. Sowing occurs in an anti-clockwise direction when starting from the right three holes of a player's row, or in a clockwise direction when starting from the player's left three holes. When the final counter falls into an occupied hole, these are picked up and sowing continues, except when this hole is made to contain four counters, in which case these counters are captured and the player takes another turn. These captures may not be made on the first turn. When the final counter lands in an empty hole, the turn ends. Play continues until one player is without counters in their row. The opponent then captures the remaining counters in their row, and the player that has captured the most counters wins. | (game "Wa'ache Waledat" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (regions "RightHome" P1 (intersection (expand (sites Right) steps:2) (sites Bottom))) (regions "RightHome" P2 (intersection (expand (sites Right) steps:2) (sites Top))) (regions "LeftHome" P1 (intersection (expand (sites Left) steps:2) (sites Bottom))) (regions "LeftHome" P2 (intersection (expand (sites Left) steps:2) (sites Top))) (hand Each)}) (rules (start (set Count 3 to:(sites Track))) (play (or (if (or (>= 0 (var "Direction")) (= 1 (var "Direction"))) (move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(last To afterConsequence:True)}) (sites Mover "RightHome")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Direction" 1) (set Var "ContinueSowing" 1) (if (and (= 4 (count at:(to))) (< 2 (count Turns))) (and (fromTo (from (to)) (to (handSite Mover)) count:4) (set Var "ContinueSowing" 0)))}) (set Var "Direction" 0)))))) (if (or (>= 0 (var "Direction")) (= 2 (var "Direction"))) (move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(last To afterConsequence:True)}) (sites Mover "LeftHome")) if:(> (count at:(from)) 0)) (then (sow "TrackCW" apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Direction" 2) (set Var "ContinueSowing" 1) (if (and (= 4 (count at:(to))) (< 2 (count Turns))) (and (fromTo (from (to)) (to (handSite Mover)) count:4) (set Var "ContinueSowing" 0)))}) (set Var "Direction" 0)))))) (then (if (or (all Sites (sites P1 "Home") if:(= 0 (count at:(site)))) (all Sites (sites P2 "Home") if:(= 0 (count at:(site))))) (and (forEach Site (sites P1 "Home") (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (sites P2 "Home") (fromTo (from (site)) (to (handSite P2)) count:(count at:(site))))))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) | ###Description
2x6 board. Three counters per hole. Sowing occurs in an anti-clockwise direction when starting from the right three holes of a player's row, or in a clockwise direction when starting from the player's left three holes. When the final counter falls into an occupied hole, these are picked up and sowing continues, except when this hole is made to contain four counters, in which case these counters are captured and the player takes another turn. These captures may not be made on the first turn. When the final counter lands in an empty hole, the turn ends. Play continues until one player is without counters in their row. The opponent then captures the remaining counters in their row, and the player that has captured the most counters wins.
###Ludii
(game "Wa'ache Waledat" (players 2) (equipment {(mancalaBoard 2 6 store:None {(track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "5,W,N,E" loop:True)}) (piece "Seed" Shared) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (regions "RightHome" P1 (intersection (expand (sites Right) steps:2) (sites Bottom))) (regions "RightHome" P2 (intersection (expand (sites Right) steps:2) (sites Top))) (regions "LeftHome" P1 (intersection (expand (sites Left) steps:2) (sites Bottom))) (regions "LeftHome" P2 (intersection (expand (sites Left) steps:2) (sites Top))) (hand Each)}) (rules (start (set Count 3 to:(sites Track))) (play (or (if (or (>= 0 (var "Direction")) (= 1 (var "Direction"))) (move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(last To afterConsequence:True)}) (sites Mover "RightHome")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Direction" 1) (set Var "ContinueSowing" 1) (if (and (= 4 (count at:(to))) (< 2 (count Turns))) (and (fromTo (from (to)) (to (handSite Mover)) count:4) (set Var "ContinueSowing" 0)))}) (set Var "Direction" 0)))))) (if (or (>= 0 (var "Direction")) (= 2 (var "Direction"))) (move Select (from (if (and (is Prev Mover) (= 1 (var "ContinueSowing"))) (sites {(last To afterConsequence:True)}) (sites Mover "LeftHome")) if:(> (count at:(from)) 0)) (then (sow "TrackCW" apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Direction" 2) (set Var "ContinueSowing" 1) (if (and (= 4 (count at:(to))) (< 2 (count Turns))) (and (fromTo (from (to)) (to (handSite Mover)) count:4) (set Var "ContinueSowing" 0)))}) (set Var "Direction" 0)))))) (then (if (or (all Sites (sites P1 "Home") if:(= 0 (count at:(site)))) (all Sites (sites P2 "Home") if:(= 0 (count at:(site))))) (and (forEach Site (sites P1 "Home") (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (sites P2 "Home") (fromTo (from (site)) (to (handSite P2)) count:(count at:(site))))))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) |
2x7 board with two stores. Four counters in each hole. Sowing occurs in either a clockwise or anti-clockwise direction; the first player chooses the direction and all subsequent moves are made in that direction. Players sow beginning from holes in their row. If the last counter falls into a hole with counters, the counters in the next hole are picked up and sowing continues, and if this hole is empty, the counters in the hole following the empty hole are captured. If there is an unbroken sequence of alternating empty and occupied holes, the counters in the occupied holes are captured until there are two empty or two occupied holes. If the final counter falls into an empty hole the turn ends. Throughout the game, singletons cannot be moved is a player has a hole with multiple counters, and a singleton in the front hole cannot be moved if there are other singletons in the player's row. The round ends when one player's holes are empty. A second round begins with the winner of the first round placing four counters in each of their holes, leaving any surplus in the store. The loser of round one places four counters in as many consecutive holes on their side of the board as possible, and any remaining counters in the next hole. If this hole contains one, it is called puta, if two, naga, if three, wala. Holes with no counters are excluded from play for this round. If the loser has a puta hole, the opponent removes three counters from their hole opposite; if a naga, the opponent removes two from the opposite hole, if a wala, the opponent removes one. The removed counters go into their store. Puta and naga holes are marked with a piece of paper or straw in them. Empty holes are excluded from play in this round. The losing player begins the round, moving in the direction of the excluded holes, and played in the same way as the first round. The player with empty holes begins play in the direction of the empty hole. Counters cannot be captured or sowed from puta or naga holes. Play continues as before. When one player has fewer than twelve counters at the beginning of a round, they may arrange them differently at the beginning. They may put one or two counters in one end hole and not more than four in the other end hole, and one or two counters in the intermediate holes, leaving some empty and, thus, excluded. The opponent then puts four counters in each of their holes. There are no puta, naga, or wala holes in this round. The player with more counters plays as before, but the one with less has captures that are determined by the number of counters placed in the first end hole. If there were two in the end hole, the player captures when dropping the final counter into a hole to make it three; or when it makes two if there was one counter in the first end hole. Otherwise, the player does not sow in holes with one or two counters. Play continues until one player cannot sow at the beginning of a round. | (game "Walak-Pussa" (players 2) (equipment {(mancalaBoard 2 7 {(track "TrackCCW" "1,E,N,W" loop:True) (track "TrackCW" "7,W,N,E" loop:True)}) (piece "Seed" Shared) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)})}) (rules (start {(set Count 4 to:(sites Track)) (set RememberValue "Playable" (union (sites Top) (sites Bottom)))}) phases:{(phase "StartingMove" (play (or (move Select (from (sites Mover) if:(and (is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))))) (then (and (sow "TrackCCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))) (set Var "Direction" 1)))) (move Select (from (sites Mover) if:(and (is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))))) (then (and (sow "TrackCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))) (set Var "Direction" 2)))))) (nextPhase "Sowing")) (phase "Sowing" (play (if (= 1 (var "Direction")) (move Select (from (if (and (not (is Pending)) (is Prev Mover)) (sites {(var "Replay")}) (sites Mover)) if:(and {(is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))) (not (is In (from) (sites (values Remembered "Blocked")))) (if (not (all Sites (forEach (sites Mover) if:(is In (site) (sites (values Remembered "Playable")))) if:(>= 1 (count at:(site))))) (< 1 (count at:(from))))})) (then (sow "TrackCCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))))) (move Select (from (if (and (not (is Pending)) (is Prev Mover)) (sites {(var "Replay")}) (sites Mover)) if:(and {(is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))) (not (is In (from) (sites (values Remembered "Blocked")))) (if (not (all Sites (forEach (sites Mover) if:(is In (site) (sites (values Remembered "Playable")))) if:(>= 1 (count at:(site))))) (< 1 (count at:(from))))})) (then (sow "TrackCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))))) (then (if (no Moves Next) (and {(forEach Site (sites P1) (if (is Occupied (site)) (fromTo (from (site)) (to (mapEntry P1)) count:(count at:(site))))) (forEach Site (sites P2) (if (is Occupied (site)) (fromTo (from (site)) (to (mapEntry P2)) count:(count at:(site))))) (forget Value "Playable" All) (forget Value "Blocked" All) (if (< (+ (count at:(mapEntry P1)) (count in:(sites P1))) (+ (count at:(mapEntry P2)) (count in:(sites P2)))) (and (set NextPlayer (player 2)) (set Var "Winner" 2)) (and (set NextPlayer (player 1)) (set Var "Winner" 1)))}))))) (end (if (no Moves Next) {(if (> 2 (count at:(mapEntry P1))) (result P2 Win)) (if (> 2 (count at:(mapEntry P2))) (result P1 Win))})) (nextPhase (no Moves Next) "BetweenRounds")) (phase "BetweenRounds" (play (if (and (not (is Prev Mover)) (!= (mover) (var "Winner"))) (or (move (from (mapEntry Mover)) (to (if (is Mover P1) (intersection (sites Bottom) (expand (sites Right))) (intersection (sites Top) (expand (sites Left)))) if:(is Empty (to))) count:(min 4 (count at:(mapEntry Mover))) (then (and {(remember Value "Playable" (last To)) (if (> 4 (count at:(last To))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (mapEntry Next)) count:(- 4 (count at:(last To)))) (remember Value "Blocked" (last To)))) (moveAgain) (if (= 0 (count at:(mapEntry Mover))) (set Pending)) (set Var "Direction" 2)}))) (move (from (mapEntry Mover)) (to (if (is Mover P1) (intersection (sites Bottom) (expand (sites Left))) (intersection (sites Top) (expand (sites Right)))) if:(is Empty (to))) count:(min 4 (count at:(mapEntry Mover))) (then (and {(remember Value "Playable" (last To)) (if (> 4 (count at:(last To))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (mapEntry Next)) count:(- 4 (count at:(last To)))) (remember Value "Blocked" (last To)))) (moveAgain) (if (= 0 (count at:(mapEntry Mover))) (set Pending)) (set Var "Direction" 1)})))) (if (!= (mover) (var "Winner")) (move (from (mapEntry Mover)) (to (if (= (var "Direction") 1) (trackSite Move from:(last To) "TrackCCW" steps:1) (trackSite Move from:(last To) "TrackCW" steps:1)) if:(is Empty (to))) count:(min 4 (count at:(mapEntry Mover))) (then (and {(remember Value "Playable" (last To)) (moveAgain) (if (= 0 (count at:(mapEntry Mover))) (set Pending))}))) (move (from (mapEntry Mover)) (to (sites Mover) if:(is Empty (to))) count:4 (then (and (remember Value "Playable" (last To)) (if (not (all Sites (sites Mover) if:(is Occupied (site)))) (moveAgain)))))))) (nextPhase (and (!= (var "Winner") (mover)) (= 0 (count at:(mapEntry Mover)))) "Sowing"))})) | ###Description
2x7 board with two stores. Four counters in each hole. Sowing occurs in either a clockwise or anti-clockwise direction; the first player chooses the direction and all subsequent moves are made in that direction. Players sow beginning from holes in their row. If the last counter falls into a hole with counters, the counters in the next hole are picked up and sowing continues, and if this hole is empty, the counters in the hole following the empty hole are captured. If there is an unbroken sequence of alternating empty and occupied holes, the counters in the occupied holes are captured until there are two empty or two occupied holes. If the final counter falls into an empty hole the turn ends. Throughout the game, singletons cannot be moved is a player has a hole with multiple counters, and a singleton in the front hole cannot be moved if there are other singletons in the player's row. The round ends when one player's holes are empty. A second round begins with the winner of the first round placing four counters in each of their holes, leaving any surplus in the store. The loser of round one places four counters in as many consecutive holes on their side of the board as possible, and any remaining counters in the next hole. If this hole contains one, it is called puta, if two, naga, if three, wala. Holes with no counters are excluded from play for this round. If the loser has a puta hole, the opponent removes three counters from their hole opposite; if a naga, the opponent removes two from the opposite hole, if a wala, the opponent removes one. The removed counters go into their store. Puta and naga holes are marked with a piece of paper or straw in them. Empty holes are excluded from play in this round. The losing player begins the round, moving in the direction of the excluded holes, and played in the same way as the first round. The player with empty holes begins play in the direction of the empty hole. Counters cannot be captured or sowed from puta or naga holes. Play continues as before. When one player has fewer than twelve counters at the beginning of a round, they may arrange them differently at the beginning. They may put one or two counters in one end hole and not more than four in the other end hole, and one or two counters in the intermediate holes, leaving some empty and, thus, excluded. The opponent then puts four counters in each of their holes. There are no puta, naga, or wala holes in this round. The player with more counters plays as before, but the one with less has captures that are determined by the number of counters placed in the first end hole. If there were two in the end hole, the player captures when dropping the final counter into a hole to make it three; or when it makes two if there was one counter in the first end hole. Otherwise, the player does not sow in holes with one or two counters. Play continues until one player cannot sow at the beginning of a round.
###Ludii
(game "Walak-Pussa" (players 2) (equipment {(mancalaBoard 2 7 {(track "TrackCCW" "1,E,N,W" loop:True) (track "TrackCW" "7,W,N,E" loop:True)}) (piece "Seed" Shared) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)})}) (rules (start {(set Count 4 to:(sites Track)) (set RememberValue "Playable" (union (sites Top) (sites Bottom)))}) phases:{(phase "StartingMove" (play (or (move Select (from (sites Mover) if:(and (is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))))) (then (and (sow "TrackCCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))) (set Var "Direction" 1)))) (move Select (from (sites Mover) if:(and (is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))))) (then (and (sow "TrackCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))) (set Var "Direction" 2)))))) (nextPhase "Sowing")) (phase "Sowing" (play (if (= 1 (var "Direction")) (move Select (from (if (and (not (is Pending)) (is Prev Mover)) (sites {(var "Replay")}) (sites Mover)) if:(and {(is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))) (not (is In (from) (sites (values Remembered "Blocked")))) (if (not (all Sites (forEach (sites Mover) if:(is In (site) (sites (values Remembered "Playable")))) if:(>= 1 (count at:(site))))) (< 1 (count at:(from))))})) (then (sow "TrackCCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))))) (move Select (from (if (and (not (is Pending)) (is Prev Mover)) (sites {(var "Replay")}) (sites Mover)) if:(and {(is Occupied (from)) (is In (from) (sites (values Remembered "Playable"))) (not (is In (from) (sites (values Remembered "Blocked")))) (if (not (all Sites (forEach (sites Mover) if:(is In (site) (sites (values Remembered "Playable")))) if:(>= 1 (count at:(site))))) (< 1 (count at:(from))))})) (then (sow "TrackCW" apply:(if (= 1 (count at:(to))) (if (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:1))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:1)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:1))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:2))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:3)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:3)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:3))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:4))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:5)))) (and (fromTo (from (trackSite Move from:(to) "TrackCW" steps:5)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:5))) (if (and (= 0 (count at:(trackSite Move from:(to) "TrackCW" steps:6))) (< 0 (count at:(trackSite Move from:(to) "TrackCW" steps:7)))) (fromTo (from (trackSite Move from:(to) "TrackCW" steps:7)) (to (mapEntry Mover)) count:(count at:(trackSite Move from:(to) "TrackCW" steps:7)))))))))) (and (moveAgain) (set Var "Replay" (to)))) skipIf:(not (is In (to) (sites (values Remembered "Playable"))))))) (then (if (no Moves Next) (and {(forEach Site (sites P1) (if (is Occupied (site)) (fromTo (from (site)) (to (mapEntry P1)) count:(count at:(site))))) (forEach Site (sites P2) (if (is Occupied (site)) (fromTo (from (site)) (to (mapEntry P2)) count:(count at:(site))))) (forget Value "Playable" All) (forget Value "Blocked" All) (if (< (+ (count at:(mapEntry P1)) (count in:(sites P1))) (+ (count at:(mapEntry P2)) (count in:(sites P2)))) (and (set NextPlayer (player 2)) (set Var "Winner" 2)) (and (set NextPlayer (player 1)) (set Var "Winner" 1)))}))))) (end (if (no Moves Next) {(if (> 2 (count at:(mapEntry P1))) (result P2 Win)) (if (> 2 (count at:(mapEntry P2))) (result P1 Win))})) (nextPhase (no Moves Next) "BetweenRounds")) (phase "BetweenRounds" (play (if (and (not (is Prev Mover)) (!= (mover) (var "Winner"))) (or (move (from (mapEntry Mover)) (to (if (is Mover P1) (intersection (sites Bottom) (expand (sites Right))) (intersection (sites Top) (expand (sites Left)))) if:(is Empty (to))) count:(min 4 (count at:(mapEntry Mover))) (then (and {(remember Value "Playable" (last To)) (if (> 4 (count at:(last To))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (mapEntry Next)) count:(- 4 (count at:(last To)))) (remember Value "Blocked" (last To)))) (moveAgain) (if (= 0 (count at:(mapEntry Mover))) (set Pending)) (set Var "Direction" 2)}))) (move (from (mapEntry Mover)) (to (if (is Mover P1) (intersection (sites Bottom) (expand (sites Left))) (intersection (sites Top) (expand (sites Right)))) if:(is Empty (to))) count:(min 4 (count at:(mapEntry Mover))) (then (and {(remember Value "Playable" (last To)) (if (> 4 (count at:(last To))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (mapEntry Next)) count:(- 4 (count at:(last To)))) (remember Value "Blocked" (last To)))) (moveAgain) (if (= 0 (count at:(mapEntry Mover))) (set Pending)) (set Var "Direction" 1)})))) (if (!= (mover) (var "Winner")) (move (from (mapEntry Mover)) (to (if (= (var "Direction") 1) (trackSite Move from:(last To) "TrackCCW" steps:1) (trackSite Move from:(last To) "TrackCW" steps:1)) if:(is Empty (to))) count:(min 4 (count at:(mapEntry Mover))) (then (and {(remember Value "Playable" (last To)) (moveAgain) (if (= 0 (count at:(mapEntry Mover))) (set Pending))}))) (move (from (mapEntry Mover)) (to (sites Mover) if:(is Empty (to))) count:4 (then (and (remember Value "Playable" (last To)) (if (not (all Sites (sites Mover) if:(is Occupied (site)))) (moveAgain)))))))) (nextPhase (and (!= (var "Winner") (mover)) (= 0 (count at:(mapEntry Mover)))) "Sowing"))})) |
2x6 board with two stores. Four counters in each hole. Players alternate turns sowing from one of the holes on their side of the board in an anticlockwise direction. When a counter lands in one of the opponent's holes, making it contain six counters, those counters are captured. The player who captures the most counters wins. | (game "Wari" (players 2) (equipment {(mancalaBoard 2 6 {(track "Track" "1,E,N,W" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)})}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (sites Mover) if:(> (count at:(from)) 0)) (then (sow apply:(if (= 6 (count at:(to))) (fromTo (from (to)) (to (mapEntry Mover)) count:6)))))) (end (if (no Moves Mover) (byScore {(score P1 (count at:(mapEntry P1))) (score P2 (count at:(mapEntry P2)))}))))) | ###Description
2x6 board with two stores. Four counters in each hole. Players alternate turns sowing from one of the holes on their side of the board in an anticlockwise direction. When a counter lands in one of the opponent's holes, making it contain six counters, those counters are captured. The player who captures the most counters wins.
###Ludii
(game "Wari" (players 2) (equipment {(mancalaBoard 2 6 {(track "Track" "1,E,N,W" loop:True)}) (piece "Seed" Shared) (hand Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)})}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (sites Mover) if:(> (count at:(from)) 0)) (then (sow apply:(if (= 6 (count at:(to))) (fromTo (from (to)) (to (mapEntry Mover)) count:6)))))) (end (if (no Moves Mover) (byScore {(score P1 (count at:(mapEntry P1))) (score P2 (count at:(mapEntry P2)))}))))) |
Two rows of six holes with two stores. Each player owns the store to their right. Four counters in each hole. Sowing occurs from any hole in the player's row in an anti-clockwise direction. Sowing includes the player's store but not the opponent's. When the final counter lands into the player's store, they play again. When a player has no more counters in their row, they win, even if it is now the opponent's turn and they could place counters in the player's row. | (game "Waurie" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "0,ESE,E,ENE,WNW,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(union (sites P1) (sites P2)))) (play (move Select (from (sites Mover) if:(> (count at:(from)) 0)) (then (sow apply:(if (= (to) (mapEntry Mover)) (moveAgain)) skipIf:(= (to) (mapEntry Next)))))) (end (if (all Sites (sites Mover) if:(= 0 (count at:(site)))) (result Mover Win))))) | ###Description
Two rows of six holes with two stores. Each player owns the store to their right. Four counters in each hole. Sowing occurs from any hole in the player's row in an anti-clockwise direction. Sowing includes the player's store but not the opponent's. When the final counter lands into the player's store, they play again. When a player has no more counters in their row, they win, even if it is now the opponent's turn and they could place counters in the player's row.
###Ludii
(game "Waurie" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "0,ESE,E,ENE,WNW,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(union (sites P1) (sites P2)))) (play (move Select (from (sites Mover) if:(> (count at:(from)) 0)) (then (sow apply:(if (= (to) (mapEntry Mover)) (moveAgain)) skipIf:(= (to) (mapEntry Next)))))) (end (if (all Sites (sites Mover) if:(= 0 (count at:(site)))) (result Mover Win))))) |
Two rows of six holes with two stores. Four counters in each hole. Players sow in an anti-clockwise direction from a hole in their row. Sowing ends when the last counter falls into a hole, making it contain four counters, which are taken. Sowing also ends when the last counter falls into an empty hole. Sowing continues in any other scenario by picking up the contents of the hole where the last counter was dropped and continuing to sow. The game ends when one player can no longer move. The remaining counters are taken by the last player that was able to move and put into the store. A new round begins: The winner of the previous round now owns seven holes - the six in his row and the next hole in the opponent's row. Player takes fours from the extra hole. | (game "Whyo" (players 2) (equipment {(mancalaBoard 2 6 (track "TrackCCW" "1,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (map {(pair P1 FirstSite) (pair P2 LastSite)})}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (= (score P1) 1) (if (is Mover P1) (union (sites Mover) (sites {12})) (difference (sites Mover) (sites {12}))) (if (= (score P2) 1) (if (is Mover P2) (union (sites Mover) (sites {1})) (difference (sites Mover) (sites {1}))) (sites Mover)))) if:(> (count at:(from)) 0)) (then (sow apply:(if (= (count at:(to)) 4) (fromTo (from (to)) (to (mapEntry Mover)) count:(count at:(to))) (if (< (count at:(to)) 1) (moveAgain))) (then (if (no Moves Next) (and (forEach Site (union (sites P1) (sites P2)) (if (> (count at:(site)) 0) (fromTo (from (site)) (to (mapEntry Mover)) count:(count at:(site)))) (then (and {(if (< (+ (count at:(mapEntry P1)) (count in:(sites P1))) (+ (count at:(mapEntry P2)) (count in:(sites P2)))) (addScore P2 1)) (if (< (+ (count at:(mapEntry P2)) (count in:(sites P2))) (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (addScore P1 1)) (if (< (var) 0) (and {(forEach Site (sites Board) (if (> (count at:(site)) 0) (remove (site)))) (forEach Site (union (sites P1) (sites P2)) (add (piece (id "Seed" Shared)) (to (site)) count:4))}))}))) (set Var (+ (var) 1))))))))) (end (if (= (var) 1) (byScore))))) | ###Description
Two rows of six holes with two stores. Four counters in each hole. Players sow in an anti-clockwise direction from a hole in their row. Sowing ends when the last counter falls into a hole, making it contain four counters, which are taken. Sowing also ends when the last counter falls into an empty hole. Sowing continues in any other scenario by picking up the contents of the hole where the last counter was dropped and continuing to sow. The game ends when one player can no longer move. The remaining counters are taken by the last player that was able to move and put into the store. A new round begins: The winner of the previous round now owns seven holes - the six in his row and the next hole in the opponent's row. Player takes fours from the extra hole.
