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The players take turns placing one piece on any vacant square. In this phase no captures are made. When all the pieces have been placed, the players take turns moving pieces on the board. The pieces can be moved orthogonally to any adjacent square. A piece can leap over any single piece of either color, if the square behind is unoccupied. Several leaps in one turn are possible (as in Draughts). If a player can trap an enemy piece between two friendly pieces, the enemy piece is blocked and cannot be moved. On the next turn, instead of moving a piece, the player can capture the trapped piece by removing it from the board, provided his own two surrounding pieces are still free. The trapped piece is immediately free if one of its two enemies is itself surrounded. A player reduced to only one piece left on the board has lost the game. States can not be repeated. Rules suggested by Ulrich Schadler in 1994. | (game "Ludus Latrunculorum" (players 2) (equipment {(board (square 8)) (hand Each) (piece "Vagi" Each (flips 0 1) (if (= 0 (state at:(from))) (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)))) (then (and (custodial (from (last From)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 0 (state at:(between)))) (apply (and (flip (between)) (custodial (from (between)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (mover)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Enemy (who at:(to))) (= 0 (state at:(to))))))))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))))))))}) (rules (meta (no Repeat)) (start (place "Vagi" "Hand" count:16)) 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 (if (is Prev Mover) (or (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (and {(if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)) (custodial (from (last From)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 0 (state at:(between)))) (apply (and (flip (between)) (custodial (from (between)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (mover)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Enemy (who at:(to))) (= 0 (state at:(to))))))))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to))))))}))) (move Pass)) (or (forEach Piece) (move Remove (forEach (sites Occupied by:Next) if:(= 1 (state at:(site)))))))))} (end (if (= (count Pieces Next) 1) (result Mover Win))))) | ###Description
The players take turns placing one piece on any vacant square. In this phase no captures are made. When all the pieces have been placed, the players take turns moving pieces on the board. The pieces can be moved orthogonally to any adjacent square. A piece can leap over any single piece of either color, if the square behind is unoccupied. Several leaps in one turn are possible (as in Draughts). If a player can trap an enemy piece between two friendly pieces, the enemy piece is blocked and cannot be moved. On the next turn, instead of moving a piece, the player can capture the trapped piece by removing it from the board, provided his own two surrounding pieces are still free. The trapped piece is immediately free if one of its two enemies is itself surrounded. A player reduced to only one piece left on the board has lost the game. States can not be repeated. Rules suggested by Ulrich Schadler in 1994.
###Ludii
(game "Ludus Latrunculorum" (players 2) (equipment {(board (square 8)) (hand Each) (piece "Vagi" Each (flips 0 1) (if (= 0 (state at:(from))) (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)))) (then (and (custodial (from (last From)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 0 (state at:(between)))) (apply (and (flip (between)) (custodial (from (between)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (mover)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Enemy (who at:(to))) (= 0 (state at:(to))))))))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))))))))}) (rules (meta (no Repeat)) (start (place "Vagi" "Hand" count:16)) 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 (if (is Prev Mover) (or (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (and {(if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)) (custodial (from (last From)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 0 (state at:(between)))) (apply (and (flip (between)) (custodial (from (between)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (mover)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Enemy (who at:(to))) (= 0 (state at:(to))))))))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to))))))}))) (move Pass)) (or (forEach Piece) (move Remove (forEach (sites Occupied by:Next) if:(= 1 (state at:(site)))))))))} (end (if (= (count Pieces Next) 1) (result Mover Win))))) |
8x8 board. Sixteen pieces per player. The pieces begin on the first and third rank or squares with respect to each player. Pieces move orthogonally any distance. Pieces are captured when surrounded on both sides by an enemy piece. Enemy pieces may also be taken if a piece moves into a space such that the enemy pieces are on either side of it. The goal is to capture all of the enemy's pieces. | (game "Maak Yek" (players 2) (equipment {(board (square 8)) (piece "Marker" Each (move Slide Orthogonal (then (and (intervene (from (last To)) Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (custodial (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))))}) (rules (start {(place "Marker1" (union (sites Row 0) (sites Row 2))) (place "Marker2" (union (sites Row 5) (sites Row 7)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
8x8 board. Sixteen pieces per player. The pieces begin on the first and third rank or squares with respect to each player. Pieces move orthogonally any distance. Pieces are captured when surrounded on both sides by an enemy piece. Enemy pieces may also be taken if a piece moves into a space such that the enemy pieces are on either side of it. The goal is to capture all of the enemy's pieces.
###Ludii
(game "Maak Yek" (players 2) (equipment {(board (square 8)) (piece "Marker" Each (move Slide Orthogonal (then (and (intervene (from (last To)) Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (custodial (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))))}) (rules (start {(place "Marker1" (union (sites Row 0) (sites Row 2))) (place "Marker2" (union (sites Row 5) (sites Row 7)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
17x17 board. 144 pieces per player. Players alternate turns placing two pieces on an empty space on the board, except in the central space. Captures cannot be made during the placement phase. When all of the pieces have been placed, players alternate turns moving a piece orthogonally any distance. When an opponent's piece is between two of a player's pieces, it is captured. If a player in unable to make a move, they pass their turn and the opponent plays again. The player who captures all of the opponent's pieces wins. States can not be repeated. Kharebga rules applied to a 17x17 board. | (game "Poprad Game" (players 2) (equipment {(board (square 17)) (piece "Marker" Each (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))) (hand Each)}) (rules (meta (no Repeat)) (start (place "Marker" "Hand" count:144)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (and (is Occupied (handSite Mover)) (not (is Prev Mover))) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (forEach Piece)))} (end (if (<= (count Pieces Next) 1) (result Next Loss))))) | ###Description
17x17 board. 144 pieces per player. Players alternate turns placing two pieces on an empty space on the board, except in the central space. Captures cannot be made during the placement phase. When all of the pieces have been placed, players alternate turns moving a piece orthogonally any distance. When an opponent's piece is between two of a player's pieces, it is captured. If a player in unable to make a move, they pass their turn and the opponent plays again. The player who captures all of the opponent's pieces wins. States can not be repeated. Kharebga rules applied to a 17x17 board.
###Ludii
(game "Poprad Game" (players 2) (equipment {(board (square 17)) (piece "Marker" Each (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))) (hand Each)}) (rules (meta (no Repeat)) (start (place "Marker" "Hand" count:144)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (and (is Occupied (handSite Mover)) (not (is Prev Mover))) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (forEach Piece)))} (end (if (<= (count Pieces Next) 1) (result Next Loss))))) |
5x5 board. Twelve pieces per player. Players alternate turns placing two pieces on the board. The first piece of each player must be placed on a spot adjacent to the central spot. The central spot cannot be filled. When both players have placed their pieces, they move their pieces orthogonally to an empty adjacent space. When an opponent's piece is surrounded on two opposite sides by pieces belonging to the player, the opponent's piece is captured. The player who made the capture may move the same piece they moved to make a capture another time if another capture is possible by doing so. The player who captures all of their opponent's pieces, or which blocks the opponent from being able to move, wins. In a case where the second player has created a blockade of their pieces containing one or more of only their own pieces which can move infinitely without possibility of being taken, the second player player may declare H'ajeb in order to regain the possibility of winning. The second player declares H'ajeb on their turn, and then the first player gains the ability to move any distance orthogonally or diagonally. The first player may also make multiple captures not just with the same piece, but with more than one. The second player may rescind the H'ajeb declaration at any time and the captures must stop. If the second player allows the first player to continue until the first player cannot capture, the second player captures any two of the first player's pieces, and the first player captures one of the second player's pieces that is able to move infinitely. | (game "Sabou'iyya" (players 2) (equipment {(board (square 5)) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain))))))) (hand Each)}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (if (= 0 (count Pieces Mover in:(sites Board))) (forEach (sites Around (centrePoint) Orthogonal) if:(is Empty (site))) (difference (sites Board) (centrePoint))) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (if (is Prev Mover) (or (move Step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain)))))) (move Pass)) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
5x5 board. Twelve pieces per player. Players alternate turns placing two pieces on the board. The first piece of each player must be placed on a spot adjacent to the central spot. The central spot cannot be filled. When both players have placed their pieces, they move their pieces orthogonally to an empty adjacent space. When an opponent's piece is surrounded on two opposite sides by pieces belonging to the player, the opponent's piece is captured. The player who made the capture may move the same piece they moved to make a capture another time if another capture is possible by doing so. The player who captures all of their opponent's pieces, or which blocks the opponent from being able to move, wins. In a case where the second player has created a blockade of their pieces containing one or more of only their own pieces which can move infinitely without possibility of being taken, the second player player may declare H'ajeb in order to regain the possibility of winning. The second player declares H'ajeb on their turn, and then the first player gains the ability to move any distance orthogonally or diagonally. The first player may also make multiple captures not just with the same piece, but with more than one. The second player may rescind the H'ajeb declaration at any time and the captures must stop. If the second player allows the first player to continue until the first player cannot capture, the second player captures any two of the first player's pieces, and the first player captures one of the second player's pieces that is able to move infinitely.
###Ludii
(game "Sabou'iyya" (players 2) (equipment {(board (square 5)) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain))))))) (hand Each)}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (if (= 0 (count Pieces Mover in:(sites Board))) (forEach (sites Around (centrePoint) Orthogonal) if:(is Empty (site))) (difference (sites Board) (centrePoint))) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (if (is Prev Mover) (or (move Step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain)))))) (move Pass)) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) |
5x5 board. Players begin by placing their pieces in prescribed spaces, and then alternating two-by-two in places as they see fit, except for the central space. Once all the spaces except the central one are filled, the first player moves a piece one space orthogonally to the empty space. Pieces are captured by surrounding them on either side by a player's own pieces. The player to capture all of the opponent's pieces wins. The game is played on a 5x5 board. | (game "Seega" (players 2) (equipment {(board (square 5)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (centrePoint))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 board. Players begin by placing their pieces in prescribed spaces, and then alternating two-by-two in places as they see fit, except for the central space. Once all the spaces except the central one are filled, the first player moves a piece one space orthogonally to the empty space. Pieces are captured by surrounding them on either side by a player's own pieces. The player to capture all of the opponent's pieces wins. The game is played on a 5x5 board.
###Ludii
(game "Seega" (players 2) (equipment {(board (square 5)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (centrePoint))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Pieces Next) (result Next Loss))))) |
5x5 board. Players begin by placing their pieces two-by-two in places as they see fit, except for the central space. Once all the spaces except the central one are filled, the player who placed their pieces last moves a piece one space orthogonally to the empty space. Pieces are captured by surrounding them on either side by a player's own pieces. Multiple captures are allowed, and multiple pieces can be captured in a single move. A player may move their piece between two of the opponent's pieces without it resulting in a capture. Pieces in the central spot cannot be captured. If a player cannot move, the opponent must move so that the player can move on their next turn. The player to capture all of the opponent's pieces wins. | (game "Shantarad" (players 2) (equipment {(board (square 5)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between))) (apply (and (remove (between)) (if (or {(can Move (custodial (from (ahead (last To) N)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) E)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) W)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) S)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to))))))}) (moveAgain) (if (no Moves Next) (and (set Pending) (moveAgain))))))) (to if:(is Friend (who at:(to))))))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (= (count Moves) 24) (forEach Piece) (move (from (handSite Mover)) (to (difference (sites Empty) (centrePoint))) (then (if (or (= (count Moves) 24) (not (is Prev Mover))) (moveAgain)))))) (nextPhase (= (count Moves) 25) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (ahead (to) W) W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (ahead (to) E) E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (ahead (to) N) N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (ahead (to) S) S))))}))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between))) (apply (and (remove (between)) (if (or {(can Move (custodial (from (ahead (last To) N)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) E)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) W)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) S)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to))))))}) (moveAgain) (if (no Moves Next) (and (set Pending) (moveAgain))))))) (to if:(is Friend (who at:(to))))))) (do (forEach Piece) ifAfterwards:(not (no Moves Next))))))} (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 board. Players begin by placing their pieces two-by-two in places as they see fit, except for the central space. Once all the spaces except the central one are filled, the player who placed their pieces last moves a piece one space orthogonally to the empty space. Pieces are captured by surrounding them on either side by a player's own pieces. Multiple captures are allowed, and multiple pieces can be captured in a single move. A player may move their piece between two of the opponent's pieces without it resulting in a capture. Pieces in the central spot cannot be captured. If a player cannot move, the opponent must move so that the player can move on their next turn. The player to capture all of the opponent's pieces wins.
###Ludii
(game "Shantarad" (players 2) (equipment {(board (square 5)) (hand Each) (piece "Marker" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between))) (apply (and (remove (between)) (if (or {(can Move (custodial (from (ahead (last To) N)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) E)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) W)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) S)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to))))))}) (moveAgain) (if (no Moves Next) (and (set Pending) (moveAgain))))))) (to if:(is Friend (who at:(to))))))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{(phase "Placement" (play (if (= (count Moves) 24) (forEach Piece) (move (from (handSite Mover)) (to (difference (sites Empty) (centrePoint))) (then (if (or (= (count Moves) 24) (not (is Prev Mover))) (moveAgain)))))) (nextPhase (= (count Moves) 25) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (ahead (to) W) W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (ahead (to) E) E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (ahead (to) N) N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (ahead (to) S) S))))}))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between))) (apply (and (remove (between)) (if (or {(can Move (custodial (from (ahead (last To) N)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) E)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) W)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to)))))) (can Move (custodial (from (ahead (last To) S)) Orthogonal (between (max 1) if:(and (is Enemy (who at:(between))) (!= (centrePoint) (between)))) (to if:(is Friend (who at:(to))))))}) (moveAgain) (if (no Moves Next) (and (set Pending) (moveAgain))))))) (to if:(is Friend (who at:(to))))))) (do (forEach Piece) ifAfterwards:(not (no Moves Next))))))} (end (if (no Pieces Next) (result Next Loss))))) |
The central square is the castle, which cannot be entered by pieces or by the king once it has left. There are two sides: one with the king and 8 pieces, another with 16 undifferentiated pieces. The king begins on the castle space, and his associated pieces are arranged with two pieces on each orthogonal side of the king. The opposing side is arranged on the sides of the board, one piece on each of the three central squares on each of the four sides, and one further piece on the next row in on the central square of the row. Pieces move orthogonally any number of squares. Pieces cannot jump. If a piece is caught between two opposing pieces, it is removed from play. A piece may also be captured by trapping it between an enemy piece and the castle. The king, when in the castle, can only be captured when surrounded on four sides. If it is in a space adjacent to one of the sides, it can be captured when the opponent surrounds it on the remaining three sides. Otherwise, it is captured like any other piece. If the king moves to the edge of the board, the player controlling the king wins. If the opposing side captures the king, they win. The king is captured if the enemy flanks him, except on the castle where he should be surrounded. | (game "Tablut" (players 2) (equipment {(board (square 9)) (piece "Thrall" P1 (move Slide Orthogonal (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (or {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall2")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint))))) (surround (from (last To)) Orthogonal (between if:(and (= (what at:(between)) (id "Jarl2")) (or (= (between) (centrePoint)) (is In (between) (sites "OrthogonalSitesCentre")))) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (id "Jarl2")) (and (!= (between) (centrePoint)) (not (is In (between) (sites "OrthogonalSitesCentre"))))) (apply (trigger "Surrounded" P2))) (to if:(is Friend (who at:(to)))))})))) (piece "Thrall" P2 (move Slide Orthogonal (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint)))))))) (piece "Jarl" P2 (move Slide Orthogonal (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint)))))))) (regions "OrthogonalSitesCentre" (difference (expand origin:(centrePoint) Orthogonal) (centrePoint)))}) (rules (start {(place "Thrall1" {"D1" "E1" "F1" "E2" "A4" "A5" "A6" "B5" "I4" "I5" "I6" "H5" "E8" "D9" "E9" "F9" "E8"}) (place "Thrall2" {"E3" "E4" "E6" "E7" "C5" "D5" "F5" "G5"}) (place "Jarl2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "Jarl2") in:(sites Outer)) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) | ###Description
The central square is the castle, which cannot be entered by pieces or by the king once it has left. There are two sides: one with the king and 8 pieces, another with 16 undifferentiated pieces. The king begins on the castle space, and his associated pieces are arranged with two pieces on each orthogonal side of the king. The opposing side is arranged on the sides of the board, one piece on each of the three central squares on each of the four sides, and one further piece on the next row in on the central square of the row. Pieces move orthogonally any number of squares. Pieces cannot jump. If a piece is caught between two opposing pieces, it is removed from play. A piece may also be captured by trapping it between an enemy piece and the castle. The king, when in the castle, can only be captured when surrounded on four sides. If it is in a space adjacent to one of the sides, it can be captured when the opponent surrounds it on the remaining three sides. Otherwise, it is captured like any other piece. If the king moves to the edge of the board, the player controlling the king wins. If the opposing side captures the king, they win. The king is captured if the enemy flanks him, except on the castle where he should be surrounded.
