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Three-Player Hex is played on the Hex board, typically with five cells per side. As in standard Hex, players take turn placing a piece of their color on an empty cell, and the first player to connect the opposite sides of the board marked his color with a chain of his pieces wins. As soon as it it no longer possible for a player to connect his edges, that player is eliminated from the game and may not place any more stones. The game is played on a 4x4 board The first player to connect his two sides wins.
(game "Three-Player Hex" (players 3) (equipment {(board (hex 4)) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side NW) (sites Side SE)}) (regions P3 {(sites Side SW) (sites Side NE)})}) (rules (play (move Add (to (sites Empty)))) (end {(forEach NonMover if:(is Blocked Player) (result Player Loss)) (if (is Connected Mover) (result Mover Win))})))
###Description Three-Player Hex is played on the Hex board, typically with five cells per side. As in standard Hex, players take turn placing a piece of their color on an empty cell, and the first player to connect the opposite sides of the board marked his color with a chain of his pieces wins. As soon as it it no longer possible for a player to connect his edges, that player is eliminated from the game and may not place any more stones. The game is played on a 4x4 board The first player to connect his two sides wins. ###Ludii (game "Three-Player Hex" (players 3) (equipment {(board (hex 4)) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side NW) (sites Side SE)}) (regions P3 {(sites Side SW) (sites Side NE)})}) (rules (play (move Add (to (sites Empty)))) (end {(forEach NonMover if:(is Blocked Player) (result Player Loss)) (if (is Connected Mover) (result Mover Win))})))
The rules of TRAX are simple: - Place tiles adjacent to those already in play such that the colours of the tracks match. - The objective is to get a loop or line of your colour while attempting to stop your opponent in their colour. - A line is a continuous path of track that connects opposite and outermost edges of the tiles in play, over at least 8 rows of tiles, across or down. - What gives Trax its strategic depth is the forced play rule which allows (or even requires) multiple tiles to be played in a turn.
(game "Trax" (players 2) (equipment {(boardless Square) (hand Shared size:2) (tile "TileX" numSides:4 {(path from:0 to:2 colour:1) (path from:1 to:3 colour:2)}) (tile "TileCurved" numSides:4 {(path from:0 to:1 colour:1) (path from:2 to:3 colour:2)})}) (rules (meta (automove)) (start {(place "TileX" (handSite Shared)) (place "TileCurved" (handSite Shared 1))}) phases:{(phase "Opening" (play (or (move (from (handSite Shared)) (to (centrePoint) (rotations {N E})) copy:True) (move (from (handSite Shared 1)) (to (centrePoint) (rotations Orthogonal)) copy:True))) (nextPhase "Connection")) (phase "Connection" (play (do (or (move (from (handSite Shared)) (to (sites Around (sites Occupied by:All) Orthogonal if:(is Empty (to))) (rotations {N E})) copy:True) (move (from (handSite Shared 1)) (to (sites Around (sites Occupied by:All) Orthogonal if:(is Empty (to))) (rotations Orthogonal)) copy:True)) ifAfterwards:(is SidesMatch))) (end {(if (or (is Loop (mover) path:True) (<= (/ 32 4) (pathExtent (mover)))) (result Mover Win)) (if (or (is Loop (next) path:True) (<= (/ 32 4) (pathExtent (next)))) (result Next Win)) (if (>= (count Sites in:(sites Occupied by:All)) (* (count Players) 32)) (result Mover Draw))}))}))
###Description The rules of TRAX are simple: - Place tiles adjacent to those already in play such that the colours of the tracks match. - The objective is to get a loop or line of your colour while attempting to stop your opponent in their colour. - A line is a continuous path of track that connects opposite and outermost edges of the tiles in play, over at least 8 rows of tiles, across or down. - What gives Trax its strategic depth is the forced play rule which allows (or even requires) multiple tiles to be played in a turn. ###Ludii (game "Trax" (players 2) (equipment {(boardless Square) (hand Shared size:2) (tile "TileX" numSides:4 {(path from:0 to:2 colour:1) (path from:1 to:3 colour:2)}) (tile "TileCurved" numSides:4 {(path from:0 to:1 colour:1) (path from:2 to:3 colour:2)})}) (rules (meta (automove)) (start {(place "TileX" (handSite Shared)) (place "TileCurved" (handSite Shared 1))}) phases:{(phase "Opening" (play (or (move (from (handSite Shared)) (to (centrePoint) (rotations {N E})) copy:True) (move (from (handSite Shared 1)) (to (centrePoint) (rotations Orthogonal)) copy:True))) (nextPhase "Connection")) (phase "Connection" (play (do (or (move (from (handSite Shared)) (to (sites Around (sites Occupied by:All) Orthogonal if:(is Empty (to))) (rotations {N E})) copy:True) (move (from (handSite Shared 1)) (to (sites Around (sites Occupied by:All) Orthogonal if:(is Empty (to))) (rotations Orthogonal)) copy:True)) ifAfterwards:(is SidesMatch))) (end {(if (or (is Loop (mover) path:True) (<= (/ 32 4) (pathExtent (mover)))) (result Mover Win)) (if (or (is Loop (next) path:True) (<= (/ 32 4) (pathExtent (next)))) (result Next Win)) (if (>= (count Sites in:(sites Occupied by:All)) (* (count Players) 32)) (result Mover Draw))}))}))
EDGES - Each player owns two opposite edges, say, the first player has top and bottom edges, while the second player has left and right edges. DROP - Each player drops one of his stones on an empty cell. - If at least one opponent stone is between that stone and another friendly stone (orthogonal or diagonal), then all opponent stones that were between those stones flip their colour. - Stones cannot be dropped on the opponent's edges (including corners). GOAL - Wins the first player who manages to do a path connecting his two opposite edges. - Two tiles diagonally aside are not continuous in a path. - The corners belong to both edges.
(game "Troll" (players 2) (equipment {(board (square 8)) (piece "Ball" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules (play (move Add (to (if (is Mover P1) (difference (sites Empty) (union (sites Left) (sites Right))) (difference (sites Empty) (union (sites Top) (sites Bottom))))) (then (custodial (from (last To)) (between if:(is Enemy (who at:(between))) (apply (and (remove (between)) (add (piece (id "Ball" Mover)) (to (between)))))) (to if:(is Friend (who at:(to)))))))) (end {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(is Connected at:(site) Orthogonal P1)))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(is Connected at:(site) Orthogonal P2)))) (result P2 Win))})))
###Description EDGES - Each player owns two opposite edges, say, the first player has top and bottom edges, while the second player has left and right edges. DROP - Each player drops one of his stones on an empty cell. - If at least one opponent stone is between that stone and another friendly stone (orthogonal or diagonal), then all opponent stones that were between those stones flip their colour. - Stones cannot be dropped on the opponent's edges (including corners). GOAL - Wins the first player who manages to do a path connecting his two opposite edges. - Two tiles diagonally aside are not continuous in a path. - The corners belong to both edges. ###Ludii (game "Troll" (players 2) (equipment {(board (square 8)) (piece "Ball" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules (play (move Add (to (if (is Mover P1) (difference (sites Empty) (union (sites Left) (sites Right))) (difference (sites Empty) (union (sites Top) (sites Bottom))))) (then (custodial (from (last To)) (between if:(is Enemy (who at:(between))) (apply (and (remove (between)) (add (piece (id "Ball" Mover)) (to (between)))))) (to if:(is Friend (who at:(to)))))))) (end {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(is Connected at:(site) Orthogonal P1)))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(is Connected at:(site) Orthogonal P2)))) (result P2 Win))})))
This game is played on a hexagonal board made up of hexagonal squares, usually 6 squares per side, although other sizes are possible. Initially the board is empty and black pieces are placed in turns until one player passes. The player who passed becomes Black. The other player becomes White and takes the next turn. Play continues, with each player in turn placing pieces of their colour on unoccupied squares on the board. White wins if they manage to connect two opposite sides of the board. Black wins if they manage to connect three non-adjacent sides of the board. To avoid ties, if a player meets the opponent's goal with their pieces, they lose the game. The game is played on a board with 6 hexes per side. You cannot place stones on the edge in the opening phase.
(game "Unlur" (players 2) (equipment {(board (hex 6)) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (or (move Add (piece (id "Disc" P2)) (to (intersection (sites Empty) (sites Inner)))) (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 {(= 1 (var)) (= (id P1) (mover)) (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)})) (not (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})}))}) (result P1 Loss)) (if (and {(= 1 (var)) (= (id P2) (mover)) (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})}) (not (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)})))}) (result P2 Loss)) (if (and {(= 1 (var)) (= (id P1) (mover)) (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})})}) (result P1 Win)) (if (and {(= 1 (var)) (= (id P2) (mover)) (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}))}) (result P2 Win))})))
###Description This game is played on a hexagonal board made up of hexagonal squares, usually 6 squares per side, although other sizes are possible. Initially the board is empty and black pieces are placed in turns until one player passes. The player who passed becomes Black. The other player becomes White and takes the next turn. Play continues, with each player in turn placing pieces of their colour on unoccupied squares on the board. White wins if they manage to connect two opposite sides of the board. Black wins if they manage to connect three non-adjacent sides of the board. To avoid ties, if a player meets the opponent's goal with their pieces, they lose the game. The game is played on a board with 6 hexes per side. You cannot place stones on the edge in the opening phase. ###Ludii (game "Unlur" (players 2) (equipment {(board (hex 6)) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (or (move Add (piece (id "Disc" P2)) (to (intersection (sites Empty) (sites Inner)))) (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 {(= 1 (var)) (= (id P1) (mover)) (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)})) (not (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})}))}) (result P1 Loss)) (if (and {(= 1 (var)) (= (id P2) (mover)) (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})}) (not (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)})))}) (result P2 Loss)) (if (and {(= 1 (var)) (= (id P1) (mover)) (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})})}) (result P1 Win)) (if (and {(= 1 (var)) (= (id P2) (mover)) (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}))}) (result P2 Win))})))
Players take turns placing their pieces on a space on the board, with the goal of connecting all three sides of the triangle with their pieces. Corners count as belonging to both sides they touch.
(game "Y (Hex)" (players 2) (equipment {(board (tri Hexagon 7) use:Vertex) (piece "Marker" Each) (regions "SSW" {(sites Side S) (sites Side SW)}) (regions "NNW" {(sites Side NW) (sites Side N)}) (regions "NESE" {(sites Side NE) (sites Side SE)})}) (rules (play (move Add (to (sites Empty)))) (end (if (is Connected {(sites "SSW") (sites "NNW") (sites "NESE")}) (result Mover Win)))))
###Description Players take turns placing their pieces on a space on the board, with the goal of connecting all three sides of the triangle with their pieces. Corners count as belonging to both sides they touch. ###Ludii (game "Y (Hex)" (players 2) (equipment {(board (tri Hexagon 7) use:Vertex) (piece "Marker" Each) (regions "SSW" {(sites Side S) (sites Side SW)}) (regions "NNW" {(sites Side NW) (sites Side N)}) (regions "NESE" {(sites Side NE) (sites Side SE)})}) (rules (play (move Add (to (sites Empty)))) (end (if (is Connected {(sites "SSW") (sites "NNW") (sites "NESE")}) (result Mover Win)))))
Players take turns placing a piece of their colour on an empty cell. 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 "Y" (players 2) (equipment {(board (hex Triangle 11)) (piece "Disc")}) (rules (play (move Add (to (sites Empty)))) (end (if (is Connected 3 Sides) (result Mover Win)))))
###Description Players take turns placing a piece of their colour on an empty cell. 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 "Y" (players 2) (equipment {(board (hex Triangle 11)) (piece "Disc")}) (rules (play (move Add (to (sites Empty)))) (end (if (is Connected 3 Sides) (result Mover Win)))))
Goal: You try to both reduce the number of your own groups as much as possible, and also to block your opponent's ability to reduce his groups down to fewer than yours. Whoever decides to end the game must fill the empty spaces with opponent's pieces, and only then, wins by having equal or fewer groups. Play: Starting with the board empty, player's take turns placing a piece of their color on an empty position that does not abut any friendly piece. If it is impossible to place a piece, the player, instead, moves a piece to the first empty position in any direction. But whenever a new opportunity for placement is available, the turn must be used for placement. Ending the Game: The game ends at the choice of the player about to move, but only at the beginning of a turn in which there is no forced placement. Before scoring, the empty spaces are filled with the opponent's pieces. The player who ended the game wins unless the opponent has fewer groups. Because the empty spaces are filled with opponent's pieces, a player who ends the game too soon will lose. On the other hand, since ties go to the player who ends the game, it is important to end the game as soon as you can actually win. Variations: Options are available to select the board size, and also to use other movement rules, instead of the standard one. Board & size: Hexhex with edges alternately 2 and 3 Movement: Pieces step or jump once, to the first empty position in that direction.
(game "Abrobad" (players 2) (equipment {(board (hex Limping 2)) (piece "Hex" Each)}) (rules (play (priority (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own))))) (or (forEach Piece (move Hop (between (range 0 18) if:(is Occupied (between))) (to if:(is Empty (to))))) (move Propose "Conclude" (then (if (is Proposed "Conclude") (add (piece (next)) (to (sites Empty)) (then (and (set Score Mover (count Groups if:(= (who at:(to)) (mover)))) (set Score Next (count Groups if:(= (who at:(to)) (next))))))))))))) (end (if (is Proposed "Conclude") (if (<= (score Mover) (score Next)) (result Mover Win)) (result Next Win)))))
###Description Goal: You try to both reduce the number of your own groups as much as possible, and also to block your opponent's ability to reduce his groups down to fewer than yours. Whoever decides to end the game must fill the empty spaces with opponent's pieces, and only then, wins by having equal or fewer groups. Play: Starting with the board empty, player's take turns placing a piece of their color on an empty position that does not abut any friendly piece. If it is impossible to place a piece, the player, instead, moves a piece to the first empty position in any direction. But whenever a new opportunity for placement is available, the turn must be used for placement. Ending the Game: The game ends at the choice of the player about to move, but only at the beginning of a turn in which there is no forced placement. Before scoring, the empty spaces are filled with the opponent's pieces. The player who ended the game wins unless the opponent has fewer groups. Because the empty spaces are filled with opponent's pieces, a player who ends the game too soon will lose. On the other hand, since ties go to the player who ends the game, it is important to end the game as soon as you can actually win. Variations: Options are available to select the board size, and also to use other movement rules, instead of the standard one. Board & size: Hexhex with edges alternately 2 and 3 Movement: Pieces step or jump once, to the first empty position in that direction. ###Ludii (game "Abrobad" (players 2) (equipment {(board (hex Limping 2)) (piece "Hex" Each)}) (rules (play (priority (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own))))) (or (forEach Piece (move Hop (between (range 0 18) if:(is Occupied (between))) (to if:(is Empty (to))))) (move Propose "Conclude" (then (if (is Proposed "Conclude") (add (piece (next)) (to (sites Empty)) (then (and (set Score Mover (count Groups if:(= (who at:(to)) (mover)))) (set Score Next (count Groups if:(= (who at:(to)) (next))))))))))))) (end (if (is Proposed "Conclude") (if (<= (score Mover) (score Next)) (result Mover Win)) (result Next Win)))))
Goal: Score the most points: -- One point for each stone in one's largest group. -- Bonus points are also added to the scores according to the selected option. The board starts empty. Players take turns in alternation, placing one of their own stones onto an empty site. Restriction on placement: Every site of the board must remain connected to an empty perimeter site via a continuous path of empty sites. There is no passing. The game ends when no more placements can be made. Players score one point for every stone in their largest group, then, if applicable, score bonus points according to the selected option. Bonus Options are: -- Count of one's own groups. Standard -- Count of the opponent's groups -- No Bonus The player with the higher score wins. If the scores are tied, the game is decided by the tiebreaker option used: A: Cascading largest group LOSES -- i.e. negative scores -- This excludes tied pairs; If all groups are paired, last to place. B: Last player to have placed a stone. Order 5 board - about 20 moves each Hex N / N-1 Grid, about 20% less moves Scoring Option: Score the size of your largest group, then score an additional point for every group you have on the board. Tiebreaker is largest group (excluding tied pairs) LOSES. If all are paired, last placement wins.
(game "Brain Coral" (players 2) (equipment {(board (hex Limping (- 5 1)) use:Cell) (piece "Ball" Each) (piece "Disc" Each)}) (rules (start (set Score Each 0)) (play (do (move Add (to (sites Empty))) ifAfterwards:(all Sites (sites Around (last To) Orthogonal includeSelf:True) if:(or (and (is Empty (site)) (is In (site) (sites Outer))) (!= Infinity (count Steps (step Orthogonal (to if:(is Empty (to)))) (site) (difference (sites Outer) (site)))))) (then (set Var "MoverScore" (+ (max 0 (max (sizes Group Orthogonal Mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)))) (then (set Var "NextScore" (+ (max 0 (max (sizes Group Orthogonal Next))) (count Groups Orthogonal if:(= (who at:(to)) (next)))) (then (if (= (var "MoverScore") (var "NextScore")) (and (set Score Mover (* -1 (max 0 (max (difference (sizes Group Orthogonal Mover) (sizes Group Orthogonal Next)))))) (set Score Next (* -1 (max 0 (max (difference (sizes Group Orthogonal Next) (sizes Group Orthogonal Mover))))))) (and (set Score Mover (var "MoverScore")) (set Score Next (var "NextScore"))))))))))) (end (if (no Moves Next) {(if (= (score Mover) (score Next)) (result Mover Win)) (if (!= (score Mover) (score Next)) (byScore))}))))
###Description Goal: Score the most points: -- One point for each stone in one's largest group. -- Bonus points are also added to the scores according to the selected option. The board starts empty. Players take turns in alternation, placing one of their own stones onto an empty site. Restriction on placement: Every site of the board must remain connected to an empty perimeter site via a continuous path of empty sites. There is no passing. The game ends when no more placements can be made. Players score one point for every stone in their largest group, then, if applicable, score bonus points according to the selected option. Bonus Options are: -- Count of one's own groups. Standard -- Count of the opponent's groups -- No Bonus The player with the higher score wins. If the scores are tied, the game is decided by the tiebreaker option used: A: Cascading largest group LOSES -- i.e. negative scores -- This excludes tied pairs; If all groups are paired, last to place. B: Last player to have placed a stone. Order 5 board - about 20 moves each Hex N / N-1 Grid, about 20% less moves Scoring Option: Score the size of your largest group, then score an additional point for every group you have on the board. Tiebreaker is largest group (excluding tied pairs) LOSES. If all are paired, last placement wins. ###Ludii (game "Brain Coral" (players 2) (equipment {(board (hex Limping (- 5 1)) use:Cell) (piece "Ball" Each) (piece "Disc" Each)}) (rules (start (set Score Each 0)) (play (do (move Add (to (sites Empty))) ifAfterwards:(all Sites (sites Around (last To) Orthogonal includeSelf:True) if:(or (and (is Empty (site)) (is In (site) (sites Outer))) (!= Infinity (count Steps (step Orthogonal (to if:(is Empty (to)))) (site) (difference (sites Outer) (site)))))) (then (set Var "MoverScore" (+ (max 0 (max (sizes Group Orthogonal Mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)))) (then (set Var "NextScore" (+ (max 0 (max (sizes Group Orthogonal Next))) (count Groups Orthogonal if:(= (who at:(to)) (next)))) (then (if (= (var "MoverScore") (var "NextScore")) (and (set Score Mover (* -1 (max 0 (max (difference (sizes Group Orthogonal Mover) (sizes Group Orthogonal Next)))))) (set Score Next (* -1 (max 0 (max (difference (sizes Group Orthogonal Next) (sizes Group Orthogonal Mover))))))) (and (set Score Mover (var "MoverScore")) (set Score Next (var "NextScore"))))))))))) (end (if (no Moves Next) {(if (= (score Mover) (score Next)) (result Mover Win)) (if (!= (score Mover) (score Next)) (byScore))}))))
Players take turns placing a stone of their own color on any empty cell of a hexagonal grid of hexagons (a hexhex board). The game is over when the board is full, and the player with the lower score wins. Your score is 1 point per odd-sized group and 2 points even-sized group. In this implementation, you get -1 per odd-sized group and -2 per even-sized group, so the winner will be the player with the higher score. The score is currently updated after each move, and groups of even size are marked with a red outline. A size 5 board is currently selected
(game "Elea" (players 2) (equipment {(board (hex 5)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (and (set Score Mover 0) (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (is Odd (count Sites in:(sites))) (and (addScore Mover -1) (forEach Site (sites) (set State at:(site) 0))) (and (addScore Mover -2) (forEach Site (sites) (set State at:(site) 1))))))))) (end (if (is Full) (byScore)))))
###Description Players take turns placing a stone of their own color on any empty cell of a hexagonal grid of hexagons (a hexhex board). The game is over when the board is full, and the player with the lower score wins. Your score is 1 point per odd-sized group and 2 points even-sized group. In this implementation, you get -1 per odd-sized group and -2 per even-sized group, so the winner will be the player with the higher score. The score is currently updated after each move, and groups of even size are marked with a red outline. A size 5 board is currently selected ###Ludii (game "Elea" (players 2) (equipment {(board (hex 5)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (and (set Score Mover 0) (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (is Odd (count Sites in:(sites))) (and (addScore Mover -1) (forEach Site (sites) (set State at:(site) 0))) (and (addScore Mover -2) (forEach Site (sites) (set State at:(site) 1))))))))) (end (if (is Full) (byScore)))))
The game is played in turns. White starts by placing the breadcrumb on any empty space on the board. Now, any and every duck in the six lines radiating out from the breadcrumb move straight toward the breadcrumb as far as they can. There will never be more than one duck in a space, and the ducks stop just before they reach the breadcrumb (a fish gets it first). Then the turn passes to the next player. From now on, on your turn, you must take the breadcrumb and place it on an empty space of the board that is not on any of the six lines radiating from the breadcrumb's previous location and then move the ducks toward the breadcrumb as usual. The game ends when all the ducks of one colour have gathered into a single connected group. In case of both groups (White and Black) are created simultaneously, the player who placed the game-ending breadcrumb wins.