###Ludii
(game "Whyo" (players 2) (equipment {(mancalaBoard 2 6 (track "TrackCCW" "1,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (map {(pair P1 FirstSite) (pair P2 LastSite)})}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (= (score P1) 1) (if (is Mover P1) (union (sites Mover) (sites {12})) (difference (sites Mover) (sites {12}))) (if (= (score P2) 1) (if (is Mover P2) (union (sites Mover) (sites {1})) (difference (sites Mover) (sites {1}))) (sites Mover)))) if:(> (count at:(from)) 0)) (then (sow apply:(if (= (count at:(to)) 4) (fromTo (from (to)) (to (mapEntry Mover)) count:(count at:(to))) (if (< (count at:(to)) 1) (moveAgain))) (then (if (no Moves Next) (and (forEach Site (union (sites P1) (sites P2)) (if (> (count at:(site)) 0) (fromTo (from (site)) (to (mapEntry Mover)) count:(count at:(site)))) (then (and {(if (< (+ (count at:(mapEntry P1)) (count in:(sites P1))) (+ (count at:(mapEntry P2)) (count in:(sites P2)))) (addScore P2 1)) (if (< (+ (count at:(mapEntry P2)) (count in:(sites P2))) (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (addScore P1 1)) (if (< (var) 0) (and {(forEach Site (sites Board) (if (> (count at:(site)) 0) (remove (site)))) (forEach Site (union (sites P1) (sites P2)) (add (piece (id "Seed" Shared)) (to (site)) count:4))}))}))) (set Var (+ (var) 1))))))))) (end (if (= (var) 1) (byScore))))) |
2x6 board. Six counters in each hole. A player picks up all of the counters in one of the holes in their row and sows them one-by-one in a clockwise direction in consecutive holes from the hole the pieces originated. The starting hole is always left empty, even if a player sows in a complete circuit of the board, the original house is skipped and sowing continues in the next hole after it. Players capture counters when the final counter is sown in the opponent's row and the hole containing it has two or three counters (counting the counter just dropped into it). If the hole before it also has two or three counters, these are also captured and so on until reaching a hole without two or three counters or one not belonging to the opponent. A move which would capture all of the opponent's counters is not allowed. If an opponent's holes are all empty, the other player must make a move placing counters in the opponent's row. If not possible, the player captures all the counters in their row. The player who has captured the most counters wins. If the game continues in a repeating loop, the players can agree to end the game and capture the counters remaining in their row. | (game "Woli" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 6 to:(sites Track))) (play (if (is Proposed "End") (or (move Vote "End") (move Vote "No")) (or (if (is Cycle) (move Propose "End")) (do (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) includeSelf:False backtracking:True))) ifAfterwards:(< 0 (count in:(sites Next))))))) (end (if (or (no Moves Mover) (is Decided "End")) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board. Six counters in each hole. A player picks up all of the counters in one of the holes in their row and sows them one-by-one in a clockwise direction in consecutive holes from the hole the pieces originated. The starting hole is always left empty, even if a player sows in a complete circuit of the board, the original house is skipped and sowing continues in the next hole after it. Players capture counters when the final counter is sown in the opponent's row and the hole containing it has two or three counters (counting the counter just dropped into it). If the hole before it also has two or three counters, these are also captured and so on until reaching a hole without two or three counters or one not belonging to the opponent. A move which would capture all of the opponent's counters is not allowed. If an opponent's holes are all empty, the other player must make a move placing counters in the opponent's row. If not possible, the player captures all the counters in their row. The player who has captured the most counters wins. If the game continues in a repeating loop, the players can agree to end the game and capture the counters remaining in their row.
###Ludii
(game "Woli" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "5,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 6 to:(sites Track))) (play (if (is Proposed "End") (or (move Vote "End") (move Vote "No")) (or (if (is Cycle) (move Propose "End")) (do (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) includeSelf:False backtracking:True))) ifAfterwards:(< 0 (count in:(sites Next))))))) (end (if (or (no Moves Mover) (is Decided "End")) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
Counters are placed in piles: two rows of four piles. Six counters in each pile. A player sows from any of the piles in the player's row in an anti-clockwise direction. Any pile which contains 2, 4, or 6 counters is captured. The player with the most counters captured wins. | (game "Wore" (players 2) (equipment {(mancalaBoard 2 4 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 6 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(or {(= (count at:(to)) 2) (= (count at:(to)) 4) (= (count at:(to)) 6)}) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))))))) (end (if (no Moves Mover) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) | ###Description
Counters are placed in piles: two rows of four piles. Six counters in each pile. A player sows from any of the piles in the player's row in an anti-clockwise direction. Any pile which contains 2, 4, or 6 counters is captured. The player with the most counters captured wins.
###Ludii
(game "Wore" (players 2) (equipment {(mancalaBoard 2 4 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 6 to:(sites Track))) (play (move Select (from (sites Mover) if:(< 0 (count at:(from)))) (then (sow if:(or {(= (count at:(to)) 2) (= (count at:(to)) 4) (= (count at:(to)) 6)}) apply:(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))))))) (end (if (no Moves Mover) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))}))))) |
2x6 board. Four counters in each hole. Sowing occurs in an anti-clockwise direction, beginning from any hole in the player's row. When the final counter lands in a hole in the opponent's row containing three (four counting the last counter dropped into it), these are taken. In addition, the contents of any hole in the opponent's row which a player causes to contain four counters are captured. When the final counter lands in an empty hole, the turn ends. When the final counter lands in an occupied hole containing a number of counters other than three, the counters are picked up and sowing continues. If sowing reaches the original hole from which the sowing began, this hole is skipped over. A player must play so that the opponent has counters with which to play, if possible. | (game "Wouri" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Track))) (play (do (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (and (is In (to) (sites Next)) (= (count at:(to)) 4)) (fromTo (from (to)) (to (handSite Mover)) count:(count at:(to)) (then (forEach Site (if (is Mover P1) (sites P2) (sites P1)) (if (= (count at:(site)) 4) (fromTo (from (site)) (to (handSite Mover)) count:(count at:(site))))))) (if (< 1 (count at:(to))) (moveAgain))) includeSelf:False))) ifAfterwards:(< 0 (count in:(if (is Mover P1) (sites P2) (sites P1)))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board. Four counters in each hole. Sowing occurs in an anti-clockwise direction, beginning from any hole in the player's row. When the final counter lands in a hole in the opponent's row containing three (four counting the last counter dropped into it), these are taken. In addition, the contents of any hole in the opponent's row which a player causes to contain four counters are captured. When the final counter lands in an empty hole, the turn ends. When the final counter lands in an occupied hole containing a number of counters other than three, the counters are picked up and sowing continues. If sowing reaches the original hole from which the sowing began, this hole is skipped over. A player must play so that the opponent has counters with which to play, if possible.
###Ludii
(game "Wouri" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Track))) (play (do (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (and (is In (to) (sites Next)) (= (count at:(to)) 4)) (fromTo (from (to)) (to (handSite Mover)) count:(count at:(to)) (then (forEach Site (if (is Mover P1) (sites P2) (sites P1)) (if (= (count at:(site)) 4) (fromTo (from (site)) (to (handSite Mover)) count:(count at:(site))))))) (if (< 1 (count at:(to))) (moveAgain))) includeSelf:False))) ifAfterwards:(< 0 (count in:(if (is Mover P1) (sites P2) (sites P1)))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
2x6 board with two stores. Four counters in each hole. Sowing occurs in a clockwise direction. When the final counter of a sowing lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the player's own row, the contents of the hole opposite it in the opponent's row are captured. If the final counter lands in an empty hole in the opponent's row, the opponent captures the counters in the hole opposite it in the player's row. The player who captures the most counters wins. | (game "Yovodi" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "6,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover)) (fromTo (from (if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6))) (to (mapEntry (mover))) count:(count at:(if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6)))) (fromTo (from (if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6))) (to (mapEntry (next))) count:(count at:(if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6)))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board with two stores. Four counters in each hole. Sowing occurs in a clockwise direction. When the final counter of a sowing lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the player's own row, the contents of the hole opposite it in the opponent's row are captured. If the final counter lands in an empty hole in the opponent's row, the opponent captures the counters in the hole opposite it in the player's row. The player who captures the most counters wins.
###Ludii
(game "Yovodi" (players 2) (equipment {(mancalaBoard 2 6 (track "Track" "6,W,N,E" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 FirstSite) (pair P2 LastSite)}) (piece "Seed" Shared)}) (rules (start (set Count 4 to:(sites Track))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover)) (fromTo (from (if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6))) (to (mapEntry (mover))) count:(count at:(if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6)))) (fromTo (from (if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6))) (to (mapEntry (next))) count:(count at:(if (is In (to) (sites Bottom)) (+ (to) 6) (- (to) 6)))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1)))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2))))}))))) |
2x6 board. Four counters in each hole. A player picks up all of the counters in one of the holes in their row and sows them one-by-one in a counterclockwise direction in consecutive holes from the hole the pieces originated. The starting hole is always left empty, even if a player sows in a complete circuit of the board, the original house is skipped and sowing continues in the next hole after it. When the final counter falls into an occupied hole, these are picked up and sowing continues. When the final counter of a sowing lands on in an empty hole in the player's own row, the contents of the hole in the opponent's row opposite it are captured. If the opponent's holes are all empty, the other player must make a move placing counters in the opponent's row. If not possible, the player captures all the counters in their row. The player who has captured the most counters wins. If the game continues in a repeating loop, the players can agree to end the game and capture the counters remaining in their row. | (game "Yovodji" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Track))) (play (if (is Proposed "End") (or (move Vote "End") (move Vote "No")) (or (if (is Cycle) (move Propose "End")) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) (fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover)) (< 1 (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))))) (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))))))) includeSelf:False backtracking:(and (is In (from) (sites Next)) (or (= (count at:(from)) 2) (= (count at:(from)) 3))))))))) (end (if (or (no Moves Mover) (is Decided "End")) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) | ###Description
2x6 board. Four counters in each hole. A player picks up all of the counters in one of the holes in their row and sows them one-by-one in a counterclockwise direction in consecutive holes from the hole the pieces originated. The starting hole is always left empty, even if a player sows in a complete circuit of the board, the original house is skipped and sowing continues in the next hole after it. When the final counter falls into an occupied hole, these are picked up and sowing continues. When the final counter of a sowing lands on in an empty hole in the player's own row, the contents of the hole in the opponent's row opposite it are captured. If the opponent's holes are all empty, the other player must make a move placing counters in the opponent's row. If not possible, the player captures all the counters in their row. The player who has captured the most counters wins. If the game continues in a repeating loop, the players can agree to end the game and capture the counters remaining in their row.
###Ludii
(game "Yovodji" (players 2) (equipment {(mancalaBoard 2 6 store:None (track "Track" "0,E,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Track))) (play (if (is Proposed "End") (or (move Vote "End") (move Vote "No")) (or (if (is Cycle) (move Propose "End")) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow apply:(if (and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (= (count at:(to)) 3))) (fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover)) (< 1 (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))))) (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))))))) includeSelf:False backtracking:(and (is In (from) (sites Next)) (or (= (count at:(from)) 2) (= (count at:(from)) 3))))))))) (end (if (or (no Moves Mover) (is Decided "End")) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))}))))) |
2x5 board, with two stores. Five counters in each hole, with a large stone normally in each store, but which may be placed in any of the player's holes to start. The player owns the store to their right. Sowing proceeds in either direction, the first player chooses which and all sowing for the rest of the game proceeds in that direction. Sowing includes the stores. Players may sow from any hole on the board. If the last counter falls into a hole with counters, the counters in the next hole are picked up and sowing continues, and if this hole is empty, the counters in the hole following the empty hole are captured. If there is an unbroken sequence of alternating empty and occupied holes, the counters in the occupied holes are captured until there are two empty or two occupied holes. When the larger stone is sown into a hole with counters, those counters are taken by the player to whom the hole belongs. When a player has no further counters, they may, if they wish, place one captured counter in each of their holes to continue playing, or may choose to end the round, and the opponent captures the remaining counters on the board. Another round begins: Both players fill as many of their holes as they can with five counters. The player with more counters may continue filling holes, if possible, in a clockwise direction from the end of their row. Any remaining counters are lent to the player with fewer counters to fill their holes. Play continues until one player can no longer fill any holes. | (game "Yucebao" (players 2) (equipment {(mancalaBoard 2 5 largeStack:True {(track "TrackCCW" "0,1,E,11,10,W" loop:True) (track "TrackCW" "11,5,W,0,6,E" loop:True)}) (piece "Seed" Shared) (piece "Ball" P1) (piece "Ball" P2) (hand Each size:2) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)}) (map "LeftMost" {(pair P1 1) (pair P2 10)}) (regions "EndHoles" (sites {"A1" "G1"}))}) (rules (start {(place Stack "Seed" (union (sites Bottom) (sites Top)) count:5) (place Stack "Ball1" (mapEntry P1)) (place Stack "Ball2" (mapEntry P2))}) phases:{(phase "Sowing" (play (or {(if (!= (var "Direction") 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(!= 0 (size Stack at:(from)))) (then (and {(forEach Value min:1 max:(size Stack at:(last From)) (if (= (id "Seed" Shared) (what at:(last From) level:(- (size Stack at:(last From)) (value)))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCCW" steps:(value))) stack:True) (and (if (and (is Occupied (trackSite Move from:(last From) "TrackCCW" steps:(value))) (!= (trackSite Move from:(last From) "TrackCCW" steps:(value)) (last From))) (if (= (who at:(last From) level:(- (size Stack at:(last From)) (value))) P1) (forEach Level (trackSite Move from:(last From) "TrackCCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P1))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P1 1))))) (forEach Level (trackSite Move from:(last From) "TrackCCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P2))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P2 1))))))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCCW" steps:(value))) stack:True)))) (if (< (var "Direction") 1) (set Var "Direction" 1)) (if (< (size Stack at:(last From)) 8) (if (!= 0 (size Stack at:(trackSite Move from:(last From) "TrackCCW" steps:(+ 1 (size Stack at:(last From)))))) (and (moveAgain) (set Var "Replay" (trackSite Move from:(last From) "TrackCCW" steps:(+ 1 (size Stack at:(last From)))))) (if (is Occupied (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From))))) (forEach Level (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover 1))))))))})))) (if (!= (var "Direction") 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(!= 0 (size Stack at:(from)))) (then (and {(forEach Value min:1 max:(size Stack at:(last From)) (if (= (id "Seed" Shared) (what at:(last From) level:(- (size Stack at:(last From)) (value)))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCW" steps:(value))) stack:True) (and (if (and (is Occupied (trackSite Move from:(last From) "TrackCW" steps:(value))) (!= (trackSite Move from:(last From) "TrackCW" steps:(value)) (last From))) (if (= (who at:(last From) level:(- (size Stack at:(last From)) (value))) P1) (forEach Level (trackSite Move from:(last From) "TrackCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P1))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P1 1))))) (forEach Level (trackSite Move from:(last From) "TrackCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P2))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P2 1))))))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCW" steps:(value))) stack:True)))) (if (< (var "Direction") 1) (set Var "Direction" 2)) (if (< (size Stack at:(last From)) 8) (if (!= 0 (size Stack at:(trackSite Move from:(last From) "TrackCW" steps:(+ 1 (size Stack at:(last From)))))) (and (moveAgain) (set Var "Replay" (trackSite Move from:(last From) "TrackCW" steps:(+ 1 (size Stack at:(last From)))))) (if (is Occupied (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From))))) (forEach Level (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover 1))))))))}))))} (then (if (no Pieces All in:(sites P1)) (forEach Site (sites Board) (if (is Occupied (site)) (forEach Level (site) FromTop (if (= (id "Seed" Shared) (what at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (handSite P1)) stack:True) (fromTo (from (site) level:(level)) (to (handSite P1 1)) stack:True))))) (if (no Pieces All in:(sites P2)) (forEach Site (sites Board) (if (is Occupied (site)) (forEach Level (site) FromTop (if (= (id "Seed" Shared) (what at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (handSite P2)) stack:True) (fromTo (from (site) level:(level)) (to (handSite P2 1)) stack:True)))))))))) (end (if (no Pieces All in:(sites Board)) {(if (> 5 (size Stack Cell at:(handSite P1))) (result P2 Win)) (if (> 5 (size Stack Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (no Pieces All in:(sites Board)) "BetweenRounds")) (phase "BetweenRounds" (play (or (if (<= 5 (size Stack Cell at:(handSite Mover))) (move Select (from Cell (handSite Mover)) (to (trackSite FirstSite "TrackCCW" from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (then (forEach Value min:1 max:5 (fromTo (from Cell (last From) level:(- (size Stack Cell at:(last From)) (value))) (to (last To)) stack:True))))) (if (!= 0 (size Stack Cell at:(handSite Mover 1))) (move Select (from Cell (handSite Mover 1)) (to (sites Mover)) (then (fromTo (from Cell (last From) level:(topLevel Cell at:(last From))) (to (last To)) stack:True)))))) (nextPhase (all Passed) "Sowing"))})) | ###Description
2x5 board, with two stores. Five counters in each hole, with a large stone normally in each store, but which may be placed in any of the player's holes to start. The player owns the store to their right. Sowing proceeds in either direction, the first player chooses which and all sowing for the rest of the game proceeds in that direction. Sowing includes the stores. Players may sow from any hole on the board. If the last counter falls into a hole with counters, the counters in the next hole are picked up and sowing continues, and if this hole is empty, the counters in the hole following the empty hole are captured. If there is an unbroken sequence of alternating empty and occupied holes, the counters in the occupied holes are captured until there are two empty or two occupied holes. When the larger stone is sown into a hole with counters, those counters are taken by the player to whom the hole belongs. When a player has no further counters, they may, if they wish, place one captured counter in each of their holes to continue playing, or may choose to end the round, and the opponent captures the remaining counters on the board. Another round begins: Both players fill as many of their holes as they can with five counters. The player with more counters may continue filling holes, if possible, in a clockwise direction from the end of their row. Any remaining counters are lent to the player with fewer counters to fill their holes. Play continues until one player can no longer fill any holes.
###Ludii
(game "Yucebao" (players 2) (equipment {(mancalaBoard 2 5 largeStack:True {(track "TrackCCW" "0,1,E,11,10,W" loop:True) (track "TrackCW" "11,5,W,0,6,E" loop:True)}) (piece "Seed" Shared) (piece "Ball" P1) (piece "Ball" P2) (hand Each size:2) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)}) (map "LeftMost" {(pair P1 1) (pair P2 10)}) (regions "EndHoles" (sites {"A1" "G1"}))}) (rules (start {(place Stack "Seed" (union (sites Bottom) (sites Top)) count:5) (place Stack "Ball1" (mapEntry P1)) (place Stack "Ball2" (mapEntry P2))}) phases:{(phase "Sowing" (play (or {(if (!= (var "Direction") 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(!= 0 (size Stack at:(from)))) (then (and {(forEach Value min:1 max:(size Stack at:(last From)) (if (= (id "Seed" Shared) (what at:(last From) level:(- (size Stack at:(last From)) (value)))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCCW" steps:(value))) stack:True) (and (if (and (is Occupied (trackSite Move from:(last From) "TrackCCW" steps:(value))) (!= (trackSite Move from:(last From) "TrackCCW" steps:(value)) (last From))) (if (= (who at:(last From) level:(- (size Stack at:(last From)) (value))) P1) (forEach Level (trackSite Move from:(last From) "TrackCCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P1))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P1 1))))) (forEach Level (trackSite Move from:(last From) "TrackCCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P2))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(value)) level:(level)) (to (handSite P2 1))))))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCCW" steps:(value))) stack:True)))) (if (< (var "Direction") 1) (set Var "Direction" 1)) (if (< (size Stack at:(last From)) 8) (if (!= 0 (size Stack at:(trackSite Move from:(last From) "TrackCCW" steps:(+ 1 (size Stack at:(last From)))))) (and (moveAgain) (set Var "Replay" (trackSite Move from:(last From) "TrackCCW" steps:(+ 1 (size Stack at:(last From)))))) (if (is Occupied (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From))))) (forEach Level (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover))) (fromTo (from (trackSite Move from:(last From) "TrackCCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover 1))))))))})))) (if (!= (var "Direction") 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(!= 0 (size Stack at:(from)))) (then (and {(forEach Value min:1 max:(size Stack at:(last From)) (if (= (id "Seed" Shared) (what at:(last From) level:(- (size Stack at:(last From)) (value)))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCW" steps:(value))) stack:True) (and (if (and (is Occupied (trackSite Move from:(last From) "TrackCW" steps:(value))) (!= (trackSite Move from:(last From) "TrackCW" steps:(value)) (last From))) (if (= (who at:(last From) level:(- (size Stack at:(last From)) (value))) P1) (forEach Level (trackSite Move from:(last From) "TrackCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P1))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P1 1))))) (forEach Level (trackSite Move from:(last From) "TrackCW" steps:(value)) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P2))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(value)) level:(level)) (to (handSite P2 1))))))) (fromTo (from (last From) level:(- (size Stack at:(last From)) (value))) (to (trackSite Move from:(last From) "TrackCW" steps:(value))) stack:True)))) (if (< (var "Direction") 1) (set Var "Direction" 2)) (if (< (size Stack at:(last From)) 8) (if (!= 0 (size Stack at:(trackSite Move from:(last From) "TrackCW" steps:(+ 1 (size Stack at:(last From)))))) (and (moveAgain) (set Var "Replay" (trackSite Move from:(last From) "TrackCW" steps:(+ 1 (size Stack at:(last From)))))) (if (is Occupied (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From))))) (forEach Level (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) FromTop (if (= (id "Seed" Shared) (what at:(trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) level:(level))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover))) (fromTo (from (trackSite Move from:(last From) "TrackCW" steps:(+ 2 (size Stack at:(last From)))) level:(level)) (to (handSite Mover 1))))))))}))))} (then (if (no Pieces All in:(sites P1)) (forEach Site (sites Board) (if (is Occupied (site)) (forEach Level (site) FromTop (if (= (id "Seed" Shared) (what at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (handSite P1)) stack:True) (fromTo (from (site) level:(level)) (to (handSite P1 1)) stack:True))))) (if (no Pieces All in:(sites P2)) (forEach Site (sites Board) (if (is Occupied (site)) (forEach Level (site) FromTop (if (= (id "Seed" Shared) (what at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (handSite P2)) stack:True) (fromTo (from (site) level:(level)) (to (handSite P2 1)) stack:True)))))))))) (end (if (no Pieces All in:(sites Board)) {(if (> 5 (size Stack Cell at:(handSite P1))) (result P2 Win)) (if (> 5 (size Stack Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (no Pieces All in:(sites Board)) "BetweenRounds")) (phase "BetweenRounds" (play (or (if (<= 5 (size Stack Cell at:(handSite Mover))) (move Select (from Cell (handSite Mover)) (to (trackSite FirstSite "TrackCCW" from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (then (forEach Value min:1 max:5 (fromTo (from Cell (last From) level:(- (size Stack Cell at:(last From)) (value))) (to (last To)) stack:True))))) (if (!= 0 (size Stack Cell at:(handSite Mover 1))) (move Select (from Cell (handSite Mover 1)) (to (sites Mover)) (then (fromTo (from Cell (last From) level:(topLevel Cell at:(last From))) (to (last To)) stack:True)))))) (nextPhase (all Passed) "Sowing"))})) |
Played on a 10x10 board. Each player has four Amazons (chess queens), with other pieces used as arrows. Two things happen on a turn: an amazon moves like a Chess queen, but cannot cross or enter a space occupied by another amazon or arrow. Then, it shoots an arrow to any space on the board that is along the path of a queen's move from that place. The last player able to make a move wins. | (game "Amazons" (players 2) (equipment {(board (square 10)) (piece "Queen" Each (move Slide (then (moveAgain)))) (piece "Dot" Neutral)}) (rules (start {(place "Queen1" {"A4" "D1" "G1" "J4"}) (place "Queen2" {"A7" "D10" "G10" "J7"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Shoot (piece "Dot0")))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Played on a 10x10 board. Each player has four Amazons (chess queens), with other pieces used as arrows. Two things happen on a turn: an amazon moves like a Chess queen, but cannot cross or enter a space occupied by another amazon or arrow. Then, it shoots an arrow to any space on the board that is along the path of a queen's move from that place. The last player able to make a move wins.
###Ludii
(game "Amazons" (players 2) (equipment {(board (square 10)) (piece "Queen" Each (move Slide (then (moveAgain)))) (piece "Dot" Neutral)}) (rules (start {(place "Queen1" {"A4" "D1" "G1" "J4"}) (place "Queen2" {"A7" "D10" "G10" "J7"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Shoot (piece "Dot0")))) (end (if (no Moves Next) (result Mover Win))))) |
Each turn a player places a stone of their color on an empty hex. The placement is subject to the following restriction: After your placement you may not have a group containing more stones than the number of groups you have on the board. The first player unable to place a stone loses the game. A size 5 board is currently selected The standard goal is selected, which means that the first player unable to place loses. | (game "Bamboo" (players 2) (equipment {(board (hex 5)) (piece "Disc" Each) (piece "Disc" Neutral)}) (rules (play (do (move Add (to (sites Empty))) ifAfterwards:(<= (max (results from:(sites Occupied by:Mover) to:1 (* 1 (size Group at:(from))))) (count Groups if:(= (who at:(to)) (mover)))))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Each turn a player places a stone of their color on an empty hex. The placement is subject to the following restriction: After your placement you may not have a group containing more stones than the number of groups you have on the board. The first player unable to place a stone loses the game. A size 5 board is currently selected The standard goal is selected, which means that the first player unable to place loses.