###Ludii
(game "Tablut" (players 2) (equipment {(board (square 9)) (piece "Thrall" P1 (move Slide Orthogonal (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (or {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall2")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint))))) (surround (from (last To)) Orthogonal (between if:(and (= (what at:(between)) (id "Jarl2")) (or (= (between) (centrePoint)) (is In (between) (sites "OrthogonalSitesCentre")))) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (id "Jarl2")) (and (!= (between) (centrePoint)) (not (is In (between) (sites "OrthogonalSitesCentre"))))) (apply (trigger "Surrounded" P2))) (to if:(is Friend (who at:(to)))))})))) (piece "Thrall" P2 (move Slide Orthogonal (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint)))))))) (piece "Jarl" P2 (move Slide Orthogonal (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (= (to) (centrePoint)))))))) (regions "OrthogonalSitesCentre" (difference (expand origin:(centrePoint) Orthogonal) (centrePoint)))}) (rules (start {(place "Thrall1" {"D1" "E1" "F1" "E2" "A4" "A5" "A6" "B5" "I4" "I5" "I6" "H5" "E8" "D9" "E9" "F9" "E8"}) (place "Thrall2" {"E3" "E4" "E6" "E7" "C5" "D5" "F5" "G5"}) (place "Jarl2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "Jarl2") in:(sites Outer)) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) |
11x11 board. The king is placed in the centre of the board, with his defenders around him and the attackers at the edge of the board. The attackers move first. Pieces move orthogonally any number of spaces. A pieces is captured by surrounding it on two opposite sides, by an opponent's piece. It is possible to capture two or three pieces at once by so surrounding them. It is not possible to capture a row of pieces. The defending player wins the game by moving the king to any square on the edge of the board. The attacking player wins by capturing the king. The rules are describing with the Cyningstan ruleset. | (game "Tawlbwrdd" (players 2) (equipment {(board (square 11)) (regions "Fortresses" (sites Corners)) (piece "Thrall" P1 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (or {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall2")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Jarl" P2)) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))})))) (piece "Thrall" P2 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))))) (piece "Jarl" P2 (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))))))}) (rules (start {(place "Thrall1" {"D1" "E1" "F1" "G1" "H1" "F2" "A4" "A5" "A6" "A7" "A8" "B6" "K4" "K5" "K6" "K7" "K8" "J6" "F10" "D11" "E11" "F11" "G11" "H11" "F10"}) (place "Thrall2" {"F3" "F4" "F5" "C6" "D6" "E6" "G6" "H6" "I6" "F7" "F8" "F9"}) (place "Jarl2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "Jarl2") in:(sites Outer)) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) | ###Description
11x11 board. The king is placed in the centre of the board, with his defenders around him and the attackers at the edge of the board. The attackers move first. Pieces move orthogonally any number of spaces. A pieces is captured by surrounding it on two opposite sides, by an opponent's piece. It is possible to capture two or three pieces at once by so surrounding them. It is not possible to capture a row of pieces. The defending player wins the game by moving the king to any square on the edge of the board. The attacking player wins by capturing the king. The rules are describing with the Cyningstan ruleset.
###Ludii
(game "Tawlbwrdd" (players 2) (equipment {(board (square 11)) (regions "Fortresses" (sites Corners)) (piece "Thrall" P1 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (or {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall2")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Jarl" P2)) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))})))) (piece "Thrall" P2 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))))) (piece "Jarl" P2 (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "Thrall1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))))))}) (rules (start {(place "Thrall1" {"D1" "E1" "F1" "G1" "H1" "F2" "A4" "A5" "A6" "A7" "A8" "B6" "K4" "K5" "K6" "K7" "K8" "J6" "F10" "D11" "E11" "F11" "G11" "H11" "F10"}) (place "Thrall2" {"F3" "F4" "F5" "C6" "D6" "E6" "G6" "H6" "I6" "F7" "F8" "F9"}) (place "Jarl2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "Jarl2") in:(sites Outer)) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) |
Fanorona-Tsivy is played on a board of 9x5 intersecting lines with diagonals. Each player has 22 pieces, starting on the intersections of the lines except in the centre position, placed on opposite rows of the board, but alternating in the central row.. Pieces move to an adjacent intersection along the lines. Players must capture pieces when possible. Capturing is accomplished by moving to an adjacent intersection to an opposing piece in the continuing direction of the capturing stones movement, or by moving away from an adjacent opposing pieces in such a direction. When an opponent's piece is captured, all other of the opponent's pieces in that line are also captured. Multiple captures can be made, but cannot be done by moving twice in the same direction. Multiple captures are optional. A player wins by capturing all of the other player's pieces. The game is played on a 5x9 board | (game "Fanorona" (players 2) (equipment {(board (rectangle 5 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (union {(union (expand (sites Bottom)) (sites {"B3" "D3" "G3" "I3"}))})) (place "Marker2" (union {(union (sites {"A3" "C3" "F3" "H3"}) (expand (sites Top)))}))}) (play (if (is Prev Mover) (or (if (is Occupied (last To)) (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))})))) (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (move Pass)) (priority {(or (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain)))) (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain))))) (forEach Piece (move Step (to if:(is Empty (to)))))}))) (end (if (no Pieces Mover) (result Next Win))))) | ###Description
Fanorona-Tsivy is played on a board of 9x5 intersecting lines with diagonals. Each player has 22 pieces, starting on the intersections of the lines except in the centre position, placed on opposite rows of the board, but alternating in the central row.. Pieces move to an adjacent intersection along the lines. Players must capture pieces when possible. Capturing is accomplished by moving to an adjacent intersection to an opposing piece in the continuing direction of the capturing stones movement, or by moving away from an adjacent opposing pieces in such a direction. When an opponent's piece is captured, all other of the opponent's pieces in that line are also captured. Multiple captures can be made, but cannot be done by moving twice in the same direction. Multiple captures are optional. A player wins by capturing all of the other player's pieces. The game is played on a 5x9 board
###Ludii
(game "Fanorona" (players 2) (equipment {(board (rectangle 5 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (union {(union (expand (sites Bottom)) (sites {"B3" "D3" "G3" "I3"}))})) (place "Marker2" (union {(union (sites {"A3" "C3" "F3" "H3"}) (expand (sites Top)))}))}) (play (if (is Prev Mover) (or (if (is Occupied (last To)) (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))})))) (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (move Pass)) (priority {(or (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain)))) (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain))))) (forEach Piece (move Step (to if:(is Empty (to)))))}))) (end (if (no Pieces Mover) (result Next Win))))) |
9x5 intersecting lines with diagonals in each square formed by 3x3 intersecting lines. Each player has 22 pieces, starting on the intersections of the lines except in the centre position, placed on opposite rows of the board, but alternating in the central row. Pieces move to an adjacent intersection along the lines. In the first phase of play, one player cannot capture until they have been reduced to five pieces. The opponent may only capture, according to the following rules, but only one piece at a time is captured, even when multiple would normally be allowed. When the one player is reduced to five pieces, play continues as follows. Players must capture pieces when possible. Capturing is accomplished by moving to an adjacent intersection to an opposing piece in the continuing direction of the capturing stones movement, or by moving away from an adjacent opposing pieces in such a direction. When an opponent's piece is captured, all other of the opponent's pieces in that line are also captured. Multiple captures can be made, but cannot be done by moving twice in the same direction. Multiple captures are optional. A player wins by capturing all of the other player's pieces. | (game "Vela" (players 2) (equipment {(board (rectangle 5 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (union (expand (sites Bottom)) (sites {"B3" "D3" "G3" "I3"}))) (place "Marker2" (union (sites {"A3" "C3" "F3" "H3"}) (expand (sites Top))))}) phases:{(phase "CapturingFirstPhase" (play (priority {(if (is Mover P1) (or (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))))))) (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))))))))) (forEach Piece (move Step (to if:(is Empty (to)))))})) (nextPhase (<= (count Pieces P2) 5) "FanoronaPhase")) (phase "FanoronaPhase" (play (if (is Prev Mover) (or (if (is Occupied (last To)) (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))})))) (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (move Pass)) (priority {(or (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain)))) (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain))))) (forEach Piece (move Step (to if:(is Empty (to)))))}))) (end (if (no Pieces Mover) (result Next Win))))})) | ###Description
9x5 intersecting lines with diagonals in each square formed by 3x3 intersecting lines. Each player has 22 pieces, starting on the intersections of the lines except in the centre position, placed on opposite rows of the board, but alternating in the central row. Pieces move to an adjacent intersection along the lines. In the first phase of play, one player cannot capture until they have been reduced to five pieces. The opponent may only capture, according to the following rules, but only one piece at a time is captured, even when multiple would normally be allowed. When the one player is reduced to five pieces, play continues as follows. Players must capture pieces when possible. Capturing is accomplished by moving to an adjacent intersection to an opposing piece in the continuing direction of the capturing stones movement, or by moving away from an adjacent opposing pieces in such a direction. When an opponent's piece is captured, all other of the opponent's pieces in that line are also captured. Multiple captures can be made, but cannot be done by moving twice in the same direction. Multiple captures are optional. A player wins by capturing all of the other player's pieces.
###Ludii
(game "Vela" (players 2) (equipment {(board (rectangle 5 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (union (expand (sites Bottom)) (sites {"B3" "D3" "G3" "I3"}))) (place "Marker2" (union (sites {"A3" "C3" "F3" "H3"}) (expand (sites Top))))}) phases:{(phase "CapturingFirstPhase" (play (priority {(if (is Mover P1) (or (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))))))) (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))))))))) (forEach Piece (move Step (to if:(is Empty (to)))))})) (nextPhase (<= (count Pieces P2) 5) "FanoronaPhase")) (phase "FanoronaPhase" (play (if (is Prev Mover) (or (if (is Occupied (last To)) (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))})))) (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last From)) (to (sites Around (last From)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (move Pass)) (priority {(or (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain)))) (forEach Piece (move Select (from) (to (sites Around (from)) if:(and (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection))))) (then (and (fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to)))))))) (then (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last To)) (directions Vertex from:(last From) to:(last To)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))})) (then (and {(fromTo (from (last From)) (to (last To))) (directional (from (last From)) (directions Vertex from:(last To) to:(last From)) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (if (can Move (or (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (to) SameDirection)))}))) (move Select (from (last To)) (to (sites Around (last To)) if:(and {(not (is Visited (to))) (is Empty (to)) (is Enemy (who at:(ahead (from) OppositeDirection)))}))))) (moveAgain))}))))) (moveAgain))))) (forEach Piece (move Step (to if:(is Empty (to)))))}))) (end (if (no Pieces Mover) (result Next Win))))})) |
Your turn is in two parts. First, a player may move one of their stones up to two spaces in any direction, including diagonally, in what is called a passive (or set up) move. Second, they take a more aggressive move, which must be the same direction and number of spaces as the first move. It is this second move that allows you to push stones across the board - or off the board's edge. A passive move can be done only if it can be followed by an aggressive move. Remove all four of your opponent's stones from just one of the four boards to win. | (game "Shobu" (players 2) (equipment {(board (merge {(square 4) (shift 5 0 (square 4)) (shift 0 5 (square 4)) (shift 5 5 (square 4))})) (piece "Ball" Each) (regions "BottomDark" (expand origin:(coord "A1") steps:3)) (regions "TopDark" (expand origin:(coord "A5") steps:3)) (regions "BottomLight" (expand origin:(coord "E1") steps:3)) (regions "TopLight" (expand origin:(coord "E5") steps:3)) (regions "Home" P1 (union (sites "BottomDark") (sites "BottomLight"))) (regions "Home" P2 (union (sites "TopLight") (sites "TopDark"))) (regions "Light" (expand (sites Right) steps:3)) (regions "Dark" (expand (sites Left) steps:3))}) (rules (start {(place "Ball1" (union (sites Bottom) (sites Row 4))) (place "Ball2" (union (sites Top) (sites Row 3)))}) phases:{(phase "Passive" (play (do (forEach Piece (if (is In (from) (sites Mover "Home")) (move Slide (between (max 2) if:(is Empty (between))))) (then (moveAgain))) ifAfterwards:(can Move (forEach Piece (if (is In (from) (if (is In (last To) (sites "Dark")) (sites "Light") (sites "Dark"))) (or (move Slide (directions Cell from:(last From) to:(last To)) (between (exact (count Steps (last From) (last To))) if:(is Empty (between))) (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (or (is Empty (ahead (to) (directions Cell from:(last From) to:(last To)))) (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to))))) (apply (if (is Enemy (who at:(to))) (if (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to)) (remove (to)) (fromTo (from (to)) (to (ahead (to) (directions Cell from:(last From) to:(last To)))))))))) (if (and {(= (count Steps (last From) (last To)) 2) (is Enemy (who at:(ahead (from) (directions Cell from:(last From) to:(last To))))) (is Empty (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (if (= (from) (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))) True (is Empty (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))))}) (move (from (from)) (to (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (then (if (= (ahead (last To) (directions Cell from:(last From) to:(last To))) (last To)) (remove (ahead (last From) (directions Cell from:(last From) to:(last To)))) (fromTo (from (ahead (last From) (directions Cell from:(last From) to:(last To)))) (to (ahead (last To) (directions Cell from:(last From) to:(last To))))))))))))))) (nextPhase Mover "Agressive")) (phase "Agressive" (play (forEach Piece (if (is In (from) (if (is In (last To) (sites "Dark")) (sites "Light") (sites "Dark"))) (or (move Slide (directions Cell from:(last From) to:(last To)) (between (exact (count Steps (last From) (last To))) if:(is Empty (between))) (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (or (is Empty (ahead (to) (directions Cell from:(last From) to:(last To)))) (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to))))) (apply (if (is Enemy (who at:(to))) (if (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to)) (remove (to)) (fromTo (from (to)) (to (ahead (to) (directions Cell from:(last From) to:(last To)))))))))) (if (and {(= (count Steps (last From) (last To)) 2) (is Enemy (who at:(ahead (from) (directions Cell from:(last From) to:(last To))))) (is Empty (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (if (= (from) (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))) True (is Empty (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))))}) (move (from (from)) (to (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (then (if (= (ahead (last To) (directions Cell from:(last From) to:(last To))) (last To)) (remove (ahead (last From) (directions Cell from:(last From) to:(last To)))) (fromTo (from (ahead (last From) (directions Cell from:(last From) to:(last To)))) (to (ahead (last To) (directions Cell from:(last From) to:(last To))))))))))))) (nextPhase Mover "Passive"))} (end (if (or {(all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "BottomDark")))) (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "TopDark")))) (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "BottomLight")))) (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "TopLight"))))}) (result Mover Win))))) | ###Description
Your turn is in two parts. First, a player may move one of their stones up to two spaces in any direction, including diagonally, in what is called a passive (or set up) move. Second, they take a more aggressive move, which must be the same direction and number of spaces as the first move. It is this second move that allows you to push stones across the board - or off the board's edge. A passive move can be done only if it can be followed by an aggressive move. Remove all four of your opponent's stones from just one of the four boards to win.
###Ludii
(game "Shobu" (players 2) (equipment {(board (merge {(square 4) (shift 5 0 (square 4)) (shift 0 5 (square 4)) (shift 5 5 (square 4))})) (piece "Ball" Each) (regions "BottomDark" (expand origin:(coord "A1") steps:3)) (regions "TopDark" (expand origin:(coord "A5") steps:3)) (regions "BottomLight" (expand origin:(coord "E1") steps:3)) (regions "TopLight" (expand origin:(coord "E5") steps:3)) (regions "Home" P1 (union (sites "BottomDark") (sites "BottomLight"))) (regions "Home" P2 (union (sites "TopLight") (sites "TopDark"))) (regions "Light" (expand (sites Right) steps:3)) (regions "Dark" (expand (sites Left) steps:3))}) (rules (start {(place "Ball1" (union (sites Bottom) (sites Row 4))) (place "Ball2" (union (sites Top) (sites Row 3)))}) phases:{(phase "Passive" (play (do (forEach Piece (if (is In (from) (sites Mover "Home")) (move Slide (between (max 2) if:(is Empty (between))))) (then (moveAgain))) ifAfterwards:(can Move (forEach Piece (if (is In (from) (if (is In (last To) (sites "Dark")) (sites "Light") (sites "Dark"))) (or (move Slide (directions Cell from:(last From) to:(last To)) (between (exact (count Steps (last From) (last To))) if:(is Empty (between))) (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (or (is Empty (ahead (to) (directions Cell from:(last From) to:(last To)))) (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to))))) (apply (if (is Enemy (who at:(to))) (if (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to)) (remove (to)) (fromTo (from (to)) (to (ahead (to) (directions Cell from:(last From) to:(last To)))))))))) (if (and {(= (count Steps (last From) (last To)) 2) (is Enemy (who at:(ahead (from) (directions Cell from:(last From) to:(last To))))) (is Empty (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (if (= (from) (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))) True (is Empty (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))))}) (move (from (from)) (to (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (then (if (= (ahead (last To) (directions Cell from:(last From) to:(last To))) (last To)) (remove (ahead (last From) (directions Cell from:(last From) to:(last To)))) (fromTo (from (ahead (last From) (directions Cell from:(last From) to:(last To)))) (to (ahead (last To) (directions Cell from:(last From) to:(last To))))))))))))))) (nextPhase Mover "Agressive")) (phase "Agressive" (play (forEach Piece (if (is In (from) (if (is In (last To) (sites "Dark")) (sites "Light") (sites "Dark"))) (or (move Slide (directions Cell from:(last From) to:(last To)) (between (exact (count Steps (last From) (last To))) if:(is Empty (between))) (to if:(or (is Empty (to)) (and (is Enemy (who at:(to))) (or (is Empty (ahead (to) (directions Cell from:(last From) to:(last To)))) (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to))))) (apply (if (is Enemy (who at:(to))) (if (= (ahead (to) (directions Cell from:(last From) to:(last To))) (to)) (remove (to)) (fromTo (from (to)) (to (ahead (to) (directions Cell from:(last From) to:(last To)))))))))) (if (and {(= (count Steps (last From) (last To)) 2) (is Enemy (who at:(ahead (from) (directions Cell from:(last From) to:(last To))))) (is Empty (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (if (= (from) (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))) True (is Empty (ahead (from) steps:3 (directions Cell from:(last From) to:(last To)))))}) (move (from (from)) (to (ahead (from) steps:2 (directions Cell from:(last From) to:(last To)))) (then (if (= (ahead (last To) (directions Cell from:(last From) to:(last To))) (last To)) (remove (ahead (last From) (directions Cell from:(last From) to:(last To)))) (fromTo (from (ahead (last From) (directions Cell from:(last From) to:(last To)))) (to (ahead (last To) (directions Cell from:(last From) to:(last To))))))))))))) (nextPhase Mover "Passive"))} (end (if (or {(all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "BottomDark")))) (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "TopDark")))) (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "BottomLight")))) (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites "TopLight"))))}) (result Mover Win))))) |
8x8 board. Twelve pieces per player. Pieces move forward diagonally to an empty space on the board. A piece may capture an opponent's adjacent piece by hopping over it to an empty space immediately on the opposite side of the opponent's piece. Multiple captures are allowed. Captures can be made in a forward or backward direction. Captures are compulsory, but it is not required to choose a capture sequence that captures the most pieces. A piece which reaches the opposite edge of the board from where it started is promoted to a king. Kings move any number of spaces forward or backward. They also may capture a single piece if there is at least one empty space beyond it, and can change direction after a capture. Kings must also make all possible captures in a sequence. The player who captures all of the opponent's pieces wins. | (game "American Pool Checkers" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board. Twelve pieces per player. Pieces move forward diagonally to an empty space on the board. A piece may capture an opponent's adjacent piece by hopping over it to an empty space immediately on the opposite side of the opponent's piece. Multiple captures are allowed. Captures can be made in a forward or backward direction. Captures are compulsory, but it is not required to choose a capture sequence that captures the most pieces. A piece which reaches the opposite edge of the board from where it started is promoted to a king. Kings move any number of spaces forward or backward. They also may capture a single piece if there is at least one empty space beyond it, and can change direction after a capture. Kings must also make all possible captures in a sequence. The player who captures all of the opponent's pieces wins.