(game "Feed the Ducks" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each) (piece "Disc" Neutral)}) (rules (start {(place "Marker1" {"A5" "C7" "D8" "F9" "H9" "I9" "I7" "I5" "F2" "C1" "A1" "A2"}) (place "Marker2" {"A4" "A3" "B1" "D1" "E1" "G3" "H4" "I6" "I8" "G9" "E9" "B6"})}) phases:{(phase "Throw Bread" (play (move Add (piece "Disc0") (to (sites Empty)) (then (attract (from (last To)))))) (nextPhase "Move Bread")) (phase "Move Bread" (play (move (from (sites Occupied by:Neutral)) (to (difference (sites Empty) (sites Direction from:(last To)))) (then (attract (from (last To)))))))} (end {(if (= 1 (count Groups if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups if:(= (who at:(to)) P2))) (result P2 Win))})))
###Description The game is played in turns. White starts by placing the breadcrumb on any empty space on the board. Now, any and every duck in the six lines radiating out from the breadcrumb move straight toward the breadcrumb as far as they can. There will never be more than one duck in a space, and the ducks stop just before they reach the breadcrumb (a fish gets it first). Then the turn passes to the next player. From now on, on your turn, you must take the breadcrumb and place it on an empty space of the board that is not on any of the six lines radiating from the breadcrumb's previous location and then move the ducks toward the breadcrumb as usual. The game ends when all the ducks of one colour have gathered into a single connected group. In case of both groups (White and Black) are created simultaneously, the player who placed the game-ending breadcrumb wins. ###Ludii (game "Feed the Ducks" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each) (piece "Disc" Neutral)}) (rules (start {(place "Marker1" {"A5" "C7" "D8" "F9" "H9" "I9" "I7" "I5" "F2" "C1" "A1" "A2"}) (place "Marker2" {"A4" "A3" "B1" "D1" "E1" "G3" "H4" "I6" "I8" "G9" "E9" "B6"})}) phases:{(phase "Throw Bread" (play (move Add (piece "Disc0") (to (sites Empty)) (then (attract (from (last To)))))) (nextPhase "Move Bread")) (phase "Move Bread" (play (move (from (sites Occupied by:Neutral)) (to (difference (sites Empty) (sites Direction from:(last To)))) (then (attract (from (last To)))))))} (end {(if (= 1 (count Groups if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups if:(= (who at:(to)) P2))) (result P2 Win))})))
Pieces move to any adjacent empty square or jumping one of their pieces over an adjacent piece to the empty point immediately beyond. The game is won by the first player to move all six pieces into a single orthogonally connected group
(game "Groups" (players 2) (equipment {(board (square 8)) (piece "Disc" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Occupied (between))) (to if:(is Empty (to))))))}) (rules (start {(place "Disc1" {"D3" "C4" "E4" "D5" "F5" "E6"}) (place "Disc2" {"E3" "D4" "F4" "C5" "E5" "D6"})}) (play (forEach Piece)) (end (if (= 1 (count Groups Orthogonal if:(= (who at:(to)) Mover))) (result Mover Win)))))
###Description Pieces move to any adjacent empty square or jumping one of their pieces over an adjacent piece to the empty point immediately beyond. The game is won by the first player to move all six pieces into a single orthogonally connected group ###Ludii (game "Groups" (players 2) (equipment {(board (square 8)) (piece "Disc" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Occupied (between))) (to if:(is Empty (to))))))}) (rules (start {(place "Disc1" {"D3" "C4" "E4" "D5" "F5" "E6"}) (place "Disc2" {"E3" "D4" "F4" "C5" "E5" "D6"})}) (play (forEach Piece)) (end (if (= 1 (count Groups Orthogonal if:(= (who at:(to)) Mover))) (result Mover Win)))))
Each turn you must perform exactly one of the following two actions: 1. Add a friendly piece orthogonally adjacent to one of your pieces. 2. Remove an enemy group. As soon as one player only has 1 group, the game is over and that player is the winner. A size 10 board is currently selected
(game "Gygoreg" (players 2) (equipment {(board (square Diamond 10)) (piece "Disc" Each)}) (rules (start {(place "Disc1" (forEach (sites Phase 0) if:(is Odd (site)))) (place "Disc2" (forEach (sites Phase 0) if:(is Even (site))))}) (play (or (move Add (to (sites Around (sites Occupied by:Mover) Empty Orthogonal))) (move Select (from (sites Occupied by:Enemy)) (then (forEach Site (sites Group at:(last From) Orthogonal) (remove (site))))))) (end {(if (= 1 (count Groups Orthogonal if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups Orthogonal if:(= (who at:(to)) P2))) (result P2 Win))})))
###Description Each turn you must perform exactly one of the following two actions: 1. Add a friendly piece orthogonally adjacent to one of your pieces. 2. Remove an enemy group. As soon as one player only has 1 group, the game is over and that player is the winner. A size 10 board is currently selected ###Ludii (game "Gygoreg" (players 2) (equipment {(board (square Diamond 10)) (piece "Disc" Each)}) (rules (start {(place "Disc1" (forEach (sites Phase 0) if:(is Odd (site)))) (place "Disc2" (forEach (sites Phase 0) if:(is Even (site))))}) (play (or (move Add (to (sites Around (sites Occupied by:Mover) Empty Orthogonal))) (move Select (from (sites Occupied by:Enemy)) (then (forEach Site (sites Group at:(last From) Orthogonal) (remove (site))))))) (end {(if (= 1 (count Groups Orthogonal if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups Orthogonal if:(= (who at:(to)) P2))) (result P2 Win))})))
Hermit is a two player abstract game in which players drop stones to create edgewise connected, owned groups of odd sizes 1, 3 and 5 exclusively. The game ends when neither player can legally place a stone. The player with the most groups on the board at game's end wins. Ties are broken by the most groups of size 1 (hermits), then by the most groups of size 3, and finally, the last player to place a stone wins. Scores are formatted 'aa1133', where aa = count of all groups, 11 = count of size 1 groups, and 33 = count of size 3 groups. It is helpful to turn on 'Show Legal Moves' (Alt-M). Base 5 hexagonal board of triangles
(game "Hermit" (players 2) (equipment {(board (tri Hexagon 5) use:Vertex) (piece "Marker" Each) (piece "Marker" Neutral)}) (rules (start {(set Score P1 0) (set Score P2 0)}) (play (do (move Add (to (sites Empty))) ifAfterwards:(or {(= 1 (size Group at:(last To) Orthogonal)) (= 3 (size Group at:(last To) Orthogonal)) (= 5 (size Group at:(last To) Orthogonal))}) (then (addScore Mover (- (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) (mover)))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:3)))}) (score Mover)))))) (end (if (all Passed) {(if (> (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P1))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3)))}) (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P2))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3)))})) (result P1 Win)) (if (< (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P1))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3)))}) (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P2))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3)))})) (result P2 Win))} (result Mover Win)))))
###Description Hermit is a two player abstract game in which players drop stones to create edgewise connected, owned groups of odd sizes 1, 3 and 5 exclusively. The game ends when neither player can legally place a stone. The player with the most groups on the board at game's end wins. Ties are broken by the most groups of size 1 (hermits), then by the most groups of size 3, and finally, the last player to place a stone wins. Scores are formatted 'aa1133', where aa = count of all groups, 11 = count of size 1 groups, and 33 = count of size 3 groups. It is helpful to turn on 'Show Legal Moves' (Alt-M). Base 5 hexagonal board of triangles ###Ludii (game "Hermit" (players 2) (equipment {(board (tri Hexagon 5) use:Vertex) (piece "Marker" Each) (piece "Marker" Neutral)}) (rules (start {(set Score P1 0) (set Score P2 0)}) (play (do (move Add (to (sites Empty))) ifAfterwards:(or {(= 1 (size Group at:(last To) Orthogonal)) (= 3 (size Group at:(last To) Orthogonal)) (= 5 (size Group at:(last To) Orthogonal))}) (then (addScore Mover (- (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) (mover)))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:3)))}) (score Mover)))))) (end (if (all Passed) {(if (> (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P1))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3)))}) (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P2))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3)))})) (result P1 Win)) (if (< (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P1))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3)))}) (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P2))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3)))})) (result P2 Win))} (result Mover Win)))))
A player wins by connecting all of one's pieces into a contiguous body so that they are connected orthogonally or diagonally. Players alternate moves. Pieces move orthogonally or diagonally. A piece moves exactly as many spaces as there are pieces (belonging to both the player and their opponent) on the line in which it is moving. A piece may jump over the player's own pieces, but not over one belonging to the opponent. A piece can capture piece belonging to the opponent by landing on it. If the two players make a group in the same turn, the game ends in a draw.
(game "Lines of Action" (players 2) (equipment {(board (square 8)) (piece "Disc" Each (or {(move Hop (directions {N S}) (between (exact (- (count Sites in:(difference (sites Column (column of:(from))) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {W E}) (between (exact (- (count Sites in:(difference (sites Row (row of:(from))) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {NE SW}) (between (exact (- (count Sites in:(difference (sites Direction from:(from) (directions {NE SW}) included:True) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {NW SE}) (between (exact (- (count Sites in:(difference (sites Direction from:(from) (directions {NW SE}) included:True) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))))}))}) (rules (start {(place "Disc1" (difference (union (sites Top) (sites Bottom)) (sites Corners))) (place "Disc2" (difference (union (sites Right) (sites Left)) (sites Corners)))}) (play (forEach Piece)) (end {(if (and (= 1 (count Groups if:(= (who at:(to)) P1))) (= 1 (count Groups if:(= (who at:(to)) P2)))) (result Mover Draw)) (if (= 1 (count Groups if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups if:(= (who at:(to)) P2))) (result P2 Win))})))
###Description A player wins by connecting all of one's pieces into a contiguous body so that they are connected orthogonally or diagonally. Players alternate moves. Pieces move orthogonally or diagonally. A piece moves exactly as many spaces as there are pieces (belonging to both the player and their opponent) on the line in which it is moving. A piece may jump over the player's own pieces, but not over one belonging to the opponent. A piece can capture piece belonging to the opponent by landing on it. If the two players make a group in the same turn, the game ends in a draw. ###Ludii (game "Lines of Action" (players 2) (equipment {(board (square 8)) (piece "Disc" Each (or {(move Hop (directions {N S}) (between (exact (- (count Sites in:(difference (sites Column (column of:(from))) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {W E}) (between (exact (- (count Sites in:(difference (sites Row (row of:(from))) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {NE SW}) (between (exact (- (count Sites in:(difference (sites Direction from:(from) (directions {NE SW}) included:True) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {NW SE}) (between (exact (- (count Sites in:(difference (sites Direction from:(from) (directions {NW SE}) included:True) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))))}))}) (rules (start {(place "Disc1" (difference (union (sites Top) (sites Bottom)) (sites Corners))) (place "Disc2" (difference (union (sites Right) (sites Left)) (sites Corners)))}) (play (forEach Piece)) (end {(if (and (= 1 (count Groups if:(= (who at:(to)) P1))) (= 1 (count Groups if:(= (who at:(to)) P2)))) (result Mover Draw)) (if (= 1 (count Groups if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups if:(= (who at:(to)) P2))) (result P2 Win))})))
On your turn, place a single piece of your color on an empty position that is not next to another friendly piece. This is compulsory whenever it is possible to do so. When it is not possible to place a piece; then instead, step one of your pieces to an adjacent empty position. You win either: -- when all your pieces become connected, or -- when you cut-off your opponent from being able to connect theirs. Board: Muster order 3 board - 45 positions Angled cells
(game "Make Muster" (players 2) (equipment {(board (rotate (- 90 62) (square (poly {{1 5} {2 4} {8 1} {9 2} {12 8} {11 9} {5 12} {4 11}}))) use:Cell) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (play (priority (move Add (to (sites Empty) if:(no Pieces Mover in:(sites Around (to) Adjacent)))) (forEach Piece))) (end (if (or (and {(= 1 (count Groups All if:(= (who at:(to)) Mover))) (< 1 (count Pieces Mover))}) (< 1 (count Groups All if:(!= (mover) (who at:(to)))))) (result Mover Win)))))
###Description On your turn, place a single piece of your color on an empty position that is not next to another friendly piece. This is compulsory whenever it is possible to do so. When it is not possible to place a piece; then instead, step one of your pieces to an adjacent empty position. You win either: -- when all your pieces become connected, or -- when you cut-off your opponent from being able to connect theirs. Board: Muster order 3 board - 45 positions Angled cells ###Ludii (game "Make Muster" (players 2) (equipment {(board (rotate (- 90 62) (square (poly {{1 5} {2 4} {8 1} {9 2} {12 8} {11 9} {5 12} {4 11}}))) use:Cell) (piece "Disc" Each (move Step (to if:(is Empty (to)))))}) (rules (play (priority (move Add (to (sites Empty) if:(no Pieces Mover in:(sites Around (to) Adjacent)))) (forEach Piece))) (end (if (or (and {(= 1 (count Groups All if:(= (who at:(to)) Mover))) (< 1 (count Pieces Mover))}) (< 1 (count Groups All if:(!= (mover) (who at:(to)))))) (result Mover Win)))))
Players take turns placing pieces of any colour. They can't create groups of more than five pieces which are adjacent to each other. A group of 4 pieces is called a quart. A group of 5 pieces is called a quint. Players win if they finish their turn with a friendly quint, but lose if they finish their turn with a friendly quart on the board. Note: The winning and losing conditions for a player are checked after their move, only on their own turn. An end condition (win or loss) is effective when it occurred first and cannot be averted.
(game "Manalath" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "Marker" Each) (hand Shared size:2)}) (rules (start {(place "Marker1" (handSite Shared)) (place "Marker2" (handSite Shared 1))}) (play (do (move (from (sites Hand Shared)) (to (sites Empty)) copy:True) ifAfterwards:(< (size Group at:(last To)) 6) (then (forEach Site (sites Occupied by:Mover container:"Board") (if (= (size Group at:(site)) 5) (set Var "Group5" 1) (if (= (size Group at:(site)) 4) (set Var "Group4" 1))))))) (end {(if (= (var "Group4") 1) (result Mover Loss)) (if (= (var "Group5") 1) (result Mover Win))})))
###Description Players take turns placing pieces of any colour. They can't create groups of more than five pieces which are adjacent to each other. A group of 4 pieces is called a quart. A group of 5 pieces is called a quint. Players win if they finish their turn with a friendly quint, but lose if they finish their turn with a friendly quart on the board. Note: The winning and losing conditions for a player are checked after their move, only on their own turn. An end condition (win or loss) is effective when it occurred first and cannot be averted. ###Ludii (game "Manalath" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "Marker" Each) (hand Shared size:2)}) (rules (start {(place "Marker1" (handSite Shared)) (place "Marker2" (handSite Shared 1))}) (play (do (move (from (sites Hand Shared)) (to (sites Empty)) copy:True) ifAfterwards:(< (size Group at:(last To)) 6) (then (forEach Site (sites Occupied by:Mover container:"Board") (if (= (size Group at:(site)) 5) (set Var "Group5" 1) (if (= (size Group at:(site)) 4) (set Var "Group4" 1))))))) (end {(if (= (var "Group4") 1) (result Mover Loss)) (if (= (var "Group5") 1) (result Mover Win))})))
DEFINITIONS Group: like-colored stones adjacent to each other. Singletons are considered groups of size 1. Path: an empty point, or an uninterrupted straight line of empty points that have a pair of like-colored stones on both ends, which are not part of the same group. Such a pair is said to have a path. Dead group: a group in which all stones belonging to it have no path. If any stone belonging to a group has a path, the group is said to have a path. GAME PLAY (Overview) Decide which player plays as which color (Light or Dark) in any adequate way. Light goes first, then alternate turns. On each player's first turn, players place a stone of their own color on any empty point. On each player's second turn, players place another stone of their color so that their own two stones have a path. Then players take actions below on each turn, in this order. 1. Remove all opponent’s dead groups. This happens automatically in Ludii. 2. Place a stone of their own color on an empty point that is on at least one same straight line with an existing friendly stone, and no opponent's stone in between. Passing is not allowed. After the second turn, the player with no stones of their color on the board at the beginning of their turn loses. A board with side lengths 6 and 7 is currently selected
(game "Meridians" (players 2) (equipment {(board (dual (hex Prism 7 6)) use:Vertex) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (if (< 0 (count Sites in:(sites Occupied by:Mover))) (forEach (sites Empty) if:(and (> (count Pieces Mover in:(sites LineOfSight at:(site))) 0) (= (count Sites in:(sites Around (site) Own)) 0))) (sites Empty))))) (nextPhase (= 4 (count Moves)) "Play")) (phase "Play" (play (if (can Move (move Add (to (forEach (sites Empty) if:(> (count Pieces Mover in:(sites LineOfSight at:(site))) 0))))) (move Add (to (forEach (sites Empty) if:(> (count Pieces Mover in:(sites LineOfSight at:(site))) 0))) (then (forEach Group (if (all Sites (sites) if:(= 0 (count Sites in:(difference (intersection (sites Occupied by:Mover) (sites Direction from:(site) stop:(is Occupied (to)) stopIncluded:True)) (sites))))) (remove (sites)))))) (move Pass (then (forEach Group (if (all Sites (sites) if:(= 0 (count Sites in:(difference (intersection (sites Occupied by:Mover) (sites Direction from:(site) stop:(is Occupied (to)) stopIncluded:True)) (sites))))) (remove (sites)))))))))} (end (if (and (< 4 (count Moves)) (or (= 0 (count Sites in:(sites Occupied by:P1))) (= 0 (count Sites in:(sites Occupied by:P2))))) (result Mover Loss)))))
###Description DEFINITIONS Group: like-colored stones adjacent to each other. Singletons are considered groups of size 1. Path: an empty point, or an uninterrupted straight line of empty points that have a pair of like-colored stones on both ends, which are not part of the same group. Such a pair is said to have a path. Dead group: a group in which all stones belonging to it have no path. If any stone belonging to a group has a path, the group is said to have a path. GAME PLAY (Overview) Decide which player plays as which color (Light or Dark) in any adequate way. Light goes first, then alternate turns. On each player's first turn, players place a stone of their own color on any empty point. On each player's second turn, players place another stone of their color so that their own two stones have a path. Then players take actions below on each turn, in this order. 1. Remove all opponent’s dead groups. This happens automatically in Ludii. 2. Place a stone of their own color on an empty point that is on at least one same straight line with an existing friendly stone, and no opponent's stone in between. Passing is not allowed. After the second turn, the player with no stones of their color on the board at the beginning of their turn loses. A board with side lengths 6 and 7 is currently selected ###Ludii (game "Meridians" (players 2) (equipment {(board (dual (hex Prism 7 6)) use:Vertex) (piece "Disc" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (if (< 0 (count Sites in:(sites Occupied by:Mover))) (forEach (sites Empty) if:(and (> (count Pieces Mover in:(sites LineOfSight at:(site))) 0) (= (count Sites in:(sites Around (site) Own)) 0))) (sites Empty))))) (nextPhase (= 4 (count Moves)) "Play")) (phase "Play" (play (if (can Move (move Add (to (forEach (sites Empty) if:(> (count Pieces Mover in:(sites LineOfSight at:(site))) 0))))) (move Add (to (forEach (sites Empty) if:(> (count Pieces Mover in:(sites LineOfSight at:(site))) 0))) (then (forEach Group (if (all Sites (sites) if:(= 0 (count Sites in:(difference (intersection (sites Occupied by:Mover) (sites Direction from:(site) stop:(is Occupied (to)) stopIncluded:True)) (sites))))) (remove (sites)))))) (move Pass (then (forEach Group (if (all Sites (sites) if:(= 0 (count Sites in:(difference (intersection (sites Occupied by:Mover) (sites Direction from:(site) stop:(is Occupied (to)) stopIncluded:True)) (sites))))) (remove (sites)))))))))} (end (if (and (< 4 (count Moves)) (or (= 0 (count Sites in:(sites Occupied by:P1))) (= 0 (count Sites in:(sites Occupied by:P2))))) (result Mover Loss)))))
Players take turns placing a stone of their own color on any empty cell of a hexagonal grid of hexagons (a hexhex board). The game is over when the board is full, and the player with the lower score wins. If both players have the same number of groups, your score is your number of odd-sized groups, otherwise it is simply your number of groups. The running score only shows the number of odd groups (with a minus sign in front of it, for technical reasons). Groups of odd size is marked with a red outline. A size 5 board is currently selected
(game "Mono" (players 2) (equipment {(board (hex 5)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (and (set Score Mover 0) (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (is Odd (count Sites in:(sites))) (and (addScore Mover -1) (forEach Site (sites) (set State at:(site) 1))) (forEach Site (sites) (set State at:(site) 0)))))))) (end (if (is Full) {(if (= (count Groups if:(= (id P1) (who at:(to)))) (count Groups if:(= (id P2) (who at:(to))))) (byScore)) (if True (byScore {(score P1 (- (count Groups if:(= (id P1) (who at:(to)))))) (score P2 (- (count Groups if:(= (id P2) (who at:(to))))))}))}))))
###Description Players take turns placing a stone of their own color on any empty cell of a hexagonal grid of hexagons (a hexhex board). The game is over when the board is full, and the player with the lower score wins. If both players have the same number of groups, your score is your number of odd-sized groups, otherwise it is simply your number of groups. The running score only shows the number of odd groups (with a minus sign in front of it, for technical reasons). Groups of odd size is marked with a red outline. A size 5 board is currently selected ###Ludii (game "Mono" (players 2) (equipment {(board (hex 5)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (and (set Score Mover 0) (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (is Odd (count Sites in:(sites))) (and (addScore Mover -1) (forEach Site (sites) (set State at:(site) 1))) (forEach Site (sites) (set State at:(site) 0)))))))) (end (if (is Full) {(if (= (count Groups if:(= (id P1) (who at:(to)))) (count Groups if:(= (id P2) (who at:(to))))) (byScore)) (if True (byScore {(score P1 (- (count Groups if:(= (id P1) (who at:(to)))))) (score P2 (- (count Groups if:(= (id P2) (who at:(to))))))}))}))))
Players take turns placing one stone of either color on the board, until it is full. Player One wins if there is an odd number of groups with at least five pieces on the board, Player Two wins otherwise. Played on a size 5 board. Min group size 5.