###Ludii
(game "Bamboo" (players 2) (equipment {(board (hex 5)) (piece "Disc" Each) (piece "Disc" Neutral)}) (rules (play (do (move Add (to (sites Empty))) ifAfterwards:(<= (max (results from:(sites Occupied by:Mover) to:1 (* 1 (size Group at:(from))))) (count Groups if:(= (who at:(to)) (mover)))))) (end (if (no Moves Next) (result Next Loss))))) |
The 32 pieces are shuffled and randomly allocated face-down to squares on the board. The first player turns up a piece to begin the game. The color of that first uncovered piece is the color he or she will play in the game. The second player then makes a move, and the two alternate until the game is finished. There are three kinds of moves. A player may turn a piece face-up, move a piece, or capture an enemy piece. In some game variants, multiple captures may be made in one turn. Turning a piece face-up is a legal move if there are any face-down pieces on the board. Once revealed, a piece may move, capture, or be captured. A player may only move face-up pieces of their own color. Unlike Xiangqi, all pieces move identically: a piece may move only one square up, down, left, or right. A piece may never move onto a square that is already occupied unless such a move is a legal capture. A player may only capture with a face-up piece of their own color, and may only capture a face-up piece of the opposing color. In all captures, the captured piece is removed from the board and its square is occupied by the capturing piece. The pieces are ranked, forming a hierarchy with the general at the top and soldiers at the bottom. Only pieces of equal or lower rank may be captured, with one exception. For instance, a chariot may capture a horse, and the general may capture either, but a horse cannot capture a chariot, and neither can capture the general. The one exception concerns generals and soldiers: the general cannot capture soldiers, and soldiers can capture the general. In the Hong Kong version, the pieces are ranked in this order: General>Chariot>Horse>Cannon, Advisor>Minster>Soldier. This ranking reflects the approximate value of the corresponding pieces in Xiangqi (though the relative rank of horse and cannon is arguable). All pieces capture exactly as they move: one square up, down, left, or right. The game ends when a player cannot move, and that player is the loser. Most often, the game is lost because all of a player's pieces have been captured and so he has no pieces to move. However, it is possible for one player to surround all of the other player's remaining pieces in a manner that makes it impossible for them to move. | (game "Banqi" (players 2) (equipment {(board (rectangle 4 8)) (piece "Jiang" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Ju" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Ma" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Pao" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Shi" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Xiang" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Zu" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to))))))}) (rules (start {(place Random {"Zu1"} count:5 value:1) (place Random {"Zu2"} count:5 value:1) (place Random {"Pao1"} count:2 value:4) (place Random {"Pao2"} count:2 value:4) (place Random {"Ju1"} count:2 value:6) (place Random {"Ju2"} count:2 value:6) (place Random {"Ma1"} count:2 value:5) (place Random {"Ma2"} count:2 value:5) (place Random {"Xiang1"} count:2 value:2) (place Random {"Xiang2"} count:2 value:2) (place Random {"Shi1"} count:2 value:3) (place Random {"Shi2"} count:2 value:3) (place Random {"Jiang1"} count:1 value:7) (place Random {"Jiang2"} count:1 value:7) (set Hidden {What Who} (sites Board) to:P1) (set Hidden {What Who} (sites Board) to:P2)}) phases:{(phase "Opening" P1 (play (move Select (from (sites Hidden What to:Mover)) (then (and {(set Hidden What at:(last To) False to:P1) (set Hidden Who at:(last To) False to:P1) (set Hidden What at:(last To) False to:P2) (set Hidden Who at:(last To) False to:P2) (set NextPlayer (player (who at:(last To))))})))) (nextPhase Mover "Play")) (phase "Play" (play (or (forEach Piece) (move Select (from (sites Hidden What to:Mover)) (then (and {(set Hidden What at:(last To) False to:P1) (set Hidden Who at:(last To) False to:P1) (set Hidden What at:(last To) False to:P2) (set Hidden Who at:(last To) False to:P2)}))))))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
The 32 pieces are shuffled and randomly allocated face-down to squares on the board. The first player turns up a piece to begin the game. The color of that first uncovered piece is the color he or she will play in the game. The second player then makes a move, and the two alternate until the game is finished. There are three kinds of moves. A player may turn a piece face-up, move a piece, or capture an enemy piece. In some game variants, multiple captures may be made in one turn. Turning a piece face-up is a legal move if there are any face-down pieces on the board. Once revealed, a piece may move, capture, or be captured. A player may only move face-up pieces of their own color. Unlike Xiangqi, all pieces move identically: a piece may move only one square up, down, left, or right. A piece may never move onto a square that is already occupied unless such a move is a legal capture. A player may only capture with a face-up piece of their own color, and may only capture a face-up piece of the opposing color. In all captures, the captured piece is removed from the board and its square is occupied by the capturing piece. The pieces are ranked, forming a hierarchy with the general at the top and soldiers at the bottom. Only pieces of equal or lower rank may be captured, with one exception. For instance, a chariot may capture a horse, and the general may capture either, but a horse cannot capture a chariot, and neither can capture the general. The one exception concerns generals and soldiers: the general cannot capture soldiers, and soldiers can capture the general. In the Hong Kong version, the pieces are ranked in this order: General>Chariot>Horse>Cannon, Advisor>Minster>Soldier. This ranking reflects the approximate value of the corresponding pieces in Xiangqi (though the relative rank of horse and cannon is arguable). All pieces capture exactly as they move: one square up, down, left, or right. The game ends when a player cannot move, and that player is the loser. Most often, the game is lost because all of a player's pieces have been captured and so he has no pieces to move. However, it is possible for one player to surround all of the other player's remaining pieces in a manner that makes it impossible for them to move.
###Ludii
(game "Banqi" (players 2) (equipment {(board (rectangle 4 8)) (piece "Jiang" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Ju" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Ma" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Pao" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Shi" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Xiang" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to)))))) (piece "Zu" Each (move Step Orthogonal (to if:(or (is Empty (to)) (and {(not (is Hidden What at:(to) to:Mover)) (is Enemy (who at:(to))) (or (and (= (what at:(from)) (id "Zu" Mover)) (= (what at:(to)) (id "Jiang" Next))) (and (>= (value Piece at:(from)) (value Piece at:(to))) (not (and (= (what at:(from)) (id "Jiang" Mover)) (= (what at:(to)) (id "Zu" Next))))))})) (apply (remove (to))))))}) (rules (start {(place Random {"Zu1"} count:5 value:1) (place Random {"Zu2"} count:5 value:1) (place Random {"Pao1"} count:2 value:4) (place Random {"Pao2"} count:2 value:4) (place Random {"Ju1"} count:2 value:6) (place Random {"Ju2"} count:2 value:6) (place Random {"Ma1"} count:2 value:5) (place Random {"Ma2"} count:2 value:5) (place Random {"Xiang1"} count:2 value:2) (place Random {"Xiang2"} count:2 value:2) (place Random {"Shi1"} count:2 value:3) (place Random {"Shi2"} count:2 value:3) (place Random {"Jiang1"} count:1 value:7) (place Random {"Jiang2"} count:1 value:7) (set Hidden {What Who} (sites Board) to:P1) (set Hidden {What Who} (sites Board) to:P2)}) phases:{(phase "Opening" P1 (play (move Select (from (sites Hidden What to:Mover)) (then (and {(set Hidden What at:(last To) False to:P1) (set Hidden Who at:(last To) False to:P1) (set Hidden What at:(last To) False to:P2) (set Hidden Who at:(last To) False to:P2) (set NextPlayer (player (who at:(last To))))})))) (nextPhase Mover "Play")) (phase "Play" (play (or (forEach Piece) (move Select (from (sites Hidden What to:Mover)) (then (and {(set Hidden What at:(last To) False to:P1) (set Hidden Who at:(last To) False to:P1) (set Hidden What at:(last To) False to:P2) (set Hidden Who at:(last To) False to:P2)}))))))} (end (if (no Moves Next) (result Mover Win))))) |
Played on a hexagonal board with five spaces per side. Players take turns placing stones on an empty space. The stone must be adjacent to the last stone played but cannot be adjacent to any other. The last player to be able to make a legal move wins. | (game "Blue Nile" (players 2) (equipment {(board (hex 5)) (piece "Marker" Neutral)}) (rules phases:{(phase "start" P1 (play (move Add (piece (id "Marker0")) (to (sites Empty)))) (nextPhase "play")) (phase "play" (play (move Add (piece "Marker0") (to (sites Around (last To) if:(and (is Empty (to)) (= (count Sites in:(difference (sites Around (to) if:(not (is In (to) (sites Empty)))) (last To))) 0)))))))} (end (if (no Moves Next) (result Next Loss))))) | ###Description
Played on a hexagonal board with five spaces per side. Players take turns placing stones on an empty space. The stone must be adjacent to the last stone played but cannot be adjacent to any other. The last player to be able to make a legal move wins.
###Ludii
(game "Blue Nile" (players 2) (equipment {(board (hex 5)) (piece "Marker" Neutral)}) (rules phases:{(phase "start" P1 (play (move Add (piece (id "Marker0")) (to (sites Empty)))) (nextPhase "play")) (phase "play" (play (move Add (piece "Marker0") (to (sites Around (last To) if:(and (is Empty (to)) (= (count Sites in:(difference (sites Around (to) if:(not (is In (to) (sites Empty)))) (last To))) 0)))))))} (end (if (no Moves Next) (result Next Loss))))) |
Board starts empty. Place on an empty location, unless it is next to more of your own pieces. Passing is not allowed. You lose if at the end of your turn, one of your stones is surrounded. Hex N / N-1 Grid Order 4 board | (game "Claustro" (players 2) (equipment {(board (tri Limping (- 4 1)) use:Vertex) (piece "Ball" P1) (piece "Ball" P2)}) (rules (start (set Score Each 0)) (play (move Add (piece (mover)) (to (sites Empty) if:(<= 0 (- (count Pieces Next in:(sites Around (to) Orthogonal)) (count Pieces Mover in:(sites Around (to) Orthogonal))))) (then (if (not (all Sites (sites Occupied by:Mover) if:(can Move (step (from (site)) Orthogonal (to if:(is Empty (to))))))) (trigger "End" Mover) (if (not (all Sites (sites Occupied by:Next) if:(can Move (step (from (site)) Orthogonal (to if:(is Empty (to))))))) (trigger "End" Next)))))) (end (if (or (is Triggered "End" Mover) (is Triggered "End" Next)) (if (is Triggered "End" Mover) (result Mover Loss)) (result Mover Win))))) | ###Description
Board starts empty. Place on an empty location, unless it is next to more of your own pieces. Passing is not allowed. You lose if at the end of your turn, one of your stones is surrounded. Hex N / N-1 Grid Order 4 board
###Ludii
(game "Claustro" (players 2) (equipment {(board (tri Limping (- 4 1)) use:Vertex) (piece "Ball" P1) (piece "Ball" P2)}) (rules (start (set Score Each 0)) (play (move Add (piece (mover)) (to (sites Empty) if:(<= 0 (- (count Pieces Next in:(sites Around (to) Orthogonal)) (count Pieces Mover in:(sites Around (to) Orthogonal))))) (then (if (not (all Sites (sites Occupied by:Mover) if:(can Move (step (from (site)) Orthogonal (to if:(is Empty (to))))))) (trigger "End" Mover) (if (not (all Sites (sites Occupied by:Next) if:(can Move (step (from (site)) Orthogonal (to if:(is Empty (to))))))) (trigger "End" Next)))))) (end (if (or (is Triggered "End" Mover) (is Triggered "End" Next)) (if (is Triggered "End" Mover) (result Mover Loss)) (result Mover Win))))) |
The board is a square with diagonals drawn, with the bottom side of the square marked with an X. Two pieces per player, which begin on opposite corners of the square, one player on the side with the X and the other to the opposite side. Players alternate turns moving one of their pieces along the lines of the board to an empty adjacent point. Players cannot move along the line marked with an X. When one player cannot move, the opponent wins. | (game "Co Chan Cho" (players 2) (equipment {(board (square 2 diagonals:Solid) use:Vertex) (piece "Disc" Each (move Step (to if:(and {(or {(and (!= (from) (coord "A1")) (!= (from) (coord "C1"))) (and (= (from) (coord "C1")) (!= (to) (coord "A1"))) (and (= (from) (coord "A1")) (!= (to) (coord "C1")))}) (is Empty (to))}))))}) (rules (start {(place "Disc1" (sites Top)) (place "Disc2" (sites Bottom))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
The board is a square with diagonals drawn, with the bottom side of the square marked with an X. Two pieces per player, which begin on opposite corners of the square, one player on the side with the X and the other to the opposite side. Players alternate turns moving one of their pieces along the lines of the board to an empty adjacent point. Players cannot move along the line marked with an X. When one player cannot move, the opponent wins.
###Ludii
(game "Co Chan Cho" (players 2) (equipment {(board (square 2 diagonals:Solid) use:Vertex) (piece "Disc" Each (move Step (to if:(and {(or {(and (!= (from) (coord "A1")) (!= (from) (coord "C1"))) (and (= (from) (coord "C1")) (!= (to) (coord "A1"))) (and (= (from) (coord "A1")) (!= (to) (coord "C1")))}) (is Empty (to))}))))}) (rules (start {(place "Disc1" (sites Top)) (place "Disc2" (sites Bottom))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
The game is played on a sheet of graph paper, with any set of designs traced out. It is most commonly played on rectangular board like a 6×6 square. Two players have a collection of dominoes which they place on the grid in turn. A player can place a domino either horizontally or vertically. Contrary to the related game of Domineering, the possible moves are the same for the two players, and Cram is then an impartial game. As for all impartial games, there are two possible conventions for victory: in the normal game, the first player who cannot move loses, and on the contrary, in the misere version, the first player who cannot move wins. The board has 6 rows. The board has 6 columns. The Last player to play wins. | (game "Cram" (players 2) (equipment {(board (rectangle 6 6)) (tile "Tile" P1 {F} numSides:4) (tile "Tile" P2 {F} numSides:4)}) (rules (play (or (move Add (piece (mover) state:0) (to (sites Empty))) (move Add (piece (mover) state:1) (to (sites Empty))))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
The game is played on a sheet of graph paper, with any set of designs traced out. It is most commonly played on rectangular board like a 6×6 square. Two players have a collection of dominoes which they place on the grid in turn. A player can place a domino either horizontally or vertically. Contrary to the related game of Domineering, the possible moves are the same for the two players, and Cram is then an impartial game. As for all impartial games, there are two possible conventions for victory: in the normal game, the first player who cannot move loses, and on the contrary, in the misere version, the first player who cannot move wins. The board has 6 rows. The board has 6 columns. The Last player to play wins.
###Ludii
(game "Cram" (players 2) (equipment {(board (rectangle 6 6)) (tile "Tile" P1 {F} numSides:4) (tile "Tile" P2 {F} numSides:4)}) (rules (play (or (move Add (piece (mover) state:0) (to (sites Empty))) (move Add (piece (mover) state:1) (to (sites Empty))))) (end (if (no Moves Next) (result Next Loss))))) |
A square, with diagonals, but one side of the square has been removed. Two pieces per player. Players alternate turns placing a piece on an empty spot on the board. When the pieces are placed, players alternate turns moving one of their pieces to an empty adjacent spot along the lines. The player who blocks the other from being able to move wins. | (game "Do Guti" (players 2) (equipment {(board (add (remove (rectangle 3 3 diagonals:Alternating) vertices:{1 3 5 7}) edges:{{3 0} {0 1} {1 4}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Disc" "Hand" count:2)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Next Loss))))) | ###Description
A square, with diagonals, but one side of the square has been removed. Two pieces per player. Players alternate turns placing a piece on an empty spot on the board. When the pieces are placed, players alternate turns moving one of their pieces to an empty adjacent spot along the lines. The player who blocks the other from being able to move wins.
###Ludii
(game "Do Guti" (players 2) (equipment {(board (add (remove (rectangle 3 3 diagonals:Alternating) vertices:{1 3 5 7}) edges:{{3 0} {0 1} {1 4}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Disc" "Hand" count:2)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Next Loss))))) |
On your turn you move one of your pieces one step onto an empty cell in one of the three forwards directions. Black's pieces move towards the bottom of the board, while White's pieces move towards the top. If, at the beginning of your turn, none of your pieces can move, you win. | (game "Dodo" (players {(player N) (player S)}) (equipment {(board (rotate 30 (hex 4))) (piece "Disc" Each (move Step Forwards (to if:(is Empty (to)))))}) (rules (start {(place "Disc1" {0 1 2 3 4 5 6 7 9 10 11 15 16}) (place "Disc2" {20 21 25 26 27 29 30 31 32 33 34 35 36})}) (play (forEach Piece)) (end (if (no Moves Mover) (result Mover Win))))) | ###Description
On your turn you move one of your pieces one step onto an empty cell in one of the three forwards directions. Black's pieces move towards the bottom of the board, while White's pieces move towards the top. If, at the beginning of your turn, none of your pieces can move, you win.
###Ludii
(game "Dodo" (players {(player N) (player S)}) (equipment {(board (rotate 30 (hex 4))) (piece "Disc" Each (move Step Forwards (to if:(is Empty (to)))))}) (rules (start {(place "Disc1" {0 1 2 3 4 5 6 7 9 10 11 15 16}) (place "Disc2" {20 21 25 26 27 29 30 31 32 33 34 35 36})}) (play (forEach Piece)) (end (if (no Moves Mover) (result Mover Win))))) |
Two players have a collection of dominoes which they place on the grid in turn, covering up squares. One player places tiles vertically, while the other places them horizontally. The first player who cannot move loses. The board has 6 rows. The board has 6 columns. The Last player to play wins. | (game "Domineering" (players 2) (equipment {(board (rectangle 6 6)) (tile "Horz" P1 {R F} numSides:4) (tile "Vert" P2 {F} numSides:4)}) (rules (play (move Add (piece (mover) state:0) (to (sites Empty)))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Two players have a collection of dominoes which they place on the grid in turn, covering up squares. One player places tiles vertically, while the other places them horizontally. The first player who cannot move loses. The board has 6 rows. The board has 6 columns. The Last player to play wins.
###Ludii
(game "Domineering" (players 2) (equipment {(board (rectangle 6 6)) (tile "Horz" P1 {R F} numSides:4) (tile "Vert" P2 {F} numSides:4)}) (rules (play (move Add (piece (mover) state:0) (to (sites Empty)))) (end (if (no Moves Next) (result Next Loss))))) |
A circle, with four points equally spaced along the circumference, as well as a point in the center. A diameter is drawn between two of the outer points and through the center. Two players. Two pieces per player. Players alternate turns placing a piece on the board. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent point along the lines. The player who blocks the other player from being able to move wins. | (game "Dorvon Cag" (players 2) (equipment {(board (remove (concentric {1 4}) edges:{{1 0} {0 3}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Disc" "Hand" count:2)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
A circle, with four points equally spaced along the circumference, as well as a point in the center. A diameter is drawn between two of the outer points and through the center. Two players. Two pieces per player. Players alternate turns placing a piece on the board. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent point along the lines. The player who blocks the other player from being able to move wins.
###Ludii
(game "Dorvon Cag" (players 2) (equipment {(board (remove (concentric {1 4}) edges:{{1 0} {0 3}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Disc" "Hand" count:2)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Mover Win))))) |
Use Options to select a board size. Goal: Be the last to play. Then the first player (Maroon) places a stone, after which the players alternate, taking up to two moves per turn. To move, either: 1. Add a stone to an empty space that is not in line-of-sight of any opponent's stone. -Or, 2. Slide a stone along a straight line to a new position, with the following restriction: Either -- A. The new location must have a greater number of opponent's stones adjacent to it, or -- B. The new location must have more sight-lines to opponent's stones than the old location, while keeping number of adjacent opponent's stones the same. To avoid forfeiting the game, a player must move at least once on a turn. The second move can be voluntarily skipped. The winner is last to play. The score shown is a count of the available moves at the beginning of a player's turn for use by the AI. Extra small board (39 nodes) as a filler game and for learning how to play | (game "Epoxy" (players 2) (equipment {(board (dual (remove (hex 4 5) cells:{0 1 15 20 25 32 36 39 44})) use:Vertex) (piece "Ball" Each (move Slide))}) (rules (start (set Score Each 0)) (play (or {(move Add (piece (mover)) (to (difference (sites Empty) (sites (results from:(sites Occupied by:Next) to:(sites LineOfSight Empty at:(from) Orthogonal) (to)))))) (forEach Piece (do (and (set Var "LoSFrom" (count Pieces Next in:(sites LineOfSight Piece at:(from) Orthogonal))) (set Var "QtyAroundFrom" (count Pieces Next in:(sites Around (from) Orthogonal)))) next:(move Slide Orthogonal) ifAfterwards:(or (> (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (and (= (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (> (count Pieces Next in:(sites LineOfSight Piece at:(last To) Orthogonal)) (var "LoSFrom"))))) Mover) (if (and (not (is Prev Next)) (< 0 (counter))) (move Pass))} (then (if (is Prev Next) (moveAgain) (and (set Score Mover (+ (size Array (array (sites From (forEach Piece (do (and (set Var "LoSFrom" (count Pieces Next in:(sites LineOfSight Piece at:(from) Orthogonal))) (set Var "QtyAroundFrom" (count Pieces Next in:(sites Around (from) Orthogonal)))) next:(move Slide Orthogonal) ifAfterwards:(or (> (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (and (= (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (> (count Pieces Next in:(sites LineOfSight Piece at:(last To) Orthogonal)) (var "LoSFrom"))))) Mover)))) (count Sites in:(difference (sites (results from:(sites Occupied by:Mover) to:(sites LineOfSight Empty at:(from) Orthogonal) (to))) (sites (results from:(sites Occupied by:Next) to:(sites LineOfSight Empty at:(from) Orthogonal) (to))))))) (set Score Next (+ (size Array (array (sites From (forEach Piece (do (and (set Var "LoSFrom" (count Pieces Next in:(sites LineOfSight Piece at:(from) Orthogonal))) (set Var "QtyAroundFrom" (count Pieces Next in:(sites Around (from) Orthogonal)))) next:(move Slide Orthogonal) ifAfterwards:(or (> (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (and (= (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (> (count Pieces Next in:(sites LineOfSight Piece at:(last To) Orthogonal)) (var "LoSFrom"))))) Next)))) (count Sites in:(difference (sites (results from:(sites Occupied by:Next) to:(sites LineOfSight Empty at:(from) Orthogonal) (to))) (sites (results from:(sites Occupied by:Mover) to:(sites LineOfSight Empty at:(from) Orthogonal) (to)))))))))))) (end (if (and (is Prev Mover) (no Moves Next)) (result Mover Win))))) | ###Description
Use Options to select a board size. Goal: Be the last to play. Then the first player (Maroon) places a stone, after which the players alternate, taking up to two moves per turn. To move, either: 1. Add a stone to an empty space that is not in line-of-sight of any opponent's stone. -Or, 2. Slide a stone along a straight line to a new position, with the following restriction: Either -- A. The new location must have a greater number of opponent's stones adjacent to it, or -- B. The new location must have more sight-lines to opponent's stones than the old location, while keeping number of adjacent opponent's stones the same. To avoid forfeiting the game, a player must move at least once on a turn. The second move can be voluntarily skipped. The winner is last to play. The score shown is a count of the available moves at the beginning of a player's turn for use by the AI. Extra small board (39 nodes) as a filler game and for learning how to play
###Ludii
(game "Epoxy" (players 2) (equipment {(board (dual (remove (hex 4 5) cells:{0 1 15 20 25 32 36 39 44})) use:Vertex) (piece "Ball" Each (move Slide))}) (rules (start (set Score Each 0)) (play (or {(move Add (piece (mover)) (to (difference (sites Empty) (sites (results from:(sites Occupied by:Next) to:(sites LineOfSight Empty at:(from) Orthogonal) (to)))))) (forEach Piece (do (and (set Var "LoSFrom" (count Pieces Next in:(sites LineOfSight Piece at:(from) Orthogonal))) (set Var "QtyAroundFrom" (count Pieces Next in:(sites Around (from) Orthogonal)))) next:(move Slide Orthogonal) ifAfterwards:(or (> (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (and (= (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (> (count Pieces Next in:(sites LineOfSight Piece at:(last To) Orthogonal)) (var "LoSFrom"))))) Mover) (if (and (not (is Prev Next)) (< 0 (counter))) (move Pass))} (then (if (is Prev Next) (moveAgain) (and (set Score Mover (+ (size Array (array (sites From (forEach Piece (do (and (set Var "LoSFrom" (count Pieces Next in:(sites LineOfSight Piece at:(from) Orthogonal))) (set Var "QtyAroundFrom" (count Pieces Next in:(sites Around (from) Orthogonal)))) next:(move Slide Orthogonal) ifAfterwards:(or (> (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (and (= (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (> (count Pieces Next in:(sites LineOfSight Piece at:(last To) Orthogonal)) (var "LoSFrom"))))) Mover)))) (count Sites in:(difference (sites (results from:(sites Occupied by:Mover) to:(sites LineOfSight Empty at:(from) Orthogonal) (to))) (sites (results from:(sites Occupied by:Next) to:(sites LineOfSight Empty at:(from) Orthogonal) (to))))))) (set Score Next (+ (size Array (array (sites From (forEach Piece (do (and (set Var "LoSFrom" (count Pieces Next in:(sites LineOfSight Piece at:(from) Orthogonal))) (set Var "QtyAroundFrom" (count Pieces Next in:(sites Around (from) Orthogonal)))) next:(move Slide Orthogonal) ifAfterwards:(or (> (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (and (= (count Pieces Next in:(sites Around (last To) Orthogonal)) (var "QtyAroundFrom")) (> (count Pieces Next in:(sites LineOfSight Piece at:(last To) Orthogonal)) (var "LoSFrom"))))) Next)))) (count Sites in:(difference (sites (results from:(sites Occupied by:Next) to:(sites LineOfSight Empty at:(from) Orthogonal) (to))) (sites (results from:(sites Occupied by:Mover) to:(sites LineOfSight Empty at:(from) Orthogonal) (to)))))))))))) (end (if (and (is Prev Mover) (no Moves Next)) (result Mover Win))))) |
TURN - On each turn, each player drops a neutral stone on an empty cell provided that it does not share the same row, column or diagonal with all the stones already on board. GOAL - Wins the last player to move | (game "First Attack" (players 2) (equipment {(board (square 8)) (piece "Ball" Shared)}) (rules (play (move Add (piece "Ball") (to (sites Empty) if:(all Sites (sites Direction from:(to) Adjacent) if:(is Empty (site)))))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
TURN - On each turn, each player drops a neutral stone on an empty cell provided that it does not share the same row, column or diagonal with all the stones already on board. GOAL - Wins the last player to move
###Ludii
(game "First Attack" (players 2) (equipment {(board (square 8)) (piece "Ball" Shared)}) (rules (play (move Add (piece "Ball") (to (sites Empty) if:(all Sites (sites Direction from:(to) Adjacent) if:(is Empty (site)))))) (end (if (no Moves Next) (result Mover Win))))) |
MOVEMENT - A stone must move as far as it can (no jumps) in a forward direction (orthogonal or diagonal). - At the first move, a player may choose any of his stones to move. - After that, a player must move a stone that is adjacent to the last moved enemy stone. If that is not possible, the player may choose any unblocked of his stones to move. - There is no capturing. GOAL - Wins the player that moved the last stone. | (game "Forge" (players {(player N) (player S)}) (equipment {(board (rectangle 8 6) use:Vertex) (piece "Ball" Each (move Slide (directions Forwards of:All)))}) (rules (start {(place "Ball1" (expand (sites Bottom))) (place "Ball2" (expand (sites Top)))}) phases:{(phase "Opening" (play (forEach Piece)) (nextPhase "Main")) (phase "Main" (play (priority {(forEach Piece (move Slide (from (from) if:(is In (from) (sites Around (last To) All))) (directions Forwards of:All))) (forEach Piece)})))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
MOVEMENT - A stone must move as far as it can (no jumps) in a forward direction (orthogonal or diagonal). - At the first move, a player may choose any of his stones to move. - After that, a player must move a stone that is adjacent to the last moved enemy stone. If that is not possible, the player may choose any unblocked of his stones to move. - There is no capturing. GOAL - Wins the player that moved the last stone.