###Ludii
(game "American Pool Checkers" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 board. Twelve pieces per player. Pieces begin on the dark spaces. White plays first. Players alternate turns moving their pieces diagonally one space forward to an empty space. A piece may capture an opponent's piece by hopping over it to an empty space on the opposite side of the opponent's piece, in a forward direction only. When pieces are captured, they are placed underneath the piece making the capture, forming a stack, controlled by the player whose piece is on top, the "commander." When a stack is captured, the commander is captured and the capturing piece becomes the commander, thus reducing the stack by one. The piece which is now on top of the stack now becomes the commander of that stack. Stacks always move together and cannot be broken apart. Capturing is compulsory when it is possible. There is no obligation to capture the maximum number of pieces. A player who captures the commmander of a stack can only capture from the same stack in the same turn again if there is another intervening capture between the two captures from the stack. When a piece reaches the opposite end of the board from where it started, it becomes a king immediately. If it its promoted in the midst of a sequence of captures, it may begin to capture as a king immediately when it is promoted. Kings move any number of spaces in either direction. Kings may capture by hopping over any distance, as long as there are no intervening pieces, and may land on any space beyond the captured piece, as long as the move is in a straight line and the captured piece is the only piece in the line. When a king is capturing and there is a choice for where it ends its capturing leap, an option which allows further captures must be taken if possible. Kings retain their rank when in a stack. Stacks move according to the rank of its commander. Play continues until one player cannot make a legal move; the opponent wins. | (game "Bashni" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" Each) (piece "CounterStar" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To) level:(topLevel at:(last To))) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (last Between))) (is Enemy (who at:(between)))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (last Between))) (is Enemy (who at:(between)))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (priority {(or {(forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (last Between))) (is Enemy (who at:(between)))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True)}) (or {(forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Slide Diagonal stack:True) top:True)})}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board. Twelve pieces per player. Pieces begin on the dark spaces. White plays first. Players alternate turns moving their pieces diagonally one space forward to an empty space. A piece may capture an opponent's piece by hopping over it to an empty space on the opposite side of the opponent's piece, in a forward direction only. When pieces are captured, they are placed underneath the piece making the capture, forming a stack, controlled by the player whose piece is on top, the "commander." When a stack is captured, the commander is captured and the capturing piece becomes the commander, thus reducing the stack by one. The piece which is now on top of the stack now becomes the commander of that stack. Stacks always move together and cannot be broken apart. Capturing is compulsory when it is possible. There is no obligation to capture the maximum number of pieces. A player who captures the commmander of a stack can only capture from the same stack in the same turn again if there is another intervening capture between the two captures from the stack. When a piece reaches the opposite end of the board from where it started, it becomes a king immediately. If it its promoted in the midst of a sequence of captures, it may begin to capture as a king immediately when it is promoted. Kings move any number of spaces in either direction. Kings may capture by hopping over any distance, as long as there are no intervening pieces, and may land on any space beyond the captured piece, as long as the move is in a straight line and the captured piece is the only piece in the line. When a king is capturing and there is a choice for where it ends its capturing leap, an option which allows further captures must be taken if possible. Kings retain their rank when in a stack. Stacks move according to the rank of its commander. Play continues until one player cannot make a legal move; the opponent wins.
###Ludii
(game "Bashni" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" Each) (piece "CounterStar" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To) level:(topLevel at:(last To))) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (last Between))) (is Enemy (who at:(between)))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (last Between))) (is Enemy (who at:(between)))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (priority {(or {(forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (last Between))) (is Enemy (who at:(between)))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True)}) (or {(forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Slide Diagonal stack:True) top:True)})}))) (end (if (no Moves Next) (result Mover Win))))) |
Played on an 8x8 board with 12 pieces per side. Pieces move one space diagonally. Capturing occurs when an opponent's piece is adjacent to a player's piece and there is an open space on the other side of the opponent and the player's piece jumps the opponent's. Capturing can happen either forwards or backwards. Capturing must happen if it is possible. Multiple jumps can be made in a turn, and the maximum number of jumps must be made. Pieces become kings when they reach the opposite side of the board from which they started at the end of its turn. Kings can move multiple spaces in one direction. | (game "Brazilian Draughts" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Played on an 8x8 board with 12 pieces per side. Pieces move one space diagonally. Capturing occurs when an opponent's piece is adjacent to a player's piece and there is an open space on the other side of the opponent and the player's piece jumps the opponent's. Capturing can happen either forwards or backwards. Capturing must happen if it is possible. Multiple jumps can be made in a turn, and the maximum number of jumps must be made. Pieces become kings when they reach the opposite side of the board from which they started at the end of its turn. Kings can move multiple spaces in one direction.
###Ludii
(game "Brazilian Draughts" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Played on a 12x12 board with 30 pieces per player, arranged on the dark squares. Pieces move diagonally one or can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving. The rules are the standard ones. | (game "Canadian Draughts" (players 2) (equipment {(board (square 12)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 5 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 5 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Played on a 12x12 board with 30 pieces per player, arranged on the dark squares. Pieces move diagonally one or can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving. The rules are the standard ones.
###Ludii
(game "Canadian Draughts" (players 2) (equipment {(board (square 12)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 5 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 5 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 Draughts board. Twelve pieces per player, arranged on the three rows closest to the players. Players alternate turns moving a piece forward diagonally to an adjacent empty space. Pieces capture an opponent's piece by hopping over it to an empty space on the opposite side of it, in a forward direction only. Captures are mandatory, and the maximum number of captures is required. Kings are made when a piece reaches the opposite edge of the board from where it started. Kings may move one space diagonally in either direction, and capture rules are the same as for pieces, except when different capturing routes are available with the same number of captures, the one which takes the most kings must be taken. In addition, if a sequence of captures can be made by a king or a regular piece, it must be made with the king. Kings cannot be captured by regular pieces. The first player to force the opponent to capture all of their pieces wins. | (game "Coc-Inbert" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))})) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (forEach Player if:(no Pieces Player) (result Player Win))))) | ###Description
8x8 Draughts board. Twelve pieces per player, arranged on the three rows closest to the players. Players alternate turns moving a piece forward diagonally to an adjacent empty space. Pieces capture an opponent's piece by hopping over it to an empty space on the opposite side of it, in a forward direction only. Captures are mandatory, and the maximum number of captures is required. Kings are made when a piece reaches the opposite edge of the board from where it started. Kings may move one space diagonally in either direction, and capture rules are the same as for pieces, except when different capturing routes are available with the same number of captures, the one which takes the most kings must be taken. In addition, if a sequence of captures can be made by a king or a regular piece, it must be made with the king. Kings cannot be captured by regular pieces. The first player to force the opponent to capture all of their pieces wins.
###Ludii
(game "Coc-Inbert" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))})) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (forEach Player if:(no Pieces Player) (result Player Win))))) |
12x12 checkered board. Thirty pieces per player, placed on the white spaces in the first five ranks on each player's side. Pieces move diagonally forward or backward. The opponent's pieces are captured by hopping over them. Multiple hops by one piece are allowed in one turn if they are possible. When they reach the opposite edge of the board from where they started, they become Kings. Kings may move diagonally any number of spaces. They may capture pieces proceeding along its diagonal in one direction, as long as the next space beyond the piece to be captured is empty. It may not hop over any pieces which belong to the same player, or those belonging to the opponent except to capture them. Multiple captures for the King can only be made along the same diagonal, except when it makes a capture that brings it to the edge of the board, it can make another capture along the next available diagonal, if possible. The player who captures all of the opponent's pieces wins. | (game "Dam" (players 2) (equipment {(board (square 12)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 5 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 5 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "Counter" (or (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step Diagonal (to if:(is Empty (to)))))) (forEach Piece "DoubleCounter" (or (move Hop Diagonal (between before:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Slide (directions Diagonal))))) (then (if (and (= (what at:(last To)) (id "Counter" Mover)) (is In (last To) (sites Next))) (promote (last To) (piece "DoubleCounter") Mover))))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
12x12 checkered board. Thirty pieces per player, placed on the white spaces in the first five ranks on each player's side. Pieces move diagonally forward or backward. The opponent's pieces are captured by hopping over them. Multiple hops by one piece are allowed in one turn if they are possible. When they reach the opposite edge of the board from where they started, they become Kings. Kings may move diagonally any number of spaces. They may capture pieces proceeding along its diagonal in one direction, as long as the next space beyond the piece to be captured is empty. It may not hop over any pieces which belong to the same player, or those belonging to the opponent except to capture them. Multiple captures for the King can only be made along the same diagonal, except when it makes a capture that brings it to the edge of the board, it can make another capture along the next available diagonal, if possible. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Dam" (players 2) (equipment {(board (square 12)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 5 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 5 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "Counter" (or (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step Diagonal (to if:(is Empty (to)))))) (forEach Piece "DoubleCounter" (or (move Hop Diagonal (between before:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Slide (directions Diagonal))))) (then (if (and (= (what at:(last To)) (id "Counter" Mover)) (is In (last To) (sites Next))) (promote (last To) (piece "DoubleCounter") Mover))))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 Draughts board. Twelve pieces per player, arranged on the three rows closest to the players. Players alternate turns moving a piece forward diagonally to an adjacent empty space. Pieces capture an opponent's piece by hopping over it to an empty space on the opposite side of it, in a forward direction only. Captures are mandatory, and the maximum number of captures is required. Kings are made when a piece reaches the opposite edge of the board from where it started. Kings may move one space diagonally in either direction, and capture rules are the same as for pieces, except when different capturing routes are available with the same number of captures, the one which takes the most kings must be taken. In addition, if a sequence of captures can be made by a king or a regular piece, it must be made with the king. Kings cannot be captured by regular pieces. When a piece does not capture the maximum number of captures and the opponent catches it, the opponent captures the opponent's piece. The first player to capture all of the opponent's pieces wins. | (game "Dama (Italy)" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))})) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 Draughts board. Twelve pieces per player, arranged on the three rows closest to the players. Players alternate turns moving a piece forward diagonally to an adjacent empty space. Pieces capture an opponent's piece by hopping over it to an empty space on the opposite side of it, in a forward direction only. Captures are mandatory, and the maximum number of captures is required. Kings are made when a piece reaches the opposite edge of the board from where it started. Kings may move one space diagonally in either direction, and capture rules are the same as for pieces, except when different capturing routes are available with the same number of captures, the one which takes the most kings must be taken. In addition, if a sequence of captures can be made by a king or a regular piece, it must be made with the king. Kings cannot be captured by regular pieces. When a piece does not capture the maximum number of captures and the opponent catches it, the opponent captures the opponent's piece. The first player to capture all of the opponent's pieces wins.
###Ludii
(game "Dama (Italy)" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "Counter" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))})) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (if (no Moves Next) (result Mover Win))))) |
5x5 grid of points, four point in each row, each alternating position with an end point on the left or right edge. Points are connecting with diagonal lines. Twelve pieces per player, positioned on the first three rows closest to the player. Players alternate turns moving a piece forward to an empty adjacent spot along the lines. A player may capture an opponent's piece by hopping over it to an empty spot on the opposite side of it along the lines. Multiple captures are allowed, if possible. When a player's piece reaches the opposite edge of the board from which it started, it becomes a king. Kings may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The king cannot take in multiple directions in one turn. The first player to capture all of the opponent's pieces wins. | (game "Dama (Philippines)" (players 2) (equipment {(board (rotate 45 (merge {(rectangle 5 4) (shift -1 1 (rectangle 3 6)) (shift -2 2 (rectangle 1 8)) (shift 1 -1 (rectangle 7 2))})) use:Vertex) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (expand (sites Bottom) steps:(- 3 1))) (place "Counter2" (expand (sites Top) steps:(- 3 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) SameDirection (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) SameDirection (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or {(forEach Piece "Counter" (move Hop (from (from)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) SameDirection (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
5x5 grid of points, four point in each row, each alternating position with an end point on the left or right edge. Points are connecting with diagonal lines. Twelve pieces per player, positioned on the first three rows closest to the player. Players alternate turns moving a piece forward to an empty adjacent spot along the lines. A player may capture an opponent's piece by hopping over it to an empty spot on the opposite side of it along the lines. Multiple captures are allowed, if possible. When a player's piece reaches the opposite edge of the board from which it started, it becomes a king. Kings may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The king cannot take in multiple directions in one turn. The first player to capture all of the opponent's pieces wins.