(game "Odd" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "Marker" Each) (hand Shared size:2)}) (rules (start {(place "Marker1" (handSite Shared)) (place "Marker2" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end (if (is Full) (if (is Odd (+ (count Groups if:(= (who at:(to)) P1) min:5) (count Groups if:(= (who at:(to)) P2) min:5))) (result P1 Win)) (result P2 Win)))))
###Description Players take turns placing one stone of either color on the board, until it is full. Player One wins if there is an odd number of groups with at least five pieces on the board, Player Two wins otherwise. Played on a size 5 board. Min group size 5. ###Ludii (game "Odd" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "Marker" Each) (hand Shared size:2)}) (rules (start {(place "Marker1" (handSite Shared)) (place "Marker2" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end (if (is Full) (if (is Odd (+ (count Groups if:(= (who at:(to)) P1) min:5) (count Groups if:(= (who at:(to)) P2) min:5))) (result P1 Win)) (result P2 Win)))))
Players take turns placing a piece of each color in an empty site. Play ends at the start of the first players turn, if all the players would not be able to complete their turn. Example: for 2 players less than 4 empty sites. Scores are awarded based on the sizes of the groups of each color on the board, which are multiplied. The player with the highest score wins. The game is played on a 5x5 board The version of the game played with 2 players.
(game "Omega" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each)}) (rules (play (move Add (piece (+ 1 (% (count Moves) (count Players)))) (to (sites Empty)) (then (if (!= (count MovesThisTurn) (- (count Players) 1)) (moveAgain))))) (end (if (and {(not (is Mover P1)) (is Next P1) (> (pow (count Players) 2) (count Sites in:(sites Empty)))}) (byScore {(score P1 (* (sizes Group P1))) (score P2 (* (sizes Group P2)))})))))
###Description Players take turns placing a piece of each color in an empty site. Play ends at the start of the first players turn, if all the players would not be able to complete their turn. Example: for 2 players less than 4 empty sites. Scores are awarded based on the sizes of the groups of each color on the board, which are multiplied. The player with the highest score wins. The game is played on a 5x5 board The version of the game played with 2 players. ###Ludii (game "Omega" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each)}) (rules (play (move Add (piece (+ 1 (% (count Moves) (count Players)))) (to (sites Empty)) (then (if (!= (count MovesThisTurn) (- (count Players) 1)) (moveAgain))))) (end (if (and {(not (is Mover P1)) (is Next P1) (> (pow (count Players) 2) (count Sites in:(sites Empty)))}) (byScore {(score P1 (* (sizes Group P1))) (score P2 (* (sizes Group P2)))})))))
Omny is played on the cells of any hexagonal grid where some or all of the cells are designated star cells. Players take turns placing a stone of one's own color on an empty cell. A group is a set of connected stones of the same color. A cut of a group X is any set of connected cells (empty or occupied by either player) including no stones in X. You win by making a group such that none of its cuts include more than half the cells of the board. For serious play it is advised to play with a balance rule in force. In Misère Omny you lose if you make a group whose cuts each contain no more than half of the star cells. A hex board is currently selected A size 7 board is currently selected The currently selected star cells are all the cells on the board. The pie rule is currently in force The standard win condition is currently selected.
(game "Omny" (players 2) (equipment {(board (hex 7)) (piece "Disc" Each)}) (rules (play (if (= 1 (var)) (or (move Swap Players P1 P2) (move Add (to (sites Empty)) (then (set Var 0)))) (move Add (to (sites Empty)) (then (if (= 1 (count Moves)) (set Var 1)))))) (end (if (>= (count Sites in:(sites Board)) (max (results from:(difference (sites Board) (sites Group at:(last To))) to:2 (* (to) (count Sites in:(intersection (sites Board) (sites Group at:(from) if:(not (is In (to) (sites Group at:(last To))))))))))) (result Mover Win)))))
###Description Omny is played on the cells of any hexagonal grid where some or all of the cells are designated star cells. Players take turns placing a stone of one's own color on an empty cell. A group is a set of connected stones of the same color. A cut of a group X is any set of connected cells (empty or occupied by either player) including no stones in X. You win by making a group such that none of its cuts include more than half the cells of the board. For serious play it is advised to play with a balance rule in force. In Misère Omny you lose if you make a group whose cuts each contain no more than half of the star cells. A hex board is currently selected A size 7 board is currently selected The currently selected star cells are all the cells on the board. The pie rule is currently in force The standard win condition is currently selected. ###Ludii (game "Omny" (players 2) (equipment {(board (hex 7)) (piece "Disc" Each)}) (rules (play (if (= 1 (var)) (or (move Swap Players P1 P2) (move Add (to (sites Empty)) (then (set Var 0)))) (move Add (to (sites Empty)) (then (if (= 1 (count Moves)) (set Var 1)))))) (end (if (>= (count Sites in:(sites Board)) (max (results from:(difference (sites Board) (sites Group at:(last To))) to:2 (* (to) (count Sites in:(intersection (sites Board) (sites Group at:(from) if:(not (is In (to) (sites Group at:(last To))))))))))) (result Mover Win)))))
GROUP - A connected chain of friendly stones. TURN - Initially, Black drops one stone of either color, then for the remaining turns players drop two stones of either color. GOAL - After the board is full, wins the player with the higher product between its two largest groups. If both products are equal, wins the player with less stones on board (note: draws are impossible).
(game "Product" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Full) (byScore {(score P1 (* (max (sizes Group P1)) (max (difference (sizes Group P1) (max (sizes Group P1)))))) (score P2 (* (max (sizes Group P2)) (max (difference (sizes Group P2) (max (sizes Group P2))))))})))))
###Description GROUP - A connected chain of friendly stones. TURN - Initially, Black drops one stone of either color, then for the remaining turns players drop two stones of either color. GOAL - After the board is full, wins the player with the higher product between its two largest groups. If both products are equal, wins the player with less stones on board (note: draws are impossible). ###Ludii (game "Product" (players 2) (equipment {(board (hex 5)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Full) (byScore {(score P1 (* (max (sizes Group P1)) (max (difference (sizes Group P1) (max (sizes Group P1)))))) (score P2 (* (max (sizes Group P2)) (max (difference (sizes Group P2) (max (sizes Group P2))))))})))))
Goal: Scoring is based on your largest group (x2), with an extra point given to the first player to create a given size. The player with the largest group at the end of the game thus wins, and ties go to the first player to achieve this goal. Setup: Yellow starts by creating a set-up, then Orange begins actual play - Pass to skip this phase To create a set-up, Yellow first places a black blocking stone on any intersection and then a Yellow stone on an empty edge position. Orange then either begins play, or else exchanges the yellow piece with his own. Play: Players take turns placing their piece on an empty intersection that is either along the edge or next to another fiendly piece, but never adjacent to an enemy position. These placements are subject to 2 possible additional restrictions selected by the players before starting: A) The number range of friendly neighbors the piece being placed may have: (Standard is to play with no restriction.) and/or B) The maximum number of neighbors that are allowed for the pieces against which the piece may be placed, with 2 being standard play. Ending the game. Play continues until both players pass consecutively, and then the final scores are compared. Board & size: Hexhex with edges alternating 4 and 6 Place next to any friendly piece(s), but not next to pieces that already have more than 2 neighbors.
(game "RootZone" (players 2) (equipment {(board (tri {4 6 4 7 4}) use:Vertex) (piece "Disc" Each) (piece "Disc" Neutral)}) (rules (play (if (= -1 (counter)) (or (move Pass) (move Add (piece "Disc0") (to (sites Board)))) (or {(if (= 1 (counter)) (move Select (from (sites Occupied by:Enemy)) (then (remove (last To) (then (add (to (last To)))))))) (move Pass) (move Add (to (difference (union (sites Outer) (sites Around (sites Occupied by:Mover))) (union {(sites Around (sites Occupied by:Enemy)) (sites Around (forEach (sites Occupied by:Mover) if:(<= 3 (count Pieces Mover in:(sites Around (site)))))) (sites Around (sites Occupied by:Neutral))})) if:(and (is Empty (to)) (>= 6 (count Pieces Mover in:(sites Around (to)))))) (then (if (> (* 2 (size Group at:(last To))) (score Mover)) (if (> (* 2 (size Group at:(last To))) (score Next)) (set Score Mover (+ 1 (* 2 (size Group at:(last To))))) (set Score Mover (* 2 (size Group at:(last To))))))))}))) (end (if (all Passed) (byScore)))))
###Description Goal: Scoring is based on your largest group (x2), with an extra point given to the first player to create a given size. The player with the largest group at the end of the game thus wins, and ties go to the first player to achieve this goal. Setup: Yellow starts by creating a set-up, then Orange begins actual play - Pass to skip this phase To create a set-up, Yellow first places a black blocking stone on any intersection and then a Yellow stone on an empty edge position. Orange then either begins play, or else exchanges the yellow piece with his own. Play: Players take turns placing their piece on an empty intersection that is either along the edge or next to another fiendly piece, but never adjacent to an enemy position. These placements are subject to 2 possible additional restrictions selected by the players before starting: A) The number range of friendly neighbors the piece being placed may have: (Standard is to play with no restriction.) and/or B) The maximum number of neighbors that are allowed for the pieces against which the piece may be placed, with 2 being standard play. Ending the game. Play continues until both players pass consecutively, and then the final scores are compared. Board & size: Hexhex with edges alternating 4 and 6 Place next to any friendly piece(s), but not next to pieces that already have more than 2 neighbors. ###Ludii (game "RootZone" (players 2) (equipment {(board (tri {4 6 4 7 4}) use:Vertex) (piece "Disc" Each) (piece "Disc" Neutral)}) (rules (play (if (= -1 (counter)) (or (move Pass) (move Add (piece "Disc0") (to (sites Board)))) (or {(if (= 1 (counter)) (move Select (from (sites Occupied by:Enemy)) (then (remove (last To) (then (add (to (last To)))))))) (move Pass) (move Add (to (difference (union (sites Outer) (sites Around (sites Occupied by:Mover))) (union {(sites Around (sites Occupied by:Enemy)) (sites Around (forEach (sites Occupied by:Mover) if:(<= 3 (count Pieces Mover in:(sites Around (site)))))) (sites Around (sites Occupied by:Neutral))})) if:(and (is Empty (to)) (>= 6 (count Pieces Mover in:(sites Around (to)))))) (then (if (> (* 2 (size Group at:(last To))) (score Mover)) (if (> (* 2 (size Group at:(last To))) (score Next)) (set Score Mover (+ 1 (* 2 (size Group at:(last To))))) (set Score Mover (* 2 (size Group at:(last To))))))))}))) (end (if (all Passed) (byScore)))))
Play: Players take turns placing one stone of their color on any empty hex. Goal: When the board is full, the game is over and the player with the higher score is the winner. Scoring: Each stone is worth 1 point for its owner if it is part of a group connecting opposite sides of the board, and -1 point otherwise. The scoring trick that gave the game its name – namely that each stone is worth either +1 point or -1 point – was (unbeknownst to the inventor of Signum) discovered by Brian Wittmann (the inventor of Loops) 9 years earlier. The score is currently updated only when the board is full. (This makes the AI stronger.) A size 6 board is currently selected
(game "Signum" (players 2) (equipment {(board (hex 6)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Full) (byScore {(score P1 (+ (results from:(sites Occupied by:P1) to:0 (if (or {(is Connected at:(from) {(sites Side N) (sites Side S)}) (is Connected at:(from) {(sites Side NW) (sites Side SE)}) (is Connected at:(from) {(sites Side NE) (sites Side SW)})}) 1 -1)))) (score P2 (+ (results from:(sites Occupied by:P2) to:0 (if (or {(is Connected at:(from) {(sites Side N) (sites Side S)}) (is Connected at:(from) {(sites Side NW) (sites Side SE)}) (is Connected at:(from) {(sites Side NE) (sites Side SW)})}) 1 -1))))})))))
###Description Play: Players take turns placing one stone of their color on any empty hex. Goal: When the board is full, the game is over and the player with the higher score is the winner. Scoring: Each stone is worth 1 point for its owner if it is part of a group connecting opposite sides of the board, and -1 point otherwise. The scoring trick that gave the game its name – namely that each stone is worth either +1 point or -1 point – was (unbeknownst to the inventor of Signum) discovered by Brian Wittmann (the inventor of Loops) 9 years earlier. The score is currently updated only when the board is full. (This makes the AI stronger.) A size 6 board is currently selected ###Ludii (game "Signum" (players 2) (equipment {(board (hex 6)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Full) (byScore {(score P1 (+ (results from:(sites Occupied by:P1) to:0 (if (or {(is Connected at:(from) {(sites Side N) (sites Side S)}) (is Connected at:(from) {(sites Side NW) (sites Side SE)}) (is Connected at:(from) {(sites Side NE) (sites Side SW)})}) 1 -1)))) (score P2 (+ (results from:(sites Occupied by:P2) to:0 (if (or {(is Connected at:(from) {(sites Side N) (sites Side S)}) (is Connected at:(from) {(sites Side NW) (sites Side SE)}) (is Connected at:(from) {(sites Side NE) (sites Side SW)})}) 1 -1))))})))))
Players alternate making a move. White plays with the white stones and makes the first move, Black plays with the black stones. On his turn, a player may choose either a) to place a stone on the board without contact to other stones of his color in order to start a new group, or b) to grow all possible groups by one stone. When you grow your groups in this implementation, you place grey stones adjacent to your groups until each of your groups is adjacent to exactly one grey stone. At no point may a group of yours be adjacent to more than one grey stone. When your turn ends, all grey stones are replaced with stones of your color. For balancing, there is an extra rule: Black is allowed to grow all his groups and place a single stone as long as neither player has not yet grown any groups. The game ends when the board is filled in. The score is the number of stones each player has on the board minus 'P' times the number of groups he has, where 'P' is en even number of 4 or higher (the Ludii implementation also allows 0 and 2 as values of 'P'). With an even penalty and an odd boardsize, draws are not possible. A size 19 board is currently selected A group penalty of 10 points is currently selected
(game "Symple" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Marker" Each) (piece "Marker" Neutral)}) (rules (play (if (= (count Moves) (var "MoveThatMustBePlant")) (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own Orthogonal)))) (then (set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to))))))))) (if (= 0 (count MovesThisTurn)) (or (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own Orthogonal)))) (then (set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to))))))))) (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))) (then (if (can Move (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))))) (moveAgain) (do (add (to (sites Occupied by:Neutral) (apply (remove (to)))) (then (if (!= 1 (var "HasGrown")) (and (set Var "HasGrown" 1) (if (= (id P2) (mover)) (and (set Var "MoveThatMustBePlant" (count Moves)) (moveAgain))))))) next:(set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to)))))))))))) (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))) (then (if (can Move (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))))) (moveAgain) (do (add (to (sites Occupied by:Neutral) (apply (remove (to)))) (then (if (!= 1 (var "HasGrown")) (and (set Var "HasGrown" 1) (if (= (id P2) (mover)) (and (set Var "MoveThatMustBePlant" (count Moves)) (moveAgain))))))) next:(set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to)))))))))))))) (end (if (is Full) (byScore)))))
###Description Players alternate making a move. White plays with the white stones and makes the first move, Black plays with the black stones. On his turn, a player may choose either a) to place a stone on the board without contact to other stones of his color in order to start a new group, or b) to grow all possible groups by one stone. When you grow your groups in this implementation, you place grey stones adjacent to your groups until each of your groups is adjacent to exactly one grey stone. At no point may a group of yours be adjacent to more than one grey stone. When your turn ends, all grey stones are replaced with stones of your color. For balancing, there is an extra rule: Black is allowed to grow all his groups and place a single stone as long as neither player has not yet grown any groups. The game ends when the board is filled in. The score is the number of stones each player has on the board minus 'P' times the number of groups he has, where 'P' is en even number of 4 or higher (the Ludii implementation also allows 0 and 2 as values of 'P'). With an even penalty and an odd boardsize, draws are not possible. A size 19 board is currently selected A group penalty of 10 points is currently selected ###Ludii (game "Symple" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Marker" Each) (piece "Marker" Neutral)}) (rules (play (if (= (count Moves) (var "MoveThatMustBePlant")) (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own Orthogonal)))) (then (set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to))))))))) (if (= 0 (count MovesThisTurn)) (or (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own Orthogonal)))) (then (set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to))))))))) (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))) (then (if (can Move (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))))) (moveAgain) (do (add (to (sites Occupied by:Neutral) (apply (remove (to)))) (then (if (!= 1 (var "HasGrown")) (and (set Var "HasGrown" 1) (if (= (id P2) (mover)) (and (set Var "MoveThatMustBePlant" (count Moves)) (moveAgain))))))) next:(set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to)))))))))))) (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))) (then (if (can Move (do (move Add (piece "Marker0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))))) (moveAgain) (do (add (to (sites Occupied by:Neutral) (apply (remove (to)))) (then (if (!= 1 (var "HasGrown")) (and (set Var "HasGrown" 1) (if (= (id P2) (mover)) (and (set Var "MoveThatMustBePlant" (count Moves)) (moveAgain))))))) next:(set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to)))))))))))))) (end (if (is Full) (byScore)))))
Definitions A group is a stone along with all other stones one could reach from it through a series of steps between adjacent stones of its color. The size of a group is the number of stones in it. Play Black plays first, then turns alternate. On your turn, place a stone of your color on an empty cell. When the board is full, the winner is determined as follows: (1) Let n equal 0. (2) The player with fewer groups bigger than n stones wins. (3) If no winner is found, increase n by 1 and go back to (2). The pie rule is used in order to make the game fair. This means White will have the option, on their first turn only, to swap sides with their opponent instead of making a regular move. A size 7 board is currently selected The score is currently updated only when the board is full. (This makes the AI stronger.)
(game "Yoin" (players 2) (equipment {(board (hex 7)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (if (is Full) (do (set Var "CutOff" 0) next:(do (while (and (= 0 (- (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff")) (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff")))) (!= 0 (+ (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff")) (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff"))))) (set Var "CutOff" (+ 1 (var "CutOff")))) next:(and (set Score P1 (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff"))) (set Score P2 (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff")))))))))) (end (if (is Full) {(if (< (score P1) (score P2)) (result P1 Win)) (if (> (score P1) (score P2)) (result P2 Win))}))))
###Description Definitions A group is a stone along with all other stones one could reach from it through a series of steps between adjacent stones of its color. The size of a group is the number of stones in it. Play Black plays first, then turns alternate. On your turn, place a stone of your color on an empty cell. When the board is full, the winner is determined as follows: (1) Let n equal 0. (2) The player with fewer groups bigger than n stones wins. (3) If no winner is found, increase n by 1 and go back to (2). The pie rule is used in order to make the game fair. This means White will have the option, on their first turn only, to swap sides with their opponent instead of making a regular move. A size 7 board is currently selected The score is currently updated only when the board is full. (This makes the AI stronger.) ###Ludii (game "Yoin" (players 2) (equipment {(board (hex 7)) (piece "Disc" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (if (is Full) (do (set Var "CutOff" 0) next:(do (while (and (= 0 (- (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff")) (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff")))) (!= 0 (+ (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff")) (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff"))))) (set Var "CutOff" (+ 1 (var "CutOff")))) next:(and (set Score P1 (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff"))) (set Score P2 (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff")))))))))) (end (if (is Full) {(if (< (score P1) (score P2)) (result P1 Win)) (if (> (score P1) (score P2)) (result P2 Win))}))))
Play occurs on a 4x4x4 grid. One player places an X, the other places an O and players take turns placing their marks in the grid, attempting to get four in a row of their color. For the lines between levels, the diagonals are not taken in account. The game is played on a 3x3x3 board.
(game "3D Tic-Tac-Toe" (players 2) (equipment {(board (rectangle (+ (^ 3 2) (- 3 1)) 3)) (piece "Disc" P1) (piece "Cross" P2) (piece "Dot" Neutral)}) (rules (start (place "Dot0" (union {(sites Row 3) (sites Row 7)}))) (play (move Add (to (sites Empty)))) (end {(if (is Line 3) (result Mover Win)) (if (!= 0 (count Sites in:(forEach (expand (sites Bottom) steps:(- 3 1)) if:(all Sites (sites {(site) (ahead (site) steps:4 N) (ahead (site) steps:8 N)}) if:(= (mover) (who at:(site))))))) (result Mover Win))})))
###Description Play occurs on a 4x4x4 grid. One player places an X, the other places an O and players take turns placing their marks in the grid, attempting to get four in a row of their color. For the lines between levels, the diagonals are not taken in account. The game is played on a 3x3x3 board. ###Ludii (game "3D Tic-Tac-Toe" (players 2) (equipment {(board (rectangle (+ (^ 3 2) (- 3 1)) 3)) (piece "Disc" P1) (piece "Cross" P2) (piece "Dot" Neutral)}) (rules (start (place "Dot0" (union {(sites Row 3) (sites Row 7)}))) (play (move Add (to (sites Empty)))) (end {(if (is Line 3) (result Mover Win)) (if (!= 0 (count Sites in:(forEach (expand (sites Bottom) steps:(- 3 1)) if:(all Sites (sites {(site) (ahead (site) steps:4 N) (ahead (site) steps:8 N)}) if:(= (mover) (who at:(site))))))) (result Mover Win))})))
MOVE - On each turn, each player move one of his stones into an adjacent orthogonal empty cell. GOAL - Wins the player that makes a (orthogonal or diagonal) 3 in-a-row.
(game "A Simple Game" (players 2) (equipment {(board (square 4) use:Vertex) (piece "Ball" Each (move Step Orthogonal (to if:(is Empty (to))))) (hand Each)}) (rules (start {(place "Ball1" (intersection (sites Phase 0) (union (sites Top) (sites Bottom)))) (place "Ball2" (intersection (sites Phase 1) (union (sites Top) (sites Bottom))))}) (play (forEach Piece)) (end (if (is Line 3 All) (result Mover Win)))))
###Description MOVE - On each turn, each player move one of his stones into an adjacent orthogonal empty cell. GOAL - Wins the player that makes a (orthogonal or diagonal) 3 in-a-row. ###Ludii (game "A Simple Game" (players 2) (equipment {(board (square 4) use:Vertex) (piece "Ball" Each (move Step Orthogonal (to if:(is Empty (to))))) (hand Each)}) (rules (start {(place "Ball1" (intersection (sites Phase 0) (union (sites Top) (sites Bottom)))) (place "Ball2" (intersection (sites Phase 1) (union (sites Top) (sites Bottom))))}) (play (forEach Piece)) (end (if (is Line 3 All) (result Mover Win)))))
Two concentric squares with a line connecting their midpoints. Six pieces per player. Players alternate placing one of their pieces on the intersections of the lines. Whenever a player places three of their pieces in a row, they may remove one of the opponent's pieces from the board. Once all of the pieces are placed, players may take turns moving a piece to an adjacent point along the lines, attempting to place three of their pieces in a row. When one player is reduced to two pieces, that player loses. The game is played according to the rules of Murray.