###Ludii
(game "Forge" (players {(player N) (player S)}) (equipment {(board (rectangle 8 6) use:Vertex) (piece "Ball" Each (move Slide (directions Forwards of:All)))}) (rules (start {(place "Ball1" (expand (sites Bottom))) (place "Ball2" (expand (sites Top)))}) phases:{(phase "Opening" (play (forEach Piece)) (nextPhase "Main")) (phase "Main" (play (priority {(forEach Piece (move Slide (from (from) if:(is In (from) (sites Around (last To) All))) (directions Forwards of:All))) (forEach Piece)})))} (end (if (no Moves Next) (result Mover Win))))) |
One player has three dwarfs and the other has one giant. Firstly, the giant is placed on one of the top sites. After this first move of the giant, it is the dwarfs' move. Each piece can move between the different sites only if they are connected by an edge. The dwarfs can move only forwards or sideways, the giant can move in all the directions. The goal of the dwarfs is to block the giant on the top site. The giant has to break through the line of dwarfs to get 2 points and win. In case of a repetition of moves, the giant is winning with one point. | (game "Game of Dwarfs" (players {(player S) (player N)}) (equipment {(board (add (remove (rotate 90 (merge {(rectangle 3 3 diagonals:Alternating) (shift 1.5 0.5 (rotate -90 (wedge 2))) (shift -1.5 0.5 (rotate 90 (wedge 2)))})) vertices:{3 7 1}) edges:{{0 1} {4 5} {2 7} {0 4}}) use:Vertex) (piece "Foot" P1 (move Step Adjacent (to if:(and (if (= 1 (count Turns)) (!= (centrePoint) (to)) True) (is Empty (to)))))) (piece "Gnome" P2 (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))))) (hand P1) (regions "Home" P2 (intersection (sites Outer) (expand (sites Bottom)))) (regions "Home" P1 (sites Top))}) (rules (start {(place "Gnome2" (intersection (sites Outer) (expand (sites Bottom)))) (place "Foot1" (handSite P1))}) phases:{(phase "Opening" P1 (play (move (from (handSite Mover)) (to (expand (sites Top))))) (nextPhase P1 "MainP1")) (phase "MainP1" P1 (play (forEach Piece (then (if (is In (where "Foot" P1) (sites P2)) (set Score P1 2) (if (is Cycle) (set Score P1 1))))))) (phase "MainP2" P2 (play (forEach Piece (then (if (no Moves Next) (set Score P2 1) (if (is Cycle) (set Score P1 1)))))))} (end (forEach Player if:(!= 0 (score Player)) (result Player Win))))) | ###Description
One player has three dwarfs and the other has one giant. Firstly, the giant is placed on one of the top sites. After this first move of the giant, it is the dwarfs' move. Each piece can move between the different sites only if they are connected by an edge. The dwarfs can move only forwards or sideways, the giant can move in all the directions. The goal of the dwarfs is to block the giant on the top site. The giant has to break through the line of dwarfs to get 2 points and win. In case of a repetition of moves, the giant is winning with one point.
###Ludii
(game "Game of Dwarfs" (players {(player S) (player N)}) (equipment {(board (add (remove (rotate 90 (merge {(rectangle 3 3 diagonals:Alternating) (shift 1.5 0.5 (rotate -90 (wedge 2))) (shift -1.5 0.5 (rotate 90 (wedge 2)))})) vertices:{3 7 1}) edges:{{0 1} {4 5} {2 7} {0 4}}) use:Vertex) (piece "Foot" P1 (move Step Adjacent (to if:(and (if (= 1 (count Turns)) (!= (centrePoint) (to)) True) (is Empty (to)))))) (piece "Gnome" P2 (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))))) (hand P1) (regions "Home" P2 (intersection (sites Outer) (expand (sites Bottom)))) (regions "Home" P1 (sites Top))}) (rules (start {(place "Gnome2" (intersection (sites Outer) (expand (sites Bottom)))) (place "Foot1" (handSite P1))}) phases:{(phase "Opening" P1 (play (move (from (handSite Mover)) (to (expand (sites Top))))) (nextPhase P1 "MainP1")) (phase "MainP1" P1 (play (forEach Piece (then (if (is In (where "Foot" P1) (sites P2)) (set Score P1 2) (if (is Cycle) (set Score P1 1))))))) (phase "MainP2" P2 (play (forEach Piece (then (if (no Moves Next) (set Score P2 1) (if (is Cycle) (set Score P1 1)))))))} (end (forEach Player if:(!= 0 (score Player)) (result Player Win))))) |
The first player begins the game by placing a stone anywhere on the board. Then, starting with the second player, players take turns placing a stone orthogonally adjacent to exactly one enemy stone and no friendly stones. | (game "Gopher" (players 2) (equipment {(board (hex 6)) (piece "Disc" Each)}) (rules (play (if (= 0 (count Moves)) (move Add (to (sites Empty))) (move Add (to (sites Empty) if:(and (= 0 (count Sites in:(sites Around (to) Own))) (= 1 (count Sites in:(sites Around (to) Enemy)))))))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
The first player begins the game by placing a stone anywhere on the board. Then, starting with the second player, players take turns placing a stone orthogonally adjacent to exactly one enemy stone and no friendly stones.
###Ludii
(game "Gopher" (players 2) (equipment {(board (hex 6)) (piece "Disc" Each)}) (rules (play (if (= 0 (count Moves)) (move Add (to (sites Empty))) (move Add (to (sites Empty) if:(and (= 0 (count Sites in:(sites Around (to) Own))) (= 1 (count Sites in:(sites Around (to) Enemy)))))))) (end (if (no Moves Next) (result Next Loss))))) |
Three vertical lines, and two horizontal lines intersecting them along their top end points and their midpoints. The ends of the lines which are not connected to one another are the calves' pens. Three pieces per player, one playing as calves (black), and the other as guardians (white), arranged on the intersections of opposite vertical lines. Players alternate turns moving one of their pieces to an adjacent spot. The guardians attempt to trap the calves into the three pens, the calves attempt to block the guardians from being able to move. | (game "Gurvan Xudag" (players 2) (equipment {(board (remove (square 3) edges:{{0 1} {1 2}}) use:Vertex) (piece "Human" P1 (move Step (to if:(is Empty (to))))) (piece "Cow" P2 (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Human1" (sites Left)) (place "Cow2" (sites Right))}) (play (forEach Piece)) (end {(if (no Moves P1) (result P2 Win)) (if (and (all Sites (difference (sites Occupied by:P2) (sites Bottom)) if:(= 0 (count at:(site)))) (no Moves P2)) (result P1 Win))}))) | ###Description
Three vertical lines, and two horizontal lines intersecting them along their top end points and their midpoints. The ends of the lines which are not connected to one another are the calves' pens. Three pieces per player, one playing as calves (black), and the other as guardians (white), arranged on the intersections of opposite vertical lines. Players alternate turns moving one of their pieces to an adjacent spot. The guardians attempt to trap the calves into the three pens, the calves attempt to block the guardians from being able to move.
###Ludii
(game "Gurvan Xudag" (players 2) (equipment {(board (remove (square 3) edges:{{0 1} {1 2}}) use:Vertex) (piece "Human" P1 (move Step (to if:(is Empty (to))))) (piece "Cow" P2 (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Human1" (sites Left)) (place "Cow2" (sites Right))}) (play (forEach Piece)) (end {(if (no Moves P1) (result P2 Win)) (if (and (all Sites (difference (sites Occupied by:P2) (sites Bottom)) if:(= 0 (count at:(site)))) (no Moves P2)) (result P1 Win))}))) |
Movement is the same as regular amazons. You can move or shoot as many spaces as you want in any orthogonal or diagonal direction. With a hex board you have 6 orthogonal lines of movement (green) as well as 6 diagonal lines of movement (blue). Like in the original, Amazons still cannot move or shoot through other arrows or other amazons. However the diagonals are a little bit more tricky than the original. If the two orthogonal spaces next to the diagonal line are blocked, than the amazon can no longer use (or continue along) this diagonal. This is important because it reduces the movement capabilities of the amazons and allows a wall of connected arrows to become impenetrable. One final rule, in order to balance the game (white has first move advantage). On whites first turn he/she can only move an amazon but not shoot an arrow afterwards. This prevents potential too strong opening moves. The first player to block the opponent wins. | (game "Hex Amazons" (players 2) (equipment {(board (hex 7)) (piece "Queen" Each (or (move Slide) (move Slide Diagonal (between if:(is Empty (between))) (to if:(and (is Empty (to)) (= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site)))))) (apply if:(or (= (between) (to)) (!= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site))))))))) (then (moveAgain)))) (piece "Dot" Neutral)}) (rules (start {(place "Queen1" {"B2" "G2" "E5" "B7"}) (place "Queen2" {"L12" "G12" "L7" "I9"})}) phases:{(phase "Opening" P1 (play (forEach Piece (or (move Slide) (move Slide Diagonal (between if:(is Empty (between))) (to if:(and (is Empty (to)) (= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site)))))) (apply if:(or (= (between) (to)) (!= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site)))))))))))) (nextPhase Mover "Playing")) (phase "Playing" (play (if (is Prev Mover) (or (move Shoot (piece "Dot0")) (move Shoot (piece "Dot0") Diagonal (between if:(is Empty (between))) (to if:(and (is Empty (to)) (!= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site))))))))) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
Movement is the same as regular amazons. You can move or shoot as many spaces as you want in any orthogonal or diagonal direction. With a hex board you have 6 orthogonal lines of movement (green) as well as 6 diagonal lines of movement (blue). Like in the original, Amazons still cannot move or shoot through other arrows or other amazons. However the diagonals are a little bit more tricky than the original. If the two orthogonal spaces next to the diagonal line are blocked, than the amazon can no longer use (or continue along) this diagonal. This is important because it reduces the movement capabilities of the amazons and allows a wall of connected arrows to become impenetrable. One final rule, in order to balance the game (white has first move advantage). On whites first turn he/she can only move an amazon but not shoot an arrow afterwards. This prevents potential too strong opening moves. The first player to block the opponent wins.
###Ludii
(game "Hex Amazons" (players 2) (equipment {(board (hex 7)) (piece "Queen" Each (or (move Slide) (move Slide Diagonal (between if:(is Empty (between))) (to if:(and (is Empty (to)) (= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site)))))) (apply if:(or (= (between) (to)) (!= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site))))))))) (then (moveAgain)))) (piece "Dot" Neutral)}) (rules (start {(place "Queen1" {"B2" "G2" "E5" "B7"}) (place "Queen2" {"L12" "G12" "L7" "I9"})}) phases:{(phase "Opening" P1 (play (forEach Piece (or (move Slide) (move Slide Diagonal (between if:(is Empty (between))) (to if:(and (is Empty (to)) (= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site)))))) (apply if:(or (= (between) (to)) (!= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site)))))))))))) (nextPhase Mover "Playing")) (phase "Playing" (play (if (is Prev Mover) (or (move Shoot (piece "Dot0")) (move Shoot (piece "Dot0") Diagonal (between if:(is Empty (between))) (to if:(and (is Empty (to)) (!= 2 (count Sites in:(forEach (intersection (sites Incident Cell of:Cell at:(if (!= (between) -1) (between) (from))) (sites Incident Cell of:Cell at:(to))) if:(is Occupied (site))))))))) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) |
Each player has three pieces. Players take turns moving a piece to an empty dot. Players cannot return to their starting three dots. Pieces that move into the opponent’s starting three dots cannot exit them. A player wins by blocking the other player from being able to move. | (game "Ho-Bag Gonu" (players 2) (equipment {(board (add (merge {(rectangle 1 3) (shift 1 1 (scale 0.5 (concentric {1 4}))) (shift 0 2 (rectangle 1 3))}) edges:{{5 1} {9 7}}) use:Vertex) (piece "Disc" Each (move Step (to if:(or (and {(is In (from) (sites Next)) (is In (to) (sites Next)) (is Empty (to))}) (and (not (is In (from) (sites Next))) (if (not (is In (from) (sites Mover))) (is In (to) (difference (sites Empty) (sites Mover))) (is Empty (to)))))))) (regions "Home" P1 (sites {"A1" "C1" "E1"})) (regions "Home" P2 (sites {"A5" "C5" "E5"}))}) (rules (start {(place "Disc1" (sites P1)) (place "Disc2" (sites P2))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Each player has three pieces. Players take turns moving a piece to an empty dot. Players cannot return to their starting three dots. Pieces that move into the opponent’s starting three dots cannot exit them. A player wins by blocking the other player from being able to move.
###Ludii
(game "Ho-Bag Gonu" (players 2) (equipment {(board (add (merge {(rectangle 1 3) (shift 1 1 (scale 0.5 (concentric {1 4}))) (shift 0 2 (rectangle 1 3))}) edges:{{5 1} {9 7}}) use:Vertex) (piece "Disc" Each (move Step (to if:(or (and {(is In (from) (sites Next)) (is In (to) (sites Next)) (is Empty (to))}) (and (not (is In (from) (sites Next))) (if (not (is In (from) (sites Mover))) (is In (to) (difference (sites Empty) (sites Mover))) (is Empty (to)))))))) (regions "Home" P1 (sites {"A1" "C1" "E1"})) (regions "Home" P2 (sites {"A5" "C5" "E5"}))}) (rules (start {(place "Disc1" (sites P1)) (place "Disc2" (sites P2))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Each player has a pawn, that can move to any neighboring cell. After moving, the player places a block on the board to try to block the opponent's pawn. First player who cannot move loses. The game is played on a 7x7 board. | (game "Isolation" (players 2) (equipment {(board (rectangle 7 7)) (piece "Pawn" Each (move Step (to if:(is Empty (to))) (then (moveAgain)))) (piece "Square" Neutral)}) (rules (start {(place "Pawn1" {"A4"}) (place "Pawn2" {"G4"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Add (piece "Square0") (to (sites Empty))))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Each player has a pawn, that can move to any neighboring cell. After moving, the player places a block on the board to try to block the opponent's pawn. First player who cannot move loses. The game is played on a 7x7 board.
###Ludii
(game "Isolation" (players 2) (equipment {(board (rectangle 7 7)) (piece "Pawn" Each (move Step (to if:(is Empty (to))) (then (moveAgain)))) (piece "Square" Neutral)}) (rules (start {(place "Pawn1" {"A4"}) (place "Pawn2" {"G4"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Add (piece "Square0") (to (sites Empty))))) (end (if (no Moves Next) (result Mover Win))))) |
3x3 intersecting lines, with triangles extending on opposite ends of the large square and the central line extending to the apices. One player plays as three notched sticks, called hares, and the other as three sharp sticks, known as the hounds. Players alternate turns placing a piece on the board. When the players have placed all of their pieces on the board, they move one of their pieces to an empty adjacent spot along the lines. The first player to block their opponent from being able to move wins. | (game "Janes Soppi (Symmetrical)" (players 2) (equipment {(board (remove (merge {(rectangle 3 3 diagonals:Alternating) (shift 1.5 0.5 (rotate -90 (wedge 2))) (shift -1.5 0.5 (rotate 90 (wedge 2)))}) edges:{{6 4} {4 2} {0 4} {4 8}}) use:Vertex) (hand Each) (piece "Hound" P1 (move Step (to if:(is Empty (to))))) (piece "Hare" P2 (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Hound1" (handSite P1) count:3) (place "Hare2" (handSite P2) count:3)}) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
3x3 intersecting lines, with triangles extending on opposite ends of the large square and the central line extending to the apices. One player plays as three notched sticks, called hares, and the other as three sharp sticks, known as the hounds. Players alternate turns placing a piece on the board. When the players have placed all of their pieces on the board, they move one of their pieces to an empty adjacent spot along the lines. The first player to block their opponent from being able to move wins.
###Ludii
(game "Janes Soppi (Symmetrical)" (players 2) (equipment {(board (remove (merge {(rectangle 3 3 diagonals:Alternating) (shift 1.5 0.5 (rotate -90 (wedge 2))) (shift -1.5 0.5 (rotate 90 (wedge 2)))}) edges:{{6 4} {4 2} {0 4} {4 8}}) use:Vertex) (hand Each) (piece "Hound" P1 (move Step (to if:(is Empty (to))))) (piece "Hare" P2 (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Hound1" (handSite P1) count:3) (place "Hare2" (handSite P2) count:3)}) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Mover Win))))) |
OBJECT OF THE GAME The last player to make a move wins. FRIENDLY AND ENEMY CONNECTIONS A connection, i.e. an orthogonal adjacency between two checkers, is friendly if the two checkers are the same color and enemy if the two checkers are oppositely colored. CHECKER VALUE A checker’s value is its number of friendly connections minus its number of enemy connections. MOVES A checker’s value must increase when it‘s moved. Move a checker to an unoccupied, orthogonally adjacent square. There is no capturing in Jostle, only jostling. The game is played on a 10x10 square board. | (game "Jostle" (players 2) (equipment {(board (square 10)) (piece "Marker" Each (move Step Orthogonal (to if:(and (is Empty (to)) (< (+ (results from:(sites {(from)}) to:(sites Around (from) Orthogonal) (if (= (from) (to)) 0 (if (is Friend (who at:(to))) 1 (if (is Enemy (who at:(to))) -1 0))))) (+ (results from:(sites {(from)}) to:(sites Around (to) Orthogonal) (if (= (from) (to)) 0 (if (is Friend (who at:(to))) 1 (if (is Enemy (who at:(to))) -1 0))))))))))}) (rules (start {(place "Marker1" (sites {23 25 27 32 34 36 43 47 52 63 72 74 76 65 67 56})) (place "Marker2" (sites {22 24 26 33 35 37 42 46 53 57 62 64 66 73 75 77}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) | ###Description
OBJECT OF THE GAME The last player to make a move wins. FRIENDLY AND ENEMY CONNECTIONS A connection, i.e. an orthogonal adjacency between two checkers, is friendly if the two checkers are the same color and enemy if the two checkers are oppositely colored. CHECKER VALUE A checker’s value is its number of friendly connections minus its number of enemy connections. MOVES A checker’s value must increase when it‘s moved. Move a checker to an unoccupied, orthogonally adjacent square. There is no capturing in Jostle, only jostling. The game is played on a 10x10 square board.
###Ludii
(game "Jostle" (players 2) (equipment {(board (square 10)) (piece "Marker" Each (move Step Orthogonal (to if:(and (is Empty (to)) (< (+ (results from:(sites {(from)}) to:(sites Around (from) Orthogonal) (if (= (from) (to)) 0 (if (is Friend (who at:(to))) 1 (if (is Enemy (who at:(to))) -1 0))))) (+ (results from:(sites {(from)}) to:(sites Around (to) Orthogonal) (if (= (from) (to)) 0 (if (is Friend (who at:(to))) 1 (if (is Enemy (who at:(to))) -1 0))))))))))}) (rules (start {(place "Marker1" (sites {23 25 27 32 34 36 43 47 52 63 72 74 76 65 67 56})) (place "Marker2" (sites {22 24 26 33 35 37 42 46 53 57 62 64 66 73 75 77}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) |
Played on a board of 4x4 squares. Each player controls a 3x2 L-shaped piece, and there are two 1x1 pieces which either player can manipulate. On a turn, a player moves the L piece to a new available position, and then has the option to move one of the 1x1 pieces. When a player cannot move their L piece, they lose. | (game "L Game" (players 2) (equipment {(board (square 4)) (piece "Dot" Neutral) (tile "L" Each {{L F R F F} {R F L F F}})}) (rules (start {(place "Dot0" {"A4" "D1"}) (place "L1" coord:"C1" state:0) (place "L2" coord:"B4" state:2)}) (play (if (is Prev Mover) (or (move Pass) (move (from (sites Occupied by:Neutral)) (to (sites Empty)))) (move (from (sites Occupied by:Mover)) (to (union (sites Empty) (sites Occupied by:Mover))) (then (moveAgain))))) (end (if (and (not (is Mover (next))) (no Moves Next)) (result Mover Win))))) | ###Description
Played on a board of 4x4 squares. Each player controls a 3x2 L-shaped piece, and there are two 1x1 pieces which either player can manipulate. On a turn, a player moves the L piece to a new available position, and then has the option to move one of the 1x1 pieces. When a player cannot move their L piece, they lose.
###Ludii
(game "L Game" (players 2) (equipment {(board (square 4)) (piece "Dot" Neutral) (tile "L" Each {{L F R F F} {R F L F F}})}) (rules (start {(place "Dot0" {"A4" "D1"}) (place "L1" coord:"C1" state:0) (place "L2" coord:"B4" state:2)}) (play (if (is Prev Mover) (or (move Pass) (move (from (sites Occupied by:Neutral)) (to (sites Empty)))) (move (from (sites Occupied by:Mover)) (to (union (sites Empty) (sites Occupied by:Mover))) (then (moveAgain))))) (end (if (and (not (is Mover (next))) (no Moves Next)) (result Mover Win))))) |
TURNS - At each turn, each player slides (vertically or horizontally) a stone into the only empty cell. GOAL - Wins the player who made the last move. | (game "Lewthwaite's Game" (players 2) (equipment {(board (square 5) use:Vertex) (piece "Ball" Each (move Slide))}) (rules (start {(place "Ball1" (sites Phase 1)) (place "Ball2" (difference (sites Phase 0) (sites Centre)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) | ###Description
TURNS - At each turn, each player slides (vertically or horizontally) a stone into the only empty cell. GOAL - Wins the player who made the last move.