###Ludii
(game "Dama (Philippines)" (players 2) (equipment {(board (rotate 45 (merge {(rectangle 5 4) (shift -1 1 (rectangle 3 6)) (shift -2 2 (rectangle 1 8)) (shift 1 -1 (rectangle 7 2))})) use:Vertex) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (expand (sites Bottom) steps:(- 3 1))) (place "Counter2" (expand (sites Top) steps:(- 3 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) SameDirection (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) SameDirection (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or {(forEach Piece "Counter" (move Hop (from (from)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) SameDirection (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 checkered board. twelve pieces per player, placed on the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty space. Pieces may capture an opponent's piece by hopping over it to an empty adjacent space. Captures are compulsory, multiple captures are possible, the maximum capture possible is required, and failure to do so is penalized by the huff, where the piece that should have made the capture is itself captured. When a piece reaches the opposite edge of the board from where it started, it becomes a king. Kings may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The player who captures all of the opponent's pieces wins. | (game "Damas" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (do (set Pending (sites From (max Moves (or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))))) next:(or {(forEach Piece "Counter" (max Moves (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (set Value Mover (last To)) (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))))) (forEach Piece "DoubleCounter" (max Moves (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (set Value Mover (last To)) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))) (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (move Slide Diagonal))}) (then (and (if (and (!= (value Player Mover) (last To)) (not (is In (last To) (sites Pending)))) (remove (sites Pending))) (if (and (!= (value Player Mover) (last To)) (is In (last From) (sites Pending))) (remove (last To)))))))) (end (forEach Player if:(no Moves Player) (result Player Loss))))) | ###Description
8x8 checkered board. twelve pieces per player, placed on the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty space. Pieces may capture an opponent's piece by hopping over it to an empty adjacent space. Captures are compulsory, multiple captures are possible, the maximum capture possible is required, and failure to do so is penalized by the huff, where the piece that should have made the capture is itself captured. When a piece reaches the opposite edge of the board from where it started, it becomes a king. Kings may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Damas" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (do (set Pending (sites From (max Moves (or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))))) next:(or {(forEach Piece "Counter" (max Moves (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (set Value Mover (last To)) (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))))) (forEach Piece "DoubleCounter" (max Moves (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (set Value Mover (last To)) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))) (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (move Slide Diagonal))}) (then (and (if (and (!= (value Player Mover) (last To)) (not (is In (last To) (sites Pending)))) (remove (sites Pending))) (if (and (!= (value Player Mover) (last To)) (is In (last From) (sites Pending))) (remove (last To)))))))) (end (forEach Player if:(no Moves Player) (result Player Loss))))) |
8x8 checkered board, the dark spaces placed so that the bottom right corner is a dark space. Twelve pieces per player, placed on the dark spaces of the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty space. Pieces may capture an opponent's piece by hopping over it to an empty adjacent space. Captures are compulsory, multiple captures are possible, the maximum capture possible is not required. When a piece reaches the opposite edge of the board from where it started, it stops moving (if in a capture sequence), becomes a king, and the turn ends. Kings may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The player who captures all of the opponent's pieces wins. | (game "Damenspiel" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop (from) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
8x8 checkered board, the dark spaces placed so that the bottom right corner is a dark space. Twelve pieces per player, placed on the dark spaces of the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty space. Pieces may capture an opponent's piece by hopping over it to an empty adjacent space. Captures are compulsory, multiple captures are possible, the maximum capture possible is not required. When a piece reaches the opposite edge of the board from where it started, it stops moving (if in a capture sequence), becomes a king, and the turn ends. Kings may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Damenspiel" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop (from) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Pieces Next) (result Next Loss))))) |
8x8 checkered board, the dark spaces placed so that the bottom right corner is a dark space. Twelve pieces per player, placed on the dark spaces of the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty space. Pieces may capture an opponent's piece by hopping over it to an empty adjacent space, in a forwards or backwards direction. Captures are not compulsory, multiple captures are possible, the maximum capture possible is not required. When a piece reaches the opposite edge of the board from where it started at the end of its turn, it it promoted. If it lands on the edge of the board in the middle of a capturing sequence, it is not promoted. Promoted pieces may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The player who captures all of the opponent's pieces wins. | (game "Damspel" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (or (move Pass (then (forEach Site (sites Next) (if (= (what at:(site)) (id "Counter" Mover)) (promote (site) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (or (move Pass) (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (or (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))))) (forEach Piece "DoubleCounter" (or (move Slide Diagonal) (move Hop (from) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
8x8 checkered board, the dark spaces placed so that the bottom right corner is a dark space. Twelve pieces per player, placed on the dark spaces of the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty space. Pieces may capture an opponent's piece by hopping over it to an empty adjacent space, in a forwards or backwards direction. Captures are not compulsory, multiple captures are possible, the maximum capture possible is not required. When a piece reaches the opposite edge of the board from where it started at the end of its turn, it it promoted. If it lands on the edge of the board in the middle of a capturing sequence, it is not promoted. Promoted pieces may move any distance diagonally forward or backward, and may capture any number of opponent's pieces it leaps over. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Damspel" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (or (move Pass (then (forEach Site (sites Next) (if (= (what at:(site)) (id "Counter" Mover)) (promote (site) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (or (move Pass) (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (or (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))))) (forEach Piece "DoubleCounter" (or (move Slide Diagonal) (move Hop (from) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))))) (end (if (no Pieces Next) (result Next Loss))))) |
10x10 board, 20 pieces per player, arranged on the dark squares, leaving the diagonal from bottom left to top right empty, with each player's pieces on opposite sides of it. Pieces move diagonally one or can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving. | (game "Diagonal Draughts" (players 2) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (intersection (sites Right) (sites Bottom)) steps:8 Orthogonal) (sites Phase 1))) (place "Counter2" (difference (expand (intersection (sites Left) (sites Top)) steps:8 Orthogonal) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step Diagonal (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
10x10 board, 20 pieces per player, arranged on the dark squares, leaving the diagonal from bottom left to top right empty, with each player's pieces on opposite sides of it. Pieces move diagonally one or can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving.
###Ludii
(game "Diagonal Draughts" (players 2) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (intersection (sites Right) (sites Bottom)) steps:8 Orthogonal) (sites Phase 1))) (place "Counter2" (difference (expand (intersection (sites Left) (sites Top)) steps:8 Orthogonal) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step Diagonal (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 board. Eight pieces per player, which begin on alternating squares in the first two rows on opposing sides of the board. Players alternate turns moving one of their pieces to an adjacent space. Pieces move diagonally forward only. A piece may capture one of the opponent's adjacent pieces by hopping over it to an empty adjacent space immediately on the opposite side of the opponent's piece. Multiple captures are not allowed. When a piece arrives at the opposite edge of the board from where it began, it is promoted and may move diagonally forward or backward. The player who captures all of the opponent's pieces wins. | (game "Doov" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 2 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 2 1)) (sites Phase 1)))}) (play (or (or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to)))))))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board. Eight pieces per player, which begin on alternating squares in the first two rows on opposing sides of the board. Players alternate turns moving one of their pieces to an adjacent space. Pieces move diagonally forward only. A piece may capture one of the opponent's adjacent pieces by hopping over it to an empty adjacent space immediately on the opposite side of the opponent's piece. Multiple captures are not allowed. When a piece arrives at the opposite edge of the board from where it began, it is promoted and may move diagonally forward or backward. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Doov" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 2 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 2 1)) (sites Phase 1)))}) (play (or (or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to)))))))) (end (if (no Moves Next) (result Mover Win))))) |
10x10 board, with red and white checkeres squares. Twenty pieces per player, which are arranged on the first four ranks closest to the player. Pieces move diagonally one space forward. Pieces may capture an opponent's piece by hopping over it diagonally to an empty adjacent square immediately on the other side of it. Pieces cannot capture in a backwards direction. The maximum number of pieces must be captured. If a player does not capture the maximum number of pieces, the other player may huff this piece, removing it from play. When a piece reaches the opposite edge of the board from where it started, it is promoted to king. Kings may move any distance diagonally, in a forward or backward direction. The player who captures all of their opponent's pieces wins. | (game "Dum Blas" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
10x10 board, with red and white checkeres squares. Twenty pieces per player, which are arranged on the first four ranks closest to the player. Pieces move diagonally one space forward. Pieces may capture an opponent's piece by hopping over it diagonally to an empty adjacent square immediately on the other side of it. Pieces cannot capture in a backwards direction. The maximum number of pieces must be captured. If a player does not capture the maximum number of pieces, the other player may huff this piece, removing it from play. When a piece reaches the opposite edge of the board from where it started, it is promoted to king. Kings may move any distance diagonally, in a forward or backward direction. The player who captures all of their opponent's pieces wins.
###Ludii
(game "Dum Blas" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Played on an 8x8 board with each player having twelve pieces. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them in a forward direction if they are adjacent. Capturing must happen if it is possible. Multiple captures are allowed. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards. The goal is to capture all of the opponent's pieces. | (game "English Draughts" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Played on an 8x8 board with each player having twelve pieces. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them in a forward direction if they are adjacent. Capturing must happen if it is possible. Multiple captures are allowed. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards. The goal is to capture all of the opponent's pieces.
###Ludii
(game "English Draughts" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (if (no Moves Next) (result Mover Win))))) |
10x10 board. Twenty pieces per player, arrayed on the dark-colored spaces. The square in the left-hand corner closest to the player is a dark square. Pieces move one space forward diagonally. When a piece arrives at the furthest rank opposite their starting position, it becomes a king. Kings may move diagonally, forward or backward, any number of spaces (like a bishop in Chess). Captures are made by hopping over an adjacent piece in a diagonal or orthogonal direction, including backwards. Multiple captures are allowed, in which the player may change direction. Kings capture by flying leap. Captures are mandatory, and the maximum capture should be made based on the value of pieces. Kings are worth less than twice the number of regular pieces, but more than twice the number of pieces minus one. (e.g., three kings are worth less than six pieces, but more than five pieces). If more than one maximum capture has the same value, the one that captures more kings takes precedence. It is permitted to use the same space more than once, but not to hop over the same piece twice. Captured pieces are removed after the turn is complete. The maximum capture can be enforced when the opponent catches it, though the opponent may opt not to point it out. A king cannot make three non-capturing moves in a row without moving another king or piece. This rule does not apply if the player only has one king remaining. If one player has only two kings remaining and the opponent has only one king remaining, the player with two kings must win in seven turns. If they do not, the game is a draw. If both players have only one king remaining and neither of them is able to capture or will be forced into a position where their king will be captured on the next turn, the game is a draw. The player who captures all of their opponent's pieces wins, or if they cannot make a legal move. Standard Frisian draughts | (game "Frisian Draughts" (players 2) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each maxState:128) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1)) value:10) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)) value:10)}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves withValue:True (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))))) (max Moves withValue:True (do (move Hop (from (last To)) All (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (do (hop (from (last To)) All (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))) (moveAgain)) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0))))) (priority {(max Moves withValue:True (or {(forEach Piece "DoubleCounter" (do (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (do (hop (from (last To)) All (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))) (moveAgain)) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0)))) (forEach Piece "Counter" (or (do (move Hop (from (from)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (from)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0))))))))})) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) (forEach Piece "DoubleCounter" (if (if (> 2 (state at:(from))) True (not (can Move (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))))))) (move Slide Diagonal)) (then (if (!= (where "Counter" Mover) -1) (and (set State at:(last To) (+ 1 (state at:(last To)))) (forEach Site (sites Occupied by:Mover) (if (and (!= (site) (last To)) (!= 0 (state at:(site)))) (set State at:(site) 0))))))))}) (then (and (if (and (and {(= (where "Counter" P1) -1) (= (where "Counter" P2) -1) (= 1 (count Pieces Next)) (= 2 (count Pieces Mover))}) (= -1 (value Player Mover))) (set Value Mover 0)) (if (and (not (is Prev Mover)) (!= -1 (value Player Mover))) (set Value Mover (+ 1 (value Player Mover)))))))) (end {(if (no Moves Next) (result Mover Win)) (if (= 7 (value Player Mover)) (result Mover Draw))}))) | ###Description
10x10 board. Twenty pieces per player, arrayed on the dark-colored spaces. The square in the left-hand corner closest to the player is a dark square. Pieces move one space forward diagonally. When a piece arrives at the furthest rank opposite their starting position, it becomes a king. Kings may move diagonally, forward or backward, any number of spaces (like a bishop in Chess). Captures are made by hopping over an adjacent piece in a diagonal or orthogonal direction, including backwards. Multiple captures are allowed, in which the player may change direction. Kings capture by flying leap. Captures are mandatory, and the maximum capture should be made based on the value of pieces. Kings are worth less than twice the number of regular pieces, but more than twice the number of pieces minus one. (e.g., three kings are worth less than six pieces, but more than five pieces). If more than one maximum capture has the same value, the one that captures more kings takes precedence. It is permitted to use the same space more than once, but not to hop over the same piece twice. Captured pieces are removed after the turn is complete. The maximum capture can be enforced when the opponent catches it, though the opponent may opt not to point it out. A king cannot make three non-capturing moves in a row without moving another king or piece. This rule does not apply if the player only has one king remaining. If one player has only two kings remaining and the opponent has only one king remaining, the player with two kings must win in seven turns. If they do not, the game is a draw. If both players have only one king remaining and neither of them is able to capture or will be forced into a position where their king will be captured on the next turn, the game is a draw. The player who captures all of their opponent's pieces wins, or if they cannot make a legal move. Standard Frisian draughts
###Ludii
(game "Frisian Draughts" (players 2) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each maxState:128) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1)) value:10) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)) value:10)}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves withValue:True (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))))) (max Moves withValue:True (do (move Hop (from (last To)) All (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (do (hop (from (last To)) All (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))) (moveAgain)) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0))))) (priority {(max Moves withValue:True (or {(forEach Piece "DoubleCounter" (do (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (do (hop (from (last To)) All (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))) (moveAgain)) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0)))) (forEach Piece "Counter" (or (do (move Hop (from (from)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (from)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (and (if (can Move (or (do (move Hop (from (last To)) Orthogonal (between before:1 after:1 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to)))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19)))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0))))))))})) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (then (set Value at:(last To) 19))) (forEach Site (sites Occupied by:Mover) (if (!= 0 (state at:(site))) (set State at:(site) 0)))))) (forEach Piece "DoubleCounter" (if (if (> 2 (state at:(from))) True (not (can Move (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))))))) (move Slide Diagonal)) (then (if (!= (where "Counter" Mover) -1) (and (set State at:(last To) (+ 1 (state at:(last To)))) (forEach Site (sites Occupied by:Mover) (if (and (!= (site) (last To)) (!= 0 (state at:(site)))) (set State at:(site) 0))))))))}) (then (and (if (and (and {(= (where "Counter" P1) -1) (= (where "Counter" P2) -1) (= 1 (count Pieces Next)) (= 2 (count Pieces Mover))}) (= -1 (value Player Mover))) (set Value Mover 0)) (if (and (not (is Prev Mover)) (!= -1 (value Player Mover))) (set Value Mover (+ 1 (value Player Mover)))))))) (end {(if (no Moves Next) (result Mover Win)) (if (= 7 (value Player Mover)) (result Mover Draw))}))) |
This game is played on an empty 8x8 square chess board. Use 6 checkers and 66 Go stones. The Counterinsurgent (COIN) player places his checkers on black squares in the middle of the board. The Guerrilla player starts with no pieces on the board, but begins by placing one stone anywhere on the board, then a second stone orthogonally adjacent to the first. The Guerrilla player does not move his pieces. Instead, he places two and only two stones per turn on the board, on the intersections of the squares. The first stone must be orthogonally adjacent to any stone on the board; the second stone must be orthogonally adjacent to the first stone placed. He may not place stones on the board edge points. He captures an enemy checker by surrounding it. COIN player moves one checker per turn, one square diagonally as a King in regular checkers, or makes captures by jumping over the point between two squares. He is not forced to capture if he does not want to, but if he does he must take all possible captures. Captured stones are removed from the board. GOAL - The player who clears the board of all enemy pieces at the end of his turn wins. The Guerrilla player loses if he runs out of stones | (game "Guerrilla Checkers" (players 2) (equipment {(board (square 9) use:Vertex) (hand P1) (piece "Marker" P1) (piece "Counter" P2 (move Step (from Cell) Diagonal (to Cell if:(is Empty Cell (to))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site) (then (if (can Move (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site))))))) (moveAgain)))))))))}) (rules (start {(place "Counter2" Cell {"E3" "D4" "C5" "D6" "E5" "F4"}) (place "Marker1" "Hand1" count:66)}) phases:{(phase "InitGuerrilla" P1 (play (move (from (handSite Mover)) (to Vertex (difference (sites Empty Vertex) (sites Outer))) (then (moveAgain)))) (nextPhase (is Next Mover) "GuerrillaMove")) (phase "GuerrillaMove" P1 (play (if (is Prev Mover) (move (from (handSite Mover)) (to Vertex (difference (sites Around (last To) Orthogonal if:(is Empty (to))) (sites Outer))) (then (forEach Site (forEach (sites Occupied by:P2 on:Cell) if:(all Sites (sites Incident Vertex of:Cell at:(site)) if:(is Occupied Vertex (site)))) (remove Cell (site))))) (move (from (handSite Mover)) (to Vertex (difference (sites Empty Vertex) (sites Outer)) if:(not (= (count Sites in:(sites Around (to) Own Orthogonal)) 0))) (then (and (forEach Site (forEach (sites Occupied by:P2 on:Cell) if:(all Sites (sites Incident Vertex of:Cell at:(site)) if:(is Occupied Vertex (site)))) (remove Cell (site))) (moveAgain))))))) (phase "CoinMove" P2 (play (if (is Prev Mover) (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site) (then (if (can Move (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site))))))) (moveAgain)))))))) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) | ###Description
This game is played on an empty 8x8 square chess board. Use 6 checkers and 66 Go stones. The Counterinsurgent (COIN) player places his checkers on black squares in the middle of the board. The Guerrilla player starts with no pieces on the board, but begins by placing one stone anywhere on the board, then a second stone orthogonally adjacent to the first. The Guerrilla player does not move his pieces. Instead, he places two and only two stones per turn on the board, on the intersections of the squares. The first stone must be orthogonally adjacent to any stone on the board; the second stone must be orthogonally adjacent to the first stone placed. He may not place stones on the board edge points. He captures an enemy checker by surrounding it. COIN player moves one checker per turn, one square diagonally as a King in regular checkers, or makes captures by jumping over the point between two squares. He is not forced to capture if he does not want to, but if he does he must take all possible captures. Captured stones are removed from the board. GOAL - The player who clears the board of all enemy pieces at the end of his turn wins. The Guerrilla player loses if he runs out of stones
###Ludii
(game "Guerrilla Checkers" (players 2) (equipment {(board (square 9) use:Vertex) (hand P1) (piece "Marker" P1) (piece "Counter" P2 (move Step (from Cell) Diagonal (to Cell if:(is Empty Cell (to))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site) (then (if (can Move (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site))))))) (moveAgain)))))))))}) (rules (start {(place "Counter2" Cell {"E3" "D4" "C5" "D6" "E5" "F4"}) (place "Marker1" "Hand1" count:66)}) phases:{(phase "InitGuerrilla" P1 (play (move (from (handSite Mover)) (to Vertex (difference (sites Empty Vertex) (sites Outer))) (then (moveAgain)))) (nextPhase (is Next Mover) "GuerrillaMove")) (phase "GuerrillaMove" P1 (play (if (is Prev Mover) (move (from (handSite Mover)) (to Vertex (difference (sites Around (last To) Orthogonal if:(is Empty (to))) (sites Outer))) (then (forEach Site (forEach (sites Occupied by:P2 on:Cell) if:(all Sites (sites Incident Vertex of:Cell at:(site)) if:(is Occupied Vertex (site)))) (remove Cell (site))))) (move (from (handSite Mover)) (to Vertex (difference (sites Empty Vertex) (sites Outer)) if:(not (= (count Sites in:(sites Around (to) Own Orthogonal)) 0))) (then (and (forEach Site (forEach (sites Occupied by:P2 on:Cell) if:(all Sites (sites Incident Vertex of:Cell at:(site)) if:(is Occupied Vertex (site)))) (remove Cell (site))) (moveAgain))))))) (phase "CoinMove" P2 (play (if (is Prev Mover) (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site) (then (if (can Move (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site))))))) (moveAgain)))))))) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) |
10x10 board, 20 pieces per player. Pieces move diagonally one or can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving. | (game "International Draughts" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
10x10 board, 20 pieces per player. Pieces move diagonally one or can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving.