(game "Achi" (players 2) (equipment {(board (concentric Square rings:2) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:6)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Mover Win)))))
###Description Two concentric squares with a line connecting their midpoints. Six pieces per player. Players alternate placing one of their pieces on the intersections of the lines. Whenever a player places three of their pieces in a row, they may remove one of the opponent's pieces from the board. Once all of the pieces are placed, players may take turns moving a piece to an adjacent point along the lines, attempting to place three of their pieces in a row. When one player is reduced to two pieces, that player loses. The game is played according to the rules of Murray. ###Ludii (game "Achi" (players 2) (equipment {(board (concentric Square rings:2) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:6)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Mover Win)))))
White starts and, in turn, pieces are placed on any one of 5 spaces, including on other pieces. The object is to get 3 same color pieces in a row - horizontally, vertically or diagonally.
(game "Agilidade" (players 2) (equipment {(board (skew 0.5 (scale 1 0.5 (merge {(wedge 2 2) (shift 0 1 (rotate 180 (wedge 2 2)))}))) use:Vertex) (piece "discFlat" Each) (hand Each)}) (rules (start {(place Stack "discFlat1" (handSite P1) count:7) (place Stack "discFlat2" (handSite P2) count:7)}) (play (move (from (handSite Mover)) (to (sites Board)))) (end (if (is Line 3 byLevel:True) (result Mover Win)))))
###Description White starts and, in turn, pieces are placed on any one of 5 spaces, including on other pieces. The object is to get 3 same color pieces in a row - horizontally, vertically or diagonally. ###Ludii (game "Agilidade" (players 2) (equipment {(board (skew 0.5 (scale 1 0.5 (merge {(wedge 2 2) (shift 0 1 (rotate 180 (wedge 2 2)))}))) use:Vertex) (piece "discFlat" Each) (hand Each)}) (rules (start {(place Stack "discFlat1" (handSite P1) count:7) (place Stack "discFlat2" (handSite P2) count:7)}) (play (move (from (handSite Mover)) (to (sites Board)))) (end (if (is Line 3 byLevel:True) (result Mover Win)))))
3x3 intersecting lines. Three sticks per player, the sticks angled toward the player to indicate ownership. Players alternate turns placing sticks on the board. Once all of the sticks are placed, players alternate turns moving a stick to any empty spot on the board. The first player to place three sticks in an orthogonal row along the lines wins.
(game "Akidada" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Stick" Each (move (from) (to (sites Empty))))}) (rules (start (place "Stick" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
###Description 3x3 intersecting lines. Three sticks per player, the sticks angled toward the player to indicate ownership. Players alternate turns placing sticks on the board. Once all of the sticks are placed, players alternate turns moving a stick to any empty spot on the board. The first player to place three sticks in an orthogonal row along the lines wins. ###Ludii (game "Akidada" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Stick" Each (move (from) (to (sites Empty))))}) (rules (start (place "Stick" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Each player has 6 Chess queens. It is played on a 5x5 board. The starting position has the queens arranged on opposite sides, alternating white-black-white-black in each space. The pieces move as queens in Chess. The first player to line up four queens in a row wins.
(game "All Queens Chess" (players 2) (equipment {(board (square 5)) (piece "Queen" Each (move Slide))}) (rules (start {(place "Queen1" (union {(difference (sites Bottom) (sites Phase 1)) (intersection (sites Left) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 0))})) (place "Queen2" (union {(difference (sites Bottom) (sites Phase 0)) (intersection (sites Right) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 1))}))}) (play (forEach Piece)) (end (if (is Line 4) (result Mover Win)))))
###Description Each player has 6 Chess queens. It is played on a 5x5 board. The starting position has the queens arranged on opposite sides, alternating white-black-white-black in each space. The pieces move as queens in Chess. The first player to line up four queens in a row wins. ###Ludii (game "All Queens Chess" (players 2) (equipment {(board (square 5)) (piece "Queen" Each (move Slide))}) (rules (start {(place "Queen1" (union {(difference (sites Bottom) (sites Phase 1)) (intersection (sites Left) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 0))})) (place "Queen2" (union {(difference (sites Bottom) (sites Phase 0)) (intersection (sites Right) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 1))}))}) (play (forEach Piece)) (end (if (is Line 4) (result Mover Win)))))
3x3 intersecting lines, with diagonal lines of the board. Three pieces per player. players alternate turns placing a piece on one of the empty spots. The player who places their pieces in a line wins.
(game "Alquerque de Tres" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each)}) (rules (start (place "Marker" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
###Description 3x3 intersecting lines, with diagonal lines of the board. Three pieces per player. players alternate turns placing a piece on one of the empty spots. The player who places their pieces in a line wins. ###Ludii (game "Alquerque de Tres" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each)}) (rules (start (place "Marker" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
5x5 intersecting lines, with diagonals in each quadrant. Six pieces per player. Players alternate turns placing one of their pieces on an empty spot on the board. When all of the pieces are placed, they alternate turns moving one of their pieces to an empty adjacent spot along the lines of the board. During either phase, when a player places three of their pieces in a row, they may remove one of the opponent's pieces from the board. Pieces which are in a three-in-a-row arrangement cannot be removed from the board. The player who captures all of the opponent's pieces wins.
(game "Altan Xaraacaj" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:6)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description 5x5 intersecting lines, with diagonals in each quadrant. Six pieces per player. Players alternate turns placing one of their pieces on an empty spot on the board. When all of the pieces are placed, they alternate turns moving one of their pieces to an empty adjacent spot along the lines of the board. During either phase, when a player places three of their pieces in a row, they may remove one of the opponent's pieces from the board. Pieces which are in a three-in-a-row arrangement cannot be removed from the board. The player who captures all of the opponent's pieces wins. ###Ludii (game "Altan Xaraacaj" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:6)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
The game starts with a tile of each color touching one another. Players take turns placing tiles which must touch at least two other tiles. A player wins by either completely surrounding one or more of the opponent's tiles, or by creating a straight line of five tiles. The game uses hexagonal tiles.
(game "Andantino" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 2 (count Sites in:(sites Around (to) NotEmpty)))))) (end {(if (or (is Loop surround:Next) (is Line 5)) (result Mover Win)) (if (= (count Moves) (* (count Players) 24)) (result Mover Draw))})))
###Description The game starts with a tile of each color touching one another. Players take turns placing tiles which must touch at least two other tiles. A player wins by either completely surrounding one or more of the opponent's tiles, or by creating a straight line of five tiles. The game uses hexagonal tiles. ###Ludii (game "Andantino" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 2 (count Sites in:(sites Around (to) NotEmpty)))))) (end {(if (or (is Loop surround:Next) (is Line 5)) (result Mover Win)) (if (= (count Moves) (* (count Players) 24)) (result Mover Draw))})))
7x6 board. Eighteen pieces per player. Players alternate turns placing a piece on the board. When all of the pieces have been placed, players alternate turns moving a piece to an adjacent empty square in an orthogonal direction. When a player places three of their pieces in an orthogonal line, they capture one of the opponent's pieces. The player who captures all of the opponent's pieces wins.
(game "Aqrad" (players 2) (equipment {(board (rectangle 7 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:18)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description 7x6 board. Eighteen pieces per player. Players alternate turns placing a piece on the board. When all of the pieces have been placed, players alternate turns moving a piece to an adjacent empty square in an orthogonal direction. When a player places three of their pieces in an orthogonal line, they capture one of the opponent's pieces. The player who captures all of the opponent's pieces wins. ###Ludii (game "Aqrad" (players 2) (equipment {(board (rectangle 7 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:18)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
6x6 grid. Twelve pieces per player. In the first phase, players alternate turns placing their pieces on an empty space on the board. They are forbidden from placing two of their own pieces orthogonally adjacent to one another. Once all of the pieces are placed, players alternate turns moving the pieces in an orthogonal direction to an empty adjacent spot. When they place a piece so that two are in a row, they capture one of the opponent's pieces. The player who captures all of the opponent's pieces wins.
(game "Bolotudu" (players 2) (equipment {(board (square 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 2 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Around (sites Occupied by:Mover) Orthogonal))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Next)) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description 6x6 grid. Twelve pieces per player. In the first phase, players alternate turns placing their pieces on an empty space on the board. They are forbidden from placing two of their own pieces orthogonally adjacent to one another. Once all of the pieces are placed, players alternate turns moving the pieces in an orthogonal direction to an empty adjacent spot. When they place a piece so that two are in a row, they capture one of the opponent's pieces. The player who captures all of the opponent's pieces wins. ###Ludii (game "Bolotudu" (players 2) (equipment {(board (square 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 2 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Around (sites Occupied by:Mover) Orthogonal))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Next)) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Start with a tile of each colour placed next to each other. Players take turns adding a tile of their colour touching at least one existing tile. Win by making a line of four (or more) of your colour, but lose by making a line of three of your colour beforehand. The game uses hexagonal tiles.
(game "Bravalath" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 1 (count Sites in:(sites Around (to) NotEmpty)))))) (end {(if (is Line 4) (result Mover Win)) (if (is Line 3) (result Mover Loss))})))
###Description Start with a tile of each colour placed next to each other. Players take turns adding a tile of their colour touching at least one existing tile. Win by making a line of four (or more) of your colour, but lose by making a line of three of your colour beforehand. The game uses hexagonal tiles. ###Ludii (game "Bravalath" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 1 (count Sites in:(sites Around (to) NotEmpty)))))) (end {(if (is Line 4) (result Mover Win)) (if (is Line 3) (result Mover Loss))})))
Players take turns placing their pieces on one empty space on the board, with the goal of making a line with stones connected diagonally of at least length 4. The length of the line is 4 or more. 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 "Broken Line" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Line 4 Diagonal) (result Mover Win)))))
###Description Players take turns placing their pieces on one empty space on the board, with the goal of making a line with stones connected diagonally of at least length 4. The length of the line is 4 or more. 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 "Broken Line" (players 2) (equipment {(board (hex Diamond 11)) (piece "Marker" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Line 4 Diagonal) (result Mover Win)))))
The board is initially empty. Each player chooses a colour: White or Black. White starts by placing a stone on a vacant square. Black does the same. Players continue taking turns; however, your turn goes as follows: 1. Mark one of your exposed stones for removal from the board (i.e. it cannot be under an enemy stone). 2. Add one of your stones to the board. 3. Add another one of your stones to the board, at which point the marked stone is removed. The following rules constrain where you can add each stone: It must be a “knight’s move” away from the marked stone. That is to say, either 2 spaces vertically and 1 horizontally, or 2 spaces horizontally, and 1 vertically away from the marked stone. The space on which you place it must have none of your stones, and either: be vacant, or have an enemy stone, in which case you will place yours on top, creating a stack that you control. If, at the end of your opponent’s turn, you have at least 5 of your stones and/or stacks in the same rank, or in the same file, you win.
(game "Callanish" (players 2) (equipment {(board (square 9)) (piece "Disc" Each (move Select (from if:(and (= (topLevel at:(from)) (level)) (<= 2 (count Sites in:(sites To (move Leap (from (from)) {{F F R F} {F F L F} {F R F F} {F L F F}} (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (= (topLevel at:(to)) 0)))))))))) (then (do (set Var "CondemnedSite" (last From)) next:(do (set State at:(var "CondemnedSite") 1) next:(moveAgain))))))}) (rules phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase (>= (count Turns) 2) "Playing")) (phase "Playing" (play (if (is Prev Mover) (if (is Pending) (move Add (to (sites To (move Leap (from (var "CondemnedSite")) {{F F R F} {F F L F} {F R F F} {F L F F}} (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (= (topLevel at:(to)) 0))))))) stack:True (then (remove (var "CondemnedSite")))) (move Add (to (sites To (move Leap (from (var "CondemnedSite")) {{F F R F} {F F L F} {F R F F} {F L F F}} (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (= (topLevel at:(to)) 0))))))) stack:True (then (do (set Pending) next:(moveAgain))))) (forEach Piece))))} (end {(if (and (= (% (- (count Moves) 2) 3) 0) (or {(<= 5 (count Sites in:(intersection (sites Row 0) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 1) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 2) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 3) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 4) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 5) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 6) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 7) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 8) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 0) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 1) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 2) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 3) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 4) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 5) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 6) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 7) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 8) (sites Occupied by:Next container:"Board"))))})) (result Mover Loss)) (if (no Moves Mover) (result Mover Loss))})))
###Description The board is initially empty. Each player chooses a colour: White or Black. White starts by placing a stone on a vacant square. Black does the same. Players continue taking turns; however, your turn goes as follows: 1. Mark one of your exposed stones for removal from the board (i.e. it cannot be under an enemy stone). 2. Add one of your stones to the board. 3. Add another one of your stones to the board, at which point the marked stone is removed. The following rules constrain where you can add each stone: It must be a “knight’s move” away from the marked stone. That is to say, either 2 spaces vertically and 1 horizontally, or 2 spaces horizontally, and 1 vertically away from the marked stone. The space on which you place it must have none of your stones, and either: be vacant, or have an enemy stone, in which case you will place yours on top, creating a stack that you control. If, at the end of your opponent’s turn, you have at least 5 of your stones and/or stacks in the same rank, or in the same file, you win. ###Ludii (game "Callanish" (players 2) (equipment {(board (square 9)) (piece "Disc" Each (move Select (from if:(and (= (topLevel at:(from)) (level)) (<= 2 (count Sites in:(sites To (move Leap (from (from)) {{F F R F} {F F L F} {F R F F} {F L F F}} (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (= (topLevel at:(to)) 0)))))))))) (then (do (set Var "CondemnedSite" (last From)) next:(do (set State at:(var "CondemnedSite") 1) next:(moveAgain))))))}) (rules phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase (>= (count Turns) 2) "Playing")) (phase "Playing" (play (if (is Prev Mover) (if (is Pending) (move Add (to (sites To (move Leap (from (var "CondemnedSite")) {{F F R F} {F F L F} {F R F F} {F L F F}} (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (= (topLevel at:(to)) 0))))))) stack:True (then (remove (var "CondemnedSite")))) (move Add (to (sites To (move Leap (from (var "CondemnedSite")) {{F F R F} {F F L F} {F R F F} {F L F F}} (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (= (topLevel at:(to)) 0))))))) stack:True (then (do (set Pending) next:(moveAgain))))) (forEach Piece))))} (end {(if (and (= (% (- (count Moves) 2) 3) 0) (or {(<= 5 (count Sites in:(intersection (sites Row 0) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 1) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 2) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 3) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 4) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 5) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 6) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 7) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Row 8) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 0) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 1) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 2) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 3) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 4) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 5) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 6) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 7) (sites Occupied by:Next container:"Board")))) (<= 5 (count Sites in:(intersection (sites Column 8) (sites Occupied by:Next container:"Board"))))})) (result Mover Loss)) (if (no Moves Mover) (result Mover Loss))})))
Connect 4 is played on a vertically placed grid of 7x6, where colored disks are dropped from the top of the grid. Players alternate dropping discs, which fall to the bottom of the column in which they are dropped. The first player to create a row of four disks in their color wins.
(game "Connect Four" (players 2) (equipment {(board (rectangle 1 7)) (piece "Disc" Each)}) (rules (play (move Add (to (forEach (sites Board) if:(< (size Stack at:(site)) 6))) stack:True)) (end (if (is Line 4 byLevel:True) (result Mover Win)))))
###Description Connect 4 is played on a vertically placed grid of 7x6, where colored disks are dropped from the top of the grid. Players alternate dropping discs, which fall to the bottom of the column in which they are dropped. The first player to create a row of four disks in their color wins. ###Ludii (game "Connect Four" (players 2) (equipment {(board (rectangle 1 7)) (piece "Disc" Each)}) (rules (play (move Add (to (forEach (sites Board) if:(< (size Stack at:(site)) 6))) stack:True)) (end (if (is Line 4 byLevel:True) (result Mover Win)))))
Played on a Go-like board (6x6 or larger, but a 19x19 go board is ideal) with two colors of stones (usually white and black). Black goes first by placing one stone. Play continues with each player playing two stones per turn. The first player to make a line of six in a row wins.
(game "Connect6" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Marker" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (is Even (count Moves)) (moveAgain))))) (nextPhase "Playing"))} (end (if (is Line 6 All) (result Mover Win)))))
###Description Played on a Go-like board (6x6 or larger, but a 19x19 go board is ideal) with two colors of stones (usually white and black). Black goes first by placing one stone. Play continues with each player playing two stones per turn. The first player to make a line of six in a row wins. ###Ludii (game "Connect6" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Marker" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (is Even (count Moves)) (moveAgain))))) (nextPhase "Playing"))} (end (if (is Line 6 All) (result Mover Win)))))
Played on a 9x9 board with nine Go pieces per player occupying their two nearest ranks. Pieces move as a rook in Shogi. Pieces may also move by hopping over an adjacent piece of any color. This does not capture the piece, and multiple hops are not allowed in on turn. The goal is to create an orthogonal line of five of a player's pieces outside the player's starting rows. The game is played on a Shogi board.
(game "Dai Hasami Shogi" (players 2) (equipment {(board (square 9)) (piece "Marker" Each (or (move Slide Orthogonal) (move Hop Orthogonal (between if:(is Occupied (between))) (to if:(is Empty (to)))) (then (or (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))) (surround (from (last To)) Orthogonal (between if:(and (is In (between) (sites Corners)) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))) (regions P1 (expand (sites Bottom))) (regions P2 (expand (sites Top)))}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2))}) (play (forEach Piece)) (end {(if (is Line 5 Orthogonal if:(not (is In (to) (sites Mover)))) (result Mover Win)) (if (and (< (count Pieces P1) 5) (< (count Pieces P2) 5)) (result Mover Draw))})))
###Description Played on a 9x9 board with nine Go pieces per player occupying their two nearest ranks. Pieces move as a rook in Shogi. Pieces may also move by hopping over an adjacent piece of any color. This does not capture the piece, and multiple hops are not allowed in on turn. The goal is to create an orthogonal line of five of a player's pieces outside the player's starting rows. The game is played on a Shogi board. ###Ludii (game "Dai Hasami Shogi" (players 2) (equipment {(board (square 9)) (piece "Marker" Each (or (move Slide Orthogonal) (move Hop Orthogonal (between if:(is Occupied (between))) (to if:(is Empty (to)))) (then (or (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))) (surround (from (last To)) Orthogonal (between if:(and (is In (between) (sites Corners)) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))) (regions P1 (expand (sites Bottom))) (regions P2 (expand (sites Top)))}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2))}) (play (forEach Piece)) (end {(if (is Line 5 Orthogonal if:(not (is In (to) (sites Mover)))) (result Mover Win)) (if (and (< (count Pieces P1) 5) (< (count Pieces P2) 5)) (result Mover Draw))})))
6x6 board. Each player has twelve sticks. One player's sticks are without bark to distinguish them. Players placing their sticks in empty spaces, filling the central four first. Once all of the sticks have been placed, the players may move their sticks orthogonally one space. If a player can bring three of their sticks in a row, they may then remove one of the opponent's sticks during either phase of the game. During the movement phase, if a player has a row of four pieces and moves one away, leaving a row of three spaces, this also allows the player to capture an opponent's piece. The player who can no longer play loses.
(game "Dala" (players 2) (equipment {(board (square 6)) (hand Each) (piece "Stick" Each (if (is Line 4 Orthogonal through:(from) exact:True) (move Step Orthogonal (to if:(is Empty (to))) (then (and {(if (and (!= (last From) (ahead (last From) N)) (= (mover) (who at:(ahead (last From) N)))) (if (is Line 3 Orthogonal through:(ahead (last From) N) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) S)) (= (mover) (who at:(ahead (last From) S)))) (if (is Line 3 Orthogonal through:(ahead (last From) S) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) E)) (= (mover) (who at:(ahead (last From) E)))) (if (is Line 3 Orthogonal through:(ahead (last From) E) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) W)) (= (mover) (who at:(ahead (last From) W)))) (if (is Line 3 Orthogonal through:(ahead (last From) W) exact:True) (and (moveAgain) (addScore Mover 1))))}))) (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (and (moveAgain) (addScore Mover 1)))))))}) (rules (start (place "Stick" "Hand" count:12)) phases:{(phase "PlacementCenter" (play (move (from (handSite Mover)) (to (forEach (sites Centre) if:(is Empty (site)))))) (nextPhase (= (count Moves) 4) "Placement")) (phase "Placement" (play (if (!= 0 (score Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (and (set Score Mover (- (score Mover) 1)) (if (< 1 (score Mover)) (moveAgain))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (and (moveAgain) (addScore Mover 1))))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (!= 0 (score Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (and (set Score Mover (- (score Mover) 1)) (if (< 1 (score Mover)) (moveAgain))))) (forEach Piece))) (end (if (<= (count Pieces Next) 2) (result Next Loss))))}))
###Description 6x6 board. Each player has twelve sticks. One player's sticks are without bark to distinguish them. Players placing their sticks in empty spaces, filling the central four first. Once all of the sticks have been placed, the players may move their sticks orthogonally one space. If a player can bring three of their sticks in a row, they may then remove one of the opponent's sticks during either phase of the game. During the movement phase, if a player has a row of four pieces and moves one away, leaving a row of three spaces, this also allows the player to capture an opponent's piece. The player who can no longer play loses. ###Ludii (game "Dala" (players 2) (equipment {(board (square 6)) (hand Each) (piece "Stick" Each (if (is Line 4 Orthogonal through:(from) exact:True) (move Step Orthogonal (to if:(is Empty (to))) (then (and {(if (and (!= (last From) (ahead (last From) N)) (= (mover) (who at:(ahead (last From) N)))) (if (is Line 3 Orthogonal through:(ahead (last From) N) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) S)) (= (mover) (who at:(ahead (last From) S)))) (if (is Line 3 Orthogonal through:(ahead (last From) S) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) E)) (= (mover) (who at:(ahead (last From) E)))) (if (is Line 3 Orthogonal through:(ahead (last From) E) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) W)) (= (mover) (who at:(ahead (last From) W)))) (if (is Line 3 Orthogonal through:(ahead (last From) W) exact:True) (and (moveAgain) (addScore Mover 1))))}))) (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (and (moveAgain) (addScore Mover 1)))))))}) (rules (start (place "Stick" "Hand" count:12)) phases:{(phase "PlacementCenter" (play (move (from (handSite Mover)) (to (forEach (sites Centre) if:(is Empty (site)))))) (nextPhase (= (count Moves) 4) "Placement")) (phase "Placement" (play (if (!= 0 (score Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (and (set Score Mover (- (score Mover) 1)) (if (< 1 (score Mover)) (moveAgain))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (and (moveAgain) (addScore Mover 1))))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (!= 0 (score Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (and (set Score Mover (- (score Mover) 1)) (if (< 1 (score Mover)) (moveAgain))))) (forEach Piece))) (end (if (<= (count Pieces Next) 2) (result Next Loss))))}))
5x6 board. Players have 12 pieces each. They take turns placing pieces on an empty board.Once all pieces are placed, players can move pieces orthogonally to an adjacent space, attempting to make three in a row. When three in a row are made, an opponent's piece is removed from the board that is not in a three in a row pattern. Placing more than three in a row is not allowed. Three in a row during the initial phase of the game does not count. When a player has only two pieces left, they lose. Lines of 4 cannot be made during the drop phase.