###Ludii
(game "Lewthwaite's Game" (players 2) (equipment {(board (square 5) use:Vertex) (piece "Ball" Each (move Slide))}) (rules (start {(place "Ball1" (sites Phase 1)) (place "Ball2" (difference (sites Phase 0) (sites Centre)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) |
Players move their pieces to an adjacent empty point. The goal is to block the other player from being able to move. | (game "Madelinette" (players 2) (equipment {(board (add (remove (rectangle 3 3 diagonals:Alternating) vertices:{7 1}) edges:{{0 1}}) use:Vertex) (piece "Counter" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Counter1" (sites {"A1" "C2" "A3"})) (place "Counter2" (sites {"C1" "A2" "C3"}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Players move their pieces to an adjacent empty point. The goal is to block the other player from being able to move.
###Ludii
(game "Madelinette" (players 2) (equipment {(board (add (remove (rectangle 3 3 diagonals:Alternating) vertices:{7 1}) edges:{{0 1}}) use:Vertex) (piece "Counter" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Counter1" (sites {"A1" "C2" "A3"})) (place "Counter2" (sites {"C1" "A2" "C3"}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Play begins with the pieces on the kewai, each player on half of the circle. Players move by moving one piece to an empty adjacent space. Players can only move to the putahi when the piece being moved is next to an opponent's piece. The player that blocks the other from moving is the winner. The game is played on a wheel board. The game is played with all the rules | (game "Mu Torere" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (piece "Marker" Each (move Step (to if:(and (is Empty (to)) (or (not (= (to) (centrePoint))) (is Related Adjacent (from) (sites Occupied by:Next)))))))}) (rules (start {(place "Marker1" {1 2 3 8}) (place "Marker2" {4 5 6 7})}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Play begins with the pieces on the kewai, each player on half of the circle. Players move by moving one piece to an empty adjacent space. Players can only move to the putahi when the piece being moved is next to an opponent's piece. The player that blocks the other from moving is the winner. The game is played on a wheel board. The game is played with all the rules
###Ludii
(game "Mu Torere" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (piece "Marker" Each (move Step (to if:(and (is Empty (to)) (or (not (= (to) (centrePoint))) (is Related Adjacent (from) (sites Occupied by:Next)))))))}) (rules (start {(place "Marker1" {1 2 3 8}) (place "Marker2" {4 5 6 7})}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Black plays first, then turns alternate. On his turn, a player must place a stone of his color on an empty point of the board. At the end of a turn, all groups on the board (both friendly and enemy) must have at least one liberty. Otherwise the player's move is illegal. Whoever can't make a move on his turn loses. The game is played on 9x9 board. | (game "NoGo" (players 2) (equipment {(board (square 9) use:Vertex) (piece "Marker" Each)}) (rules (play (do (move Add (to (sites Empty))) ifAfterwards:(and (> (count Liberties Orthogonal) 0) (not (can Move (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))))))))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Black plays first, then turns alternate. On his turn, a player must place a stone of his color on an empty point of the board. At the end of a turn, all groups on the board (both friendly and enemy) must have at least one liberty. Otherwise the player's move is illegal. Whoever can't make a move on his turn loses. The game is played on 9x9 board.
###Ludii
(game "NoGo" (players 2) (equipment {(board (square 9) use:Vertex) (piece "Marker" Each)}) (rules (play (do (move Add (to (sites Empty))) ifAfterwards:(and (> (count Liberties Orthogonal) 0) (not (can Move (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))))))))) (end (if (no Moves Next) (result Next Loss))))) |
The board is a square, with the diagonals drawn. A circle is drawn around the midpoint of the top side of the square. Two pieces per player, the pieces for one player on the top corners and the other on the remaining corners. Players alternate turns moving along the lines on the board, the player on the top corners moving first, but can never move along the line with the circle. The player who blocks their opponent from being able to move wins. | (game "Oumoul Kono" (players 2) (equipment {(board (square 2 diagonals:Solid) use:Vertex) (piece "Disc" Each (move Step (to if:(and {(or {(and (!= (from) (coord "A3")) (!= (from) (coord "C3"))) (and (= (from) (coord "C3")) (!= (to) (coord "A3"))) (and (= (from) (coord "A3")) (!= (to) (coord "C3")))}) (is Empty (to))}))))}) (rules (start {(place "Disc1" (sites Bottom)) (place "Disc2" (sites Top))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
The board is a square, with the diagonals drawn. A circle is drawn around the midpoint of the top side of the square. Two pieces per player, the pieces for one player on the top corners and the other on the remaining corners. Players alternate turns moving along the lines on the board, the player on the top corners moving first, but can never move along the line with the circle. The player who blocks their opponent from being able to move wins.
###Ludii
(game "Oumoul Kono" (players 2) (equipment {(board (square 2 diagonals:Solid) use:Vertex) (piece "Disc" Each (move Step (to if:(and {(or {(and (!= (from) (coord "A3")) (!= (from) (coord "C3"))) (and (= (from) (coord "C3")) (!= (to) (coord "A3"))) (and (= (from) (coord "A3")) (!= (to) (coord "C3")))}) (is Empty (to))}))))}) (rules (start {(place "Disc1" (sites Bottom)) (place "Disc2" (sites Top))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Overflow is played on a checkered board initially filled with neutral stackable pieces, one per square. The dark squares make up the house of the Dark player, and the light squares make up the house of the Light player. The goal is to empty your opponent's house. There are two types of moves in Overflow, both of which are sowing moves, somewhat akin to what you see in mancalas. All moves are bound by the restriction that there must always be exactly one orthodiagonally connected group of stacks on the board. The one kind of sowing only drops pieces onto already occupied squares and the other kind spills out of both the group of already occupied squares and out of the board itself, hence the names: contained moves and overflow moves. Sowing in general: Sowing in general is picking up a stack from any square and distributing its pieces along one of the 8 directions onto a contiguous line of squares – usually placing one of the N pieces from the chosen stack in each of the N or so squares in the sowing direction. The details are given below. Overflow moves: An overflow move involves sowing into empty squares – possibly in addition to occupied squares – and over the edge of the board. It's important to remember that these two things always go together in this game, namely (1) sowing over the edge and (2) sowing into empty squares. That is to say, if you are to sow into one or more empty squares, the number of squares in the chosen sowing direction must be smaller than the number of stones in the chosen stack. The pieces that end up outside the board are removed from the game. Contained moves: Contained moves only sow onto already occupied squares. A contained move must sow the chosen stack as far as possible. If it's impossible to sow each of the pieces in the stack into an occupied square of its own, you place the remainder of the pieces on the last occupied square you reached. You are not obligated to chose the stack that can be sown the farthest, but whatever stack you chose, if you do not make an overflow move move with it, you must chose a sowing direction that allows you to sow onto as many occupied squares as possible. You may always chose freely between contained moves and overflow moves when both kinds are available. Note that no stack will have both a contained move and an overflow move available in the same direction. All moves are completely determined by the choice of stack and direction. A 6x6 board is currently selected | (game "Overflow" (players 2) (equipment {(board (square 6)) (piece "Disc" P1)}) (rules (start {(place "Disc1" (sites Board)) (set Score P1 (count Sites in:(sites Phase 1))) (set Score P2 (count Sites in:(sites Phase 0)))}) (play (do (or (move Select (from (sites Occupied by:P1)) (to (sites Around (from) NotEmpty) if:(and (or (<= (size Stack at:(from)) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from))))) (= 0 (count Sites in:(intersection (sites Empty) (sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from))))))) (all Sites (sites Around (from) NotEmpty) if:(not (and (< (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(to)) stop:(is Empty (to)) distance:(size Stack at:(from)))) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(site)) stop:(is Empty (to)) distance:(size Stack at:(from))))) (or (<= (size Stack at:(from)) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(site)) distance:(size Stack at:(from))))) (= 0 (count Sites in:(intersection (sites Empty) (sites Direction from:(from) (directions Cell from:(from) to:(site)) distance:(size Stack at:(from)))))))))))) (then (forEach Site (sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) stop:(is Empty (to)) distance:(size Stack at:(last From))) (if (= (count Sites in:(sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) stop:(is Empty (to)) distance:(size Stack at:(last From)))) (count Steps (last From) (site))) (add (piece "Disc1") (to (site)) count:(- (size Stack at:(last From)) (- (count Sites in:(sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) stop:(is Empty (to)) distance:(size Stack at:(last From)))) 1)) stack:True) (add (piece "Disc1") (to (site)) stack:True))))) (move Select (from (sites Occupied by:P1)) (to (sites Around (from)) if:(and (not (<= (size Stack at:(from)) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from)))))) (not (= 0 (count Sites in:(intersection (sites Empty) (sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from))))))))) (then (forEach Site (sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) distance:(size Stack at:(last From))) (add (piece "Disc1") (to (site)) stack:True)))) (then (remove (last From) count:(size Stack at:(last From))))) ifAfterwards:(= 1 (count Groups)) (then (and (set Score P1 (count Sites in:(forEach (sites Phase 1) if:(is Occupied (site))))) (set Score P2 (count Sites in:(forEach (sites Phase 0) if:(is Occupied (site))))))))) (end (if (= 0 (* (score P1) (score P2))) (byScore))))) | ###Description
Overflow is played on a checkered board initially filled with neutral stackable pieces, one per square. The dark squares make up the house of the Dark player, and the light squares make up the house of the Light player. The goal is to empty your opponent's house. There are two types of moves in Overflow, both of which are sowing moves, somewhat akin to what you see in mancalas. All moves are bound by the restriction that there must always be exactly one orthodiagonally connected group of stacks on the board. The one kind of sowing only drops pieces onto already occupied squares and the other kind spills out of both the group of already occupied squares and out of the board itself, hence the names: contained moves and overflow moves. Sowing in general: Sowing in general is picking up a stack from any square and distributing its pieces along one of the 8 directions onto a contiguous line of squares – usually placing one of the N pieces from the chosen stack in each of the N or so squares in the sowing direction. The details are given below. Overflow moves: An overflow move involves sowing into empty squares – possibly in addition to occupied squares – and over the edge of the board. It's important to remember that these two things always go together in this game, namely (1) sowing over the edge and (2) sowing into empty squares. That is to say, if you are to sow into one or more empty squares, the number of squares in the chosen sowing direction must be smaller than the number of stones in the chosen stack. The pieces that end up outside the board are removed from the game. Contained moves: Contained moves only sow onto already occupied squares. A contained move must sow the chosen stack as far as possible. If it's impossible to sow each of the pieces in the stack into an occupied square of its own, you place the remainder of the pieces on the last occupied square you reached. You are not obligated to chose the stack that can be sown the farthest, but whatever stack you chose, if you do not make an overflow move move with it, you must chose a sowing direction that allows you to sow onto as many occupied squares as possible. You may always chose freely between contained moves and overflow moves when both kinds are available. Note that no stack will have both a contained move and an overflow move available in the same direction. All moves are completely determined by the choice of stack and direction. A 6x6 board is currently selected
###Ludii
(game "Overflow" (players 2) (equipment {(board (square 6)) (piece "Disc" P1)}) (rules (start {(place "Disc1" (sites Board)) (set Score P1 (count Sites in:(sites Phase 1))) (set Score P2 (count Sites in:(sites Phase 0)))}) (play (do (or (move Select (from (sites Occupied by:P1)) (to (sites Around (from) NotEmpty) if:(and (or (<= (size Stack at:(from)) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from))))) (= 0 (count Sites in:(intersection (sites Empty) (sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from))))))) (all Sites (sites Around (from) NotEmpty) if:(not (and (< (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(to)) stop:(is Empty (to)) distance:(size Stack at:(from)))) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(site)) stop:(is Empty (to)) distance:(size Stack at:(from))))) (or (<= (size Stack at:(from)) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(site)) distance:(size Stack at:(from))))) (= 0 (count Sites in:(intersection (sites Empty) (sites Direction from:(from) (directions Cell from:(from) to:(site)) distance:(size Stack at:(from)))))))))))) (then (forEach Site (sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) stop:(is Empty (to)) distance:(size Stack at:(last From))) (if (= (count Sites in:(sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) stop:(is Empty (to)) distance:(size Stack at:(last From)))) (count Steps (last From) (site))) (add (piece "Disc1") (to (site)) count:(- (size Stack at:(last From)) (- (count Sites in:(sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) stop:(is Empty (to)) distance:(size Stack at:(last From)))) 1)) stack:True) (add (piece "Disc1") (to (site)) stack:True))))) (move Select (from (sites Occupied by:P1)) (to (sites Around (from)) if:(and (not (<= (size Stack at:(from)) (count Sites in:(sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from)))))) (not (= 0 (count Sites in:(intersection (sites Empty) (sites Direction from:(from) (directions Cell from:(from) to:(to)) distance:(size Stack at:(from))))))))) (then (forEach Site (sites Direction from:(last From) (directions Cell from:(last From) to:(last To)) distance:(size Stack at:(last From))) (add (piece "Disc1") (to (site)) stack:True)))) (then (remove (last From) count:(size Stack at:(last From))))) ifAfterwards:(= 1 (count Groups)) (then (and (set Score P1 (count Sites in:(forEach (sites Phase 1) if:(is Occupied (site))))) (set Score P2 (count Sites in:(forEach (sites Phase 0) if:(is Occupied (site))))))))) (end (if (= 0 (* (score P1) (score P2))) (byScore))))) |
Players take turns placing one of their stones on an empty square. It is not legal to place orthogonally adjacent to only enemy stones and it is not legal to place orthogonally adjacent to more than 1 friendly stone. All other placements onto empty squares are legal. Put differently: You may place adjacent to no stone or to exactly 1 friendly and any number of enemy stones. The first player unable to place a stone has won the game. A 6x6 board is currently selected | (game "Pathway" (players 2) (equipment {(board (square 6)) (piece "Disc" Each)}) (rules (play (move Add (to (sites Empty) if:(or (all Sites (sites Around (to) Orthogonal) if:(is Empty (site))) (= 1 (count Sites in:(sites Around (to) Own Orthogonal))))))) (end (if (no Moves Next) (result Next Win))))) | ###Description
Players take turns placing one of their stones on an empty square. It is not legal to place orthogonally adjacent to only enemy stones and it is not legal to place orthogonally adjacent to more than 1 friendly stone. All other placements onto empty squares are legal. Put differently: You may place adjacent to no stone or to exactly 1 friendly and any number of enemy stones. The first player unable to place a stone has won the game. A 6x6 board is currently selected
###Ludii
(game "Pathway" (players 2) (equipment {(board (square 6)) (piece "Disc" Each)}) (rules (play (move Add (to (sites Empty) if:(or (all Sites (sites Around (to) Orthogonal) if:(is Empty (site))) (= 1 (count Sites in:(sites Around (to) Own Orthogonal))))))) (end (if (no Moves Next) (result Next Win))))) |
Two players have a collection of dominoes which they place on the grid in turn, covering up squares. One player places tiles vertically, while the other places them horizontally. The first player who cannot move loses. The game is played by 2 players The board has 6 rows. The board has 10 columns. The Last player to play wins. | (game "Pentomino" (players 2) (equipment {(board (rectangle 6 10)) (tile "Z" Shared {F R F F L F}) (tile "Y" Shared {F R F R R F R F F}) (tile "X" Shared {F L F L L F F L L F R F}) (tile "W" Shared {F L F R F L F}) (tile "V" Shared {F F R F F}) (tile "U" Shared {F L F F L F}) (tile "T" Shared {F F R F R R F F}) (tile "P" Shared {F F R F R F}) (tile "N" Shared {F R F L F F}) (tile "L" Shared {F R F F F}) (tile "I" Shared {F F F F}) (tile "F" Shared {F L F L L F L F R F}) (hand Shared size:12)}) (rules (start {(place "F" (handSite Shared 0)) (place "I" (handSite Shared 1)) (place "L" (handSite Shared 2)) (place "N" (handSite Shared 3)) (place "P" (handSite Shared 4)) (place "T" (handSite Shared 5)) (place "U" (handSite Shared 6)) (place "V" (handSite Shared 7)) (place "W" (handSite Shared 8)) (place "X" (handSite Shared 9)) (place "Y" (handSite Shared 10)) (place "Z" (handSite Shared 11))}) (play (move (from (sites Hand Shared)) (to (sites Empty)))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Two players have a collection of dominoes which they place on the grid in turn, covering up squares. One player places tiles vertically, while the other places them horizontally. The first player who cannot move loses. The game is played by 2 players The board has 6 rows. The board has 10 columns. The Last player to play wins.
###Ludii
(game "Pentomino" (players 2) (equipment {(board (rectangle 6 10)) (tile "Z" Shared {F R F F L F}) (tile "Y" Shared {F R F R R F R F F}) (tile "X" Shared {F L F L L F F L L F R F}) (tile "W" Shared {F L F R F L F}) (tile "V" Shared {F F R F F}) (tile "U" Shared {F L F F L F}) (tile "T" Shared {F F R F R R F F}) (tile "P" Shared {F F R F R F}) (tile "N" Shared {F R F L F F}) (tile "L" Shared {F R F F F}) (tile "I" Shared {F F F F}) (tile "F" Shared {F L F L L F L F R F}) (hand Shared size:12)}) (rules (start {(place "F" (handSite Shared 0)) (place "I" (handSite Shared 1)) (place "L" (handSite Shared 2)) (place "N" (handSite Shared 3)) (place "P" (handSite Shared 4)) (place "T" (handSite Shared 5)) (place "U" (handSite Shared 6)) (place "V" (handSite Shared 7)) (place "W" (handSite Shared 8)) (place "X" (handSite Shared 9)) (place "Y" (handSite Shared 10)) (place "Z" (handSite Shared 11))}) (play (move (from (sites Hand Shared)) (to (sites Empty)))) (end (if (no Moves Next) (result Next Loss))))) |
Pieces begin on opposite sides of the square. Players take turns moving the piece to an empty spot either orthogonally or diagonally, but one orthogonal direction is forbidden. The player who blocks the other player from being able to move wins. The piece are already placed on the board. | (game "Pong Hau K'i" (players 2) (equipment {(board (add (remove (rectangle 3 3 diagonals:Alternating) vertices:{1 3 5 7}) edges:{{3 0} {0 1} {1 4}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Disc1" {"A3" "C3"}) (place "Disc2" {"A1" "C1"})}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Pieces begin on opposite sides of the square. Players take turns moving the piece to an empty spot either orthogonally or diagonally, but one orthogonal direction is forbidden. The player who blocks the other player from being able to move wins. The piece are already placed on the board.
###Ludii
(game "Pong Hau K'i" (players 2) (equipment {(board (add (remove (rectangle 3 3 diagonals:Alternating) vertices:{1 3 5 7}) edges:{{3 0} {0 1} {1 4}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Disc1" {"A3" "C3"}) (place "Disc2" {"A1" "C1"})}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Play begins with the supply of pieces (30 of each colour) randomly distributed on the board, so each cell contains only one stone and there is one free space left. This free space can be anywhere except the centre space. Each player has an allocated colour. Before the game starts, Black can swap the positions of any two stones on the board. White then starts the game. Players alternate turns during the game until one of them cannot make a valid move, thereby losing the game. On a turn, a player must make one capture. A player makes a capture by leaping in a straight line in any of the 6 directions exactly as many spaces as friendly pieces surround its original position, and landing on an enemy piece, which is removed from the game. The player who cannot make a capture loses. | (game "Quantum Leap" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each (move Hop Orthogonal (between (exact (- (count Sites in:(sites Around (from) Orthogonal if:(is Friend (who at:(to))))) 1)) if:True) (to if:(is Enemy (who at:(to))) (apply (remove (to))))))}) (rules (start {(place "Marker2" (centrePoint)) (place Random {"Marker2"} count:29) (place Random {"Marker1"} count:30)}) phases:{(phase "Swap" (play (or (move Pass) (move Select (from (sites Occupied by:Mover)) (to (sites Occupied by:Next)) (then (swap Pieces (last From) (last To)))))) (nextPhase "Play")) (phase "Play" (play (forEach Piece)))} (end (if (no Moves Next) (result Next Loss))))) | ###Description
Play begins with the supply of pieces (30 of each colour) randomly distributed on the board, so each cell contains only one stone and there is one free space left. This free space can be anywhere except the centre space. Each player has an allocated colour. Before the game starts, Black can swap the positions of any two stones on the board. White then starts the game. Players alternate turns during the game until one of them cannot make a valid move, thereby losing the game. On a turn, a player must make one capture. A player makes a capture by leaping in a straight line in any of the 6 directions exactly as many spaces as friendly pieces surround its original position, and landing on an enemy piece, which is removed from the game. The player who cannot make a capture loses.
###Ludii
(game "Quantum Leap" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each (move Hop Orthogonal (between (exact (- (count Sites in:(sites Around (from) Orthogonal if:(is Friend (who at:(to))))) 1)) if:True) (to if:(is Enemy (who at:(to))) (apply (remove (to))))))}) (rules (start {(place "Marker2" (centrePoint)) (place Random {"Marker2"} count:29) (place Random {"Marker1"} count:30)}) phases:{(phase "Swap" (play (or (move Pass) (move Select (from (sites Occupied by:Mover)) (to (sites Occupied by:Next)) (then (swap Pieces (last From) (last To)))))) (nextPhase "Play")) (phase "Play" (play (forEach Piece)))} (end (if (no Moves Next) (result Next Loss))))) |
First, the giant takes place on one of the top sites. Centre site in the opening move for the giant is not allowed. In any subsequent moves, the giant is allowed to enter the centre. The Giant piece can step to an empty site, the dwarves can step only forward to the top of the board. The giant wins if it reaches the bottom sites and the dwarves win if they block the giant to move. The rules of the game I. | (game "Ratio" (players {(player S) (player N)}) (equipment {(board (add (remove (merge {(rectangle 3 3 diagonals:Alternating) (shift 0 2 (wedge 2)) (shift 0 -1 (rotate 180 (wedge 2)))}) vertices:{3 5 1}) edges:{{0 3} {1 5} {2 7} {0 1}}) use:Vertex) (piece "Foot" P1 (move Step Adjacent (to if:(and (if (= 1 (count Turns)) (!= (centrePoint) (to)) True) (is Empty (to)))))) (piece "Gnome" P2 (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))))) (hand P1) (regions "Home" P2 (intersection (sites Outer) (expand (sites Bottom)))) (regions "Home" P1 (sites Top))}) (rules (start {(place "Gnome2" (intersection (sites Outer) (expand (sites Bottom)))) (place "Foot1" (handSite P1))}) phases:{(phase "Opening" (play (move (from (handSite Mover)) (to (expand (sites Top))) (then (moveAgain)))) (nextPhase "Main")) (phase "Main" (play (forEach Piece)))} (end {(if (no Moves P1) (result P2 Win)) (if (is In (where "Foot" P1) (sites P2)) (result P1 Win))}))) | ###Description
First, the giant takes place on one of the top sites. Centre site in the opening move for the giant is not allowed. In any subsequent moves, the giant is allowed to enter the centre. The Giant piece can step to an empty site, the dwarves can step only forward to the top of the board. The giant wins if it reaches the bottom sites and the dwarves win if they block the giant to move. The rules of the game I.
###Ludii
(game "Ratio" (players {(player S) (player N)}) (equipment {(board (add (remove (merge {(rectangle 3 3 diagonals:Alternating) (shift 0 2 (wedge 2)) (shift 0 -1 (rotate 180 (wedge 2)))}) vertices:{3 5 1}) edges:{{0 3} {1 5} {2 7} {0 1}}) use:Vertex) (piece "Foot" P1 (move Step Adjacent (to if:(and (if (= 1 (count Turns)) (!= (centrePoint) (to)) True) (is Empty (to)))))) (piece "Gnome" P2 (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))))) (hand P1) (regions "Home" P2 (intersection (sites Outer) (expand (sites Bottom)))) (regions "Home" P1 (sites Top))}) (rules (start {(place "Gnome2" (intersection (sites Outer) (expand (sites Bottom)))) (place "Foot1" (handSite P1))}) phases:{(phase "Opening" (play (move (from (handSite Mover)) (to (expand (sites Top))) (then (moveAgain)))) (nextPhase "Main")) (phase "Main" (play (forEach Piece)))} (end {(if (no Moves P1) (result P2 Win)) (if (is In (where "Foot" P1) (sites P2)) (result P1 Win))}))) |
Each player has a pawn, that can move to any neighboring cell. After moving, the player places a block to the cell he came from. First player who cannot move loses. The game is played on a 7x7 board. | (game "Snailtrail" (players 2) (equipment {(board (rectangle 7 7)) (piece "Pawn" Each (move Step (to if:(is Empty (to))) (then (moveAgain)))) (piece "Square" Neutral)}) (rules (start {(place "Pawn1" {"A1"}) (place "Pawn2" {"G7"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Add (piece "Square0") (to (last From))))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Each player has a pawn, that can move to any neighboring cell. After moving, the player places a block to the cell he came from. First player who cannot move loses. The game is played on a 7x7 board.