###Ludii
(game "International Draughts" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 board, twelve pieces per player. Pieces placed on the dark squares of the first three rows of each side, with the empty corner to the right of each player. Pieces move one space forward diagonally. They may capture pieces of the opponent by hopping over them. Captures may happen in any direction. Multiple captures are allowed in the same turn, but they may not hop over the same piece or a player's own piece. Captures are compulsory, but if more than one option exists the player may choose which capture to make. When a piece reaches the opposite edge of the board, it becomes a king, even if this is in the middle of a turn. Kings may move any number of spaces forward or backwards, and may capture by flying leap. Kings must take all possible pieces in a sequence. The player to capture all of the other player's pieces wins. | (game "Jekab" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board, twelve pieces per player. Pieces placed on the dark squares of the first three rows of each side, with the empty corner to the right of each player. Pieces move one space forward diagonally. They may capture pieces of the opponent by hopping over them. Captures may happen in any direction. Multiple captures are allowed in the same turn, but they may not hop over the same piece or a player's own piece. Captures are compulsory, but if more than one option exists the player may choose which capture to make. When a piece reaches the opposite edge of the board, it becomes a king, even if this is in the middle of a turn. Kings may move any number of spaces forward or backwards, and may capture by flying leap. Kings must take all possible pieces in a sequence. The player to capture all of the other player's pieces wins.
###Ludii
(game "Jekab" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Played on a 7x7 board. Each player has 11 pieces. they move diagonally one space or can capture opposing pieces by jumping. When captured, a piece is placed underneath the capturing piece, creating columns. When columns are captured, only the piece at the top of the column is taken. Columns are controlled by the player whose piece is on top of the column. When a piece or column reaches the opposite side of the board they become promoted to officer and can move backwards. A player wins by capturing all of the opponent's pieces. The game is played in a Chess board. | (game "Lasca" (players {(player N) (player S)}) (equipment {(board (square 7)) (piece "Counter" Each) (piece "CounterStar" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:2) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:2) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To) level:(topLevel at:(last To))) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (priority {(or {(forEach Piece "Counter" (move Hop (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True)}) (or {(forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Step Diagonal (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True) top:True)})}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Played on a 7x7 board. Each player has 11 pieces. they move diagonally one space or can capture opposing pieces by jumping. When captured, a piece is placed underneath the capturing piece, creating columns. When columns are captured, only the piece at the top of the column is taken. Columns are controlled by the player whose piece is on top of the column. When a piece or column reaches the opposite side of the board they become promoted to officer and can move backwards. A player wins by capturing all of the opponent's pieces. The game is played in a Chess board.
###Ludii
(game "Lasca" (players {(player N) (player S)}) (equipment {(board (square 7)) (piece "Counter" Each) (piece "CounterStar" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:2) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:2) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To) level:(topLevel at:(last To))) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain))))) (priority {(or {(forEach Piece "Counter" (move Hop (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to)))) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True)) (moveAgain)))) top:True)}) (or {(forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True) top:True (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Step Diagonal (to if:(and (is In (from) (sites Occupied by:Mover)) (is Empty (to)))) stack:True) top:True)})}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 board. Twelve pieces per player. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them in a forward direction if they are adjacent. Capturing must happen if it is possible. Multiple captures are allowed. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards, and can capture by jumping over any number of pieces, any distance. The goal is to capture all of the opponent's pieces. | (game "Main Dam" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board. Twelve pieces per player. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them in a forward direction if they are adjacent. Capturing must happen if it is possible. Multiple captures are allowed. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards, and can capture by jumping over any number of pieces, any distance. The goal is to capture all of the opponent's pieces.
###Ludii
(game "Main Dam" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 board, twelve pieces per player, arranged on the black spaces. Pieces move diagonally one space, or may hop an opponent's piece to capture it. Pieces may also capture orthogonally, but must remain on the black spaces. When a piece reaches the opponent's edge of the board, the piece becomes a "Dam," and may move diagonally or orthogonally any number of spaces, including to jump over one piece. The player who captures all the opponent's pieces wins. | (game "Makvoer" (players 2) (equipment {(board (square 8)) (piece "Counter" Each (or {(move Step Diagonal (to if:(is Empty (to)))) (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop Orthogonal (between before:1 after:2 if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))} (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Slide) (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
8x8 board, twelve pieces per player, arranged on the black spaces. Pieces move diagonally one space, or may hop an opponent's piece to capture it. Pieces may also capture orthogonally, but must remain on the black spaces. When a piece reaches the opponent's edge of the board, the piece becomes a "Dam," and may move diagonally or orthogonally any number of spaces, including to jump over one piece. The player who captures all the opponent's pieces wins.
###Ludii
(game "Makvoer" (players 2) (equipment {(board (square 8)) (piece "Counter" Each (or {(move Step Diagonal (to if:(is Empty (to)))) (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop Orthogonal (between before:1 after:2 if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))} (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Slide) (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
10x10 board. Twenty pieces per player, which begin in the four rows closest to the players. Pieces move diagonally forward one space. Pieces capture orthogonally or diagonally, in any direction, when there is one empty space between the piece and the opponent's piece, and an empty space immediately on the opposite side of the opponent's piece. Pieces are promoted to Queen when they reach the edge of the board opposite from where they start. Queens may capture orthogonally or diagonally in any direction over any distance, as long as there are no other pieces intervening and there is an empty spot immediately after the piece to be captured, which is where the Queen lands to make the capture. Multiple captures are allowed for Queens and regular pieces. Queens move orthogonally or diagonally any distance. The player who captures all of the opponent's pieces wins. | (game "Maleys" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain))))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))))) (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))))) (move Pass)) (or (forEach Piece "Counter" (or {(move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (move Hop (from) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain))))) (do (move Hop (from) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))))})) (forEach Piece "DoubleCounter" (or {(do (move Slide) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))) (do (move Hop (from) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain))))}))))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
10x10 board. Twenty pieces per player, which begin in the four rows closest to the players. Pieces move diagonally forward one space. Pieces capture orthogonally or diagonally, in any direction, when there is one empty space between the piece and the opponent's piece, and an empty space immediately on the opposite side of the opponent's piece. Pieces are promoted to Queen when they reach the edge of the board opposite from where they start. Queens may capture orthogonally or diagonally in any direction over any distance, as long as there are no other pieces intervening and there is an empty spot immediately after the piece to be captured, which is where the Queen lands to make the capture. Multiple captures are allowed for Queens and regular pieces. Queens move orthogonally or diagonally any distance. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Maleys" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain))))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))))) (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))))) (move Pass)) (or (forEach Piece "Counter" (or {(move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (move Hop (from) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain))))) (do (move Hop (from) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))))})) (forEach Piece "DoubleCounter" (or {(do (move Slide) ifAfterwards:(is In (last To) (sites Phase 0))) (move Hop (from) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain)))) (do (move Hop (from) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between before:1 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:3 after:1 if:(and (= 4 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0))))) (moveAgain))))}))))) (end (if (no Pieces Next) (result Next Loss))))) |
8x8 board, every other square marked with an X in a checkered pattern. Twelve pieces per player, positioned on the first three rows closest to the player on the marked squares. Players alternate turns moving a piece diagonally forward. A player may capture an opponent's piece by hopping over it to an empty spot on the opposite side of it along the lines. Multiple captures are allowed, if possible. When a player's piece reaches the opposite edge of the board from which it started, it becomes a king. It may move over any distance, diagonally, and may capture by leaping any distance over any number of opponent's pieces, capturing all of them in that line. The king cannot take in multiple directions in one turn. The first player to capture all of the opponent's pieces wins. | (game "Moo" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (regions "MarkedCell" (sites Phase 0))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) SameDirection (between before:(count Rows) (range 1 9) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) SameDirection (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "Counter" (or (move Hop (from (from)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (or (move Hop (from) Diagonal (between before:(count Rows) (range 1 9) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) SameDirection (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Slide Diagonal)))))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
8x8 board, every other square marked with an X in a checkered pattern. Twelve pieces per player, positioned on the first three rows closest to the player on the marked squares. Players alternate turns moving a piece diagonally forward. A player may capture an opponent's piece by hopping over it to an empty spot on the opposite side of it along the lines. Multiple captures are allowed, if possible. When a player's piece reaches the opposite edge of the board from which it started, it becomes a king. It may move over any distance, diagonally, and may capture by leaping any distance over any number of opponent's pieces, capturing all of them in that line. The king cannot take in multiple directions in one turn. The first player to capture all of the opponent's pieces wins.
###Ludii
(game "Moo" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (regions "MarkedCell" (sites Phase 0))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) SameDirection (between before:(count Rows) (range 1 9) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) SameDirection (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "Counter" (or (move Hop (from (from)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (or (move Hop (from) Diagonal (between before:(count Rows) (range 1 9) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) SameDirection (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Slide Diagonal)))))) (end (if (no Pieces Next) (result Next Loss))))) |
Played on an 8x8 board with each player having twelve pieces. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them if they are adjacent. Capturing is not mandatory. Multiple captures are allowed. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards. The goal is to capture all of the opponent's pieces. | (game "Pleasant Draughts" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "Counter" (or (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (or (move Step Diagonal (to if:(is Empty (to)))) (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Played on an 8x8 board with each player having twelve pieces. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them if they are adjacent. Capturing is not mandatory. Multiple captures are allowed. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards. The goal is to capture all of the opponent's pieces.
###Ludii
(game "Pleasant Draughts" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "Counter" (or (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (forEach Piece "DoubleCounter" (or (move Step Diagonal (to if:(is Empty (to)))) (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))))) (end (if (no Pieces Next) (result Next Loss))))) |
In Seesaw Draughts, when a man reaches the rank farthest away in its stepping direction, its capture range is increased and it changes the direction it steps in. It can thereby promote again if it reaches the opposite rank. The mechanism is implemented like this: All men are stacks. Single pieces are stacks of size 1. Every time a man promotes a piece is added to it, so it's stack size increases by 1. The following two-fold meaning of stack size is the key idea: 1) Odd stacks step forwards and even stacks step backwards. 2) A stack of size n can capture a piece up to n steps away in a straight line provided that there are no pieces between the capturing piece and its target, and that the square immediately behind the target in the capture direction is empty. The capturing piece must land there. Thus, the men gradually acquire the capturing power of a king in Thai Checkers as they seesaw up and down the board. There is no obligation to choose the capture sequence that maximizes the number of pieces captured. We deem this calculation a bit too demanding when a stack's range is a function of its size. Other than this, the rules are as in Brazillian Draughts/Checkers, which is like International Draughts, but on 8x8. | (game "Seesaw Draughts" (players 2) (equipment {(board (square 8)) (piece "Disc" P1 N) (piece "Disc" P2 S) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Disc1" (difference (expand (sites Bottom) steps:2) (sites Phase 1))) (place "Disc2" (difference (expand (sites Top) steps:2) (sites Phase 1)))}) (play (priority (forEach Piece "Disc" (move (from if:(= (* (from) (if (< 0 (count MovesThisTurn)) 1 0)) (* (last To) (if (< 0 (count MovesThisTurn)) 1 0)))) (to (sites Direction from:(from) Diagonal distance:(+ 1 (size Stack at:(from)))) if:(and {(is Empty (to)) (= 1 (count Sites in:(intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (= 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Between from:(from) to:(to))))) (= 1 (count Steps (to) (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))))) (not (is In (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (values Remembered)))}) (apply (remember Value (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to)))))))) count:(size Stack at:(from)) stack:True (then (if (can Move (move (from (last To)) (to (sites Direction from:(from) (difference Diagonal (directions Cell from:(last To) to:(last From))) distance:(+ 1 (size Stack at:(from)))) if:(and {(is Empty (to)) (= 1 (count Sites in:(intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (= 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Between from:(from) to:(to))))) (= 1 (count Steps (to) (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))))) (not (is In (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (values Remembered)))})))) (moveAgain) (do (forEach Site (sites (values Remembered)) (remove (site) count:(size Stack at:(site)))) next:(and (if (or (and (is Odd (size Stack at:(last To))) (is In (last To) (sites (player (+ 1 (% (mover) 2)))))) (and (is Even (size Stack at:(last To))) (is In (last To) (sites (player (mover)))))) (add (to (last To)) stack:True)) (forget Value All)))))) top:True) (forEach Piece "Disc" (move Step (from) (if (is Odd (size Stack at:(from))) (directions {FL FR}) (directions {BL BR})) (to if:(is Empty (to))) stack:True (then (if (or (and (is Odd (size Stack at:(last To))) (is In (last To) (sites (player (+ 1 (% (mover) 2)))))) (and (is Even (size Stack at:(last To))) (is In (last To) (sites (player (mover)))))) (add (to (last To)) stack:True)))) top:True))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
In Seesaw Draughts, when a man reaches the rank farthest away in its stepping direction, its capture range is increased and it changes the direction it steps in. It can thereby promote again if it reaches the opposite rank. The mechanism is implemented like this: All men are stacks. Single pieces are stacks of size 1. Every time a man promotes a piece is added to it, so it's stack size increases by 1. The following two-fold meaning of stack size is the key idea: 1) Odd stacks step forwards and even stacks step backwards. 2) A stack of size n can capture a piece up to n steps away in a straight line provided that there are no pieces between the capturing piece and its target, and that the square immediately behind the target in the capture direction is empty. The capturing piece must land there. Thus, the men gradually acquire the capturing power of a king in Thai Checkers as they seesaw up and down the board. There is no obligation to choose the capture sequence that maximizes the number of pieces captured. We deem this calculation a bit too demanding when a stack's range is a function of its size. Other than this, the rules are as in Brazillian Draughts/Checkers, which is like International Draughts, but on 8x8.
###Ludii
(game "Seesaw Draughts" (players 2) (equipment {(board (square 8)) (piece "Disc" P1 N) (piece "Disc" P2 S) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Disc1" (difference (expand (sites Bottom) steps:2) (sites Phase 1))) (place "Disc2" (difference (expand (sites Top) steps:2) (sites Phase 1)))}) (play (priority (forEach Piece "Disc" (move (from if:(= (* (from) (if (< 0 (count MovesThisTurn)) 1 0)) (* (last To) (if (< 0 (count MovesThisTurn)) 1 0)))) (to (sites Direction from:(from) Diagonal distance:(+ 1 (size Stack at:(from)))) if:(and {(is Empty (to)) (= 1 (count Sites in:(intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (= 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Between from:(from) to:(to))))) (= 1 (count Steps (to) (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))))) (not (is In (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (values Remembered)))}) (apply (remember Value (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to)))))))) count:(size Stack at:(from)) stack:True (then (if (can Move (move (from (last To)) (to (sites Direction from:(from) (difference Diagonal (directions Cell from:(last To) to:(last From))) distance:(+ 1 (size Stack at:(from)))) if:(and {(is Empty (to)) (= 1 (count Sites in:(intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (= 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Between from:(from) to:(to))))) (= 1 (count Steps (to) (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))))) (not (is In (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (values Remembered)))})))) (moveAgain) (do (forEach Site (sites (values Remembered)) (remove (site) count:(size Stack at:(site)))) next:(and (if (or (and (is Odd (size Stack at:(last To))) (is In (last To) (sites (player (+ 1 (% (mover) 2)))))) (and (is Even (size Stack at:(last To))) (is In (last To) (sites (player (mover)))))) (add (to (last To)) stack:True)) (forget Value All)))))) top:True) (forEach Piece "Disc" (move Step (from) (if (is Odd (size Stack at:(from))) (directions {FL FR}) (directions {BL BR})) (to if:(is Empty (to))) stack:True (then (if (or (and (is Odd (size Stack at:(last To))) (is In (last To) (sites (player (+ 1 (% (mover) 2)))))) (and (is Even (size Stack at:(last To))) (is In (last To) (sites (player (mover)))))) (add (to (last To)) stack:True)))) top:True))) (end (if (no Moves Next) (result Next Loss))))) |
Played on an 8x8 board with each player having twelve pieces. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them if they are adjacent. Capturing must happen if it is possible, multiple captures are allowed, and can happen in a forward or backward direction. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards. A piece may become a king in the midst of a sequence of captures, and then capture as a king in the same turn. Kings may capture over any distance, leaping over all opponent's pieces in a line. The goal is to capture all of the opponent's pieces. | (game "Shashki" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain))) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from (from)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain))) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Played on an 8x8 board with each player having twelve pieces. Pieces move diagonally one space forward, and can capture opponent's pieces by jumping them if they are adjacent. Capturing must happen if it is possible, multiple captures are allowed, and can happen in a forward or backward direction. Once pieces reach the opposite side of the board from their starting position, they become kings and can move diagonally either forwards or backwards. A piece may become a king in the midst of a sequence of captures, and then capture as a king in the same turn. Kings may capture over any distance, leaping over all opponent's pieces in a line. The goal is to capture all of the opponent's pieces.