(game "Dara" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 4 Orthogonal)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (do (forEach Piece) ifAfterwards:(not (is Line 4 Orthogonal))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
###Description 5x6 board. Players have 12 pieces each. They take turns placing pieces on an empty board.Once all pieces are placed, players can move pieces orthogonally to an adjacent space, attempting to make three in a row. When three in a row are made, an opponent's piece is removed from the board that is not in a three in a row pattern. Placing more than three in a row is not allowed. Three in a row during the initial phase of the game does not count. When a player has only two pieces left, they lose. Lines of 4 cannot be made during the drop phase. ###Ludii (game "Dara" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 4 Orthogonal)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (do (forEach Piece) ifAfterwards:(not (is Line 4 Orthogonal))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Three concentric squares, with lines connecting the corners and midpoints of the squares. Two players. Players alternate turns placing one of their pieces on one of the spots on the board. A player may place a piece on top of a piece belonging to their opponent during this phase of the game, and they are both canceled out. When three uncanceled pieces form a row along the lines on the board, the player may capture one of the opponent's pieces. Once all of the spots have been occupied, the canceled pieces are removed. Players alternate turns moving one of their pieces to an empty adjacent spot on the board.The player who captures all of the opponent's pieces wins.
(game "Dig Dig" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))))}) (rules (start {(place Stack "Marker1" (handSite P1)) (place Stack "Marker2" (handSite P2))}) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site))))) (move (from (handSite Mover)) (to (union (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site)))) (sites Empty))) copy:True (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))) (then (if (and (not (is Next Mover)) (is Full)) (and {(forEach Site (forEach (sites Occupied by:P1 container:"Board") if:(= (size Stack at:(site)) 2)) (and (remove (site)) (remove (site)))) (forEach Site (forEach (sites Occupied by:P2 container:"Board") if:(= (size Stack at:(site)) 2)) (and (remove (site)) (remove (site)))) (set Pending)}))))) (nextPhase (is Pending) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site))))) (forEach Piece))) (end (if (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites Board)))) (result Mover Win))))}))
###Description Three concentric squares, with lines connecting the corners and midpoints of the squares. Two players. Players alternate turns placing one of their pieces on one of the spots on the board. A player may place a piece on top of a piece belonging to their opponent during this phase of the game, and they are both canceled out. When three uncanceled pieces form a row along the lines on the board, the player may capture one of the opponent's pieces. Once all of the spots have been occupied, the canceled pieces are removed. Players alternate turns moving one of their pieces to an empty adjacent spot on the board.The player who captures all of the opponent's pieces wins. ###Ludii (game "Dig Dig" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))))}) (rules (start {(place Stack "Marker1" (handSite P1)) (place Stack "Marker2" (handSite P2))}) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site))))) (move (from (handSite Mover)) (to (union (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site)))) (sites Empty))) copy:True (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))) (then (if (and (not (is Next Mover)) (is Full)) (and {(forEach Site (forEach (sites Occupied by:P1 container:"Board") if:(= (size Stack at:(site)) 2)) (and (remove (site)) (remove (site)))) (forEach Site (forEach (sites Occupied by:P2 container:"Board") if:(= (size Stack at:(site)) 2)) (and (remove (site)) (remove (site)))) (set Pending)}))))) (nextPhase (is Pending) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site))))) (forEach Piece))) (end (if (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites Board)))) (result Mover Win))))}))
3x3 intersecting lines. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent spot. The first player to place their three pieces along one of the lines wins.
(game "Djara-Badakh" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" 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 (is Line 3) (result Mover Win)))))
###Description 3x3 intersecting lines. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent spot. The first player to place their three pieces along one of the lines wins. ###Ludii (game "Djara-Badakh" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" 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 (is Line 3) (result Mover Win)))))
5x6 board. Each player has twelve pieces. Players alternate placing their pieces until they are all placed on the board. Players cannot make a row of three pieces in the placement phase. Once the pieces are all on the board, they may be moved one space orthogonally. The goal is to make a line of three, which allows the player to capture one of the opponent's pieces. In the case that a move creates two lines of three, only one capture is made. The player who captures the most pieces wins. Matches are typically played to a score of ten, with a player scoring one point by winning a game, and two points for winning without any of their pieces being captured.
(game "Dra" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 3 Orthogonal)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))) (end (if (<= (count Pieces Next) 2) (result Next Loss))))}))
###Description 5x6 board. Each player has twelve pieces. Players alternate placing their pieces until they are all placed on the board. Players cannot make a row of three pieces in the placement phase. Once the pieces are all on the board, they may be moved one space orthogonally. The goal is to make a line of three, which allows the player to capture one of the opponent's pieces. In the case that a move creates two lines of three, only one capture is made. The player who captures the most pieces wins. Matches are typically played to a score of ten, with a player scoring one point by winning a game, and two points for winning without any of their pieces being captured. ###Ludii (game "Dra" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 3 Orthogonal)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))) (end (if (<= (count Pieces Next) 2) (result Next Loss))))}))
3x3 intersecting lines. Three pieces per player. Players alternate turns placing pieces on an empty spot on the board. When all pieces are placed, players alternate turns moving a piece to any empty spot on the board. The first player to place their pieces in an orthogonal row along the lines wins.
(game "Driesticken" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
###Description 3x3 intersecting lines. Three pieces per player. Players alternate turns placing pieces on an empty spot on the board. When all pieces are placed, players alternate turns moving a piece to any empty spot on the board. The first player to place their pieces in an orthogonal row along the lines wins. ###Ludii (game "Driesticken" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
3x3 grid. Three 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 any empty space on the board. The player who places three pieces in an orthogonal row wins.
(game "Dris at-Talata" (players 2) (equipment {(board (square 3)) (hand Each) (piece "Marker" Each)}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (move (from (sites Occupied by:Mover)) (to (sites Empty)))))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
###Description 3x3 grid. Three 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 any empty space on the board. The player who places three pieces in an orthogonal row wins. ###Ludii (game "Dris at-Talata" (players 2) (equipment {(board (square 3)) (hand Each) (piece "Marker" Each)}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (move (from (sites Occupied by:Mover)) (to (sites Empty)))))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
3x3 intersecting lines, with diagonals. Three pieces per player. Players alternate turns placing pieces on the board. Once all of the pieces have been placed, the players alternate turns moving a piece to an empty adjacent spot on the board. The first player to place their pieces in a row along one of the lines wins.
(game "Engijn Zirge" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
###Description 3x3 intersecting lines, with diagonals. Three pieces per player. Players alternate turns placing pieces on the board. Once all of the pieces have been placed, the players alternate turns moving a piece to an empty adjacent spot on the board. The first player to place their pieces in a row along one of the lines wins. ###Ludii (game "Engijn Zirge" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
3x3 intersecting lines with diagonals. Play occurs on the intersections of the lines. Players each have three pieces, initially placed on the sides closest to the player. Players move the pieces to an adjacent unoccupied intersection along the lines. The goal is to make three in a row which cannot be in the starting position.
(game "Epelle" (players 2) (equipment {(board (rectangle 3 diagonals:Alternating) use:Vertex) (piece "Marker" Each (move Step (to if:(is Empty (to))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2))}) (play (forEach Piece)) (end (if (and (not (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover)))) (is Line 3)) (result Mover Win)))))
###Description 3x3 intersecting lines with diagonals. Play occurs on the intersections of the lines. Players each have three pieces, initially placed on the sides closest to the player. Players move the pieces to an adjacent unoccupied intersection along the lines. The goal is to make three in a row which cannot be in the starting position. ###Ludii (game "Epelle" (players 2) (equipment {(board (rectangle 3 diagonals:Alternating) use:Vertex) (piece "Marker" Each (move Step (to if:(is Empty (to))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2))}) (play (forEach Piece)) (end (if (and (not (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover)))) (is Line 3)) (result Mover Win)))))
3x3 intersecting lines with diagonals. Play occurs on the intersections of the lines. Each player has three pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they win. Once all pieces are placed, players take turns moving pieces one spot to an adjacent point along the lines trying to make three in a row.
(game "Fanorona Telo" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
###Description 3x3 intersecting lines with diagonals. Play occurs on the intersections of the lines. Each player has three pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they win. Once all pieces are placed, players take turns moving pieces one spot to an adjacent point along the lines trying to make three in a row. ###Ludii (game "Fanorona Telo" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
5x5 board. Twelve pieces per player. Players alternate turns placing two pieces on the board. When all of the pieces are placed, players alternate turns moving one piece orthogonally any distance. The first player to place five of their pieces in an orthogonal or diagonal line wins.
(game "Fart (5x5)" (players 2) (equipment {(board (square 5)) (piece "Marker" Each (move Slide Orthogonal)) (hand Each)}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Move")) (phase "Move" (play (forEach Piece)))} (end (if (is Line 5) (result Mover Win)))))
###Description 5x5 board. Twelve pieces per player. Players alternate turns placing two pieces on the board. When all of the pieces are placed, players alternate turns moving one piece orthogonally any distance. The first player to place five of their pieces in an orthogonal or diagonal line wins. ###Ludii (game "Fart (5x5)" (players 2) (equipment {(board (square 5)) (piece "Marker" Each (move Slide Orthogonal)) (hand Each)}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Move")) (phase "Move" (play (forEach Piece)))} (end (if (is Line 5) (result Mover Win)))))
7x7 board. 24 pieces per player. Players alternate turns placing two pieces on the board. When all of the pieces are placed, players alternate turns moving one piece orthogonally any distance. The first player to place seven of their pieces in an orthogonal or diagonal line wins.
(game "Fart (7x7)" (players 2) (equipment {(board (square 7)) (piece "Marker" Each (move Slide Orthogonal)) (hand Each)}) (rules (start (place "Marker" "Hand" count:24)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Move")) (phase "Move" (play (forEach Piece)))} (end (if (is Line 7) (result Mover Win)))))
###Description 7x7 board. 24 pieces per player. Players alternate turns placing two pieces on the board. When all of the pieces are placed, players alternate turns moving one piece orthogonally any distance. The first player to place seven of their pieces in an orthogonal or diagonal line wins. ###Ludii (game "Fart (7x7)" (players 2) (equipment {(board (square 7)) (piece "Marker" Each (move Slide Orthogonal)) (hand Each)}) (rules (start (place "Marker" "Hand" count:24)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Move")) (phase "Move" (play (forEach Piece)))} (end (if (is Line 7) (result Mover Win)))))
Three concentric squares, with lines connecting the midpoints of the sides. Eleven pieces per player. Players alternate turns placing a piece on the board. When a player lines up three of their pieces in a row along one of the lines of the board, the player removes one of the opponent's pieces. When all of the pieces are placed, players move their pieces one spot along the lines of the board. The player who captures all of the opponent's pieces wins.
(game "Fettas" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:11)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description Three concentric squares, with lines connecting the midpoints of the sides. Eleven pieces per player. Players alternate turns placing a piece on the board. When a player lines up three of their pieces in a row along one of the lines of the board, the player removes one of the opponent's pieces. When all of the pieces are placed, players move their pieces one spot along the lines of the board. The player who captures all of the opponent's pieces wins. ###Ludii (game "Fettas" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:11)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Played on a square grid (8x8 or larger) with two players. Players alternate placing one stone of their colour on the board on any empty point. If a player makes a line of five pieces, either orthogonally or diagonally, they win; but if they make a line of four pieces, they lose. Played on a size 10 board.
(game "Fivalath" (players 2) (equipment {(board (square 10) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Line 5 All) (result Mover Win)) (if (is Line 4 All) (result Mover Loss))})))
###Description Played on a square grid (8x8 or larger) with two players. Players alternate placing one stone of their colour on the board on any empty point. If a player makes a line of five pieces, either orthogonally or diagonally, they win; but if they make a line of four pieces, they lose. Played on a size 10 board. ###Ludii (game "Fivalath" (players 2) (equipment {(board (square 10) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Line 5 All) (result Mover Win)) (if (is Line 4 All) (result Mover Loss))})))
The board has two concentric squares, with a line connecting the center points of each side of the two squares, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each player has five pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they can remove one of the opponent's pieces. Once all pieces are place, players take turns moving pieces one spot to an adjacent point along the lines. If a player makes three in a row, an opponent's piece is removed as in the first phase of the game. The game is won when the opponent is reduced to two pieces. Any Enemy piece can be captured.
(game "Five Men's Morris" (players 2) (equipment {(board (concentric Square rings:2) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:5)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
###Description The board has two concentric squares, with a line connecting the center points of each side of the two squares, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each player has five pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they can remove one of the opponent's pieces. Once all pieces are place, players take turns moving pieces one spot to an adjacent point along the lines. If a player makes three in a row, an opponent's piece is removed as in the first phase of the game. The game is won when the opponent is reduced to two pieces. Any Enemy piece can be captured. ###Ludii (game "Five Men's Morris" (players 2) (equipment {(board (concentric Square rings:2) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:5)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Your goal in Gobblet Junior is to place three of your pieces in a horizontal, vertical or diagonal row. Your pieces can stack on top of each other, and they start the game nested, off the board. On a turn, you either play one exposed piece from your three off-the-board piles or move one piece on the board to any other spot on the board where it fits. A larger piece can cover any smaller piece. Your memory is tested as you try to remember which color one of your larger pieces is covering before you move it. As soon as a player has three like-colored pieces in a row, he wins.
(game "Gobblet Gobblers" (players 2) (equipment {(board (square 3)) (piece "Disc1" Each) (piece "Disc2" Each) (piece "Disc3" Each) (hand Each size:3)}) (rules (start {(place Stack "Disc11" (handSite P1) count:3) (place Stack "Disc12" (handSite P2) count:3) (place Stack "Disc21" (handSite P1 1) count:3) (place Stack "Disc22" (handSite P2 1) count:3) (place Stack "Disc31" (handSite P1 2) count:3) (place Stack "Disc32" (handSite P2 2) count:3)}) (play (or (move (from (sites Hand Mover)) (to (sites Board) if:(and (!= (from) (to)) (or (is Empty (to)) (< (- (what at:(from) level:(topLevel at:(from))) (who at:(from) level:(topLevel at:(from)))) (- (what at:(to) level:(topLevel at:(to))) (who at:(to) level:(topLevel at:(to))))))))) (move (from (sites Occupied by:Mover top:True)) (to (sites Board) if:(and (!= (from) (to)) (or (is Empty (to)) (< (- (what at:(from) level:(topLevel at:(from))) (who at:(from) level:(topLevel at:(from)))) (- (what at:(to) level:(topLevel at:(to))) (who at:(to) level:(topLevel at:(to))))))))))) (end (forEach Player if:(is Line 3 Player top:True) (result Player Win)))))
###Description Your goal in Gobblet Junior is to place three of your pieces in a horizontal, vertical or diagonal row. Your pieces can stack on top of each other, and they start the game nested, off the board. On a turn, you either play one exposed piece from your three off-the-board piles or move one piece on the board to any other spot on the board where it fits. A larger piece can cover any smaller piece. Your memory is tested as you try to remember which color one of your larger pieces is covering before you move it. As soon as a player has three like-colored pieces in a row, he wins. ###Ludii (game "Gobblet Gobblers" (players 2) (equipment {(board (square 3)) (piece "Disc1" Each) (piece "Disc2" Each) (piece "Disc3" Each) (hand Each size:3)}) (rules (start {(place Stack "Disc11" (handSite P1) count:3) (place Stack "Disc12" (handSite P2) count:3) (place Stack "Disc21" (handSite P1 1) count:3) (place Stack "Disc22" (handSite P2 1) count:3) (place Stack "Disc31" (handSite P1 2) count:3) (place Stack "Disc32" (handSite P2 2) count:3)}) (play (or (move (from (sites Hand Mover)) (to (sites Board) if:(and (!= (from) (to)) (or (is Empty (to)) (< (- (what at:(from) level:(topLevel at:(from))) (who at:(from) level:(topLevel at:(from)))) (- (what at:(to) level:(topLevel at:(to))) (who at:(to) level:(topLevel at:(to))))))))) (move (from (sites Occupied by:Mover top:True)) (to (sites Board) if:(and (!= (from) (to)) (or (is Empty (to)) (< (- (what at:(from) level:(topLevel at:(from))) (who at:(from) level:(topLevel at:(from)))) (- (what at:(to) level:(topLevel at:(to))) (who at:(to) level:(topLevel at:(to))))))))))) (end (forEach Player if:(is Line 3 Player top:True) (result Player Win)))))
Played on a Go board, using 15x15 of the intersecting lines. The first player places 2 black and 1 white piece on the board. The second player can then choose to: play as black, play as white and place another white piece, or place two more stones and let the other player choose which color to play. Players take turns placing pieces in an attempt to make 5 in a row. In the Standard version, rows of more than five do not count. Played on a 15x15 board. Open anywhere. Win with a line of exactly five stones.
(game "Gomoku" (players 2) (equipment {(board (square 15) use:Vertex) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Line 5 All exact:True) (result Mover Win)))))
###Description Played on a Go board, using 15x15 of the intersecting lines. The first player places 2 black and 1 white piece on the board. The second player can then choose to: play as black, play as white and place another white piece, or place two more stones and let the other player choose which color to play. Players take turns placing pieces in an attempt to make 5 in a row. In the Standard version, rows of more than five do not count. Played on a 15x15 board. Open anywhere. Win with a line of exactly five stones. ###Ludii (game "Gomoku" (players 2) (equipment {(board (square 15) use:Vertex) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Line 5 All exact:True) (result Mover Win)))))
Three concentric triangles, with lines connecting their midpoints and corners. Eight pieces per player. Players alternate turns placing a piece on an empty spot on the board. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent spot along the lines. When a player places three of their pieces in a row, they remove one of the opponent's pieces from the board. A piece that is in a three-in-a-row pattern cannot be removed. The player who removes all of the opponent's pieces wins.
(game "Gurgaldaj" (players 2) (equipment {(board (concentric Triangle rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:8)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description Three concentric triangles, with lines connecting their midpoints and corners. Eight pieces per player. Players alternate turns placing a piece on an empty spot on the board. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent spot along the lines. When a player places three of their pieces in a row, they remove one of the opponent's pieces from the board. A piece that is in a three-in-a-row pattern cannot be removed. The player who removes all of the opponent's pieces wins. ###Ludii (game "Gurgaldaj" (players 2) (equipment {(board (concentric Triangle rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:8)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Two triangles, which form a six-pointed star, with lines connecting the corner of one triangle with the corner of the other triangle which is opposite it. Nine pieces per player. Players alternate turns placing a piece on an empty point on the board. Players cannot place a piece in the central point during this phase. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent point on the board. During either phase, when a player places three of their pieces in a row, they remove one of the opponent's pieces. When three pieces are in a three-in-a-row pattern, they cannot be removed. The player who removes all of the opponent's pieces from the board wins.
(game "Jeson Zam" (players 2) (equipment {(board (add (remove (add (merge {(rotate 30 (tri 2)) (shift 0.2 0 (rotate -30 (tri 2)))}) vertices:{{0.6 0.3}}) edges:{{0 2} {0 1} {1 2} {3 5} {5 4} {4 3}}) vertices:{{0.6 0.625} {0.915 0.3} {0.285 0.3} {0.6 -0.01} {0.285 0.1725} {0.285 0.4375} {0.915 0.4375} {0.915 0.1725} {0.75 0.075} {0.45 0.075} {0.75 0.535} {0.45 0.535}} edges:{{1 13} {13 17} {17 7} {7 2} {2 12} {12 9} {9 11} {11 0} {5 13} {13 8} {8 14} {14 4} {1 14} {14 15} {15 10} {10 0} {5 7} {7 18} {18 12} {12 3} {3 11} {11 16} {16 10} {10 4} {0 16} {16 6} {6 17} {17 5} {4 15} {15 6} {6 18} {18 2} {3 9} {9 6} {6 8} {8 1}}) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre))) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description Two triangles, which form a six-pointed star, with lines connecting the corner of one triangle with the corner of the other triangle which is opposite it. Nine pieces per player. Players alternate turns placing a piece on an empty point on the board. Players cannot place a piece in the central point during this phase. When all of the pieces are placed, players alternate turns moving a piece to an empty adjacent point on the board. During either phase, when a player places three of their pieces in a row, they remove one of the opponent's pieces. When three pieces are in a three-in-a-row pattern, they cannot be removed. The player who removes all of the opponent's pieces from the board wins. ###Ludii (game "Jeson Zam" (players 2) (equipment {(board (add (remove (add (merge {(rotate 30 (tri 2)) (shift 0.2 0 (rotate -30 (tri 2)))}) vertices:{{0.6 0.3}}) edges:{{0 2} {0 1} {1 2} {3 5} {5 4} {4 3}}) vertices:{{0.6 0.625} {0.915 0.3} {0.285 0.3} {0.6 -0.01} {0.285 0.1725} {0.285 0.4375} {0.915 0.4375} {0.915 0.1725} {0.75 0.075} {0.45 0.075} {0.75 0.535} {0.45 0.535}} edges:{{1 13} {13 17} {17 7} {7 2} {2 12} {12 9} {9 11} {11 0} {5 13} {13 8} {8 14} {14 4} {1 14} {14 15} {15 10} {10 0} {5 7} {7 18} {18 12} {12 3} {3 11} {11 16} {16 10} {10 4} {0 16} {16 6} {6 17} {17 5} {4 15} {15 6} {6 18} {18 2} {3 9} {9 6} {6 8} {8 1}}) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre))) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
DROP - A player, on his turn, can drop a stone on an empty cell. SHIFT - Instead of dropping a stone, the player may decide to shift one row or column, one cell left/right (for rows) or up/down (for columns). All stones are shifted on the chosen direction. If a stone is shifted off-board, it is placed on the other end of the shifted row/column (so, for shift purposes, the board is a Torus). KO rule- If a player has just shifted, the next player cannot shift that row/column. GOAL - A player wins when he makes a 5 in-a-row (orthogonal or diagonal). If a shift give both players a 5 in-a-row, wins the player that made that shift.