###Ludii
(game "Snailtrail" (players 2) (equipment {(board (rectangle 7 7)) (piece "Pawn" Each (move Step (to if:(is Empty (to))) (then (moveAgain)))) (piece "Square" Neutral)}) (rules (start {(place "Pawn1" {"A1"}) (place "Pawn2" {"G7"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Add (piece "Square0") (to (last From))))) (end (if (no Moves Next) (result Mover Win))))) |
Two players, black and white, take turns dropping pieces onto empty squares (that are not orthogonally adjacent to another enemy's piece) until no more moves are available. The last player to make a move wins the game. | (game "Snort" (players 2) (equipment {(board (square 8)) (piece "Cat" P1) (piece "Dog" P2)}) (rules (play (move Add (to (difference (sites Empty) (sites Around (sites Occupied by:Next) Orthogonal))))) (end (if (no Moves Next) (result P1 Win))))) | ###Description
Two players, black and white, take turns dropping pieces onto empty squares (that are not orthogonally adjacent to another enemy's piece) until no more moves are available. The last player to make a move wins the game.
###Ludii
(game "Snort" (players 2) (equipment {(board (square 8)) (piece "Cat" P1) (piece "Dog" P2)}) (rules (play (move Add (to (difference (sites Empty) (sites Around (sites Occupied by:Next) Orthogonal))))) (end (if (no Moves Next) (result P1 Win))))) |
Player 1 marks a cell. Then Players take turns marking any unmarked cell with exactly one marked neighbour. Player who can't move loses. | (game "Snowpaque" (players 2) (equipment {(board (hex 5)) (piece "Marker" Neutral)}) (rules phases:{(phase "start" P1 (play (move Add (piece (id "Marker0")) (to (sites Empty)))) (nextPhase "play")) (phase "play" (play (move Add (piece "Marker0") (to (sites Empty) if:(= (count Sites in:(sites Around (to) Orthogonal if:(is In (to) (sites Occupied by:Neutral)))) 1)))))} (end (if (no Moves Next) (result Next Loss))))) | ###Description
Player 1 marks a cell. Then Players take turns marking any unmarked cell with exactly one marked neighbour. Player who can't move loses.
###Ludii
(game "Snowpaque" (players 2) (equipment {(board (hex 5)) (piece "Marker" Neutral)}) (rules phases:{(phase "start" P1 (play (move Add (piece (id "Marker0")) (to (sites Empty)))) (nextPhase "play")) (phase "play" (play (move Add (piece "Marker0") (to (sites Empty) if:(= (count Sites in:(sites Around (to) Orthogonal if:(is In (to) (sites Occupied by:Neutral)))) 1)))))} (end (if (no Moves Next) (result Next Loss))))) |
Players take turns marking any unmarked cell with no marked neighbour. Player who can’t move loses. | (game "Spots" (players 2) (equipment {(board (hex 5)) (piece "Marker" Neutral)}) (rules (play (move Add (piece "Marker0") (to (sites Empty) if:(= (count Sites in:(sites Around (to) Orthogonal if:(is In (to) (sites Occupied by:Neutral)))) 0)))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Players take turns marking any unmarked cell with no marked neighbour. Player who can’t move loses.
###Ludii
(game "Spots" (players 2) (equipment {(board (hex 5)) (piece "Marker" Neutral)}) (rules (play (move Add (piece "Marker0") (to (sites Empty) if:(= (count Sites in:(sites Around (to) Orthogonal if:(is In (to) (sites Occupied by:Neutral)))) 0)))) (end (if (no Moves Next) (result Next Loss))))) |
Players alternate turns. A player's turn consists on either placing piece on an empty field on board, or sliding one of their pieces into an empty one on the board. Players cannot pass. If each player performs three slides in a row then the game ends immediately as a draw. A player wins when any of the opponent's pieces are surrounded and cannot move. If one of a player's own pieces is surrounded on their turn, they lose even if an opponent's stone is surrounded at the same time. | (game "Susan" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to)))))}) (rules (play (or (move Add (to (sites Empty)) (then (set Counter))) (forEach Piece) (then (priority (surround (from (last To)) Orthogonal (between if:(is Friend (who at:(between))) (apply (trigger "Surrounded" (mover)))) (to if:(is Occupied (to)))) (surround (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (trigger "Surrounded" (next)))) (to if:(is Occupied (to)))))))) (end {(if (= (counter) 5) (result Mover Draw)) (if (= (count Sites in:(sites Around (last To) if:(is Empty (to)))) 0) (result Next Win)) (if (is Triggered "Surrounded" P1) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) | ###Description
Players alternate turns. A player's turn consists on either placing piece on an empty field on board, or sliding one of their pieces into an empty one on the board. Players cannot pass. If each player performs three slides in a row then the game ends immediately as a draw. A player wins when any of the opponent's pieces are surrounded and cannot move. If one of a player's own pieces is surrounded on their turn, they lose even if an opponent's stone is surrounded at the same time.
###Ludii
(game "Susan" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to)))))}) (rules (play (or (move Add (to (sites Empty)) (then (set Counter))) (forEach Piece) (then (priority (surround (from (last To)) Orthogonal (between if:(is Friend (who at:(between))) (apply (trigger "Surrounded" (mover)))) (to if:(is Occupied (to)))) (surround (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (trigger "Surrounded" (next)))) (to if:(is Occupied (to)))))))) (end {(if (= (counter) 5) (result Mover Draw)) (if (= (count Sites in:(sites Around (last To) if:(is Empty (to)))) 0) (result Next Win)) (if (is Triggered "Surrounded" P1) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) |
Square grid of 36, 64, 100, or 144 squares. Each player has one piece lined up in each square on opposite sides of the square. Players may move their piece forward or backwards orthogonally. The player who blocks the opponent from being able to move wins. The board is 6x6. | (game "T'uk T'uk" (players 2) (equipment {(board (square 6)) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to)))))}) (rules (start {(place "Marker1" (sites Bottom)) (place "Marker2" (sites Top))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Square grid of 36, 64, 100, or 144 squares. Each player has one piece lined up in each square on opposite sides of the square. Players may move their piece forward or backwards orthogonally. The player who blocks the opponent from being able to move wins. The board is 6x6.
###Ludii
(game "T'uk T'uk" (players 2) (equipment {(board (square 6)) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to)))))}) (rules (start {(place "Marker1" (sites Bottom)) (place "Marker2" (sites Top))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) |
A player may remove one or more adjacent pieces from a row or column. The loser is the person who takes the last piece off the board. | (game "TacTix" (players 2) (equipment {(board (square 4)) (piece "Ball" Shared)}) (rules (start (place "Ball" (sites Board))) (play (if (is Prev Mover) (or (if (= 1 (count MovesThisTurn)) (move Select (from (last To)) (to (intersection (sites Around (last To) Orthogonal) (sites Occupied by:Shared))) (then (and (remove (last To)) (if (and (is Occupied (ahead (last To) (directions Cell from:(last From) to:(last To)))) (!= (last To) (ahead (last To) (directions Cell from:(last From) to:(last To))))) (moveAgain))))) (move Select (from (last To)) (to (ahead (last To) (directions Cell from:(last From) to:(last To)))) (then (and (remove (last To)) (if (and (is Occupied (ahead (last To) (directions Cell from:(last From) to:(last To)))) (!= (last To) (ahead (last To) (directions Cell from:(last From) to:(last To))))) (moveAgain)))))) (move Pass)) (move Remove (sites Board) (then (if (not (all Sites (sites Around (last To) Orthogonal) if:(is Empty (site)))) (moveAgain)))))) (end (if (no Moves Next) (result Next Win))))) | ###Description
A player may remove one or more adjacent pieces from a row or column. The loser is the person who takes the last piece off the board.
###Ludii
(game "TacTix" (players 2) (equipment {(board (square 4)) (piece "Ball" Shared)}) (rules (start (place "Ball" (sites Board))) (play (if (is Prev Mover) (or (if (= 1 (count MovesThisTurn)) (move Select (from (last To)) (to (intersection (sites Around (last To) Orthogonal) (sites Occupied by:Shared))) (then (and (remove (last To)) (if (and (is Occupied (ahead (last To) (directions Cell from:(last From) to:(last To)))) (!= (last To) (ahead (last To) (directions Cell from:(last From) to:(last To))))) (moveAgain))))) (move Select (from (last To)) (to (ahead (last To) (directions Cell from:(last From) to:(last To)))) (then (and (remove (last To)) (if (and (is Occupied (ahead (last To) (directions Cell from:(last From) to:(last To)))) (!= (last To) (ahead (last To) (directions Cell from:(last From) to:(last To))))) (moveAgain)))))) (move Pass)) (move Remove (sites Board) (then (if (not (all Sites (sites Around (last To) Orthogonal) if:(is Empty (site)))) (moveAgain)))))) (end (if (no Moves Next) (result Next Win))))) |
An X, with a rounded line connecting the four endpoints of the X, but leaving two unconnected. A circle is drawn between these two unconnected endpoints. Two pieces per player. Players alternate turns placing one of their pieces on an empty point on the board. When all of the pieces are placed, players alternate turns moving one of the pieces to an empty adjacent point on the board, moving along the lines. The player who blocks their opponent from being able to move wins. The board is a circle. | (game "Temeen Tavag" (players 2) (equipment {(board (remove (rotate 45 (concentric {1 4})) edges:{{1 4}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Disc" "Hand" count:2)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
An X, with a rounded line connecting the four endpoints of the X, but leaving two unconnected. A circle is drawn between these two unconnected endpoints. Two pieces per player. Players alternate turns placing one of their pieces on an empty point on the board. When all of the pieces are placed, players alternate turns moving one of the pieces to an empty adjacent point on the board, moving along the lines. The player who blocks their opponent from being able to move wins. The board is a circle.
###Ludii
(game "Temeen Tavag" (players 2) (equipment {(board (remove (rotate 45 (concentric {1 4})) edges:{{1 4}}) use:Vertex) (hand Each) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Disc" "Hand" count:2)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Moves Next) (result Mover Win))))) |
This game is played on an empty 1row x n coloumn board with m stones on each side. At each turn, each player must do one of the following actions. Move a stone forward (i.e., left to one player, right to the other) or jump over one enemy stone, landing on the immediate empty cell. The player who makes the last move wins the game. The game is played on a 1x5 board. | (game "Toads and Frogs" (players 2) (equipment {(board (rectangle 1 5)) (piece "Toad" P1 E (or (move Hop Forward (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Step Forward (to if:(is Empty (to)))))) (piece "Frog" P2 W (or (move Hop Forward (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Step Forward (to if:(is Empty (to))))))}) (rules (start {(place "Toad1" (expand (sites Left) steps:(- 2 1))) (place "Frog2" (expand (sites Right) steps:(- 2 1)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) | ###Description
This game is played on an empty 1row x n coloumn board with m stones on each side. At each turn, each player must do one of the following actions. Move a stone forward (i.e., left to one player, right to the other) or jump over one enemy stone, landing on the immediate empty cell. The player who makes the last move wins the game. The game is played on a 1x5 board.
###Ludii
(game "Toads and Frogs" (players 2) (equipment {(board (rectangle 1 5)) (piece "Toad" P1 E (or (move Hop Forward (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Step Forward (to if:(is Empty (to)))))) (piece "Frog" P2 W (or (move Hop Forward (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Step Forward (to if:(is Empty (to))))))}) (rules (start {(place "Toad1" (expand (sites Left) steps:(- 2 1))) (place "Frog2" (expand (sites Right) steps:(- 2 1)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) |
In the game, played on a grid of any size, two players move their pieces simultaneously, which leave a trail behind them. The first player to run into one of the trails or the edge of the board loses. | (game "Tron" (players 2) (equipment {(board (square 10)) (piece "King" Each (move Step Orthogonal (to (apply (if (is Occupied (to)) (trigger "Collision" (mover))))) (then (add (piece (id "Square" Mover)) (to (last From)))))) (piece "Square" Each)}) (rules (start {(place "King1" coord:"E5") (place "King2" coord:"F6")}) (play (forEach Piece)) (end (if (is Triggered "Collision" Mover) (result Next Win))))) | ###Description
In the game, played on a grid of any size, two players move their pieces simultaneously, which leave a trail behind them. The first player to run into one of the trails or the edge of the board loses.
###Ludii
(game "Tron" (players 2) (equipment {(board (square 10)) (piece "King" Each (move Step Orthogonal (to (apply (if (is Occupied (to)) (trigger "Collision" (mover))))) (then (add (piece (id "Square" Mover)) (to (last From)))))) (piece "Square" Each)}) (rules (start {(place "King1" coord:"E5") (place "King2" coord:"F6")}) (play (forEach Piece)) (end (if (is Triggered "Collision" Mover) (result Next Win))))) |
Three vertical lines, and two horizontal lines intersecting them along their top end points and their midpoints. Three pieces per player, arranged on the intersections of opposite vertical lines. Players alternate turns moving one of their pieces to an adjacent spot. The object of the game is to block the opponent's pieces from moving. | (game "Tugul Shodra" (players 2) (equipment {(board (remove (square 3) edges:{{0 1} {1 2}}) use:Vertex) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Disc1" {2 5 8}) (place "Disc2" {0 3 6})}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Three vertical lines, and two horizontal lines intersecting them along their top end points and their midpoints. Three pieces per player, arranged on the intersections of opposite vertical lines. Players alternate turns moving one of their pieces to an adjacent spot. The object of the game is to block the opponent's pieces from moving.
###Ludii
(game "Tugul Shodra" (players 2) (equipment {(board (remove (square 3) edges:{{0 1} {1 2}}) use:Vertex) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Disc1" {2 5 8}) (place "Disc2" {0 3 6})}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
The aim of Abak is to be the first player to connect one of the orange squares in the centre of the board to any one orange squares in the corners by forming a continuous row of counters of one colour. In the first phase, each player places one counter on one of the orange squares in the centre of the board. They continue to take turns to place their counters on a free adjacent square (squares are adjacent if they touch on the sides or diagonally by the points). The counter may be placed beside counters of any colour. Once placed, a counter may not be moved. During the game, if a counter is surrounded by more than 4 occupied squares, that counter is removed. Moreover, if then a counter becomes isolated, it is also removed from the board. The game is played on a 11x11 board. Two players. | (game "Abak" (players 2) (equipment {(board (square 11)) (piece "Disc" Each) (regions "Centre" (sites Centre)) (regions "CentreRing" (difference (expand (sites Centre)) (sites Centre))) (regions "OuterGoals" (expand (sites Corners)))}) (rules phases:{(phase "Placement" (play (move Add (to (intersection (sites "CentreRing") (sites Empty))))) (nextPhase (= (count Pieces All) 2) "Movement")) (phase "Movement" (play (move Add (to (difference (sites Playable) (sites Centre))) (then (forEach Site (sites Occupied by:All) (if (<= 4 (count Sites in:(intersection (sites Around (to)) (sites Occupied by:All)))) (remove (to))) (then (forEach Site (sites Occupied by:All) (if (= 0 (count Sites in:(intersection (sites Around (to)) (sites Occupied by:All)))) (remove (to))))))))))} (end (if (is Connected {(sites "CentreRing") (sites "OuterGoals")}) (result Mover Win))))) | ###Description
The aim of Abak is to be the first player to connect one of the orange squares in the centre of the board to any one orange squares in the corners by forming a continuous row of counters of one colour. In the first phase, each player places one counter on one of the orange squares in the centre of the board. They continue to take turns to place their counters on a free adjacent square (squares are adjacent if they touch on the sides or diagonally by the points). The counter may be placed beside counters of any colour. Once placed, a counter may not be moved. During the game, if a counter is surrounded by more than 4 occupied squares, that counter is removed. Moreover, if then a counter becomes isolated, it is also removed from the board. The game is played on a 11x11 board. Two players.
###Ludii
(game "Abak" (players 2) (equipment {(board (square 11)) (piece "Disc" Each) (regions "Centre" (sites Centre)) (regions "CentreRing" (difference (expand (sites Centre)) (sites Centre))) (regions "OuterGoals" (expand (sites Corners)))}) (rules phases:{(phase "Placement" (play (move Add (to (intersection (sites "CentreRing") (sites Empty))))) (nextPhase (= (count Pieces All) 2) "Movement")) (phase "Movement" (play (move Add (to (difference (sites Playable) (sites Centre))) (then (forEach Site (sites Occupied by:All) (if (<= 4 (count Sites in:(intersection (sites Around (to)) (sites Occupied by:All)))) (remove (to))) (then (forEach Site (sites Occupied by:All) (if (= 0 (count Sites in:(intersection (sites Around (to)) (sites Occupied by:All)))) (remove (to))))))))))} (end (if (is Connected {(sites "CentreRing") (sites "OuterGoals")}) (result Mover Win))))) |
STONE PLACEMENT Players take turns adding their stones to the board, one stone per turn. Black makes the first placement of the game. Each player will always have a placement available on his turn and must make one. OBJECT OF THE GAME To win you must connect two of your islands, which are exactly opposite each other, with a contiguous sequence of your stones. The stones of your islands can be included in the sequence. | (game "Atoll" (players 2) (equipment {(board (remove (rotate 90 (hex Rectangle 13 12)) cells:{138 139 148 149 0 1 10 11 69 80})) (piece "Marker" Each)}) (rules (start {(place "Marker1" (sites {132 133 134 135 131 120 108 97 85 7 6 5 4 8 19 31 42 54})) (place "Marker2" (sites {136 137 138 139 64 53 41 30 18 3 2 1 0 121 109 98 86 75}))}) (play (move Add (to (sites Empty)))) (end (if (is Mover P1) {(if (or (is Connected {(sites {132 133 134 135}) (sites {4 5 6 7})}) (is Connected {(sites {131 120 108 97 85}) (sites {54 42 31 19 8})})) (result Mover Win)) (if (or (is Connected {(sites {121 109 98 86 75}) (sites {64 53 41 30 18})}) (is Connected {(sites {136 137 138 139}) (sites {0 1 2 3})})) (result Mover Win))})))) | ###Description
STONE PLACEMENT Players take turns adding their stones to the board, one stone per turn. Black makes the first placement of the game. Each player will always have a placement available on his turn and must make one. OBJECT OF THE GAME To win you must connect two of your islands, which are exactly opposite each other, with a contiguous sequence of your stones. The stones of your islands can be included in the sequence.
###Ludii
(game "Atoll" (players 2) (equipment {(board (remove (rotate 90 (hex Rectangle 13 12)) cells:{138 139 148 149 0 1 10 11 69 80})) (piece "Marker" Each)}) (rules (start {(place "Marker1" (sites {132 133 134 135 131 120 108 97 85 7 6 5 4 8 19 31 42 54})) (place "Marker2" (sites {136 137 138 139 64 53 41 30 18 3 2 1 0 121 109 98 86 75}))}) (play (move Add (to (sites Empty)))) (end (if (is Mover P1) {(if (or (is Connected {(sites {132 133 134 135}) (sites {4 5 6 7})}) (is Connected {(sites {131 120 108 97 85}) (sites {54 42 31 19 8})})) (result Mover Win)) (if (or (is Connected {(sites {121 109 98 86 75}) (sites {64 53 41 30 18})}) (is Connected {(sites {136 137 138 139}) (sites {0 1 2 3})})) (result Mover Win))})))) |
Played on a Hex board. Players may play a piece of any color piece. The goal is to form a line connecting the player's two sides with either color. The game is played on a 11x11 board The first player to connect his two sides wins. | (game "Chameleon" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (hand Shared size:2) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (start {(place "Marker1" (handSite Shared)) (place "Marker2" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end {(if (is Connected Mover) (result Mover Win)) (if (is Connected Next) (result Next Win))}))) | ###Description
Played on a Hex board. Players may play a piece of any color piece. The goal is to form a line connecting the player's two sides with either color. The game is played on a 11x11 board The first player to connect his two sides wins.
###Ludii
(game "Chameleon" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (hand Shared size:2) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (start {(place "Marker1" (handSite Shared)) (place "Marker2" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end {(if (is Connected Mover) (result Mover Win)) (if (is Connected Next) (result Next Win))}))) |
This game is played on a hexagonal board made up of hexagonal cells, usually 7 cells per side, although bigger sizes may also be used. Initially the board is empty except for the six corner cells, upon which black stones are placed. Then the players take it in turns to place 1-3 black stones each turn until one decides to pass; that player then becomes Black, and the other becomes White. After that, players take it in turns to place one stone of their colour on the board on any empty hex. If Black forms a continuous loop composed of their pieces, they win; if the board fills up with no loop of Black pieces being formed, White wins. During the initial chicken ballot phase, you may add stones by clicking on available spaces, or skip the rest of your placements (by choosing the Next Player action). Alternatively, you may Pass at the start of your turn to take Black. After that, you and your opponent will alternate playing one stone of your colour per turn, until the board is full or Black forms a loop. Played on a Hexagonal Board, pre-filled corners. The game is played on a board with 7 hexes per side. | (game "Coil" (players 2) (equipment {(board (hex Hexagon 7)) (piece "Disc" Each)}) (rules (start {(place "Disc2" {0 (- (/ (- (* {3 7 7}) 7) 2) 1) (+ 1 (- (* {3 7 7}) (* 4 7)))}) (place "Disc2" {(- 7 1) (+ 1 (/ (- (* {3 7 7}) (* 5 7)) 2)) (- (* {3 7 7}) (* 3 7))})}) phases:{(phase "Opening" (play (or (or (move Add (piece (id "Disc" P2)) (to (sites Empty) if:(not (is Within (id "Disc" P2) in:(sites Around (to))))) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end (forEach Player if:(and {(= 1 (var)) (= (id Player) (mover)) (is Loop)}) (result Player Win))))) | ###Description
This game is played on a hexagonal board made up of hexagonal cells, usually 7 cells per side, although bigger sizes may also be used. Initially the board is empty except for the six corner cells, upon which black stones are placed. Then the players take it in turns to place 1-3 black stones each turn until one decides to pass; that player then becomes Black, and the other becomes White. After that, players take it in turns to place one stone of their colour on the board on any empty hex. If Black forms a continuous loop composed of their pieces, they win; if the board fills up with no loop of Black pieces being formed, White wins. During the initial chicken ballot phase, you may add stones by clicking on available spaces, or skip the rest of your placements (by choosing the Next Player action). Alternatively, you may Pass at the start of your turn to take Black. After that, you and your opponent will alternate playing one stone of your colour per turn, until the board is full or Black forms a loop. Played on a Hexagonal Board, pre-filled corners. The game is played on a board with 7 hexes per side.
###Ludii
(game "Coil" (players 2) (equipment {(board (hex Hexagon 7)) (piece "Disc" Each)}) (rules (start {(place "Disc2" {0 (- (/ (- (* {3 7 7}) 7) 2) 1) (+ 1 (- (* {3 7 7}) (* 4 7)))}) (place "Disc2" {(- 7 1) (+ 1 (/ (- (* {3 7 7}) (* 5 7)) 2)) (- (* {3 7 7}) (* 3 7))})}) phases:{(phase "Opening" (play (or (or (move Add (piece (id "Disc" P2)) (to (sites Empty) if:(not (is Within (id "Disc" P2) in:(sites Around (to))))) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end (forEach Player if:(and {(= 1 (var)) (= (id Player) (mover)) (is Loop)}) (result Player Win))))) |
Each player has an allocated colour. The game is played in turns. On his first move, the second player may elect to swap colours (swap option). This is to prevent overly strong opening moves. Each turn the current player places one of their pegs on an empty hole, which may conquer one or more cells. A cell is conquered by the first player to occupy at least half of its surrounding holes. A blue rectangle is placed on cells conquered by Blue, and a red rectangle is placed on cells conquered by Red. The central cell, which has five holes, is conquered by the player who has occupied any three of these holes. The first player that completes a contiguous chain of connected cells of his colour between the 2 sides of his colour wins the game. | (game "ConHex" (players 2) (equipment {(board (add (keep (splitCrossings (merge (rotate 45 (dual (square 12 diagonals:Concentric))) (shift 3 3 (scale 6 (square 1))))) (poly {{3 3} {3 9} {9 9} {9 3}})) vertices:{{6 6}})) (piece "Marker" Each) (piece "Rectangle" Each) (regions "Holes" (union (difference (sites Board Vertex) (sites Outer Vertex)) (sites Corners Vertex))) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (move Add (to Vertex (sites Empty Vertex) if:(is In (to) (sites "Holes"))) (then (forEach Site (sites Incident Cell of:Vertex at:(last To)) (if (if (is In (site) (sites Centre)) (>= (+ (count Sites in:(intersection (intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")) (sites Occupied by:Mover on:Vertex))) (if (= (mover) (who Vertex at:(centrePoint Vertex))) 1 0)) 3) (>= (count Sites in:(intersection (intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")) (sites Occupied by:Mover on:Vertex))) (if (is Even (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")))) (/ (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes"))) 2) (+ (/ (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes"))) 2) 1)))) (claim (piece (id "Rectangle" Mover)) (to Cell (site)))) (then (forEach Site (forEach (sites Incident Cell of:Vertex at:(last To)) if:(is Mover (who Cell at:(site)))) (if (is Connected at:(site) Mover) (trigger "Connected" Mover)))))))) (end {(if (is Triggered "Connected" Mover) (result Mover Win)) (if (<= 52 (count Moves)) (result Mover Draw))}))) | ###Description
Each player has an allocated colour. The game is played in turns. On his first move, the second player may elect to swap colours (swap option). This is to prevent overly strong opening moves. Each turn the current player places one of their pegs on an empty hole, which may conquer one or more cells. A cell is conquered by the first player to occupy at least half of its surrounding holes. A blue rectangle is placed on cells conquered by Blue, and a red rectangle is placed on cells conquered by Red. The central cell, which has five holes, is conquered by the player who has occupied any three of these holes. The first player that completes a contiguous chain of connected cells of his colour between the 2 sides of his colour wins the game.