###Ludii
(game "Shashki" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "Counter2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain))) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from (from)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (and (promote (last To) (piece "DoubleCounter") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (moveAgain))) (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "DoubleCounter" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal)))}))) (end (if (no Pieces Next) (result Next Loss))))) |
10x10 checkered board. Twenty pieces per player, arranged on the four rows closest to the player. Pieces move orthogonally or diagonally in any direction, only on the white spaces. Pieces may capture by jumping over an enemy piece to an empty space on the other side of it. Multiple captures in one turn are allowed. The player to capture all of the opponent's pieces wins. | (game "The Babylonian" (players 2) (equipment {(board (square 10)) (piece "Counter" Each (or {(move Step Diagonal (to if:(is Empty (to)))) (move Slide Orthogonal (between (exact 2))) (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain)))) (do (move Hop (from) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain))))})) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (or {(move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain)))) (move Pass)}) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
10x10 checkered board. Twenty pieces per player, arranged on the four rows closest to the player. Pieces move orthogonally or diagonally in any direction, only on the white spaces. Pieces may capture by jumping over an enemy piece to an empty space on the other side of it. Multiple captures in one turn are allowed. The player to capture all of the opponent's pieces wins.
###Ludii
(game "The Babylonian" (players 2) (equipment {(board (square 10)) (piece "Counter" Each (or {(move Step Diagonal (to if:(is Empty (to)))) (move Slide Orthogonal (between (exact 2))) (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain)))) (do (move Hop (from) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain))))})) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:(- 4 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- 4 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (or {(move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1)) (then (if (can Move (or (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop (from (last To)) Orthogonal (between before:2 after:2 if:(and (= 2 (count Steps (from) (between))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 1))))) (moveAgain)))) (move Pass)}) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
10x10 board. Twenty pieces per player, which begin on the four rows closest to the player. The row of pieces on the edge of the board closest to each player begins with the pieces already as Queens. Pieces move diagonally one space forward, or can jump an adjacent piece belonging to the opponent to capture it. Captures are mandatory, and the maximum number of captures possible must be taken. When pieces reach the opposite edge of the board from where they started, they are promoted to Queen. Queens move any number of spaces diagonally, and jump over any number of opponents' pieces over any distance. When a Queen reaches that edge of the board a second time (or, for the first time if one of those which began the game as a Queen), they are further promoted, gaining the power to move and take orthogonally over any distance. The player who captures all of the opponent's pieces wins. | (game "Unnamed Dutch Draughts Game" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "CounterStar" Each)}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:3) (union (sites Bottom) (sites Phase 1)))) (place "Counter2" (difference (expand (sites Top) steps:3) (union (sites Top) (sites Phase 1)))) (place "DoubleCounter1" (difference (sites Bottom) (sites Phase 1))) (place "DoubleCounter2" (difference (sites Top) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (if (= (what at:(last To)) (id "DoubleCounter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))))) (max Moves (move Hop (from (last To)) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (priority {(max Moves (or {(forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))))) (forEach Piece "CounterStar" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))})) (or {(forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Slide))})}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
10x10 board. Twenty pieces per player, which begin on the four rows closest to the player. The row of pieces on the edge of the board closest to each player begins with the pieces already as Queens. Pieces move diagonally one space forward, or can jump an adjacent piece belonging to the opponent to capture it. Captures are mandatory, and the maximum number of captures possible must be taken. When pieces reach the opposite edge of the board from where they started, they are promoted to Queen. Queens move any number of spaces diagonally, and jump over any number of opponents' pieces over any distance. When a Queen reaches that edge of the board a second time (or, for the first time if one of those which began the game as a Queen), they are further promoted, gaining the power to move and take orthogonally over any distance. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Unnamed Dutch Draughts Game" (players {(player N) (player S)}) (equipment {(board (square 10)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "CounterStar" Each)}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:3) (union (sites Bottom) (sites Phase 1)))) (place "Counter2" (difference (expand (sites Top) steps:3) (union (sites Top) (sites Phase 1)))) (place "DoubleCounter1" (difference (sites Bottom) (sites Phase 1))) (place "DoubleCounter2" (difference (sites Top) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (if (= (what at:(last To)) (id "DoubleCounter" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))))) (max Moves (move Hop (from (last To)) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (priority {(max Moves (or {(forEach Piece "Counter" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))))) (forEach Piece "CounterStar" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))})) (or {(forEach Piece "Counter" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Diagonal) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "CounterStar") Mover)))) (forEach Piece "CounterStar" (move Slide))})}))) (end (if (no Moves Next) (result Mover Win))))) |
5x5 intersecting lines, with diagonals in each quadrant. Two triangles, the apexes of which intersect with the square at the midpoint of opposite sides. One line bisecting the base of the triangle, and another bisecting this line. Eighteen pieces per player, each side arranged on one side of the board, with the central point empty and the player's pieces on the points to the right of it. Players alternate turns moving one of their pieces to an empty point. A piece may jump an opponent's piece to capture it. Multiple captures are allowed. The player who captures all of the opponent's pieces wins. | (game "Ahtarah Guti" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3) (sites {13 14})})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8) (sites {10 11})}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals in each quadrant. Two triangles, the apexes of which intersect with the square at the midpoint of opposite sides. One line bisecting the base of the triangle, and another bisecting this line. Eighteen pieces per player, each side arranged on one side of the board, with the central point empty and the player's pieces on the points to the right of it. Players alternate turns moving one of their pieces to an empty point. A piece may jump an opponent's piece to capture it. Multiple captures are allowed. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Ahtarah Guti" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3) (sites {13 14})})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8) (sites {10 11})}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
The board consists of 5x5 intersecting lines with diagonals. Pieces are placed on the intersections and can move along the lines. Each player has 12 pieces. Pieces can move to one adjacent point. Captures can be made by hopping over an opponent's piece. The goal is to capture all of the opponent's pieces. No force capture, no sequence. | (game "Alquerque" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Counter" Each)}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece "Counter" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
The board consists of 5x5 intersecting lines with diagonals. Pieces are placed on the intersections and can move along the lines. Each player has 12 pieces. Pieces can move to one adjacent point. Captures can be made by hopping over an opponent's piece. The goal is to capture all of the opponent's pieces. No force capture, no sequence.
###Ludii
(game "Alquerque" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Counter" Each)}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece "Counter" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))) (end (if (no Moves Next) (result Next Loss))))) |
A series of three parallel lines are drawn, with diagonals connecting the outer lines at intervals, crossing each other at the central line. Eight in the outer rows, nine in the central. Pieces are moved along the intersections, and they are placed on the board on opposing sides, leaving the central spot empty. The first player moves to this spot along one of the lines, and the opponent jumps this pieces, thereby capturing it. | (game "Awithlaknan Mosona" (players 2) (equipment {(board (merge {(repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0} {0 0.5}})) (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0} {0 -0.5}})) (repeat 7 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0.5} {1 0.5}})) (repeat 7 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 -0.5} {1 -0.5}})) (shift (- 7 1) 0 (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {1 0.5} {1 0}}))) (shift (- 7 1) 0 (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {1 0} {1 -0.5}}))) (shift 0.5 0 (rectangle 1 7))}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union (sites Bottom) (sites Direction from:(centrePoint) W))) (place "Counter2" (union (sites Direction from:(centrePoint) E) (sites Top)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
A series of three parallel lines are drawn, with diagonals connecting the outer lines at intervals, crossing each other at the central line. Eight in the outer rows, nine in the central. Pieces are moved along the intersections, and they are placed on the board on opposing sides, leaving the central spot empty. The first player moves to this spot along one of the lines, and the opponent jumps this pieces, thereby capturing it.
###Ludii
(game "Awithlaknan Mosona" (players 2) (equipment {(board (merge {(repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0} {0 0.5}})) (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0} {0 -0.5}})) (repeat 7 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0.5} {1 0.5}})) (repeat 7 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 -0.5} {1 -0.5}})) (shift (- 7 1) 0 (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {1 0.5} {1 0}}))) (shift (- 7 1) 0 (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {1 0} {1 -0.5}}))) (shift 0.5 0 (rectangle 1 7))}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union (sites Bottom) (sites Direction from:(centrePoint) W))) (place "Counter2" (union (sites Direction from:(centrePoint) E) (sites Top)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Three concentric circles, with four diameters dividing it into eight equal sections. Twelve pieces per player, placed on the points on one half of the circle, leaving the central point open. Players alternate turns moving one of their pieces to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it to an empty spot immediately on the opposite side of the opponent's piece along the lines. The player who captures all of the opponent's pieces wins. | (game "Bara Guti (Bihar)" (players 2) (equipment {(board (concentric {1 8 8 8}) use:Vertex) (piece "Counter" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (sites {2 3 4 5 10 11 12 13 18 19 20 21})) (place "Counter2" (sites {1 9 17 6 7 8 14 15 16 22 23 24}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Three concentric circles, with four diameters dividing it into eight equal sections. Twelve pieces per player, placed on the points on one half of the circle, leaving the central point open. Players alternate turns moving one of their pieces to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it to an empty spot immediately on the opposite side of the opponent's piece along the lines. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Bara Guti (Bihar)" (players 2) (equipment {(board (concentric {1 8 8 8}) use:Vertex) (piece "Counter" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (sites {2 3 4 5 10 11 12 13 18 19 20 21})) (place "Counter2" (sites {1 9 17 6 7 8 14 15 16 22 23 24}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
The board consists of 5x5 intersecting lines with diagonals of each quadrant. Pieces are placed on the intersections and can move along the lines. Each player has 12 pieces. Pieces can move to one adjacent point. Captures can be made by hopping over an opponent's piece. The goal is to capture all of the opponent's pieces. | (game "Bara Guti" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
The board consists of 5x5 intersecting lines with diagonals of each quadrant. Pieces are placed on the intersections and can move along the lines. Each player has 12 pieces. Pieces can move to one adjacent point. Captures can be made by hopping over an opponent's piece. The goal is to capture all of the opponent's pieces.
###Ludii
(game "Bara Guti" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
5x5 intersecting lines, with diagonals in each square formed by the lines. Twenty pieces per player, which each player places on the points on their side of the board, as well as the two points to the left of the central space. The central spot remains empty. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins. | (game "Bis Gutiya" (players 2) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals in each square formed by the lines. Twenty pieces per player, which each player places on the points on their side of the board, as well as the two points to the left of the central space. The central spot remains empty. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Bis Gutiya" (players 2) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
3x3 intersecting lines, with diagonals in the four squares formed. Six pieces per player. Players alternate turns placing one of their pieces on the board. when all of the pieces have been placed, players alternate turns moving a piece by jumping over an adjacent spot to the next spot, along the lines of the board, which must be empty. If an opponent's piece is in the spot which was jumped, that piece is captured. The player who captures all of the opponent's pieces wins. | (game "Buudal" (players 2) (equipment {(board (square 3 diagonals:Solid) use:Vertex) (hand Each) (piece "Marker" Each (move Hop (between if:True (apply (if (is Enemy (who at:(between))) (remove (between))))) (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:6)) 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 Pieces Next) (result Next Loss))))) | ###Description
3x3 intersecting lines, with diagonals in the four squares formed. Six pieces per player. Players alternate turns placing one of their pieces on the board. when all of the pieces have been placed, players alternate turns moving a piece by jumping over an adjacent spot to the next spot, along the lines of the board, which must be empty. If an opponent's piece is in the spot which was jumped, that piece is captured. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Buudal" (players 2) (equipment {(board (square 3 diagonals:Solid) use:Vertex) (hand Each) (piece "Marker" Each (move Hop (between if:True (apply (if (is Enemy (who at:(between))) (remove (between))))) (to if:(is Empty (to)))))}) (rules (start (place "Marker" "Hand" count:6)) 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 Pieces Next) (result Next Loss))))) |
9x9 board played on the intersections, with diagonals for each 3x3 square. Typically played with 24 pieces, but any number up to 40 is possible. Pieces are arranged on the spots in the rows closest to the player, with those unable to fill a row placed on the right points of the next available row. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins. The game starts with 24 pieces by player. | (game "Challis Ghutia (Titagarh)" (players {(player N) (player S)}) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom) steps:1) (expand origin:(coord "I3") steps:5 W))) (place "Marker2" (union (expand (sites Top) steps:1) (expand origin:(coord "A7") steps:5 E)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
9x9 board played on the intersections, with diagonals for each 3x3 square. Typically played with 24 pieces, but any number up to 40 is possible. Pieces are arranged on the spots in the rows closest to the player, with those unable to fill a row placed on the right points of the next available row. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins. The game starts with 24 pieces by player.
###Ludii
(game "Challis Ghutia (Titagarh)" (players {(player N) (player S)}) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom) steps:1) (expand origin:(coord "I3") steps:5 W))) (place "Marker2" (union (expand (sites Top) steps:1) (expand origin:(coord "A7") steps:5 E)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Claim Jumpers is a 2-player strategy game It may be played: -- on a hex grid -- on a square grid -- on a square plus diagonal grid The goal is to maximize your pieces when the board is full. A new piece is placed at the beginning of each turn. Followed, if possible, by a chain of forced jumps made by a different piece, that capture by 'flipping' the jumped opponent to your own color. The board starts empty. Turns alternate starting with White. Game ends when the board is full. No passing. Maximum captures are not required, but the piece choen to capture must capture at least one, and maynot stop capturing as long as it is able to capture the next adjacent opponent's piece. Board & size: Equiversi Hexhex with edges alternating 3 and 5 | (game "Claim Jumpers" (players 2) (equipment {(board (tri {3 5 3 5 3}) use:Vertex) (piece "Disc" Each)}) (rules (start (set Score Each 0)) (play (if (is Prev Mover) (if (= 0 (size Array (values Remembered))) (forEach Piece (move Hop (from if:(!= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "Disc" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))})))))) (forEach Piece (move Hop (from if:(= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "Disc" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))}))))))) (do (forget Value All) next:(move Add (piece (id "Disc" Mover)) (to (sites Empty)) (then (if (can Move (forEach Piece (move Hop (from if:(!= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "Disc" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))}))))))) (moveAgain))))) (then (and (set Score Mover (count Pieces Mover)) (set Score Next (count Pieces Next)))))) (end {(if (and (or {(no Moves Next) (all Passed)}) (= (score Mover) (score Next))) (result Mover Win)) (if (and (or {(no Moves Next) (all Passed)}) (!= (score Mover) (score Next))) (byScore))}))) | ###Description
Claim Jumpers is a 2-player strategy game It may be played: -- on a hex grid -- on a square grid -- on a square plus diagonal grid The goal is to maximize your pieces when the board is full. A new piece is placed at the beginning of each turn. Followed, if possible, by a chain of forced jumps made by a different piece, that capture by 'flipping' the jumped opponent to your own color. The board starts empty. Turns alternate starting with White. Game ends when the board is full. No passing. Maximum captures are not required, but the piece choen to capture must capture at least one, and maynot stop capturing as long as it is able to capture the next adjacent opponent's piece. Board & size: Equiversi Hexhex with edges alternating 3 and 5
###Ludii
(game "Claim Jumpers" (players 2) (equipment {(board (tri {3 5 3 5 3}) use:Vertex) (piece "Disc" Each)}) (rules (start (set Score Each 0)) (play (if (is Prev Mover) (if (= 0 (size Array (values Remembered))) (forEach Piece (move Hop (from if:(!= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "Disc" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))})))))) (forEach Piece (move Hop (from if:(= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "Disc" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))}))))))) (do (forget Value All) next:(move Add (piece (id "Disc" Mover)) (to (sites Empty)) (then (if (can Move (forEach Piece (move Hop (from if:(!= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "Disc" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))}))))))) (moveAgain))))) (then (and (set Score Mover (count Pieces Mover)) (set Score Next (count Pieces Next)))))) (end {(if (and (or {(no Moves Next) (all Passed)}) (= (score Mover) (score Next))) (result Mover Win)) (if (and (or {(no Moves Next) (all Passed)}) (!= (score Mover) (score Next))) (byScore))}))) |
9x9 intersecting lines, with diagonals drawn in the large square. Forty pieces per player, arranged on the points closest to the player and to the right of the central spot, with the central spot remaining empty. Players alternate turns moving their pieces forward along the lines of the board. They cannot move sideways or backwards, except to capture. A piece may capture an adjacent opponent's piece by hopping over it to an empty spot immediately on the opposite side of the opponent's piece, along the lines of the board. When a player's piece reaches the line on the opposite side of the board from which it started, it is promoted to Sultan, and it may move in all directions along the lines of the board and over any unobstructed distance. The player who captures all of the opponent's pieces wins. | (game "Crand" (players {(player N) (player S)}) (equipment {(board (add (square 9) edges:{{0 10} {10 20} {20 30} {30 40} {40 50} {50 60} {60 70} {70 80} {72 64} {64 56} {56 48} {48 40} {40 32} {32 24} {16 24} {16 8}}) use:Vertex) (piece "Counter" Each (or (move Step (difference Forwards Diagonal) (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Slide) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites {41 42 43 44}) (expand (sites Bottom) steps:3))) (place "Counter2" (union (sites {36 37 38 39}) (expand (sites Top) steps:3)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
9x9 intersecting lines, with diagonals drawn in the large square. Forty pieces per player, arranged on the points closest to the player and to the right of the central spot, with the central spot remaining empty. Players alternate turns moving their pieces forward along the lines of the board. They cannot move sideways or backwards, except to capture. A piece may capture an adjacent opponent's piece by hopping over it to an empty spot immediately on the opposite side of the opponent's piece, along the lines of the board. When a player's piece reaches the line on the opposite side of the board from which it started, it is promoted to Sultan, and it may move in all directions along the lines of the board and over any unobstructed distance. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Crand" (players {(player N) (player S)}) (equipment {(board (add (square 9) edges:{{0 10} {10 20} {20 30} {30 40} {40 50} {50 60} {60 70} {70 80} {72 64} {64 56} {56 48} {48 40} {40 32} {32 24} {16 24} {16 8}}) use:Vertex) (piece "Counter" Each (or (move Step (difference Forwards Diagonal) (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Slide) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites {41 42 43 44}) (expand (sites Bottom) steps:3))) (place "Counter2" (union (sites {36 37 38 39}) (expand (sites Top) steps:3)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
6x7 lines forming a grid. Diagonals in each small square, with a point where the diagonals cross. 28 pieces, which begin on opposite sides of the board. In addition, each player has a Prince piece, which begins on the rightmost point immediately in front of the other pieces, and a King piece, which begins on the rightmost point in the line in front of the Prince. All pieces move one space to an empty adjacent spot along the lines. A piece may capture an adjacent opponent's piece by hopping over it to an empty adjacent spot on the opposite side of it. Multiple captures are allowed. Captures are not compulsory and neither are the maximum number of captures. Pieces may only capture other pieces of the same rank or lower. A player wins when they capture all of the opponent's pieces, or by blocking a higher ranking piece from being able to move if it is the only remaining piece belonging to the opponent. If players are left with only one piece each of the same rank, one player may declare single combat, and both pieces must move toward one another until one captures the other. If only the Kings are left on the board the game is a draw. | (game "Dablot Prejjesne" (players {(player S) (player N)}) (equipment {(board (rectangle 7 6 diagonals:Solid) use:Vertex) (piece "Cone" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (piece "Prince" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (piece "King" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Cone1" (expand (sites Bottom) steps:2)) (place "Cone2" (expand (sites Top) steps:2)) (place "Prince1" coord:"H4" value:1) (place "Prince2" coord:"E9" value:1) (place "King1" coord:"I4" value:2) (place "King2" coord:"D9" value:2)}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (if (and {(= 1 (count Pieces P1)) (= 1 (count Pieces P2)) (= (max (results from:(sites Occupied by:P1) to:(sites Occupied by:P1) (value Piece at:(to)))) (max (results from:(sites Occupied by:P2) to:(sites Occupied by:P2) (value Piece at:(to)))))}) (forEach Piece (priority (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(and (is Empty (to)) (< (count Steps (to) (regionSite (sites Occupied by:Next) index:0)) (count Steps (from) (regionSite (sites Occupied by:Next) index:0)))))))) (forEach Piece)))) (end {(if (no Pieces Next) (result Next Loss)) (if (and {(< (max (results from:(sites Occupied by:Mover) to:(sites Occupied by:Mover) (value Piece at:(to)))) (max (results from:(sites Occupied by:Next) to:(sites Occupied by:Next) (value Piece at:(to))))) (= 1 (count Pieces Next)) (no Moves Next)}) (result Mover Win)) (if (and {(= 1 (count Pieces P1)) (!= (where "King" P1) -1) (= 1 (count Pieces P2)) (!= (where "King" P2) -1)}) (result Mover Draw))}))) | ###Description
6x7 lines forming a grid. Diagonals in each small square, with a point where the diagonals cross. 28 pieces, which begin on opposite sides of the board. In addition, each player has a Prince piece, which begins on the rightmost point immediately in front of the other pieces, and a King piece, which begins on the rightmost point in the line in front of the Prince. All pieces move one space to an empty adjacent spot along the lines. A piece may capture an adjacent opponent's piece by hopping over it to an empty adjacent spot on the opposite side of it. Multiple captures are allowed. Captures are not compulsory and neither are the maximum number of captures. Pieces may only capture other pieces of the same rank or lower. A player wins when they capture all of the opponent's pieces, or by blocking a higher ranking piece from being able to move if it is the only remaining piece belonging to the opponent. If players are left with only one piece each of the same rank, one player may declare single combat, and both pieces must move toward one another until one captures the other. If only the Kings are left on the board the game is a draw.