(game "Kassle" (players 2) (equipment {(board (square 5)) (piece "Square" Each)}) (rules (play (or {(move Add (to (sites Empty))) (move Select (from (forEach (sites Column (- (count Columns) 1)) if:(not (all Sites (sites Row (row of:(site))) if:(is Empty (site)))))) (to (ahead (from) W) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Row (row of:(last From))) (remove (site))) (forEach Site (sites Row (row of:(last From))) (if (!= (ahead (site) W) (site)) (add (piece (what at:(site))) (to (ahead (site) W))) (add (piece (what at:(site))) (to (coord row:(row of:(last From)) column:(- (count Columns) 1)))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(row of:(last From)) column:0) (ahead (coord row:(row of:(last From)) column:0) E)))}))) (move Select (from (forEach (sites Column 0) if:(not (all Sites (sites Row (row of:(site))) if:(is Empty (site)))))) (to (ahead (from) E) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Row (row of:(last From))) (remove (site))) (forEach Site (sites Row (row of:(last From))) (if (!= (ahead (site) E) (site)) (add (piece (what at:(site))) (to (ahead (site) E))) (add (piece (what at:(site))) (to (coord row:(row of:(last From)) column:0))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(row of:(last From)) column:(- (count Columns) 1)) (ahead (coord row:(row of:(last From)) column:(- (count Columns) 1)) W)))}))) (move Select (from (forEach (sites Row 0) if:(not (all Sites (sites Column (column of:(site))) if:(is Empty (site)))))) (to (ahead (from) N) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Column (column of:(last From))) (remove (site))) (forEach Site (sites Column (column of:(last From))) (if (!= (ahead (site) N) (site)) (add (piece (what at:(site))) (to (ahead (site) N))) (add (piece (what at:(site))) (to (coord row:0 column:(column of:(last From))))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(- (count Rows) 1) column:(column of:(last To))) (ahead (coord row:(- (count Rows) 1) column:(column of:(last To))) S)))}))) (move Select (from (forEach (sites Row (- (count Rows) 1)) if:(not (all Sites (sites Column (column of:(site))) if:(is Empty (site)))))) (to (ahead (from) S) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Column (column of:(last From))) (remove (site))) (forEach Site (sites Column (column of:(last From))) (if (!= (ahead (site) S) (site)) (add (piece (what at:(site))) (to (ahead (site) S))) (add (piece (what at:(site))) (to (coord row:(- (count Rows) 1) column:(column of:(last From))))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(- (count Rows) 1) column:0) (ahead (coord row:(- (count Rows) 1) column:0) N)))})))})) (end {(if (and (not (all Sites (sites Occupied by:P1) if:(not (is Line 5 through:(site))))) (not (all Sites (sites Occupied by:P2) if:(not (is Line 5 through:(site)))))) (result Mover Win)) (if (not (all Sites (sites Occupied by:P1) if:(not (is Line 5 through:(site))))) (result P1 Win)) (if (not (all Sites (sites Occupied by:P2) if:(not (is Line 5 through:(site))))) (result P2 Win))})))
###Description DROP - A player, on his turn, can drop a stone on an empty cell. SHIFT - Instead of dropping a stone, the player may decide to shift one row or column, one cell left/right (for rows) or up/down (for columns). All stones are shifted on the chosen direction. If a stone is shifted off-board, it is placed on the other end of the shifted row/column (so, for shift purposes, the board is a Torus). KO rule- If a player has just shifted, the next player cannot shift that row/column. GOAL - A player wins when he makes a 5 in-a-row (orthogonal or diagonal). If a shift give both players a 5 in-a-row, wins the player that made that shift. ###Ludii (game "Kassle" (players 2) (equipment {(board (square 5)) (piece "Square" Each)}) (rules (play (or {(move Add (to (sites Empty))) (move Select (from (forEach (sites Column (- (count Columns) 1)) if:(not (all Sites (sites Row (row of:(site))) if:(is Empty (site)))))) (to (ahead (from) W) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Row (row of:(last From))) (remove (site))) (forEach Site (sites Row (row of:(last From))) (if (!= (ahead (site) W) (site)) (add (piece (what at:(site))) (to (ahead (site) W))) (add (piece (what at:(site))) (to (coord row:(row of:(last From)) column:(- (count Columns) 1)))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(row of:(last From)) column:0) (ahead (coord row:(row of:(last From)) column:0) E)))}))) (move Select (from (forEach (sites Column 0) if:(not (all Sites (sites Row (row of:(site))) if:(is Empty (site)))))) (to (ahead (from) E) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Row (row of:(last From))) (remove (site))) (forEach Site (sites Row (row of:(last From))) (if (!= (ahead (site) E) (site)) (add (piece (what at:(site))) (to (ahead (site) E))) (add (piece (what at:(site))) (to (coord row:(row of:(last From)) column:0))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(row of:(last From)) column:(- (count Columns) 1)) (ahead (coord row:(row of:(last From)) column:(- (count Columns) 1)) W)))}))) (move Select (from (forEach (sites Row 0) if:(not (all Sites (sites Column (column of:(site))) if:(is Empty (site)))))) (to (ahead (from) N) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Column (column of:(last From))) (remove (site))) (forEach Site (sites Column (column of:(last From))) (if (!= (ahead (site) N) (site)) (add (piece (what at:(site))) (to (ahead (site) N))) (add (piece (what at:(site))) (to (coord row:0 column:(column of:(last From))))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(- (count Rows) 1) column:(column of:(last To))) (ahead (coord row:(- (count Rows) 1) column:(column of:(last To))) S)))}))) (move Select (from (forEach (sites Row (- (count Rows) 1)) if:(not (all Sites (sites Column (column of:(site))) if:(is Empty (site)))))) (to (ahead (from) S) if:(not (is In (+ (from) (to)) (sites Pending)))) (then (and {(forEach Site (sites Column (column of:(last From))) (remove (site))) (forEach Site (sites Column (column of:(last From))) (if (!= (ahead (site) S) (site)) (add (piece (what at:(site))) (to (ahead (site) S))) (add (piece (what at:(site))) (to (coord row:(- (count Rows) 1) column:(column of:(last From))))))) (set Pending (+ (last From) (last To))) (set Pending (+ (coord row:(- (count Rows) 1) column:0) (ahead (coord row:(- (count Rows) 1) column:0) N)))})))})) (end {(if (and (not (all Sites (sites Occupied by:P1) if:(not (is Line 5 through:(site))))) (not (all Sites (sites Occupied by:P2) if:(not (is Line 5 through:(site)))))) (result Mover Win)) (if (not (all Sites (sites Occupied by:P1) if:(not (is Line 5 through:(site))))) (result P1 Win)) (if (not (all Sites (sites Occupied by:P2) if:(not (is Line 5 through:(site))))) (result P2 Win))})))
Three intersecting lines, with diagonals drawn in the square. Two players. Three pieces per player, one playing as red and the other as white. The red player plays first and places their piece in the central spot. Players alternate turns placing one of their pieces on an empty space on the board. When all of the pieces are placed, players alternate turns moving one of their pieces to an empty adjacent spot on the board along the lines. The first player to place three of their pieces in a row wins.
(game "Katsela" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Opening" (play (move (from (handSite Mover)) (to (centrePoint)))) (nextPhase "Placing")) (phase "Placing" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Moving")) (phase "Moving" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
###Description Three intersecting lines, with diagonals drawn in the square. Two players. Three pieces per player, one playing as red and the other as white. The red player plays first and places their piece in the central spot. Players alternate turns placing one of their pieces on an empty space on the board. When all of the pieces are placed, players alternate turns moving one of their pieces to an empty adjacent spot on the board along the lines. The first player to place three of their pieces in a row wins. ###Ludii (game "Katsela" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Opening" (play (move (from (handSite Mover)) (to (centrePoint)))) (nextPhase "Placing")) (phase "Placing" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Moving")) (phase "Moving" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Keryo-Pente is played on a 19x19 Go board. White goes first, and plays their first move on the centre point (unless playing Freestyle). After the opening, players alternate playing one stone of their colour onto any empty point. If their placement results in a pair or a line of three enemy stones being sandwiched between two of their own stones, those enemy stones are captured. The first player to form an orthogonal or diagonal line of five (or more) of their stones, or to capture 15 enemy stones, wins the game. Played on a 19x19 board. Open at the centre point.
(game "Keryo-Pente" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Ball" Each)}) (rules (start (set Score Each 0)) phases:{(phase "Opening" (play (move Add (to (sites "J10")))) (nextPhase "General")) (phase "General" (play (move Add (to (sites Empty)) (then (custodial (from (last To)) All (between if:(is Next (who at:(between))) (apply (remove (between)))) (to if:(and (or (= 3 (count Steps Vertex All (last To) (to))) (= 4 (count Steps Vertex All (last To) (to)))) (is Mover (who at:(to))))) (then (addScore Mover 1)))))))} (end {(if (is Line 5 All) (result Mover Win)) (if (> (score Mover) 14) (result Mover Win))})))
###Description Keryo-Pente is played on a 19x19 Go board. White goes first, and plays their first move on the centre point (unless playing Freestyle). After the opening, players alternate playing one stone of their colour onto any empty point. If their placement results in a pair or a line of three enemy stones being sandwiched between two of their own stones, those enemy stones are captured. The first player to form an orthogonal or diagonal line of five (or more) of their stones, or to capture 15 enemy stones, wins the game. Played on a 19x19 board. Open at the centre point. ###Ludii (game "Keryo-Pente" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Ball" Each)}) (rules (start (set Score Each 0)) phases:{(phase "Opening" (play (move Add (to (sites "J10")))) (nextPhase "General")) (phase "General" (play (move Add (to (sites Empty)) (then (custodial (from (last To)) All (between if:(is Next (who at:(between))) (apply (remove (between)))) (to if:(and (or (= 3 (count Steps Vertex All (last To) (to))) (= 4 (count Steps Vertex All (last To) (to)))) (is Mover (who at:(to))))) (then (addScore Mover 1)))))))} (end {(if (is Line 5 All) (result Mover Win)) (if (> (score Mover) 14) (result Mover Win))})))
Three concentric squares, with lines connecting the midpoints of the sides. Nine pieces per player. Players alternate turns placing a piece on the board. When a player places three of their pieces in a line of three along one of the lines on the board, they capture one of the opponent's pieces. When all of the pieces have been placed, players alternate turns moving one of their pieces to an adjacent empty spot on the board. Players cannot capture one of their opponent's pieces which is in a three-in-a-row alignment. The player who either captures seven of their opponent's pieces or blocks the opponent from being able to move wins.
(game "La Chascona" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (forEach Piece))))} (end (if (or (no Moves Next) (<= (count Pieces Next) 2)) (result Mover Win)))))
###Description Three concentric squares, with lines connecting the midpoints of the sides. Nine pieces per player. Players alternate turns placing a piece on the board. When a player places three of their pieces in a line of three along one of the lines on the board, they capture one of the opponent's pieces. When all of the pieces have been placed, players alternate turns moving one of their pieces to an adjacent empty spot on the board. Players cannot capture one of their opponent's pieces which is in a three-in-a-row alignment. The player who either captures seven of their opponent's pieces or blocks the opponent from being able to move wins. ###Ludii (game "La Chascona" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (forEach Piece))))} (end (if (or (no Moves Next) (<= (count Pieces Next) 2)) (result Mover Win)))))
3x3 board with diagonals. Three pieces per player. Players take turns placing their pieces. Once all pieces have been placed, they may move a piece to any unoccupied spot. The first player to align their three pieces in a row along one of lines on the board is the winner. The board is 3x3 and the winning conditions is a 3 in a row.
(game "Les Pendus" (players 2) (equipment {(board (square 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" 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 (is Line 3) (result Mover Win)))))
###Description 3x3 board with diagonals. Three pieces per player. Players take turns placing their pieces. Once all pieces have been placed, they may move a piece to any unoccupied spot. The first player to align their three pieces in a row along one of lines on the board is the winner. The board is 3x3 and the winning conditions is a 3 in a row. ###Ludii (game "Les Pendus" (players 2) (equipment {(board (square 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" 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 (is Line 3) (result Mover Win)))))
3x3 intersecting lines, with diagonals. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. Once all of the pieces are placed, the players alternate turns moving a piece to an empty adjacent spot along the lines. The first player to place three pieces in a line wins.
(game "Liu Tsi" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
###Description 3x3 intersecting lines, with diagonals. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. Once all of the pieces are placed, the players alternate turns moving a piece to an empty adjacent spot along the lines. The first player to place three pieces in a line wins. ###Ludii (game "Liu Tsi" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
5x5 intersecting lines, with diagonals in the quadrants. Five pieces per player. Players alternate turns placing a piece on the board. Once all of the pieces are placed on the board, players alternate turns moving a piece to an empty adjacent spot on the board. The player who places all five of their pieces in a line wins.
(game "Marelle Quadruple" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:5)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 5) (result Mover Win)))))
###Description 5x5 intersecting lines, with diagonals in the quadrants. Five pieces per player. Players alternate turns placing a piece on the board. Once all of the pieces are placed on the board, players alternate turns moving a piece to an empty adjacent spot on the board. The player who places all five of their pieces in a line wins. ###Ludii (game "Marelle Quadruple" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:5)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 5) (result Mover Win)))))
Three concentric squares, the corners and midpoints of the squares connected with lines. Nine pieces per player. Players alternate turns placing a piece on an empty spot on the board. When all of the pieces are placed, the players alternate turns moving a piece to an empty adjacent spot along the lines. During either phase, when a player places three of their pieces in a row along the orthogonal lines (not along the diagonal lines), the player removes any one of the opponent's pieces. When a player is reduced to four pieces, they may move a piece to any open spot on the board. The player who reduces the opponent to two pieces wins.
(game "Marelle Triple" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (or {(is Line 3 N exact:True) (is Line 3 S exact:True) (is Line 3 E exact:True) (is Line 3 W exact:True)}) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (or {(is Line 3 N exact:True) (is Line 3 S exact:True) (is Line 3 E exact:True) (is Line 3 W exact:True)}) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (if (> (count Pieces Mover) 4) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
###Description Three concentric squares, the corners and midpoints of the squares connected with lines. Nine pieces per player. Players alternate turns placing a piece on an empty spot on the board. When all of the pieces are placed, the players alternate turns moving a piece to an empty adjacent spot along the lines. During either phase, when a player places three of their pieces in a row along the orthogonal lines (not along the diagonal lines), the player removes any one of the opponent's pieces. When a player is reduced to four pieces, they may move a piece to any open spot on the board. The player who reduces the opponent to two pieces wins. ###Ludii (game "Marelle Triple" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (or {(is Line 3 N exact:True) (is Line 3 S exact:True) (is Line 3 E exact:True) (is Line 3 W exact:True)}) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (or {(is Line 3 N exact:True) (is Line 3 S exact:True) (is Line 3 E exact:True) (is Line 3 W exact:True)}) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (if (> (count Pieces Mover) 4) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
DROP - On each turn, each player picks any stone of either color, and changes its color. Then, like in Othello, flips all stones of the other color that are between that stone and the next of same color, in any orthogonal or diagonal direction. GOAL - One player wins if it is able to make an horizontal 8 in-a-row of stones of any color. The other player wins by making a vertical 8 in-a-row. If, after a move, there are one horizontal and one vertical 8 in-a-row, the player that made the move losses.
(game "Minefield" (players 2) (equipment {(board (square 8)) (piece "Disc" Neutral (flips 1 2))}) (rules (start {(place "Disc0" (sites Phase 0) state:1) (place "Disc0" (sites Phase 1) state:2)}) (play (move Select (from (sites Board)) (then (flip (last To) (then (custodial (from (last To)) Adjacent (between if:(!= (state at:(between)) (state at:(last To))) (apply (allCombinations (add (piece "Disc0" state:(mover)) (to (last To))) (flip (between))))) (to if:(= (state at:(to)) (state at:(last To)))))))))) (end {(if (and (!= 0 (count Sites in:(forEach (sites Column 0) if:(or (all Sites (sites Row (row of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Row (row of:(site))) if:(= 2 (state at:(site)))))))) (!= 0 (count Sites in:(forEach (sites Row 0) if:(or (all Sites (sites Column (column of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Column (column of:(site))) if:(= 2 (state at:(site))))))))) (result Mover Loss)) (if (!= 0 (count Sites in:(forEach (sites Column 0) if:(or (all Sites (sites Row (row of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Row (row of:(site))) if:(= 2 (state at:(site)))))))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Row 0) if:(or (all Sites (sites Column (column of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Column (column of:(site))) if:(= 2 (state at:(site)))))))) (result P2 Win))})))
###Description DROP - On each turn, each player picks any stone of either color, and changes its color. Then, like in Othello, flips all stones of the other color that are between that stone and the next of same color, in any orthogonal or diagonal direction. GOAL - One player wins if it is able to make an horizontal 8 in-a-row of stones of any color. The other player wins by making a vertical 8 in-a-row. If, after a move, there are one horizontal and one vertical 8 in-a-row, the player that made the move losses. ###Ludii (game "Minefield" (players 2) (equipment {(board (square 8)) (piece "Disc" Neutral (flips 1 2))}) (rules (start {(place "Disc0" (sites Phase 0) state:1) (place "Disc0" (sites Phase 1) state:2)}) (play (move Select (from (sites Board)) (then (flip (last To) (then (custodial (from (last To)) Adjacent (between if:(!= (state at:(between)) (state at:(last To))) (apply (allCombinations (add (piece "Disc0" state:(mover)) (to (last To))) (flip (between))))) (to if:(= (state at:(to)) (state at:(last To)))))))))) (end {(if (and (!= 0 (count Sites in:(forEach (sites Column 0) if:(or (all Sites (sites Row (row of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Row (row of:(site))) if:(= 2 (state at:(site)))))))) (!= 0 (count Sites in:(forEach (sites Row 0) if:(or (all Sites (sites Column (column of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Column (column of:(site))) if:(= 2 (state at:(site))))))))) (result Mover Loss)) (if (!= 0 (count Sites in:(forEach (sites Column 0) if:(or (all Sites (sites Row (row of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Row (row of:(site))) if:(= 2 (state at:(site)))))))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Row 0) if:(or (all Sites (sites Column (column of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Column (column of:(site))) if:(= 2 (state at:(site)))))))) (result P2 Win))})))
Three concentric squares, with lines connecting the corners and midpoints of the squares. Twelve pieces per player. In the first phase, players take turns placing pieces on an empty spot on the board. If they place three pieces so they are in a line, forming a "meul." they remove one of the opponent's pieces that is not in a "meul." Once all the pieces are placed, the second phase begins, in which players take turns moving one piece to an adjacent empty spot. When a "meul" is formed, the player removes one of the opponent's pieces that is not in a "meul." When one player is reduced to three pieces, they may move their pieces to any empty spot on the board. The player who reduces their opponent to two pieces wins.
(game "Mlabalaba" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (if (= 3 (count Pieces Mover)) (move (from (from)) (to (sites Empty))) (move Step (to if:(is Empty (to)))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (forEach NonMover if:(= 2 (count Pieces Player)) (result Player Loss)))))
###Description Three concentric squares, with lines connecting the corners and midpoints of the squares. Twelve pieces per player. In the first phase, players take turns placing pieces on an empty spot on the board. If they place three pieces so they are in a line, forming a "meul." they remove one of the opponent's pieces that is not in a "meul." Once all the pieces are placed, the second phase begins, in which players take turns moving one piece to an adjacent empty spot. When a "meul" is formed, the player removes one of the opponent's pieces that is not in a "meul." When one player is reduced to three pieces, they may move their pieces to any empty spot on the board. The player who reduces their opponent to two pieces wins. ###Ludii (game "Mlabalaba" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (if (= 3 (count Pieces Mover)) (move (from (from)) (to (sites Empty))) (move Step (to if:(is Empty (to)))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (forEach NonMover if:(= 2 (count Pieces Player)) (result Player Loss)))))
Three concentric squares, with lines connecting the midpoints of the squares with the center of the square and four lines connecting the corners of the outer two squares. Twelve pieces per player. In the first phase, players take turns placing pieces on an empty spot on the board. If they place three pieces so they are in a line, forming a "meul." they remove one of the opponent's pieces that is not in a "meul." Once all the pieces are placed, the second phase begins, in which players take turns moving one piece to an adjacent empty spot. When a "meul" is formed, the player removes one fo the opponent's pieces that is not in a "meul." When one player is reduced to three pieces, they may move their pieces to any empty spot on the board. The player who reduces their opponent to two pieces wins.