###Ludii
(game "ConHex" (players 2) (equipment {(board (add (keep (splitCrossings (merge (rotate 45 (dual (square 12 diagonals:Concentric))) (shift 3 3 (scale 6 (square 1))))) (poly {{3 3} {3 9} {9 9} {9 3}})) vertices:{{6 6}})) (piece "Marker" Each) (piece "Rectangle" Each) (regions "Holes" (union (difference (sites Board Vertex) (sites Outer Vertex)) (sites Corners Vertex))) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (move Add (to Vertex (sites Empty Vertex) if:(is In (to) (sites "Holes"))) (then (forEach Site (sites Incident Cell of:Vertex at:(last To)) (if (if (is In (site) (sites Centre)) (>= (+ (count Sites in:(intersection (intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")) (sites Occupied by:Mover on:Vertex))) (if (= (mover) (who Vertex at:(centrePoint Vertex))) 1 0)) 3) (>= (count Sites in:(intersection (intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")) (sites Occupied by:Mover on:Vertex))) (if (is Even (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")))) (/ (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes"))) 2) (+ (/ (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes"))) 2) 1)))) (claim (piece (id "Rectangle" Mover)) (to Cell (site)))) (then (forEach Site (forEach (sites Incident Cell of:Vertex at:(last To)) if:(is Mover (who Cell at:(site)))) (if (is Connected at:(site) Mover) (trigger "Connected" Mover)))))))) (end {(if (is Triggered "Connected" Mover) (result Mover Win)) (if (<= 52 (count Moves)) (result Mover Draw))}))) |
A player wins by connecting three non-adjacent board sides with a chain of their pieces. A player loses by connecting two opposite board sides with a chain of their pieces (without also connecting three non-adjacent sides). The game is played on a 5x5 board | (game "Cross" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side S)}) (result Mover Loss)) (if (is Connected {(sites Side NW) (sites Side SE)}) (result Mover Loss)) (if (is Connected {(sites Side NE) (sites Side SW)}) (result Mover Loss))}))) | ###Description
A player wins by connecting three non-adjacent board sides with a chain of their pieces. A player loses by connecting two opposite board sides with a chain of their pieces (without also connecting three non-adjacent sides). The game is played on a 5x5 board
###Ludii
(game "Cross" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side S)}) (result Mover Loss)) (if (is Connected {(sites Side NW) (sites Side SE)}) (result Mover Loss)) (if (is Connected {(sites Side NE) (sites Side SW)}) (result Mover Loss))}))) |
Crossway is played with a Go set. The board starts out empty. Each player takes possession of all of the stones of one color. Players take turns adding their stones to the board, one stone per turn. A player must never create a crosscut formation. Black makes the first placement of the game. If you have no more available placements, you forfeit your turn and your opponent can continue making placements until completing his goal connection. For White to win, White must form a contiguous sequence of white stones connecting the West edge to the East edge of the board. Each stone in the sequence must be connected to neighboring stones in the sequence by horizontal, vertical, or diagonal adjacencies. Likewise for Black and the North and South edges. A corner is considered to be part of both adjoining edges. Crossway makes use of the pie rule. This means Black makes the first placement, and White has the option of switching colors with Black, and claiming Black's first move as his own. If White chooses to exercise the pie rule, Black then becomes White and now makes the second placement of the game. The pie rule can only be used once and on the second move of the game. The game is played on a 19x19 board | (game "Crossway" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (do (move Add (to (sites Empty))) ifAfterwards:(not (is Pattern {F R F R F} whats:{(mover) (next)})))) (end (if (is Connected All Mover) (result Mover Win))))) | ###Description
Crossway is played with a Go set. The board starts out empty. Each player takes possession of all of the stones of one color. Players take turns adding their stones to the board, one stone per turn. A player must never create a crosscut formation. Black makes the first placement of the game. If you have no more available placements, you forfeit your turn and your opponent can continue making placements until completing his goal connection. For White to win, White must form a contiguous sequence of white stones connecting the West edge to the East edge of the board. Each stone in the sequence must be connected to neighboring stones in the sequence by horizontal, vertical, or diagonal adjacencies. Likewise for Black and the North and South edges. A corner is considered to be part of both adjoining edges. Crossway makes use of the pie rule. This means Black makes the first placement, and White has the option of switching colors with Black, and claiming Black's first move as his own. If White chooses to exercise the pie rule, Black then becomes White and now makes the second placement of the game. The pie rule can only be used once and on the second move of the game. The game is played on a 19x19 board
###Ludii
(game "Crossway" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (do (move Add (to (sites Empty))) ifAfterwards:(not (is Pattern {F R F R F} whats:{(mover) (next)})))) (end (if (is Connected All Mover) (result Mover Win))))) |
Players take turns placing their pieces on one space on the board, with the goal of connecting the opposite sides of the board corresponding to the color of their pieces with a line of pieces. The game is played on a 11x11 board. The board is a diamond tiling by hexagon. The game uses the swap rule. The first player to connect their two sides wins. The connection between two stones is using all the diagonal directions. | (game "Diagonal Hex" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Connected Diagonal Mover) (result Mover Win))))) | ###Description
Players take turns placing their pieces on one space on the board, with the goal of connecting the opposite sides of the board corresponding to the color of their pieces with a line of pieces. The game is played on a 11x11 board. The board is a diamond tiling by hexagon. The game uses the swap rule. The first player to connect their two sides wins. The connection between two stones is using all the diagonal directions.
###Ludii
(game "Diagonal Hex" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Connected Diagonal Mover) (result Mover Win))))) |
White starts by placing one disc or ring on any cell of the board. Then, each player in turn must perform two actions: 1. add one of her discs to an empty cell or move one of her discs on the board into any ring located in a neighbor cell, and 2. add one of her rings to an empty cell or move one of her rings on the board to a neighbor cell occupied by a disc. The disc-ring pair (a disc inside a ring) cannot be modified for the rest of the game. | (game "DuploHex" (players 2) (equipment {(board (hex Diamond 7)) (piece "DoubleCounter" Each) (piece "Disc" Each (move Step (to if:(or (= (what at:(to)) (id "Ring1")) (= (what at:(to)) (id "Ring2")))) (then (promote (last To) (piece "DoubleCounter") Mover)))) (piece "Ring" Each (move Step (to if:(or (= (what at:(to)) (id "Disc1")) (= (what at:(to)) (id "Disc2")))) (then (promote (last To) (piece "DoubleCounter") Mover)))) (hand Each size:2) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (start {(place "Disc1" (handSite P1 0) count:25) (place "Ring1" (handSite P1 1) count:25) (place "Disc2" (handSite P2 0) count:25) (place "Ring2" (handSite P2 1) count:25)}) phases:{(phase "Placement" (play (move (from (sites Hand P1)) (to (sites Empty)) (then (moveAgain)))) (nextPhase "Game")) (phase "Game" (play (if (is Odd (count Moves)) (or (move (from (handSite Mover 0)) (to (sites Empty)) (then (moveAgain))) (forEach Piece "Disc")) (or (move (from (handSite Mover 1)) (to (sites Empty))) (forEach Piece "Ring")))))} (end (if (is Connected Mover) (result Mover Win))))) | ###Description
White starts by placing one disc or ring on any cell of the board. Then, each player in turn must perform two actions: 1. add one of her discs to an empty cell or move one of her discs on the board into any ring located in a neighbor cell, and 2. add one of her rings to an empty cell or move one of her rings on the board to a neighbor cell occupied by a disc. The disc-ring pair (a disc inside a ring) cannot be modified for the rest of the game.
###Ludii
(game "DuploHex" (players 2) (equipment {(board (hex Diamond 7)) (piece "DoubleCounter" Each) (piece "Disc" Each (move Step (to if:(or (= (what at:(to)) (id "Ring1")) (= (what at:(to)) (id "Ring2")))) (then (promote (last To) (piece "DoubleCounter") Mover)))) (piece "Ring" Each (move Step (to if:(or (= (what at:(to)) (id "Disc1")) (= (what at:(to)) (id "Disc2")))) (then (promote (last To) (piece "DoubleCounter") Mover)))) (hand Each size:2) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (start {(place "Disc1" (handSite P1 0) count:25) (place "Ring1" (handSite P1 1) count:25) (place "Disc2" (handSite P2 0) count:25) (place "Ring2" (handSite P2 1) count:25)}) phases:{(phase "Placement" (play (move (from (sites Hand P1)) (to (sites Empty)) (then (moveAgain)))) (nextPhase "Game")) (phase "Game" (play (if (is Odd (count Moves)) (or (move (from (handSite Mover 0)) (to (sites Empty)) (then (moveAgain))) (forEach Piece "Disc")) (or (move (from (handSite Mover 1)) (to (sites Empty))) (forEach Piece "Ring")))))} (end (if (is Connected Mover) (result Mover Win))))) |
The rules are similar to Hex. Players take turns placing their pieces on one space on the board, with the goal of connecting the opposite sides of the board corresponding to the color of their pieces with a line of pieces. However, in the first turn, P1 places a piece of their colour as first move. Then, players alternate placing two pieces of their colour per turn. No swap rule is needed. The game is played on a 11x11 board. The game does not use the swap rule. The first player to connect their two sides wins. | (game "Esa Hex" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (= 0 (count MovesThisTurn)) (moveAgain))))))} (end (if (is Connected Mover) (result Mover Win))))) | ###Description
The rules are similar to Hex. Players take turns placing their pieces on one space on the board, with the goal of connecting the opposite sides of the board corresponding to the color of their pieces with a line of pieces. However, in the first turn, P1 places a piece of their colour as first move. Then, players alternate placing two pieces of their colour per turn. No swap rule is needed. The game is played on a 11x11 board. The game does not use the swap rule. The first player to connect their two sides wins.
###Ludii
(game "Esa Hex" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (= 0 (count MovesThisTurn)) (moveAgain))))))} (end (if (is Connected Mover) (result Mover Win))))) |
The two players, Red and Blue, take turns coloring cells with their own color, one cell per turn, starting with Red. To win you must form a path of cells of your own color connecting the two border regions of your color. | (game "Fractal" (players 2) (equipment {(board (add (add (union (shift 3.45 6 (scale 3 (remove (remove (clip (hex 3) (poly {{0 1} {2 1} {4 5} {1 4}})) cells:{9}) vertices:{26 30 34 39 35 40 36 31 27 22 18 14 9 13 8 12 17 21 25}))) (union (remove (shift 5.77 10 (scale 0.333 (remove (remove (hex Star 5) cells:{0 1 2 3 4 5 6 7 8 9 30 29 45 28 44 59 27 43 58 72 165 164 149 163 148 134 162 147 133 120 180 178 179 175 176 177 171 172 173 174 150 135 151 152 136 121 108 122 137 153 15 16 31 17 32 46 18 33 47 60}) cells:{0 1 2 3 4 12 21 31 42 54 77 88 98 107 115 120 119 118 117 116 108 99 89 78 66 43 32 22 13 5 6 8 9 11 30 41 65 87 97 114 112 111 109 90 79 55 33 23}))) vertices:{0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 42 43 45 46 47 48 49 50 62 63 64 65 66 67 80 81 82 83 84 97 98 99 100 113 114 115 116 128 129 130 131 143 144 145 146 158 159 160 173 174 187 200 212 224 366 237 250 263 264 276 277 278 290 291 292 293 305 306 307 308 321 322 323 324 337 338 339 340 353 354 355 356 357 369 370 371 372 373 374 375 376 377 378 379 380 382 383 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 358 359 360 361 362 363 341 342 343 344 345 325 326 327 328 309 310 311 312 294 295 296 297 279 280 281 282 265 266 267 251 252 238 225 213 201 188 175 161 162 147 148 149 132 133 134 135 117 118 119 120 101 102 103 104 85 86 87 88 68 69 70 71 72 51 52 53 54 55 56 59}) (remove (remove (remove (remove (remove (hex Star 5) cells:{0 1 2 3 4 5 6 7 8 9 30 29 45 28 44 59 27 43 58 72 165 164 149 163 148 134 162 147 133 120 180 178 179 175 176 177 171 172 173 174 150 135 151 152 136 121 108 122 137 153 15 16 31 17 32 46 18 33 47 60}) cells:{0 1 2 3 4 12 21 31 42 54 77 88 98 107 115 120 119 118 117 116 108 99 89 78 66 43 32 22 13 5 6 8 9 11 30 41 65 87 97 114 112 111 109 90 79 55 33 23}) cells:{26 27 35 36 37 45 46}) vertices:{193 180 167 181 168 182 195 208 220 232 245 258 244 257 243 230 217 205}) vertices:{188 198 199 208 209 219 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 42 43 59 45 46 47 48 49 50 62 63 64 65 66 67 80 81 82 83 84 97 98 99 100 113 114 115 116 128 129 130 131 143 144 145 146 158 159 160 171 172 182 193 203 213 224 234 245 246 258 259 260 272 273 274 275 287 288 289 290 303 304 305 306 319 320 321 322 335 336 337 338 339 351 352 353 354 355 356 357 358 359 360 361 362 364 365 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 340 341 342 343 344 345 323 324 325 326 327 307 308 309 310 291 292 293 294 276 277 278 279 261 262 263 264 247 248 249 235 236 225 214 204 194 183 173 161 162 147 148 149 132 133 134 135 117 118 119 120 101 102 103 104 85 86 87 88 68 69 70 71 72 51 52 53 54 55 56}))) edges:{{216 4} {7 229} {217 5} {236 8} {12 282} {18 318} {22 364} {25 378} {24 377} {21 357} {17 311} {11 275} {91 286} {43 270} {30 262} {31 263} {50 271} {287 101} {307 154} {323 202} {331 215} {330 214} {322 195} {306 144}}) cells:{{0 4 216 218 223 230 222 229 7 3} {4 1 5 217 220 226 233 225 232 224 219 216} {5 2 6 8 236 228 235 227 221 217} {8 10 12 282 274 281 273 266 258 251 244 236} {12 14 16 18 318 310 302 296 290 282} {18 20 22 364 356 348 341 334 325 317 326 318} {22 26 29 25 378 376 370 363 371 364} {25 28 24 377 373 367 360 368 361 369 375 378} {24 27 23 21 357 365 358 366 372 377} {21 19 17 311 319 312 320 327 335 342 349 357} {17 15 13 11 275 283 291 297 303 311} {275 11 9 7 229 237 245 252 259 268 276 267} {43 36 44 37 32 30 262 254 261 270} {30 33 38 46 39 47 40 34 31 263 255 262} {31 35 41 49 42 50 271 264 256 263} {50 58 65 72 80 89 100 90 101 287 279 271} {101 112 122 132 143 154 307 300 294 287} {202 323 315 307 154 164 153 163 172 179 186 194} {323 332 339 331 215 213 208 201 209 202} {338 331 215 212 207 199 206 198 205 211 214 330} {330 337 329 322 195 203 196 204 210 214} {322 314 306 144 155 145 156 165 173 180 187 195} {306 299 293 286 91 102 113 123 133 144} {286 278 270 43 51 59 66 73 82 92 81 91}})) (piece "Marker" Each) (regions P1 {(sites Side NW) (sites Side SE)}) (regions P2 {(sites Side NE) (sites Side SW)})}) (rules (play (move Claim (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win))))) | ###Description
The two players, Red and Blue, take turns coloring cells with their own color, one cell per turn, starting with Red. To win you must form a path of cells of your own color connecting the two border regions of your color.
###Ludii
(game "Fractal" (players 2) (equipment {(board (add (add (union (shift 3.45 6 (scale 3 (remove (remove (clip (hex 3) (poly {{0 1} {2 1} {4 5} {1 4}})) cells:{9}) vertices:{26 30 34 39 35 40 36 31 27 22 18 14 9 13 8 12 17 21 25}))) (union (remove (shift 5.77 10 (scale 0.333 (remove (remove (hex Star 5) cells:{0 1 2 3 4 5 6 7 8 9 30 29 45 28 44 59 27 43 58 72 165 164 149 163 148 134 162 147 133 120 180 178 179 175 176 177 171 172 173 174 150 135 151 152 136 121 108 122 137 153 15 16 31 17 32 46 18 33 47 60}) cells:{0 1 2 3 4 12 21 31 42 54 77 88 98 107 115 120 119 118 117 116 108 99 89 78 66 43 32 22 13 5 6 8 9 11 30 41 65 87 97 114 112 111 109 90 79 55 33 23}))) vertices:{0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 42 43 45 46 47 48 49 50 62 63 64 65 66 67 80 81 82 83 84 97 98 99 100 113 114 115 116 128 129 130 131 143 144 145 146 158 159 160 173 174 187 200 212 224 366 237 250 263 264 276 277 278 290 291 292 293 305 306 307 308 321 322 323 324 337 338 339 340 353 354 355 356 357 369 370 371 372 373 374 375 376 377 378 379 380 382 383 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 358 359 360 361 362 363 341 342 343 344 345 325 326 327 328 309 310 311 312 294 295 296 297 279 280 281 282 265 266 267 251 252 238 225 213 201 188 175 161 162 147 148 149 132 133 134 135 117 118 119 120 101 102 103 104 85 86 87 88 68 69 70 71 72 51 52 53 54 55 56 59}) (remove (remove (remove (remove (remove (hex Star 5) cells:{0 1 2 3 4 5 6 7 8 9 30 29 45 28 44 59 27 43 58 72 165 164 149 163 148 134 162 147 133 120 180 178 179 175 176 177 171 172 173 174 150 135 151 152 136 121 108 122 137 153 15 16 31 17 32 46 18 33 47 60}) cells:{0 1 2 3 4 12 21 31 42 54 77 88 98 107 115 120 119 118 117 116 108 99 89 78 66 43 32 22 13 5 6 8 9 11 30 41 65 87 97 114 112 111 109 90 79 55 33 23}) cells:{26 27 35 36 37 45 46}) vertices:{193 180 167 181 168 182 195 208 220 232 245 258 244 257 243 230 217 205}) vertices:{188 198 199 208 209 219 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 42 43 59 45 46 47 48 49 50 62 63 64 65 66 67 80 81 82 83 84 97 98 99 100 113 114 115 116 128 129 130 131 143 144 145 146 158 159 160 171 172 182 193 203 213 224 234 245 246 258 259 260 272 273 274 275 287 288 289 290 303 304 305 306 319 320 321 322 335 336 337 338 339 351 352 353 354 355 356 357 358 359 360 361 362 364 365 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 340 341 342 343 344 345 323 324 325 326 327 307 308 309 310 291 292 293 294 276 277 278 279 261 262 263 264 247 248 249 235 236 225 214 204 194 183 173 161 162 147 148 149 132 133 134 135 117 118 119 120 101 102 103 104 85 86 87 88 68 69 70 71 72 51 52 53 54 55 56}))) edges:{{216 4} {7 229} {217 5} {236 8} {12 282} {18 318} {22 364} {25 378} {24 377} {21 357} {17 311} {11 275} {91 286} {43 270} {30 262} {31 263} {50 271} {287 101} {307 154} {323 202} {331 215} {330 214} {322 195} {306 144}}) cells:{{0 4 216 218 223 230 222 229 7 3} {4 1 5 217 220 226 233 225 232 224 219 216} {5 2 6 8 236 228 235 227 221 217} {8 10 12 282 274 281 273 266 258 251 244 236} {12 14 16 18 318 310 302 296 290 282} {18 20 22 364 356 348 341 334 325 317 326 318} {22 26 29 25 378 376 370 363 371 364} {25 28 24 377 373 367 360 368 361 369 375 378} {24 27 23 21 357 365 358 366 372 377} {21 19 17 311 319 312 320 327 335 342 349 357} {17 15 13 11 275 283 291 297 303 311} {275 11 9 7 229 237 245 252 259 268 276 267} {43 36 44 37 32 30 262 254 261 270} {30 33 38 46 39 47 40 34 31 263 255 262} {31 35 41 49 42 50 271 264 256 263} {50 58 65 72 80 89 100 90 101 287 279 271} {101 112 122 132 143 154 307 300 294 287} {202 323 315 307 154 164 153 163 172 179 186 194} {323 332 339 331 215 213 208 201 209 202} {338 331 215 212 207 199 206 198 205 211 214 330} {330 337 329 322 195 203 196 204 210 214} {322 314 306 144 155 145 156 165 173 180 187 195} {306 299 293 286 91 102 113 123 133 144} {286 278 270 43 51 59 66 73 82 92 81 91}})) (piece "Marker" Each) (regions P1 {(sites Side NW) (sites Side SE)}) (regions P2 {(sites Side NE) (sites Side SW)})}) (rules (play (move Claim (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win))))) |
A player wins by connecting opposite sides of the square board with a chain of their pieces. The game is played on a 13x13 board The first player to connect their two sides wins. | (game "Gale" (players 2) (equipment {(board (square 13)) (piece "Square" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules (start {(place "Square1" (forEach (sites Board) if:(and (is Even (column of:(site))) (is Odd (row of:(site)))))) (place "Square2" (forEach (sites Board) if:(and (is Even (row of:(site))) (is Odd (column of:(site))))))}) (play (move Add (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win))))) | ###Description
A player wins by connecting opposite sides of the square board with a chain of their pieces. The game is played on a 13x13 board The first player to connect their two sides wins.
###Ludii
(game "Gale" (players 2) (equipment {(board (square 13)) (piece "Square" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules (start {(place "Square1" (forEach (sites Board) if:(and (is Even (column of:(site))) (is Odd (row of:(site)))))) (place "Square2" (forEach (sites Board) if:(and (is Even (row of:(site))) (is Odd (column of:(site))))))}) (play (move Add (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win))))) |
All the rules of Go apply, except that passing is not allowed. A player loses if he has no legal move. A player wins if they successfully connect two opposite sides of the board. The game is played on a 13x13 board | (game "Gonnect" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta {(swap) (no Repeat)}) (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end {(if (is Connected Mover) (result Mover Win)) (if (no Moves Next) (result Mover Win))}))) | ###Description
All the rules of Go apply, except that passing is not allowed. A player loses if he has no legal move. A player wins if they successfully connect two opposite sides of the board. The game is played on a 13x13 board
###Ludii
(game "Gonnect" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta {(swap) (no Repeat)}) (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end {(if (is Connected Mover) (result Mover Win)) (if (no Moves Next) (result Mover Win))}))) |
Players take turns placing a stone on an empty cell. A player wins as soon as some or all of their stones form a group with the following property: If all the cells of that group where removed (imagined away) from the board, none of the resulting partitions of the board would contain a majority of the set of cells comprising both the center cell and the perimeter cells (a majority relative to the entire intact board, that is, not of the imagined result of partitioning it). A size 7 board is currently selected | (game "Gyre" (players 2) (equipment {(board (hex 7)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (>= (count Sites in:(union (sites Outer) (sites {(centrePoint)}))) (max (results from:(difference (sites Board) (sites Group at:(last To))) to:2 (* (to) (count Sites in:(intersection (union (sites Outer) (sites {(centrePoint)})) (sites Group at:(from) if:(not (is In (to) (sites Group at:(last To))))))))))) (result Mover Win))))) | ###Description
Players take turns placing a stone on an empty cell. A player wins as soon as some or all of their stones form a group with the following property: If all the cells of that group where removed (imagined away) from the board, none of the resulting partitions of the board would contain a majority of the set of cells comprising both the center cell and the perimeter cells (a majority relative to the entire intact board, that is, not of the imagined result of partitioning it). A size 7 board is currently selected
###Ludii
(game "Gyre" (players 2) (equipment {(board (hex 7)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (>= (count Sites in:(union (sites Outer) (sites {(centrePoint)}))) (max (results from:(difference (sites Board) (sites Group at:(last To))) to:2 (* (to) (count Sites in:(intersection (union (sites Outer) (sites {(centrePoint)})) (sites Group at:(from) if:(not (is In (to) (sites Group at:(last To))))))))))) (result Mover Win))))) |
Players take turns placing pieces on the board. There are three winning conditions: 1. Connect any three edges (without corner points), or 2. Make a bridge connection between any two corners, or 3. loop around any site. The game is played on a 8x8 board The game does not use the swap rule. | (game "Havannah" (players 2) (equipment {(board (hex 8)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (or {(is Loop) (is Connected 3 SidesNoCorners) (is Connected 2 Corners)}) (result Mover Win))))) | ###Description
Players take turns placing pieces on the board. There are three winning conditions: 1. Connect any three edges (without corner points), or 2. Make a bridge connection between any two corners, or 3. loop around any site. The game is played on a 8x8 board The game does not use the swap rule.