###Ludii
(game "Dablot Prejjesne" (players {(player S) (player N)}) (equipment {(board (rectangle 7 6 diagonals:Solid) use:Vertex) (piece "Cone" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (piece "Prince" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (piece "King" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Cone1" (expand (sites Bottom) steps:2)) (place "Cone2" (expand (sites Top) steps:2)) (place "Prince1" coord:"H4" value:1) (place "Prince2" coord:"E9" value:1) (place "King1" coord:"I4" value:2) (place "King2" coord:"D9" value:2)}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (is Enemy (who at:(between))) (>= (value Piece at:(from)) (value Piece at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (if (and {(= 1 (count Pieces P1)) (= 1 (count Pieces P2)) (= (max (results from:(sites Occupied by:P1) to:(sites Occupied by:P1) (value Piece at:(to)))) (max (results from:(sites Occupied by:P2) to:(sites Occupied by:P2) (value Piece at:(to)))))}) (forEach Piece (priority (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(and (is Empty (to)) (< (count Steps (to) (regionSite (sites Occupied by:Next) index:0)) (count Steps (from) (regionSite (sites Occupied by:Next) index:0)))))))) (forEach Piece)))) (end {(if (no Pieces Next) (result Next Loss)) (if (and {(< (max (results from:(sites Occupied by:Mover) to:(sites Occupied by:Mover) (value Piece at:(to)))) (max (results from:(sites Occupied by:Next) to:(sites Occupied by:Next) (value Piece at:(to))))) (= 1 (count Pieces Next)) (no Moves Next)}) (result Mover Win)) (if (and {(= 1 (count Pieces P1)) (!= (where "King" P1) -1) (= 1 (count Pieces P2)) (!= (where "King" P2) -1)}) (result Mover Draw))}))) |
5x5 intersecting lines, with diagonals in each quadrant. Two triangles, the apexes of which intersect with the square at the midpoint of opposite sides. One line bisecting the base of the triangle, and another bisecting this line. Each player has sixteen pieces, which begin on the points of one triangle and the two rows of points in front of it, thus leaving the central row of points empty. Players alternate turns moving a piece to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it to an empty space immediately on the opposite side of the piece, along the lines of the board. The first player to capture all of the opponent's pieces wins. | (game "Dam (Singapore)" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals in each quadrant. Two triangles, the apexes of which intersect with the square at the midpoint of opposite sides. One line bisecting the base of the triangle, and another bisecting this line. Each player has sixteen pieces, which begin on the points of one triangle and the two rows of points in front of it, thus leaving the central row of points empty. Players alternate turns moving a piece to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it to an empty space immediately on the opposite side of the piece, along the lines of the board. The first player to capture all of the opponent's pieces wins.
###Ludii
(game "Dam (Singapore)" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
5x5 intersecting lines and with a triangular appendage on either side. Each player has sixteen pieces, which are placed on the intersections and move along the lines to the next open intersection. Players can hop opponents pieces to capture them. Multiple captures in one turn are allowed. A player wins when they capture all of the opponent's pieces or block them from being able to move. | (game "Dam Hariman" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
5x5 intersecting lines and with a triangular appendage on either side. Each player has sixteen pieces, which are placed on the intersections and move along the lines to the next open intersection. Players can hop opponents pieces to capture them. Multiple captures in one turn are allowed. A player wins when they capture all of the opponent's pieces or block them from being able to move.
###Ludii
(game "Dam Hariman" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) |
5x5 intersecting lines with diagonals drawn in the four quadrants. Twelve pieces per player. which begin on two rows closest to the player and the two spaces in the central row on the player's right. Players alternate turns moving a piece to an empty adjacent point on the board, along the lines in a forward or sideways direction. A player may capture an opponent's piece by hopping over it to an empty space on immediately on the opposite side of it along the lines on the board. Captures are compulsory, and if the opponent realizes that the player did not make a possible capture, the opponent immediately captures the player's piece that could have captured but didn't. Regular pieces cannot capture backwards. When a piece reaches the farthest row on the opposite side of the board from where they started, it is promoted to a king, which can move and capture any distance along the lines of the board. The player who captures all of their opponent's pieces wins. | (game "Dama (Alquerque)" (players {(player N) (player S)}) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Counter" Each (or (move Hop (directions {Forwards Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))) (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide (then (set Value Mover 1))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Counter" (move Hop (directions {Forwards Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0))))) (forEach Piece "DoubleCounter" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Pieces Mover) (result Mover Loss))))) | ###Description
5x5 intersecting lines with diagonals drawn in the four quadrants. Twelve pieces per player. which begin on two rows closest to the player and the two spaces in the central row on the player's right. Players alternate turns moving a piece to an empty adjacent point on the board, along the lines in a forward or sideways direction. A player may capture an opponent's piece by hopping over it to an empty space on immediately on the opposite side of it along the lines on the board. Captures are compulsory, and if the opponent realizes that the player did not make a possible capture, the opponent immediately captures the player's piece that could have captured but didn't. Regular pieces cannot capture backwards. When a piece reaches the farthest row on the opposite side of the board from where they started, it is promoted to a king, which can move and capture any distance along the lines of the board. The player who captures all of their opponent's pieces wins.
###Ludii
(game "Dama (Alquerque)" (players {(player N) (player S)}) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Counter" Each (or (move Hop (directions {Forwards Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))) (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide (then (set Value Mover 1))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Counter" (move Hop (directions {Forwards Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0))))) (forEach Piece "DoubleCounter" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Pieces Mover) (result Mover Loss))))) |
Each player lays out the pieces on the board on the intersections of the lines, each filling all the intersections of the triangle closest to the player, plus the extra intersection to their right. Play moves to the next adjacent intersection connected by a line. Opponent's pieces can be captured by hopping over them. The player who captures all of the opponent's pieces wins. | (game "Dash Guti" (players 2) (equipment {(board (add (merge {(wedge 4) (shift 0 3 (rotate 180 (wedge 4)))}) vertices:{{0 3} {6 3}} edges:{{7 19} {19 18} {0 19} {0 20} {20 16} {20 9}}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (intersection (sites Row 3) (sites Left))})) (place "Counter2" (union {(sites Row 6) (sites Row 5) (sites Row 4) (intersection (sites Row 3) (sites Right))}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Each player lays out the pieces on the board on the intersections of the lines, each filling all the intersections of the triangle closest to the player, plus the extra intersection to their right. Play moves to the next adjacent intersection connected by a line. Opponent's pieces can be captured by hopping over them. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Dash Guti" (players 2) (equipment {(board (add (merge {(wedge 4) (shift 0 3 (rotate 180 (wedge 4)))}) vertices:{{0 3} {6 3}} edges:{{7 19} {19 18} {0 19} {0 20} {20 16} {20 9}}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (intersection (sites Row 3) (sites Left))})) (place "Counter2" (union {(sites Row 6) (sites Row 5) (sites Row 4) (intersection (sites Row 3) (sites Right))}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Each player begins with their eleven pieces arrayed on the intersections of the lines in one of the triangles. Pieces move to an adjacent point along one of the lines connecting it to its present location. Captures are made by hopping over an opponent's piece. The player who captures all of the opponent's pieces wins. | (game "Egara Guti" (players 2) (equipment {(board (graph vertices:{{0 0} {2 0} {4 0} {6 0} {8 0} {2 2} {4 2} {6 2} {3 3} {4 3} {5 3} {4 4} {3 5} {4 5} {5 5} {2 6} {4 6} {6 6} {0 8} {2 8} {4 8} {6 8} {8 8}} edges:{{0 1} {0 5} {1 2} {1 5} {2 3} {2 6} {3 4} {3 7} {4 7} {5 6} {5 8} {5 15} {6 7} {6 9} {7 10} {7 17} {8 9} {8 11} {9 10} {9 11} {10 11} {11 12} {11 13} {11 14} {12 13} {12 15} {13 14} {13 16} {14 17} {15 16} {15 18} {15 19} {16 17} {16 20} {17 21} {17 22} {18 19} {19 20} {20 21} {21 22}}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union (expand (sites Bottom)) (sites Row 2))) (place "Counter2" (union (expand (sites Top)) (sites Row 4)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Each player begins with their eleven pieces arrayed on the intersections of the lines in one of the triangles. Pieces move to an adjacent point along one of the lines connecting it to its present location. Captures are made by hopping over an opponent's piece. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Egara Guti" (players 2) (equipment {(board (graph vertices:{{0 0} {2 0} {4 0} {6 0} {8 0} {2 2} {4 2} {6 2} {3 3} {4 3} {5 3} {4 4} {3 5} {4 5} {5 5} {2 6} {4 6} {6 6} {0 8} {2 8} {4 8} {6 8} {8 8}} edges:{{0 1} {0 5} {1 2} {1 5} {2 3} {2 6} {3 4} {3 7} {4 7} {5 6} {5 8} {5 15} {6 7} {6 9} {7 10} {7 17} {8 9} {8 11} {9 10} {9 11} {10 11} {11 12} {11 13} {11 14} {12 13} {12 15} {13 14} {13 16} {14 17} {15 16} {15 18} {15 19} {16 17} {16 20} {17 21} {17 22} {18 19} {19 20} {20 21} {21 22}}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union (expand (sites Bottom)) (sites Row 2))) (place "Counter2" (union (expand (sites Top)) (sites Row 4)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
5x5 intersecting lines, with diagonals in the four quadrants. Twelve pieces per player, arranged on the two rows closest to the player and the two spots in the central row to the player's right, leaving the central space empty. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece belonging to the opponent may be captured when a piece hops over it to an empty adjacent spot immediately on the opposite side of the piece, along the lines of the board. The player who reduces the opponent to five pieces wins. | (game "Ethiopian Capture Game" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Marker2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece)) (end (if (<= (count Pieces Next) 5) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals in the four quadrants. Twelve pieces per player, arranged on the two rows closest to the player and the two spots in the central row to the player's right, leaving the central space empty. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece belonging to the opponent may be captured when a piece hops over it to an empty adjacent spot immediately on the opposite side of the piece, along the lines of the board. The player who reduces the opponent to five pieces wins.
###Ludii
(game "Ethiopian Capture Game" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Marker2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece)) (end (if (<= (count Pieces Next) 5) (result Next Loss))))) |
Two triangles, joined at the apex, with a line running through the apices bisecting the bases of each triangle, and another line bisecting this line and the sides of the triangle in each triangle. Six pieces per player, which begin on the six points in the triangle closest to the player. The apex remains empty. Players alternate turns moving a piece to an empty adjacent spot on the board. A player may capture an opponent's piece by hopping over it to an empty space immediately on the opposite side of the opponent's piece, according to the lines on the board. When a player moves their piece to one of the corners of the opponent's triangle, the piece is promoted. The promoted piece can move any distance along the lines. Capturing is optional but pieces can promote. | (game "Felli" (players 2) (equipment {(board (graph vertices:{{0 0} {2 0} {4 0} {1 1} {2 1} {3 1} {2 2} {1 3} {2 3} {3 3} {0 4} {2 4} {4 4}} edges:{{0 1} {0 3} {1 2} {1 4} {2 5} {3 4} {3 6} {4 5} {4 6} {5 6} {6 7} {6 8} {6 9} {7 8} {7 10} {8 9} {8 11} {9 12} {10 11} {11 12}}) use:Vertex) (piece "Counter" Each) (piece "DoubleCounter" Each) (regions P1 (intersection (sites Corners) (sites Bottom))) (regions P2 (intersection (sites Corners) (sites Top)))}) (rules (start {(place "Counter1" (expand (sites Bottom))) (place "Counter2" (expand (sites Top)))}) (play (or {(forEach Piece "Counter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "Counter" (move Step (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide)) (forEach Piece "DoubleCounter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))})) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Two triangles, joined at the apex, with a line running through the apices bisecting the bases of each triangle, and another line bisecting this line and the sides of the triangle in each triangle. Six pieces per player, which begin on the six points in the triangle closest to the player. The apex remains empty. Players alternate turns moving a piece to an empty adjacent spot on the board. A player may capture an opponent's piece by hopping over it to an empty space immediately on the opposite side of the opponent's piece, according to the lines on the board. When a player moves their piece to one of the corners of the opponent's triangle, the piece is promoted. The promoted piece can move any distance along the lines. Capturing is optional but pieces can promote.