(game "Morabaraba" (players 2) (equipment {(board (remove (add (concentric Square rings:3 joinCorners:True) vertices:{{0 0}} edges:{{11 24} {16 24} {7 24} {12 24}}) edges:{{3 6} {8 5} {17 20} {15 18}}) use:Vertex) (hand Each) (piece "Marker" Each (if (> (count Pieces Mover) 3) (move Step (to if:(is Empty (to)))) (move (from) (to (sites Empty))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 through:(site))))) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
###Description Three concentric squares, with lines connecting the midpoints of the squares with the center of the square and four lines connecting the corners of the outer two squares. Twelve pieces per player. In the first phase, players take turns placing pieces on an empty spot on the board. If they place three pieces so they are in a line, forming a "meul." they remove one of the opponent's pieces that is not in a "meul." Once all the pieces are placed, the second phase begins, in which players take turns moving one piece to an adjacent empty spot. When a "meul" is formed, the player removes one fo the opponent's pieces that is not in a "meul." When one player is reduced to three pieces, they may move their pieces to any empty spot on the board. The player who reduces their opponent to two pieces wins. ###Ludii (game "Morabaraba" (players 2) (equipment {(board (remove (add (concentric Square rings:3 joinCorners:True) vertices:{{0 0}} edges:{{11 24} {16 24} {7 24} {12 24}}) edges:{{3 6} {8 5} {17 20} {15 18}}) use:Vertex) (hand Each) (piece "Marker" Each (if (> (count Pieces Mover) 3) (move Step (to if:(is Empty (to)))) (move (from) (to (sites Empty))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 through:(site))))) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
According to the given rules, the pieces, eight on each army, start in reserve off the board. A move consists of either: 1) placing a piece from your reserve on any vacant square; 2) moving a piece to any adjacent square, orthogonally or diagonally (as a chess king), or 3) capturing an enemy piece by jumping it, like an 8-directional checker. Multiple jumps are allowed. When a jump is possible, jumping is compulsory, though the player may choose any jumping move available and need not capture the greatest possible number of pieces. The object is either to form a line of three of your pieces, orthogonally or diagonally with no intervening spaces, or to capture six enemy pieces (i.e. reduce your enemy’s forces to two so that he cannot win).
(game "Moxie" (players 2) (equipment {(board (square 4)) (piece "Pawn" Each) (hand Each)}) (rules (start (place "Pawn" "Hand" count:8)) (play (if (is Prev Mover) (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (priority {(forEach Piece (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (sites Empty)))) (forEach Piece (move Step (to if:(is Empty (to))))))}))) (end {(forEach NonMover if:(<= (count Pieces Player) 2) (result Player Loss)) (if (is Line 3 All) (result Mover Win))})))
###Description According to the given rules, the pieces, eight on each army, start in reserve off the board. A move consists of either: 1) placing a piece from your reserve on any vacant square; 2) moving a piece to any adjacent square, orthogonally or diagonally (as a chess king), or 3) capturing an enemy piece by jumping it, like an 8-directional checker. Multiple jumps are allowed. When a jump is possible, jumping is compulsory, though the player may choose any jumping move available and need not capture the greatest possible number of pieces. The object is either to form a line of three of your pieces, orthogonally or diagonally with no intervening spaces, or to capture six enemy pieces (i.e. reduce your enemy’s forces to two so that he cannot win). ###Ludii (game "Moxie" (players 2) (equipment {(board (square 4)) (piece "Pawn" Each) (hand Each)}) (rules (start (place "Pawn" "Hand" count:8)) (play (if (is Prev Mover) (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (priority {(forEach Piece (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (sites Empty)))) (forEach Piece (move Step (to if:(is Empty (to))))))}))) (end {(forEach NonMover if:(<= (count Pieces Player) 2) (result Player Loss)) (if (is Line 3 All) (result Mover Win))})))
Three concentric squares, with lines connecting the corners and the midpoints of the sides. Twelve pieces per player. Players alternate turns placing a piece on the board. When a player makes a line of three of their pieces, they may remove one of the opponent's pieces. When all of the pieces have been placed, players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece in the four outside corner spaces is allowed to move to any empty spot on the board. The player who captures all of the opponent's pieces wins.
(game "Mulabalaba" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (if (is In (from) (sites Corners)) (move (from (from)) (to (sites Empty))) (move Step (to if:(is Empty (to)))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
###Description Three concentric squares, with lines connecting the corners and the midpoints of the sides. Twelve pieces per player. Players alternate turns placing a piece on the board. When a player makes a line of three of their pieces, they may remove one of the opponent's pieces. When all of the pieces have been placed, players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece in the four outside corner spaces is allowed to move to any empty spot on the board. The player who captures all of the opponent's pieces wins. ###Ludii (game "Mulabalaba" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (if (is In (from) (sites Corners)) (move (from (from)) (to (sites Empty))) (move Step (to if:(is Empty (to)))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
Played on a board of three concentric squares, with a line bisecting the perimeters of each square on each side, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each player has nine pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they can remove one of the opponent's pieces. They cannot remove an opponent's piece that is in a three-in-a-row formation. Once all pieces are placed, players take turns moving pieces one spot to an adjacent point along the lines. If a player makes three in a row, an opponent's piece is removed as in the first phase of the game. The game is won when the opponent is reduced to two pieces. A player may also win by blocking their opponent from being able to move.
(game "Mylna" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain))))) (hand Each)}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end {(if (<= (count Pieces Next) 2) (result Next Loss)) (if (no Moves Next) (result Mover Win))})))
###Description Played on a board of three concentric squares, with a line bisecting the perimeters of each square on each side, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each player has nine pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they can remove one of the opponent's pieces. They cannot remove an opponent's piece that is in a three-in-a-row formation. Once all pieces are placed, players take turns moving pieces one spot to an adjacent point along the lines. If a player makes three in a row, an opponent's piece is removed as in the first phase of the game. The game is won when the opponent is reduced to two pieces. A player may also win by blocking their opponent from being able to move. ###Ludii (game "Mylna" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain))))) (hand Each)}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end {(if (<= (count Pieces Next) 2) (result Next Loss)) (if (no Moves Next) (result Mover Win))})))
Three concentric squares, with lines connecting the midpoints. Nine pieces per player. Players alternate turns placing a piece on the board on an empty spot. When all of the pieces have been placed, the players alternate turns moving a piece to an empty adjacent spot along the lines of the board. During either phase, if a player places three of their pieces in a row along the lines on the board, the player removes one of the opponent's pieces. The player who removes all of the opponent's peices wins.
(game "Nao Guti" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
###Description Three concentric squares, with lines connecting the midpoints. Nine pieces per player. Players alternate turns placing a piece on the board on an empty spot. When all of the pieces have been placed, the players alternate turns moving a piece to an empty adjacent spot along the lines of the board. During either phase, if a player places three of their pieces in a row along the lines on the board, the player removes one of the opponent's pieces. The player who removes all of the opponent's peices wins. ###Ludii (game "Nao Guti" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Three concentric squares with lines connecting the midpoints of the squares. Nine pieces per player. Players alternate turns placing one of their pieces on an empty space. If a player places three of their pieces along one of the straight lines, they take another turn. Once all of the pieces are on the board, players take turns moving a piece to an empty space on the board. When a player creates a line of three in this phase, the player removes one of the opponent's pieces, and receives another turn. The player who reduces the opponent to two pieces wins.
(game "Nerenchi Keliya" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (if (and (is Line 3) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (moveAgain))))) (nextPhase (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) "Movement")) (phase "Movement" (play (forEach Piece)) (nextPhase Mover (is Line 3) "Capture")) (phase "Capture" (play (move Remove (sites Occupied by:Enemy container:"Board") (then (moveAgain)))) (nextPhase Mover "Movement"))} (end (forEach Player if:(<= (count Pieces Player) 2) (result Player Loss)))))
###Description Three concentric squares with lines connecting the midpoints of the squares. Nine pieces per player. Players alternate turns placing one of their pieces on an empty space. If a player places three of their pieces along one of the straight lines, they take another turn. Once all of the pieces are on the board, players take turns moving a piece to an empty space on the board. When a player creates a line of three in this phase, the player removes one of the opponent's pieces, and receives another turn. The player who reduces the opponent to two pieces wins. ###Ludii (game "Nerenchi Keliya" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (if (and (is Line 3) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (moveAgain))))) (nextPhase (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) "Movement")) (phase "Movement" (play (forEach Piece)) (nextPhase Mover (is Line 3) "Capture")) (phase "Capture" (play (move Remove (sites Occupied by:Enemy container:"Board") (then (moveAgain)))) (nextPhase Mover "Movement"))} (end (forEach Player if:(<= (count Pieces Player) 2) (result Player Loss)))))
3x3 intersecting lines with diagonals. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. When a player succeeds in making a line of three with their pieces, they win.
(game "Ngre E E" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each)}) (rules (start (place "Marker" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
###Description 3x3 intersecting lines with diagonals. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. When a player succeeds in making a line of three with their pieces, they win. ###Ludii (game "Ngre E E" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "Marker" Each)}) (rules (start (place "Marker" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
Square with diagonals and lines connecting the midpoints of the sides. Three pieces per player. The first player places their piece in the center. Players alternate turns placing a piece on an empty spot on the board. The first player to make three in a row wins.
(game "Ngrin" (players 2) (equipment {(board (square 3 diagonals:Alternating) use:Vertex) (piece "Marker" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (centrePoint)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end (if (is Line 3) (result Mover Win)))))
###Description Square with diagonals and lines connecting the midpoints of the sides. Three pieces per player. The first player places their piece in the center. Players alternate turns placing a piece on an empty spot on the board. The first player to make three in a row wins. ###Ludii (game "Ngrin" (players 2) (equipment {(board (square 3 diagonals:Alternating) use:Vertex) (piece "Marker" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (centrePoint)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end (if (is Line 3) (result Mover Win)))))
3x3 intersecting lines. Three pieces per player. Players alternate turns placing pieces on an empty spot on the board. When all pieces are placed, players alternate turns moving a piece to any empty spot on the board. The first player to place their pieces in an orthogonal row along the lines wins.
(game "Nine Holes" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
###Description 3x3 intersecting lines. Three pieces per player. Players alternate turns placing pieces on an empty spot on the board. When all pieces are placed, players alternate turns moving a piece to any empty spot on the board. The first player to place their pieces in an orthogonal row along the lines wins. ###Ludii (game "Nine Holes" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Played on a board of three concentric squares, with a line bisecting the perimeters of each square on each side, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each player has nine pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they can remove one of the opponent's pieces. They cannot remove an opponent's piece that is in a three-in-a-row formation unless there are no other options. Once all pieces are placed, players take turns moving pieces one spot to an adjacent point along the lines. If a player makes three in a row, an opponent's piece is removed as in the first phase of the game. Once a player is reduced to three pieces, that player may move to any open space on the board. The game is won when the opponent is reduced to two pieces.
(game "Nine Men's Morris" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
###Description Played on a board of three concentric squares, with a line bisecting the perimeters of each square on each side, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each player has nine pieces. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they can remove one of the opponent's pieces. They cannot remove an opponent's piece that is in a three-in-a-row formation unless there are no other options. Once all pieces are placed, players take turns moving pieces one spot to an adjacent point along the lines. If a player makes three in a row, an opponent's piece is removed as in the first phase of the game. Once a player is reduced to three pieces, that player may move to any open space on the board. The game is won when the opponent is reduced to two pieces. ###Ludii (game "Nine Men's Morris" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "Marker" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Three concentric squares, with lines connecting the midpoints and diagonals of the squares. Twelve pieces per player. Players alternate turns placing one of their pieces on the board. When all of the pieces are placed, the pieces may be moved to an empty adjacent spot on the board. One player wins by placing three of their pieces in a row. The other player wins by blocking their opponent from being able to move. Player 1 wins by blocking.
(game "Niranchy" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:12)) 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 P2) (result P1 Win)) (if (is Line 3 P2) (result P2 Win))})))
###Description Three concentric squares, with lines connecting the midpoints and diagonals of the squares. Twelve pieces per player. Players alternate turns placing one of their pieces on the board. When all of the pieces are placed, the pieces may be moved to an empty adjacent spot on the board. One player wins by placing three of their pieces in a row. The other player wins by blocking their opponent from being able to move. Player 1 wins by blocking. ###Ludii (game "Niranchy" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:12)) 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 P2) (result P1 Win)) (if (is Line 3 P2) (result P2 Win))})))
A board is dead if it contains at least one set of three stones in a straight orthogonal or diagonal line. A board that is not dead is alive. On their turn, a player must place a piece on an empty square of a living board. When all boards are dead, the player who made the last placement loses.
(game "Notakto" (players 2) (equipment {(board (union {(square 3) (shift 0 4 (square 3)) (shift 0 8 (square 3)) (shift 0 12 (square 3)) (shift 4 0 (square 3)) (shift 4 4 (square 3)) (shift 4 8 (square 3)) (shift 4 12 (square 3)) (shift 8 0 (square 3)) (shift 8 4 (square 3)) (shift 8 8 (square 3)) (shift 8 12 (square 3)) (shift 12 0 (square 3)) (shift 12 4 (square 3)) (shift 12 8 (square 3)) (shift 12 12 (square 3))})) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty) if:(= 0 (state at:(to)))) (then (if (is Line 3) (forEach Site (expand origin:(last To) steps:2) (set State at:(site) 1)))))) (end (if (no Moves Next) (result Mover Loss)))))
###Description A board is dead if it contains at least one set of three stones in a straight orthogonal or diagonal line. A board that is not dead is alive. On their turn, a player must place a piece on an empty square of a living board. When all boards are dead, the player who made the last placement loses. ###Ludii (game "Notakto" (players 2) (equipment {(board (union {(square 3) (shift 0 4 (square 3)) (shift 0 8 (square 3)) (shift 0 12 (square 3)) (shift 4 0 (square 3)) (shift 4 4 (square 3)) (shift 4 8 (square 3)) (shift 4 12 (square 3)) (shift 8 0 (square 3)) (shift 8 4 (square 3)) (shift 8 8 (square 3)) (shift 8 12 (square 3)) (shift 12 0 (square 3)) (shift 12 4 (square 3)) (shift 12 8 (square 3)) (shift 12 12 (square 3))})) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty) if:(= 0 (state at:(to)))) (then (if (is Line 3) (forEach Site (expand origin:(last To) steps:2) (set State at:(site) 1)))))) (end (if (no Moves Next) (result Mover Loss)))))
A square is drawn, with diagonals. Three pieces per player. Players alternate turns placing a piece on the board. The corners or the square, the central point, and the midpoint of each side of the square are playing sites. When a player forms a line with their three pieces, they win.
(game "Nzengue (Small)" (players 2) (equipment {(board (add (remove (remove (square 3 diagonals:Solid) vertices:{8 9 3 4}) edges:{{7 4} {4 1} {3 4} {4 5}}) edges:{{6 4} {4 8} {4 2} {4 0}}) use:Vertex) (piece "Marker" Each) (hand Each)}) (rules (start (place "Marker" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
###Description A square is drawn, with diagonals. Three pieces per player. Players alternate turns placing a piece on the board. The corners or the square, the central point, and the midpoint of each side of the square are playing sites. When a player forms a line with their three pieces, they win. ###Ludii (game "Nzengue (Small)" (players 2) (equipment {(board (add (remove (remove (square 3 diagonals:Solid) vertices:{8 9 3 4}) edges:{{7 4} {4 1} {3 4} {4 5}}) edges:{{6 4} {4 8} {4 2} {4 0}}) use:Vertex) (piece "Marker" Each) (hand Each)}) (rules (start (place "Marker" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
The game starts with the board empty. Order plays first, then turns alternate. On each turn, a player places either an X or an O on any open square. Order aims to get five like pieces in a row either vertically, horizontally, or diagonally. Chaos aims to fill the board without completion of a line of five like pieces.
(game "Order and Chaos" (players 2) (equipment {(board (square 6)) (piece "Disc" Shared) (piece "Cross" Shared) (hand Shared size:2)}) (rules (start {(place "Disc" (handSite Shared)) (place "Cross" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end {(if (is Line 5) (result P1 Win)) (if (no Moves Next) (result P2 Win))})))
###Description The game starts with the board empty. Order plays first, then turns alternate. On each turn, a player places either an X or an O on any open square. Order aims to get five like pieces in a row either vertically, horizontally, or diagonally. Chaos aims to fill the board without completion of a line of five like pieces. ###Ludii (game "Order and Chaos" (players 2) (equipment {(board (square 6)) (piece "Disc" Shared) (piece "Cross" Shared) (hand Shared size:2)}) (rules (start {(place "Disc" (handSite Shared)) (place "Cross" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end {(if (is Line 5) (result P1 Win)) (if (no Moves Next) (result P2 Win))})))
The board starts empty. White plays first. Players take turns placing a piece of their colour on an empty cell. Passing is not allowed. After each move, the opponent's pieces with no freedom are captured and removed from the board. A piece has freedom if the group it belongs to touches an empty cell. It is not allowed to place a piece in a space without freedom, unless that move captures the other player's pieces to create freedom. The game ends when one of the players wins a game by making a line of five (or more) stones of their colour. The game is played on the half of a HexHex board of size 7.
(game "Pentalath" (players 2) (equipment {(board (intersect {(hex 7) (shift -5.2 0 (hex Rectangle 7 14))})) (piece "Marker" Each)}) (rules (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end (if (is Line 5) (result Mover Win)))))
###Description The board starts empty. White plays first. Players take turns placing a piece of their colour on an empty cell. Passing is not allowed. After each move, the opponent's pieces with no freedom are captured and removed from the board. A piece has freedom if the group it belongs to touches an empty cell. It is not allowed to place a piece in a space without freedom, unless that move captures the other player's pieces to create freedom. The game ends when one of the players wins a game by making a line of five (or more) stones of their colour. The game is played on the half of a HexHex board of size 7. ###Ludii (game "Pentalath" (players 2) (equipment {(board (intersect {(hex 7) (shift -5.2 0 (hex Rectangle 7 14))})) (piece "Marker" Each)}) (rules (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end (if (is Line 5) (result Mover Win)))))
Pente is played on a 19x19 Go board. White goes first, and plays their first move on the centre point (unless playing Freestyle). In the Pro Pente variation, White's second move must be at least 3 points away from the centre. After the opening, players alternate playing one stone of their colour onto any empty point. If their placement results in a pair of enemy stones being sandwiched between two of their own stones, those enemy stones are captured. The first player to form an orthogonal or diagonal line of five (or more) of their stones, or to capture 10 enemy stones, wins the game. Played on a 19x19 board. Open at the centre point.
(game "Pente" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Ball" Each)}) (rules (start (set Score Each 0)) phases:{(phase "Opening" (play (move Add (to (sites "J10")))) (nextPhase "General")) (phase "General" (play (move Add (to (sites Empty)) (then (custodial (from (last To)) All (between if:(is Next (who at:(between))) (apply (remove (between)))) (to if:(and (= 3 (count Steps Vertex All (last To) (to))) (is Mover (who at:(to))))) (then (addScore Mover 1)))))))} (end {(if (is Line 5 All) (result Mover Win)) (if (> (score Mover) 9) (result Mover Win))})))
###Description Pente is played on a 19x19 Go board. White goes first, and plays their first move on the centre point (unless playing Freestyle). In the Pro Pente variation, White's second move must be at least 3 points away from the centre. After the opening, players alternate playing one stone of their colour onto any empty point. If their placement results in a pair of enemy stones being sandwiched between two of their own stones, those enemy stones are captured. The first player to form an orthogonal or diagonal line of five (or more) of their stones, or to capture 10 enemy stones, wins the game. Played on a 19x19 board. Open at the centre point. ###Ludii (game "Pente" (players 2) (equipment {(board (square 19) use:Vertex) (piece "Ball" Each)}) (rules (start (set Score Each 0)) phases:{(phase "Opening" (play (move Add (to (sites "J10")))) (nextPhase "General")) (phase "General" (play (move Add (to (sites Empty)) (then (custodial (from (last To)) All (between if:(is Next (who at:(between))) (apply (remove (between)))) (to if:(and (= 3 (count Steps Vertex All (last To) (to))) (is Mover (who at:(to))))) (then (addScore Mover 1)))))))} (end {(if (is Line 5 All) (result Mover Win)) (if (> (score Mover) 9) (result Mover Win))})))
Played on a 3x3 board. Three pieces per player. Players take turns placing the pieces on the board. Once all the pieces are placed, players take turns moving a piece to an adjacent spot. The points where the diagonals of the squares cross are not eligible spots. The first player to align all three of their pieces in a row wins. The board has 9 holes. The pieces can be placed to any empty site.
(game "Picaria" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move Step All (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 All) (result Mover Win)))))
###Description Played on a 3x3 board. Three pieces per player. Players take turns placing the pieces on the board. Once all the pieces are placed, players take turns moving a piece to an adjacent spot. The points where the diagonals of the squares cross are not eligible spots. The first player to align all three of their pieces in a row wins. The board has 9 holes. The pieces can be placed to any empty site. ###Ludii (game "Picaria" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move Step All (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 All) (result Mover Win)))))
MOVE - Players move in turn to place one stone of either color on an empty cell. - However, the dropped stone must be adjacent, at least, to two other stones. - A stone cannot be adjacent to another stone of the same color. GOAL - Wins the player that makes a 4 in-a-row, with stones of his color at both ends (one player has Black and Blue, the other has White and Red).
(game "Plotto" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6) (tile "SecondHex" Each numSides:6) (hand Each size:2)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E)) (place "Hex1" (handSite P1 0)) (place "Hex2" (handSite P2 0)) (place "SecondHex1" (handSite P1 1)) (place "SecondHex2" (handSite P2 1))}) (play (move (from (sites Hand Mover)) (to (sites Playable) if:(and (<= 2 (count Sites in:(sites Around (to) NotEmpty))) (not (is In (what at:(from)) (results from:(last From) to:(sites Around (to)) (what at:(to))))))) copy:True)) (end (if (and (is Line 4 whats:{(id "Hex" P1) (id "Hex" P2) (id "SecondHex" P1) (id "SecondHex" P2)}) (or {(and {(is Occupied (ahead (last To) steps:1 W)) (is Occupied (ahead (last To) steps:2 W)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 W)))}) (and {(is Occupied (ahead (last To) steps:1 E)) (is Occupied (ahead (last To) steps:2 E)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 E)))}) (and {(is Occupied (ahead (last To) steps:1 NNW)) (is Occupied (ahead (last To) steps:2 NNW)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 NNW)))}) (and {(is Occupied (ahead (last To) steps:1 SSW)) (is Occupied (ahead (last To) steps:2 SSW)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 SSW)))}) (and {(is Occupied (ahead (last To) steps:1 SSE)) (is Occupied (ahead (last To) steps:2 SSE)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 SSE)))}) (and {(is Occupied (ahead (last To) steps:1 NNE)) (is Occupied (ahead (last To) steps:2 NNE)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 NNE)))})})) (result Mover Win)))))
###Description MOVE - Players move in turn to place one stone of either color on an empty cell. - However, the dropped stone must be adjacent, at least, to two other stones. - A stone cannot be adjacent to another stone of the same color. GOAL - Wins the player that makes a 4 in-a-row, with stones of his color at both ends (one player has Black and Blue, the other has White and Red). ###Ludii (game "Plotto" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6) (tile "SecondHex" Each numSides:6) (hand Each size:2)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E)) (place "Hex1" (handSite P1 0)) (place "Hex2" (handSite P2 0)) (place "SecondHex1" (handSite P1 1)) (place "SecondHex2" (handSite P2 1))}) (play (move (from (sites Hand Mover)) (to (sites Playable) if:(and (<= 2 (count Sites in:(sites Around (to) NotEmpty))) (not (is In (what at:(from)) (results from:(last From) to:(sites Around (to)) (what at:(to))))))) copy:True)) (end (if (and (is Line 4 whats:{(id "Hex" P1) (id "Hex" P2) (id "SecondHex" P1) (id "SecondHex" P2)}) (or {(and {(is Occupied (ahead (last To) steps:1 W)) (is Occupied (ahead (last To) steps:2 W)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 W)))}) (and {(is Occupied (ahead (last To) steps:1 E)) (is Occupied (ahead (last To) steps:2 E)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 E)))}) (and {(is Occupied (ahead (last To) steps:1 NNW)) (is Occupied (ahead (last To) steps:2 NNW)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 NNW)))}) (and {(is Occupied (ahead (last To) steps:1 SSW)) (is Occupied (ahead (last To) steps:2 SSW)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 SSW)))}) (and {(is Occupied (ahead (last To) steps:1 SSE)) (is Occupied (ahead (last To) steps:2 SSE)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 SSE)))}) (and {(is Occupied (ahead (last To) steps:1 NNE)) (is Occupied (ahead (last To) steps:2 NNE)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 NNE)))})})) (result Mover Win)))))
At the first round of the game, players can only pick a blank face cube. Next round players can play the same cube at the previously. A player cannot return a cube that he/she has played to place on where he/she took it from. A player who creates the line of opponent’s symbol is the person who loses the game, even if he/she has created a line of his/her own symbol at the same time.