###Ludii
(game "Havannah" (players 2) (equipment {(board (hex 8)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (or {(is Loop) (is Connected 3 SidesNoCorners) (is Connected 2 Corners)}) (result Mover Win))))) |
Players take turns placing a piece of their colour at an empty cell, and win by connecting their board sides with a chain of their pieces. The game is played on a 11x11 board. The game uses the swap rule. The first player to connect their two sides wins. | (game "Hex" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win))))) | ###Description
Players take turns placing a piece of their colour at an empty cell, and win by connecting their board sides with a chain of their pieces. The game is played on a 11x11 board. The game uses the swap rule. The first player to connect their two sides wins.
###Ludii
(game "Hex" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win))))) |
Players take turns placing two pieces of their colour on empty cells. White places only one stone on their first turn. A player wins by connecting all three board sides with a connected group of their pieces. Played on a size 13 board. The first player to connect all three sides wins. | (game "Master Y" (players 2) (equipment {(board (hex Triangle 13)) (piece "Disc")}) (rules phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (= 0 (count MovesThisTurn)) (moveAgain))))))} (end (if (is Connected 3 Sides) (result Mover Win))))) | ###Description
Players take turns placing two pieces of their colour on empty cells. White places only one stone on their first turn. A player wins by connecting all three board sides with a connected group of their pieces. Played on a size 13 board. The first player to connect all three sides wins.
###Ludii
(game "Master Y" (players 2) (equipment {(board (hex Triangle 13)) (piece "Disc")}) (rules phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (= 0 (count MovesThisTurn)) (moveAgain))))))} (end (if (is Connected 3 Sides) (result Mover Win))))) |
The initial setup has four black pieces and four white pieces pre-placed. Black moves first by placing a black piece on any empty point of the board. White follows suit. Turns continue to alternate. A piece can be placed on the midpoint of a square only if all four corners of that square are currently unoccupied. Once placed, pieces do not move. Captured pieces are immediately removed from the game. The rule for capturing allows a player to capture two enemy pieces in a single turn. All of the following conditions must be met: - the two enemy pieces occupy opposite corners of a square; - a third corner of the square is already occupied by a piece owned by the capturing player; - the square's midpoint is unoccupied. The capture is executed by placing a piece on the remaining unoccupied corner of the square. If the capturing move also simultaneously completes a second square on the board where the same conditions prevail, then the move results in the capture of four enemy pieces instead of two. Black tries to connect the two horizontal (black) sides with an unbroken chain of black pieces, while White tries to connect the two vertical (white) sides with an unbroken chain of white pieces. The first to do so wins the game. | (game "Onyx" (players 2) (equipment {(board (keep (rotate -45 (subdivide (tiling T33434 7 7) min:4)) (poly {{-6.5 1.75} {-6.5 12.75} {4.5 12.75} {4.5 1.75}})) use:Vertex) (piece "Disc" Each) (regions P1 {(sites Side W) (sites Side E)}) (regions P2 {(sites Side N) (sites Side S)})}) (rules (start {(place "Disc1" (sites {15 24 119 128})) (place "Disc2" (sites {20 27 116 123}))}) (play (move Add (to (forEach (sites Empty) if:(if (is In (site) (forEach (sites Board) if:(and (= 4 (count Sites in:(sites Around (site)))) (not (is In (site) (sites Outer)))))) (all Sites (sites Around (site)) if:(is Empty (site))) True))) (then (forEach Site (forEach (sites Board) if:(and (= 4 (count Sites in:(sites Around (site)))) (not (is In (site) (sites Outer))))) (if (and {(is Empty (site)) (is In (last To) (sites Around (site))) (all Sites (sites Around (site)) if:(is Occupied (site))) (= 2 (count Sites in:(forEach (sites Around (site)) if:(is Enemy (who at:(site)))))) (= 2 (count Sites in:(forEach (sites Around (site)) if:(and (is In (site) (sites Around (last To))) (is Enemy (who at:(site)))))))}) (remove (forEach (sites Around (site)) if:(is Enemy (who at:(site)))))))))) (end (if (is Connected Mover) (result Mover Win))))) | ###Description
The initial setup has four black pieces and four white pieces pre-placed. Black moves first by placing a black piece on any empty point of the board. White follows suit. Turns continue to alternate. A piece can be placed on the midpoint of a square only if all four corners of that square are currently unoccupied. Once placed, pieces do not move. Captured pieces are immediately removed from the game. The rule for capturing allows a player to capture two enemy pieces in a single turn. All of the following conditions must be met: - the two enemy pieces occupy opposite corners of a square; - a third corner of the square is already occupied by a piece owned by the capturing player; - the square's midpoint is unoccupied. The capture is executed by placing a piece on the remaining unoccupied corner of the square. If the capturing move also simultaneously completes a second square on the board where the same conditions prevail, then the move results in the capture of four enemy pieces instead of two. Black tries to connect the two horizontal (black) sides with an unbroken chain of black pieces, while White tries to connect the two vertical (white) sides with an unbroken chain of white pieces. The first to do so wins the game.
###Ludii
(game "Onyx" (players 2) (equipment {(board (keep (rotate -45 (subdivide (tiling T33434 7 7) min:4)) (poly {{-6.5 1.75} {-6.5 12.75} {4.5 12.75} {4.5 1.75}})) use:Vertex) (piece "Disc" Each) (regions P1 {(sites Side W) (sites Side E)}) (regions P2 {(sites Side N) (sites Side S)})}) (rules (start {(place "Disc1" (sites {15 24 119 128})) (place "Disc2" (sites {20 27 116 123}))}) (play (move Add (to (forEach (sites Empty) if:(if (is In (site) (forEach (sites Board) if:(and (= 4 (count Sites in:(sites Around (site)))) (not (is In (site) (sites Outer)))))) (all Sites (sites Around (site)) if:(is Empty (site))) True))) (then (forEach Site (forEach (sites Board) if:(and (= 4 (count Sites in:(sites Around (site)))) (not (is In (site) (sites Outer))))) (if (and {(is Empty (site)) (is In (last To) (sites Around (site))) (all Sites (sites Around (site)) if:(is Occupied (site))) (= 2 (count Sites in:(forEach (sites Around (site)) if:(is Enemy (who at:(site)))))) (= 2 (count Sites in:(forEach (sites Around (site)) if:(and (is In (site) (sites Around (last To))) (is Enemy (who at:(site)))))))}) (remove (forEach (sites Around (site)) if:(is Enemy (who at:(site)))))))))) (end (if (is Connected Mover) (result Mover Win))))) |
This game is played on a square grid board of any size, though 13x13 or 19x19 are recommended. Then the players take it in turns to place 1-3 White stones each turn until one decides to pass; that player then becomes White, and the other becomes Black. After that, Black places two stones per turn on any empty point, while White places just one White stone per turn. If Black connects any two sides of the board with a single orthogonally-connected group, they win; White wins if they connect all four sides with a group connected either orthogonally or diagonally. During the initial chicken ballot phase, you may add stones by clicking on available spaces, or skip the rest of your placements (by choosing the Next Player action). Alternatively, you may Pass at the start of your turn to take White. After that, play continues with White playing one stone and Black playing two, until one player forms a connection (draws are impossible). Played on a size 13 board. | (game "Pippinzip (Zipline variant)" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (or (or (move Add (piece (id "Disc" P2)) (to (sites Empty)) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now White. Player 2 is now Black." to:All))) (note "Player 1 is now Black. Player 2 is now White." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (or (move Add (to (sites Empty) if:(= (id P1) (mover))) (then (if (= 0 (count MovesThisTurn)) (moveAgain)))) (move Add (to (sites Empty) if:(= (id P2) (mover)))))))} (end {(if (and (not (= 1 (var))) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})) (result Mover Win)) (if (and {(= (id P1) (mover)) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))}) (result P1 Win)) (if (and {(= (id P2) (mover)) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})}) (result P2 Win))}))) | ###Description
This game is played on a square grid board of any size, though 13x13 or 19x19 are recommended. Then the players take it in turns to place 1-3 White stones each turn until one decides to pass; that player then becomes White, and the other becomes Black. After that, Black places two stones per turn on any empty point, while White places just one White stone per turn. If Black connects any two sides of the board with a single orthogonally-connected group, they win; White wins if they connect all four sides with a group connected either orthogonally or diagonally. During the initial chicken ballot phase, you may add stones by clicking on available spaces, or skip the rest of your placements (by choosing the Next Player action). Alternatively, you may Pass at the start of your turn to take White. After that, play continues with White playing one stone and Black playing two, until one player forms a connection (draws are impossible). Played on a size 13 board.
###Ludii
(game "Pippinzip (Zipline variant)" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (or (or (move Add (piece (id "Disc" P2)) (to (sites Empty)) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now White. Player 2 is now Black." to:All))) (note "Player 1 is now Black. Player 2 is now White." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (or (move Add (to (sites Empty) if:(= (id P1) (mover))) (then (if (= 0 (count MovesThisTurn)) (moveAgain)))) (move Add (to (sites Empty) if:(= (id P2) (mover)))))))} (end {(if (and (not (= 1 (var))) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})) (result Mover Win)) (if (and {(= (id P1) (mover)) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))}) (result P1 Win)) (if (and {(= (id P2) (mover)) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})}) (result P2 Win))}))) |
This game is played on a square grid board of any size, though 13x13 or 19x19 are recommended. Then the players take it in turns to place 1-3 black stones each turn until one decides to pass; that player then becomes Black, and the other becomes White. After that, players take it in turns to place one stone of their colour on the board on any empty point. If Black connects any two sides of the board with a single orthogonally-connected group, they win; White wins if they connect all four sides with a group connected either orthogonally or diagonally. During the initial chicken ballot phase, you may add stones by clicking on available spaces, or skip the rest of your placements (by choosing the Next Player action). Alternatively, you may Pass at the start of your turn to take Black. After that, you and your opponent will alternate playing one stone of your colour per turn, until one player forms a connection (draws are impossible in Pippinzip). Played on a size 13 board. | (game "Pippinzip" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (or (or (move Add (piece (id "Disc" P2)) (to (sites Empty)) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end {(if (and (not (= 1 (var))) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))) (result Mover Win)) (if (and {(= (id P2) (mover)) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))}) (result P2 Win)) (if (and {(= (id P1) (mover)) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})}) (result P1 Win))}))) | ###Description
This game is played on a square grid board of any size, though 13x13 or 19x19 are recommended. Then the players take it in turns to place 1-3 black stones each turn until one decides to pass; that player then becomes Black, and the other becomes White. After that, players take it in turns to place one stone of their colour on the board on any empty point. If Black connects any two sides of the board with a single orthogonally-connected group, they win; White wins if they connect all four sides with a group connected either orthogonally or diagonally. During the initial chicken ballot phase, you may add stones by clicking on available spaces, or skip the rest of your placements (by choosing the Next Player action). Alternatively, you may Pass at the start of your turn to take Black. After that, you and your opponent will alternate playing one stone of your colour per turn, until one player forms a connection (draws are impossible in Pippinzip). Played on a size 13 board.
###Ludii
(game "Pippinzip" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (or (or (move Add (piece (id "Disc" P2)) (to (sites Empty)) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end {(if (and (not (= 1 (var))) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))) (result Mover Win)) (if (and {(= (id P2) (mover)) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))}) (result P2 Win)) (if (and {(= (id P1) (mover)) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})}) (result P1 Win))}))) |
Resolve is a connection game for two players: a player with Black stones who wins by connecting the East/West sides, and a player with White stones who wins by connecting the North/South sides. Players take turns placing and swapping stones on the intersections of a square grid which is initially empty. Passing is forbidden. Same-colored stones with orthogonal adjacency are connected. The game is over when a player wins by connecting their designated sides of the board with a single group of connected stones of their color, at any time during their turn or their opponent's turn. Cutting stones are any four stones in a generic crosscut configuration. OX XO On your turn you must select the following one of two actions. 1. Place a stone of your color on an empty point. If that stone creates a crosscut, swap it with different adjacent enemy stones that share a crosscut with it, until that stone is no longer part of a crosscut. 2. Choose a stone of your color that is part of a crosscut, and use it to resolve crosscuts as in 1. Then place a stone of your color on an empty point, if possible. Order 9 board | (game "Resolve" (players 2) (equipment {(board (square 9) use:Vertex) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)}) (piece "Ball" P1) (piece "Ball" P2)}) (rules (play (if (not (is Prev Mover)) (or (move Add (to (sites Empty)) (then (if (and (not (is Prev Mover)) (< 0 (count Sites in:(sites (results from:(last To) to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to)))))) (set Var "LT" (last To) (then (moveAgain))) (set Var "LT" -1)))) (forEach Site (sites Occupied by:Mover) (do (set Var "LT" (site)) next:(forEach Site (intersection (sites Around (var "LT") Orthogonal) (sites Around (sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))) Orthogonal)) (move (from (var "LT")) (to (site) if:(!= (last From) (to)) (apply (remove (site)))) (then (and (add (piece (id "Ball" Next)) (to (var "LT"))) (set Var "LT" (last To) (then (if (< 0 (count Sites in:(sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))))) (set NextPlayer (player (mover))) (set Var "LT" -1))))))))))) (if (<= 0 (var "LT")) (forEach Site (intersection (sites Around (var "LT") Orthogonal) (sites Around (sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))) Orthogonal)) (move (from (var "LT")) (to (site) if:(!= (last From) (to)) (apply (remove (site)))) (then (and (add (piece (id "Ball" Next)) (to (var "LT"))) (set Var "LT" (last To) (then (if (< 0 (count Sites in:(sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))))) (set NextPlayer (player (mover))) (set Var "LT" -1)))))))) (move Add (to (sites Empty)) (then (if (and (not (is Prev Mover)) (< 0 (count Sites in:(sites (results from:(last To) to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to)))))) (set Var "LT" (last To) (then (moveAgain))) (set Var "LT" -1))))))) (end {(if (is Connected Orthogonal Mover) (result Mover Win))}))) | ###Description
Resolve is a connection game for two players: a player with Black stones who wins by connecting the East/West sides, and a player with White stones who wins by connecting the North/South sides. Players take turns placing and swapping stones on the intersections of a square grid which is initially empty. Passing is forbidden. Same-colored stones with orthogonal adjacency are connected. The game is over when a player wins by connecting their designated sides of the board with a single group of connected stones of their color, at any time during their turn or their opponent's turn. Cutting stones are any four stones in a generic crosscut configuration. OX XO On your turn you must select the following one of two actions. 1. Place a stone of your color on an empty point. If that stone creates a crosscut, swap it with different adjacent enemy stones that share a crosscut with it, until that stone is no longer part of a crosscut. 2. Choose a stone of your color that is part of a crosscut, and use it to resolve crosscuts as in 1. Then place a stone of your color on an empty point, if possible. Order 9 board
###Ludii
(game "Resolve" (players 2) (equipment {(board (square 9) use:Vertex) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)}) (piece "Ball" P1) (piece "Ball" P2)}) (rules (play (if (not (is Prev Mover)) (or (move Add (to (sites Empty)) (then (if (and (not (is Prev Mover)) (< 0 (count Sites in:(sites (results from:(last To) to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to)))))) (set Var "LT" (last To) (then (moveAgain))) (set Var "LT" -1)))) (forEach Site (sites Occupied by:Mover) (do (set Var "LT" (site)) next:(forEach Site (intersection (sites Around (var "LT") Orthogonal) (sites Around (sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))) Orthogonal)) (move (from (var "LT")) (to (site) if:(!= (last From) (to)) (apply (remove (site)))) (then (and (add (piece (id "Ball" Next)) (to (var "LT"))) (set Var "LT" (last To) (then (if (< 0 (count Sites in:(sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))))) (set NextPlayer (player (mover))) (set Var "LT" -1))))))))))) (if (<= 0 (var "LT")) (forEach Site (intersection (sites Around (var "LT") Orthogonal) (sites Around (sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))) Orthogonal)) (move (from (var "LT")) (to (site) if:(!= (last From) (to)) (apply (remove (site)))) (then (and (add (piece (id "Ball" Next)) (to (var "LT"))) (set Var "LT" (last To) (then (if (< 0 (count Sites in:(sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))))) (set NextPlayer (player (mover))) (set Var "LT" -1)))))))) (move Add (to (sites Empty)) (then (if (and (not (is Prev Mover)) (< 0 (count Sites in:(sites (results from:(last To) to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to)))))) (set Var "LT" (last To) (then (moveAgain))) (set Var "LT" -1))))))) (end {(if (is Connected Orthogonal Mover) (result Mover Win))}))) |
Definitions Group: Either a single stone (a group of one) or any number of stones of the same color connected through a continuous series of orthogonal adjacencies. Rules Scaffold is a drawless connection game played on the intersections of a square grid using stones (as in Go). Black is trying to connect N-S edges of the board, White E-W with an orthogonally connected group. First player places a single black stone on any grid intersection, after which the second player decides which color they will play (pie rule). Players then alternate taking turns. On your turn, place a stone of your color on an empty point. Then, if possible, place a stone of your color on an empty point that is orthogonally adjacent to two groups of your color, and keep making such placements until no more are possible. A 12x12 board is currently selected | (game "Scaffold" (players 2) (equipment {(board (square 12) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (if (< 0 (count MovesThisTurn)) (do (move Add (to (sites Around (sites Occupied by:Mover) Empty) (apply (set Var "NumberOfFriendlyGroupsBeforePlacement" (count Groups Orthogonal if:(is Mover (who at:(to)))))))) ifAfterwards:(< (count Groups Orthogonal if:(is Mover (who at:(to)))) (var "NumberOfFriendlyGroupsBeforePlacement"))) (move Add (to (sites Empty))) (then (if (can Move (do (move Add (to (sites Around (sites Occupied by:Mover) Empty) (apply (set Var "NumberOfFriendlyGroupsBeforePlacement" (count Groups Orthogonal if:(is Mover (who at:(to)))))))) ifAfterwards:(< (count Groups Orthogonal if:(is Mover (who at:(to)))) (var "NumberOfFriendlyGroupsBeforePlacement")))) (moveAgain))))) (end (if (is Connected Orthogonal Mover) (result Mover Win))))) | ###Description
Definitions Group: Either a single stone (a group of one) or any number of stones of the same color connected through a continuous series of orthogonal adjacencies. Rules Scaffold is a drawless connection game played on the intersections of a square grid using stones (as in Go). Black is trying to connect N-S edges of the board, White E-W with an orthogonally connected group. First player places a single black stone on any grid intersection, after which the second player decides which color they will play (pie rule). Players then alternate taking turns. On your turn, place a stone of your color on an empty point. Then, if possible, place a stone of your color on an empty point that is orthogonally adjacent to two groups of your color, and keep making such placements until no more are possible. A 12x12 board is currently selected
###Ludii
(game "Scaffold" (players 2) (equipment {(board (square 12) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (if (< 0 (count MovesThisTurn)) (do (move Add (to (sites Around (sites Occupied by:Mover) Empty) (apply (set Var "NumberOfFriendlyGroupsBeforePlacement" (count Groups Orthogonal if:(is Mover (who at:(to)))))))) ifAfterwards:(< (count Groups Orthogonal if:(is Mover (who at:(to)))) (var "NumberOfFriendlyGroupsBeforePlacement"))) (move Add (to (sites Empty))) (then (if (can Move (do (move Add (to (sites Around (sites Occupied by:Mover) Empty) (apply (set Var "NumberOfFriendlyGroupsBeforePlacement" (count Groups Orthogonal if:(is Mover (who at:(to)))))))) ifAfterwards:(< (count Groups Orthogonal if:(is Mover (who at:(to)))) (var "NumberOfFriendlyGroupsBeforePlacement")))) (moveAgain))))) (end (if (is Connected Orthogonal Mover) (result Mover Win))))) |
Players take turns placing one piece of their colour on empty cells; the piece they place may not be adjacent to the last piece placed by their opponent. A player wins by connecting all three board sides with a connected group of their pieces. Played on a size 11 board. The first player to connect all three sides wins. | (game "Tabu Y" (players 2) (equipment {(board (hex Triangle 11)) (piece "Disc")}) (rules (play (move Add (to (sites Empty) if:(not (is In (to) (sites Around (last To))))))) (end (if (is Connected 3 Sides) (result Mover Win))))) | ###Description
Players take turns placing one piece of their colour on empty cells; the piece they place may not be adjacent to the last piece placed by their opponent. A player wins by connecting all three board sides with a connected group of their pieces. Played on a size 11 board. The first player to connect all three sides wins.
###Ludii
(game "Tabu Y" (players 2) (equipment {(board (hex Triangle 11)) (piece "Disc")}) (rules (play (move Add (to (sites Empty) if:(not (is In (to) (sites Around (last To))))))) (end (if (is Connected 3 Sides) (result Mover Win))))) |
MOVE - Each player inserts a stone onto the board from an edge. Black inserts from top and pushes from top to bottom, White inserts from left and pushes from left to right. - Black starts with a stone on the top-left corner. - Passing is not allowed - If a stone, when pushed meets another stone, this too is pushed on the same direction, and so on... EDGE - A stone pushed off the edge during a push is returned to the player (there are no captures). If it is an opponent stone, this row/column cannot be used on the next turn (friendly stones do not have such restriction). GOAL - Wins the player which makes a path between the edges (top-bottom for Black, right-left for White). Stones may be connected orthogonal or diagonal. | (game "Tara" (players 2) (equipment {(board (square 5) use:Vertex) (piece "Ball" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules phases:{(phase "Opening" (play (move Add (to (intersection (sites Top) (sites Left))))) (nextPhase "Main")) (phase "Main" (play (if (is Mover P1) (move Select (from (sites Top) if:(not (is In (column of:(from)) (sites Pending)))) (then (and {(if (is Enemy (who at:(coord row:0 column:(column of:(last From))))) (set Pending (row of:(coord row:0 column:(column of:(last From)))))) (push (from (last To)) S) (add (piece (id "Ball" Mover)) (to (last To)))}))) (move Select (from (sites Left) if:(not (is In (row of:(from)) (sites Pending)))) (then (and {(if (is Enemy (who at:(coord row:(row of:(last From)) column:(- (count Columns) 1)))) (set Pending (column of:(coord row:(row of:(last From)) column:(- (count Columns) 1))))) (push (from (last To)) E) (add (piece (id "Ball" Mover)) (to (last To)))}))))))} (end {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(is Connected at:(site) All P1)))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(is Connected at:(site) All P2)))) (result P2 Win))}))) | ###Description
MOVE - Each player inserts a stone onto the board from an edge. Black inserts from top and pushes from top to bottom, White inserts from left and pushes from left to right. - Black starts with a stone on the top-left corner. - Passing is not allowed - If a stone, when pushed meets another stone, this too is pushed on the same direction, and so on... EDGE - A stone pushed off the edge during a push is returned to the player (there are no captures). If it is an opponent stone, this row/column cannot be used on the next turn (friendly stones do not have such restriction). GOAL - Wins the player which makes a path between the edges (top-bottom for Black, right-left for White). Stones may be connected orthogonal or diagonal.
###Ludii
(game "Tara" (players 2) (equipment {(board (square 5) use:Vertex) (piece "Ball" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules phases:{(phase "Opening" (play (move Add (to (intersection (sites Top) (sites Left))))) (nextPhase "Main")) (phase "Main" (play (if (is Mover P1) (move Select (from (sites Top) if:(not (is In (column of:(from)) (sites Pending)))) (then (and {(if (is Enemy (who at:(coord row:0 column:(column of:(last From))))) (set Pending (row of:(coord row:0 column:(column of:(last From)))))) (push (from (last To)) S) (add (piece (id "Ball" Mover)) (to (last To)))}))) (move Select (from (sites Left) if:(not (is In (row of:(from)) (sites Pending)))) (then (and {(if (is Enemy (who at:(coord row:(row of:(last From)) column:(- (count Columns) 1)))) (set Pending (column of:(coord row:(row of:(last From)) column:(- (count Columns) 1))))) (push (from (last To)) E) (add (piece (id "Ball" Mover)) (to (last To)))}))))))} (end {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(is Connected at:(site) All P1)))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(is Connected at:(site) All P2)))) (result P2 Win))}))) |
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