(game "Pushing Me XO" (players 2) (equipment {(board (square 5)) (piece "Disc" P1) (piece "Cross" P2) (piece "Square" Neutral) (hand Each)}) (rules (start (place "Square0" (sites Board))) (play (if (is Prev Mover) (or {(move Select (from (difference (intersection (sites Left) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) E) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Right) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) W) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Bottom) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) N) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Top) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) S) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))})))}) (move Select (from (sites Outer)) (then (and (fromTo (from (last To)) (to (handSite (mover)))) (moveAgain)))))) (end {(if (is Line 5 throughAny:(sites LastTo) what:(next)) (result Next Win)) (if (is Line 5 throughAny:(sites LastTo) what:(mover)) (result Mover Win))})))
###Description At the first round of the game, players can only pick a blank face cube. Next round players can play the same cube at the previously. A player cannot return a cube that he/she has played to place on where he/she took it from. A player who creates the line of opponent’s symbol is the person who loses the game, even if he/she has created a line of his/her own symbol at the same time. ###Ludii (game "Pushing Me XO" (players 2) (equipment {(board (square 5)) (piece "Disc" P1) (piece "Cross" P2) (piece "Square" Neutral) (hand Each)}) (rules (start (place "Square0" (sites Board))) (play (if (is Prev Mover) (or {(move Select (from (difference (intersection (sites Left) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) E) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Right) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) W) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Bottom) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) N) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Top) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) S) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))})))}) (move Select (from (sites Outer)) (then (and (fromTo (from (last To)) (to (handSite (mover)))) (moveAgain)))))) (end {(if (is Line 5 throughAny:(sites LastTo) what:(next)) (result Next Win)) (if (is Line 5 throughAny:(sites LastTo) what:(mover)) (result Mover Win))})))
Each piece has four dichotomous attributes – color, height, shape, and consistency – so each piece is either black or white, tall or short, square or round, and hollow or solid. The object is to place the fourth piece in a row in which all four pieces have at least one attribute in common. The twist is that your opponent gets to choose the piece you place on the board each turn.
(game "Quarto" (players 2) (equipment {(board (square 4) use:Vertex) (piece "Disc" Each) (piece "Square" Each) (hand Shared size:16)}) (rules (start {(place "Disc1" (handSite Shared 0)) (place "Disc1" (handSite Shared 1) value:1) (place "Disc1" (handSite Shared 2) state:1) (place "Disc1" (handSite Shared 3) state:1 value:1) (place "Disc2" (handSite Shared 4)) (place "Disc2" (handSite Shared 5) value:1) (place "Disc2" (handSite Shared 6) state:1) (place "Disc2" (handSite Shared 7) state:1 value:1) (place "Square1" (handSite Shared 8)) (place "Square1" (handSite Shared 9) value:1) (place "Square1" (handSite Shared 10) state:1) (place "Square1" (handSite Shared 11) state:1 value:1) (place "Square2" (handSite Shared 12)) (place "Square2" (handSite Shared 13) value:1) (place "Square2" (handSite Shared 14) state:1) (place "Square2" (handSite Shared 15) state:1 value:1)}) phases:{(phase "Select" (play (move Select (from Cell (difference (sites Hand Shared) (sites Empty 1))))) (nextPhase "Place")) (phase "Place" (play (move (from Cell (last From)) (to (sites Empty)) (then (moveAgain)))) (end {(if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2)}) (result Mover Win)) (if (is Line 4 All whats:{(id "Square" P1) (id "Square" P2)}) (result Mover Win)) (if (is Line 4 All P1) (result Mover Win)) (if (is Line 4 All P2) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 0 (state at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 1 (state at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 0 (value Piece at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 1 (value Piece at:(to)))) (result Mover Win))}) (nextPhase "Select"))}))
###Description Each piece has four dichotomous attributes – color, height, shape, and consistency – so each piece is either black or white, tall or short, square or round, and hollow or solid. The object is to place the fourth piece in a row in which all four pieces have at least one attribute in common. The twist is that your opponent gets to choose the piece you place on the board each turn. ###Ludii (game "Quarto" (players 2) (equipment {(board (square 4) use:Vertex) (piece "Disc" Each) (piece "Square" Each) (hand Shared size:16)}) (rules (start {(place "Disc1" (handSite Shared 0)) (place "Disc1" (handSite Shared 1) value:1) (place "Disc1" (handSite Shared 2) state:1) (place "Disc1" (handSite Shared 3) state:1 value:1) (place "Disc2" (handSite Shared 4)) (place "Disc2" (handSite Shared 5) value:1) (place "Disc2" (handSite Shared 6) state:1) (place "Disc2" (handSite Shared 7) state:1 value:1) (place "Square1" (handSite Shared 8)) (place "Square1" (handSite Shared 9) value:1) (place "Square1" (handSite Shared 10) state:1) (place "Square1" (handSite Shared 11) state:1 value:1) (place "Square2" (handSite Shared 12)) (place "Square2" (handSite Shared 13) value:1) (place "Square2" (handSite Shared 14) state:1) (place "Square2" (handSite Shared 15) state:1 value:1)}) phases:{(phase "Select" (play (move Select (from Cell (difference (sites Hand Shared) (sites Empty 1))))) (nextPhase "Place")) (phase "Place" (play (move (from Cell (last From)) (to (sites Empty)) (then (moveAgain)))) (end {(if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2)}) (result Mover Win)) (if (is Line 4 All whats:{(id "Square" P1) (id "Square" P2)}) (result Mover Win)) (if (is Line 4 All P1) (result Mover Win)) (if (is Line 4 All P2) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 0 (state at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 1 (state at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 0 (value Piece at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "Disc" P1) (id "Disc" P2) (id "Square" P1) (id "Square" P2)} if:(= 1 (value Piece at:(to)))) (result Mover Win))}) (nextPhase "Select"))}))
On a turn, the active player takes a cube that is blank or bearing his symbol from the outer ring of the grid, then adds it to the grid by pushing it into one of the rows from which it was removed. Thus, a few pieces of the grid change places each turn, and the cubes slowly go from blank to crosses and circles. Play continues until someone forms an orthogonal or diagonal line of five cubes bearing his symbol, with this person winning the game.
(game "Quixo" (players 2) (equipment {(board (square 5)) (piece "Disc" P1) (piece "Cross" P2) (piece "Square" Neutral) (hand Each)}) (rules (start (place "Square0" (sites Board))) (play (if (is Prev Mover) (or {(move Select (from (difference (intersection (sites Left) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) E) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Right) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) W) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Bottom) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) N) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Top) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) S) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))})))}) (move Select (from (sites Outer) if:(or (is Mover (who at:(from))) (= (who at:(from)) 0))) (then (and (fromTo (from (last To)) (to (handSite (mover)))) (moveAgain)))))) (end {(if (is Line 5 throughAny:(sites LastTo) what:(next)) (result Next Win)) (if (is Line 5 throughAny:(sites LastTo) what:(mover)) (result Mover Win))})))
###Description On a turn, the active player takes a cube that is blank or bearing his symbol from the outer ring of the grid, then adds it to the grid by pushing it into one of the rows from which it was removed. Thus, a few pieces of the grid change places each turn, and the cubes slowly go from blank to crosses and circles. Play continues until someone forms an orthogonal or diagonal line of five cubes bearing his symbol, with this person winning the game. ###Ludii (game "Quixo" (players 2) (equipment {(board (square 5)) (piece "Disc" P1) (piece "Cross" P2) (piece "Square" Neutral) (hand Each)}) (rules (start (place "Square0" (sites Board))) (play (if (is Prev Mover) (or {(move Select (from (difference (intersection (sites Left) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) E) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Right) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) W) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Bottom) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) N) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Top) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) S) (if (or (= (what at:(handSite (mover))) (id "Square0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))})))}) (move Select (from (sites Outer) if:(or (is Mover (who at:(from))) (= (who at:(from)) 0))) (then (and (fromTo (from (last To)) (to (handSite (mover)))) (moveAgain)))))) (end {(if (is Line 5 throughAny:(sites LastTo) what:(next)) (result Next Win)) (if (is Line 5 throughAny:(sites LastTo) what:(mover)) (result Mover Win))})))
A circle with eight radii. Three pieces per player. Each player has three pieces, which must start on the outer ring adjacent to each other. Players alternate turns moving a piece to an empty point along the lines of the board. The player who makes a line of three through the center of the circle wins.
(game "Ring" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre))))) (nextPhase Mover "PlacementAdjacent")) (phase "PlacementAdjacent" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre)) if:(is In (to) (sites Around (sites Occupied by:Mover)))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 through:(centrePoint) what:(mover)) (result Mover Win)))))
###Description A circle with eight radii. Three pieces per player. Each player has three pieces, which must start on the outer ring adjacent to each other. Players alternate turns moving a piece to an empty point along the lines of the board. The player who makes a line of three through the center of the circle wins. ###Ludii (game "Ring" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre))))) (nextPhase Mover "PlacementAdjacent")) (phase "PlacementAdjacent" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre)) if:(is In (to) (sites Around (sites Occupied by:Mover)))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 through:(centrePoint) what:(mover)) (result Mover Win)))))
Players complete two actions in turns: 1. Place a disc of their colour inside any ring. 2. Pick up the ring in which they placed their disc and move it somewhere else: – It must be placed horizontally or vertically adjacent to at least another ring. – It must be placed on an empty space (i.e. not over a disc or ring that was placed before). - If a player has used up his/her stock of discs, he/she continues by removing one of his/her discs from anywhere on the table and places it in a ring as usual. However rings and discs must always remain (orthogonally or diagonally) connected to form one unique group. The winner is the first player who succeeds in placing four of his/her discs or four of his/her rings in a horizontal, vertical or diagonal row.
(game "Ringo" (players 2) (equipment {(boardless Square) (piece "Disc" Each (move (from (from) level:(level)) (to (sites Occupied by:All component:"Ring") level:0 if:(= 1 (size Stack at:(to)))) (then (moveAgain)))) (piece "Ring" Each)}) (rules (start {(place "Ring1" (ahead (centrePoint) NE)) (place "Ring1" (ahead (centrePoint) SE)) (place "Ring1" (ahead (centrePoint) SW)) (place "Ring1" (ahead (centrePoint) NW)) (place "Ring2" (ahead (centrePoint) N)) (place "Ring2" (ahead (centrePoint) E)) (place "Ring2" (ahead (centrePoint) S)) (place "Ring2" (ahead (centrePoint) W))}) phases:{(phase "PlacePhase" (play (do (if (not (is Prev Mover)) (move Add (piece (id "Disc" Mover)) (to (sites Occupied by:All component:"Ring") level:0 if:(= 1 (size Stack at:(to)))) stack:True (then (moveAgain))) (move (from (last To)) (to (sites Around (difference (sites Occupied by:All component:"Ring") (last To)) Orthogonal if:(is Empty (to)))))) ifAfterwards:(= 1 (count Groups)))) (nextPhase Mover (and (not (is Prev Mover)) (>= (count Turns) (- (* (count Players) 10) 1))) "MovePhase")) (phase "MovePhase" (play (do (if (not (is Prev Mover)) (forEach Piece) (move (from (last To)) (to (sites Around (difference (sites Occupied by:All component:"Ring") (last To)) Orthogonal if:(is Empty (to)))))) ifAfterwards:(= 1 (count Groups)))))} (end {(if (is Line 4 what:(id "Disc" P1)) (result P1 Win)) (if (is Line 4 what:(id "Ring" P1)) (result P1 Win)) (if (is Line 4 what:(id "Disc" P2)) (result P2 Win)) (if (is Line 4 what:(id "Ring" P2)) (result P2 Win))})))
###Description Players complete two actions in turns: 1. Place a disc of their colour inside any ring. 2. Pick up the ring in which they placed their disc and move it somewhere else: – It must be placed horizontally or vertically adjacent to at least another ring. – It must be placed on an empty space (i.e. not over a disc or ring that was placed before). - If a player has used up his/her stock of discs, he/she continues by removing one of his/her discs from anywhere on the table and places it in a ring as usual. However rings and discs must always remain (orthogonally or diagonally) connected to form one unique group. The winner is the first player who succeeds in placing four of his/her discs or four of his/her rings in a horizontal, vertical or diagonal row. ###Ludii (game "Ringo" (players 2) (equipment {(boardless Square) (piece "Disc" Each (move (from (from) level:(level)) (to (sites Occupied by:All component:"Ring") level:0 if:(= 1 (size Stack at:(to)))) (then (moveAgain)))) (piece "Ring" Each)}) (rules (start {(place "Ring1" (ahead (centrePoint) NE)) (place "Ring1" (ahead (centrePoint) SE)) (place "Ring1" (ahead (centrePoint) SW)) (place "Ring1" (ahead (centrePoint) NW)) (place "Ring2" (ahead (centrePoint) N)) (place "Ring2" (ahead (centrePoint) E)) (place "Ring2" (ahead (centrePoint) S)) (place "Ring2" (ahead (centrePoint) W))}) phases:{(phase "PlacePhase" (play (do (if (not (is Prev Mover)) (move Add (piece (id "Disc" Mover)) (to (sites Occupied by:All component:"Ring") level:0 if:(= 1 (size Stack at:(to)))) stack:True (then (moveAgain))) (move (from (last To)) (to (sites Around (difference (sites Occupied by:All component:"Ring") (last To)) Orthogonal if:(is Empty (to)))))) ifAfterwards:(= 1 (count Groups)))) (nextPhase Mover (and (not (is Prev Mover)) (>= (count Turns) (- (* (count Players) 10) 1))) "MovePhase")) (phase "MovePhase" (play (do (if (not (is Prev Mover)) (forEach Piece) (move (from (last To)) (to (sites Around (difference (sites Occupied by:All component:"Ring") (last To)) Orthogonal if:(is Empty (to)))))) ifAfterwards:(= 1 (count Groups)))))} (end {(if (is Line 4 what:(id "Disc" P1)) (result P1 Win)) (if (is Line 4 what:(id "Ring" P1)) (result P1 Win)) (if (is Line 4 what:(id "Disc" P2)) (result P2 Win)) (if (is Line 4 what:(id "Ring" P2)) (result P2 Win))})))
TURNS - At each turn, each player must move one of his stones - A stone moves (orthogonal and diagonal) forward to an empty cell. GOAL - A player wins by making a (orthogonal or diagonal) 4 in-a-row.
(game "Roll-Ing to Four" (players {(player N) (player S)}) (equipment {(board (rectangle 10 4) use:Vertex) (piece "Ball" Each (move Step (directions Forwards of:All) (to if:(is Empty (to)))))}) (rules (start {(place "Ball1" (sites {"A1" "B1" "C1" "B6" "C6" "D6"})) (place "Ball2" (sites {"A5" "B5" "C5" "B10" "C10" "D10"}))}) (play (forEach Piece)) (end (if (is Line 4 All) (result Mover Win)))))
###Description TURNS - At each turn, each player must move one of his stones - A stone moves (orthogonal and diagonal) forward to an empty cell. GOAL - A player wins by making a (orthogonal or diagonal) 4 in-a-row. ###Ludii (game "Roll-Ing to Four" (players {(player N) (player S)}) (equipment {(board (rectangle 10 4) use:Vertex) (piece "Ball" Each (move Step (directions Forwards of:All) (to if:(is Empty (to)))))}) (rules (start {(place "Ball1" (sites {"A1" "B1" "C1" "B6" "C6" "D6"})) (place "Ball2" (sites {"A5" "B5" "C5" "B10" "C10" "D10"}))}) (play (forEach Piece)) (end (if (is Line 4 All) (result Mover Win)))))
Three pieces per player. Players take turns placing their pieces on a spot where the lines intersect. They then take turns moving one piece to an adjacent empty spot. The first player to place three pieces in a row wins the game. The rules are describing with the Blumlein ruleset.
(game "Round Merels" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 through:(centrePoint) what:(mover)) (result Mover Win)))))
###Description Three pieces per player. Players take turns placing their pieces on a spot where the lines intersect. They then take turns moving one piece to an adjacent empty spot. The first player to place three pieces in a row wins the game. The rules are describing with the Blumlein ruleset. ###Ludii (game "Round Merels" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 through:(centrePoint) what:(mover)) (result Mover Win)))))
Three concentric squares, with lines connecting the corners and the midpoints of the sides. Twelve pieces per player. Players alternate turns placing a piece on the board. When a player places three pieces in a row along the lines of the board, the player places another of their pieces on top of one of the opponent's pieces; the opponent's piece is considered "dead." Once all of the pieces have been placed on the board, all "dead" pieces are removed from the board. Players then alternate moving pieces to an empty adjacent spot along the lines. When three are placed in a row, one of the opponent's pieces is taken. A player wins by capturing all of the opponent's pieces or by blocking them from being able to move.
(game "Sam K'i" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))))}) (rules (start {(place Stack "Marker1" (handSite P1) count:12) (place Stack "Marker2" (handSite P2) count:12)}) phases:{(phase "Placement" (play (if (is Prev Mover) (move (from (handSite Mover)) (to (forEach (sites Occupied by:Next container:"Board") if:(= (size Stack at:(site)) 1)))) (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain))))) (then (if (and (not (is Next Mover)) (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))))) (and (forEach Site (forEach (sites Occupied by:P1 container:"Board") if:(= (size Stack at:(site)) 2)) (and {(remove (site)) (remove (site)) (add (piece (id "Marker" P1)) (to (site)))})) (forEach Site (forEach (sites Occupied by:P2 container:"Board") if:(= (size Stack at:(site)) 2)) (and {(remove (site)) (remove (site)) (add (piece (id "Marker" P2)) (to (site)))}))))))) (nextPhase (and (not (is Next Mover)) (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))) (end (if (no Moves Next) (result Mover Win))))}))
###Description Three concentric squares, with lines connecting the corners and the midpoints of the sides. Twelve pieces per player. Players alternate turns placing a piece on the board. When a player places three pieces in a row along the lines of the board, the player places another of their pieces on top of one of the opponent's pieces; the opponent's piece is considered "dead." Once all of the pieces have been placed on the board, all "dead" pieces are removed from the board. Players then alternate moving pieces to an empty adjacent spot along the lines. When three are placed in a row, one of the opponent's pieces is taken. A player wins by capturing all of the opponent's pieces or by blocking them from being able to move. ###Ludii (game "Sam K'i" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "Marker" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))))}) (rules (start {(place Stack "Marker1" (handSite P1) count:12) (place Stack "Marker2" (handSite P2) count:12)}) phases:{(phase "Placement" (play (if (is Prev Mover) (move (from (handSite Mover)) (to (forEach (sites Occupied by:Next container:"Board") if:(= (size Stack at:(site)) 1)))) (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain))))) (then (if (and (not (is Next Mover)) (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))))) (and (forEach Site (forEach (sites Occupied by:P1 container:"Board") if:(= (size Stack at:(site)) 2)) (and {(remove (site)) (remove (site)) (add (piece (id "Marker" P1)) (to (site)))})) (forEach Site (forEach (sites Occupied by:P2 container:"Board") if:(= (size Stack at:(site)) 2)) (and {(remove (site)) (remove (site)) (add (piece (id "Marker" P2)) (to (site)))}))))))) (nextPhase (and (not (is Next Mover)) (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))) (end (if (no Moves Next) (result Mover Win))))}))
3x3 intersecting lines. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. Once all of the pieces are placed, players move a piece to any empty spot on the board. The first player to make an orthogonal row of three along the lines of the board wins.
(game "San-Noku-Narabe" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
###Description 3x3 intersecting lines. Three pieces per player. Players alternate turns placing a piece on an empty spot on the board. Once all of the pieces are placed, players move a piece to any empty spot on the board. The first player to make an orthogonal row of three along the lines of the board wins. ###Ludii (game "San-Noku-Narabe" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "Marker" Each (move (from) (to (sites Empty))))}) (rules (start (place "Marker" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Place a piece of your colour each turn. Win with 4 in a row of your colour.
(game "Score Four" (players 2) (equipment {(board (skew 0.5 (scale 1 0.5 (square 4)))) (piece "discFlat" Each)}) (rules (play (move Add (to (forEach (sites Board) if:(< (size Stack at:(site)) 4))) stack:True)) (end (if (is Line 4 byLevel:True) (result Mover Win)))))
###Description Place a piece of your colour each turn. Win with 4 in a row of your colour. ###Ludii (game "Score Four" (players 2) (equipment {(board (skew 0.5 (scale 1 0.5 (square 4)))) (piece "discFlat" Each)}) (rules (play (move Add (to (forEach (sites Board) if:(< (size Stack at:(site)) 4))) stack:True)) (end (if (is Line 4 byLevel:True) (result Mover Win)))))