###Ludii
(game "Felli" (players 2) (equipment {(board (graph vertices:{{0 0} {2 0} {4 0} {1 1} {2 1} {3 1} {2 2} {1 3} {2 3} {3 3} {0 4} {2 4} {4 4}} edges:{{0 1} {0 3} {1 2} {1 4} {2 5} {3 4} {3 6} {4 5} {4 6} {5 6} {6 7} {6 8} {6 9} {7 8} {7 10} {8 9} {8 11} {9 12} {10 11} {11 12}}) use:Vertex) (piece "Counter" Each) (piece "DoubleCounter" Each) (regions P1 (intersection (sites Corners) (sites Bottom))) (regions P2 (intersection (sites Corners) (sites Top)))}) (rules (start {(place "Counter1" (expand (sites Bottom))) (place "Counter2" (expand (sites Top)))}) (play (or {(forEach Piece "Counter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "Counter" (move Step (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide)) (forEach Piece "DoubleCounter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))})) (end (if (no Moves Next) (result Next Loss))))) |
5x5 intersecting lines with diagonals drawn in each quadrant. Twelve pieces per player, which begin on the rows closest to the player and the two spots to the right of the central point, leaving the central point open. Players alternate turns moving the pieces along the lines of the board. The first play is from one of the pieces directly above or below the central point. Pieces cannot move backwards. A player may capture an opponent's piece by hopping over it to an empty spot immediately adjacent to the opponent's piece on the opposite side, along the lines of the board. Pieces which reach the opposite edge of the board from where they started are promoted and can move and capture any distance along the two large diagonals of the board. The player who captures all of the opponent's pieces wins. | (game "Fetach" (players {(player N) (player S)}) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Counter" Each (or {(move Step (if (!= 0 (count Moves)) (difference Adjacent Backwards) Forwards) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (move Hop (difference Adjacent Backwards) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))})) (piece "DoubleCounter" Each (or {(move Step Adjacent (to if:(is Empty (to)))) (move Hop Adjacent (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Hop (from (from) if:(is In (from) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True)))) Adjacent (between before:(count Rows) after:(count Rows) if:(and (is Enemy (who at:(between))) (is In (between) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True)))) (apply (remove (between)))) (to if:(and (is Empty (to)) (is In (to) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True))))))})) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines with diagonals drawn in each quadrant. Twelve pieces per player, which begin on the rows closest to the player and the two spots to the right of the central point, leaving the central point open. Players alternate turns moving the pieces along the lines of the board. The first play is from one of the pieces directly above or below the central point. Pieces cannot move backwards. A player may capture an opponent's piece by hopping over it to an empty spot immediately adjacent to the opponent's piece on the opposite side, along the lines of the board. Pieces which reach the opposite edge of the board from where they started are promoted and can move and capture any distance along the two large diagonals of the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Fetach" (players {(player N) (player S)}) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Counter" Each (or {(move Step (if (!= 0 (count Moves)) (difference Adjacent Backwards) Forwards) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (move Hop (difference Adjacent Backwards) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))})) (piece "DoubleCounter" Each (or {(move Step Adjacent (to if:(is Empty (to)))) (move Hop Adjacent (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Hop (from (from) if:(is In (from) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True)))) Adjacent (between before:(count Rows) after:(count Rows) if:(and (is Enemy (who at:(between))) (is In (between) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True)))) (apply (remove (between)))) (to if:(and (is Empty (to)) (is In (to) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True))))))})) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Players take turns moving one of their pieces to an adjacent empty point, forwards or sideways. A piece can hop over an adjacent enemy piece to an empty point immeidately beyond it, forwards or sideways, and must do so if possible. Only one hope per turn is allowed. If a piece reaches the far point of the board, it is promoted to a king which can also move and hop backwards. Win by eliminating all enemy pieces. The game is drawn if both players are reduced to a single king. | (game "Game of Solomon" (players {(player N) (player S)}) (equipment {(board (renumber (splitCrossings (add (regular Star 6) edges:{{0 5} {1 4} {2 3}}))) use:Vertex) (piece "Counter" Each) (piece "DoubleCounter" Each) (regions "Palace1" P1 (sites {"E7"})) (regions "Palace2" P2 (sites {"E1"}))}) (rules (start {(place "Counter1" (sites {"E1" "A2" "D2" "E2" "F2" "I2"})) (place "Counter2" (sites {"E7" "A6" "D6" "E6" "F6" "I6"}))}) (play (priority {(or (forEach Piece "Counter" (move Hop (directions {Forwards Rightward Leftward} bySite:True) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Mover)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (or (forEach Piece "Counter" (move Step (directions {Forwards Rightward Leftward} bySite:True) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Mover)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step (to if:(is Empty (to))))))})) (end {(if (no Moves Next) (result Mover Win)) (if (and {(= 1 (count Pieces P1)) (= 1 (count Pieces P2)) (= 1 (count Pieces P1 "DoubleCounter")) (= 1 (count Pieces P2 "DoubleCounter"))}) (result Mover Draw))}))) | ###Description
Players take turns moving one of their pieces to an adjacent empty point, forwards or sideways. A piece can hop over an adjacent enemy piece to an empty point immeidately beyond it, forwards or sideways, and must do so if possible. Only one hope per turn is allowed. If a piece reaches the far point of the board, it is promoted to a king which can also move and hop backwards. Win by eliminating all enemy pieces. The game is drawn if both players are reduced to a single king.
###Ludii
(game "Game of Solomon" (players {(player N) (player S)}) (equipment {(board (renumber (splitCrossings (add (regular Star 6) edges:{{0 5} {1 4} {2 3}}))) use:Vertex) (piece "Counter" Each) (piece "DoubleCounter" Each) (regions "Palace1" P1 (sites {"E7"})) (regions "Palace2" P2 (sites {"E1"}))}) (rules (start {(place "Counter1" (sites {"E1" "A2" "D2" "E2" "F2" "I2"})) (place "Counter2" (sites {"E7" "A6" "D6" "E6" "F6" "I6"}))}) (play (priority {(or (forEach Piece "Counter" (move Hop (directions {Forwards Rightward Leftward} bySite:True) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Mover)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (or (forEach Piece "Counter" (move Step (directions {Forwards Rightward Leftward} bySite:True) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Mover)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Step (to if:(is Empty (to))))))})) (end {(if (no Moves Next) (result Mover Win)) (if (and {(= 1 (count Pieces P1)) (= 1 (count Pieces P2)) (= 1 (count Pieces P1 "DoubleCounter")) (= 1 (count Pieces P2 "DoubleCounter"))}) (result Mover Draw))}))) |
Each player begins with 21 pieces, arranges on the 21 intersections of three consecutive radii. Players alternate turns moving to an empty adjacent spot. Captures are made by hopping over an opponent's piece. The player who captures all of the other player's pieces wins. | (game "Gol Ekuish" (players 2) (equipment {(board (concentric {1 6 6 6 6 6 6 6}) use:Vertex) (piece "Counter" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (sites {2 3 4 8 9 10 14 15 16 20 21 22 26 27 28 32 33 34 38 39 40})) (place "Counter2" (sites {1 7 13 19 25 31 37 5 6 11 12 17 18 23 24 29 30 35 36 41 42}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Each player begins with 21 pieces, arranges on the 21 intersections of three consecutive radii. Players alternate turns moving to an empty adjacent spot. Captures are made by hopping over an opponent's piece. The player who captures all of the other player's pieces wins.
###Ludii
(game "Gol Ekuish" (players 2) (equipment {(board (concentric {1 6 6 6 6 6 6 6}) use:Vertex) (piece "Counter" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (sites {2 3 4 8 9 10 14 15 16 20 21 22 26 27 28 32 33 34 38 39 40})) (place "Counter2" (sites {1 7 13 19 25 31 37 5 6 11 12 17 18 23 24 29 30 35 36 41 42}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Played on an Alquerque board with triangular appendages at the top and bottom. Sixteen pieces per player. Each player moves one spot along the lines on the board. Captures are made by hopping over an opponent's piece. Multiple hops are allowed per turn if possible. Captures are not compulsory. The player who captures all of the opponent's pieces wins. | (game "Hewakam Keliya" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Played on an Alquerque board with triangular appendages at the top and bottom. Sixteen pieces per player. Each player moves one spot along the lines on the board. Captures are made by hopping over an opponent's piece. Multiple hops are allowed per turn if possible. Captures are not compulsory. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Hewakam Keliya" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) |
Two isosceles triangles, which meet at the apices with the height of each triangle drawn and a line perpendicular to it in each triangle at its midpoint intersecting with the sides. Another line, bisected by the point where the spices of the triangles meet, with a shot line extending down on either end of the line, and a matching short line next to it at either end. Eight pieces per player, lined up with six on the two rows of the triangle closest to the player and two on the ends of the short lines to the left of the player. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece can capture an opponent's piece by hopping over it to an empty adjacent point immediately on the opposite side of the opponent's piece along the lines on the board. The player who captures all of the opponent's pieces wins. | (game "Kaua Dorki" (players 2) (equipment {(board (merge {(scale 1 2 (wedge 3)) (shift 0 4 (rotate 180 (scale 1 2 (wedge 3)))) (shift 0 4 (rectangle 1 5))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (expand (union (sites Bottom) (sites {"A3"})))) (place "Marker2" (expand (union (sites Top) (sites {"E3"}))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Two isosceles triangles, which meet at the apices with the height of each triangle drawn and a line perpendicular to it in each triangle at its midpoint intersecting with the sides. Another line, bisected by the point where the spices of the triangles meet, with a shot line extending down on either end of the line, and a matching short line next to it at either end. Eight pieces per player, lined up with six on the two rows of the triangle closest to the player and two on the ends of the short lines to the left of the player. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece can capture an opponent's piece by hopping over it to an empty adjacent point immediately on the opposite side of the opponent's piece along the lines on the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Kaua Dorki" (players 2) (equipment {(board (merge {(scale 1 2 (wedge 3)) (shift 0 4 (rotate 180 (scale 1 2 (wedge 3)))) (shift 0 4 (rectangle 1 5))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (expand (union (sites Bottom) (sites {"A3"})))) (place "Marker2" (expand (union (sites Top) (sites {"E3"}))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Players decide which colors to play, and who starts first. The board is filled in the beginning with all the players pieces. The only point vacant on the board is the middle point. Each player's pieces are placed on their half of the board, and lined up on the right-hand side of the fifth rank (the middle horizontal line of the grid board). Players alternate turns. Pieces move forward only (straight forward or diagonally forward) one space per turn following the pattern on the board until they are crowned Mullah by reaching the last rank. A non-Mullah piece may capture an enemy piece by hopping over it. The capture can be in any direction. When a piece reaches the other player's rank, it is promoted to Mullah. The Mullah can move and capture in any direction. It can also move any number of spaces. The Mullah can also capture an enemy piece from any distance, and land anywhere behind the captured piece provided there are no other pieces (friendly or not) within the spaces of the leap. If a piece piece reaches the other player's rank as an intermediate step of a capturing sequence, the piece does not get promoted to Mullah. The player to capture all of the opponent's pieces wins. | (game "Kharbaga" (players {(player S) (player N)}) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "Counter" Each (or (move Step Forwards (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Slide))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Counter2" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Counter1" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Moves Mover) (result Next Win))))) | ###Description
Players decide which colors to play, and who starts first. The board is filled in the beginning with all the players pieces. The only point vacant on the board is the middle point. Each player's pieces are placed on their half of the board, and lined up on the right-hand side of the fifth rank (the middle horizontal line of the grid board). Players alternate turns. Pieces move forward only (straight forward or diagonally forward) one space per turn following the pattern on the board until they are crowned Mullah by reaching the last rank. A non-Mullah piece may capture an enemy piece by hopping over it. The capture can be in any direction. When a piece reaches the other player's rank, it is promoted to Mullah. The Mullah can move and capture in any direction. It can also move any number of spaces. The Mullah can also capture an enemy piece from any distance, and land anywhere behind the captured piece provided there are no other pieces (friendly or not) within the spaces of the leap. If a piece piece reaches the other player's rank as an intermediate step of a capturing sequence, the piece does not get promoted to Mullah. The player to capture all of the opponent's pieces wins.
###Ludii
(game "Kharbaga" (players {(player S) (player N)}) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "Counter" Each (or (move Step Forwards (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Slide))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Counter2" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Counter1" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Moves Mover) (result Next Win))))) |
5x5 intersecting lines with diagonals in the four quadrants. Twelve pieces per player, arranged on the intersections of the lines, on the first two ranks in front of each player and the two to the right of the player in the central rank. Pieces move in any direction one space. A piece may capture an opponent's piece by hopping over it to an empty space in a straight line. Captures are obligatory. If a player does not capture when they are supposed to, the opponent may remove that piece immediately and then play as normal. Once pieces reach the opposite side of the board from their starting position at the end of their turn, they are promoted and can move in any direction and over any distance. The player who captures all of their opponent's pieces or blocks them from being able to move wins. | (game "Kharberg" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))) (move Step (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))) (move Slide (then (set Value Mover 1)))))}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Counter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0))))) (forEach Piece "DoubleCounter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))))))) next:(forEach Piece)))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
5x5 intersecting lines with diagonals in the four quadrants. Twelve pieces per player, arranged on the intersections of the lines, on the first two ranks in front of each player and the two to the right of the player in the central rank. Pieces move in any direction one space. A piece may capture an opponent's piece by hopping over it to an empty space in a straight line. Captures are obligatory. If a player does not capture when they are supposed to, the opponent may remove that piece immediately and then play as normal. Once pieces reach the opposite side of the board from their starting position at the end of their turn, they are promoted and can move in any direction and over any distance. The player who captures all of their opponent's pieces or blocks them from being able to move wins.
###Ludii
(game "Kharberg" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))) (move Step (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (piece "DoubleCounter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))) (move Slide (then (set Value Mover 1)))))}) (rules (start {(place "Counter1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Counter2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Counter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0))))) (forEach Piece "DoubleCounter" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)) (set Value Mover 0)))))))) next:(forEach Piece)))) (end (if (no Moves Next) (result Mover Win))))) |
A series of three parallel lines are drawn, with diagonals connecting the outer lines at intervals, crossing each other at the central line. Sixteen spaces each row. Pieces begin on all of the points on the board, except the central point and the leftmost point of the central row. Pieces are moved along the intersections, and they are placed on the board on opposing sides, leaving the central spot empty. The first player moves to this spot along one of the lines, and the opponent jumps this pieces, thereby capturing it. | (game "Kolowis Awithlaknannai" (players 2) (equipment {(board (merge {(repeat 1 1 step:{{0.5 0} {1 0}} (poly {{-0.5 0} {0.5 0} {0 0.5}})) (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{-0.5 0} {0.5 0} {0 -0.5}})) (repeat 15 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0.5} {1 0.5}})) (repeat 15 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 -0.5} {1 -0.5}})) (shift 0.5 0 (rectangle 1 15))}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (difference (union (sites Bottom) (sites Direction from:(centrePoint) W)) (coord "A2"))) (place "Counter2" (union (sites Direction from:(centrePoint) E) (sites Top)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
A series of three parallel lines are drawn, with diagonals connecting the outer lines at intervals, crossing each other at the central line. Sixteen spaces each row. Pieces begin on all of the points on the board, except the central point and the leftmost point of the central row. Pieces are moved along the intersections, and they are placed on the board on opposing sides, leaving the central spot empty. The first player moves to this spot along one of the lines, and the opponent jumps this pieces, thereby capturing it.
###Ludii
(game "Kolowis Awithlaknannai" (players 2) (equipment {(board (merge {(repeat 1 1 step:{{0.5 0} {1 0}} (poly {{-0.5 0} {0.5 0} {0 0.5}})) (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{-0.5 0} {0.5 0} {0 -0.5}})) (repeat 15 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0.5} {1 0.5}})) (repeat 15 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 -0.5} {1 -0.5}})) (shift 0.5 0 (rectangle 1 15))}) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (difference (union (sites Bottom) (sites Direction from:(centrePoint) W)) (coord "A2"))) (place "Counter2" (union (sites Direction from:(centrePoint) E) (sites Top)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
From the starting position, each player takes turns moving one piece to an adjacent point connected to its current position by a line. Captures are made by hopping over an adjacent piece. The player who captures all the opponent's pieces wins. | (game "Kotu Ellima" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "E4" "F4" "F6" "F7" "G7"})})) (place "Marker2" (union {(expand (sites Top) steps:2) (expand (sites Left) steps:3) (sites {"C3" "D3" "D4" "D6" "E6" "D7" "C7"})}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
From the starting position, each player takes turns moving one piece to an adjacent point connected to its current position by a line. Captures are made by hopping over an adjacent piece. The player who captures all the opponent's pieces wins.
###Ludii
(game "Kotu Ellima" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "E4" "F4" "F6" "F7" "G7"})})) (place "Marker2" (union {(expand (sites Top) steps:2) (expand (sites Left) steps:3) (sites {"C3" "D3" "D4" "D6" "E6" "D7" "C7"})}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
5x5 holes. Twelve pieces per player, which begin in the two rows closest to each player and in the two holes to the right of the central hole. The central hole remains empty. Players alternate turns moving a piece to an empty adjacent hole sideways or forward diagonally or orthogonally. Unpromoted pieces cannot move or capture backwards. A player may capture an opponent's piece by hopping over it to an empty space immediately on the opposite side of it, in one of the allowed directions. The huff rules applies: when a player does not make a capture that they should, the opponent removes the piece that should have captured. When a piece reaches a corner space on the opposite side of the board from where it starts, it is promoted to Dama. The Dama can move and capture any distance orthogonally or diagonally, and may also move backwards. The player who captures all of the opponent's pieces wins. | (game "La Dama" (players {(player N) (player S)}) (equipment {(board (square 5) use:Vertex) (piece "Disc" Each (or (move Hop (directions {Rightward Leftward Forwards} of:All) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0)))) (move Step (directions {Rightward Leftward Forwards} of:All) (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover))))) (piece "DiscDouble" Each (or (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide All (then (set Value Mover 1))))) (regions P1 (intersection (sites Corners) (sites Bottom))) (regions P2 (intersection (sites Corners) (sites Top)))}) (rules (start {(place "Disc1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Disc2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Disc" (move Hop (directions {Rightward Leftward Forwards} of:All) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0))))) (forEach Piece "DiscDouble" (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Pieces Mover) (result Mover Loss))))) | ###Description
5x5 holes. Twelve pieces per player, which begin in the two rows closest to each player and in the two holes to the right of the central hole. The central hole remains empty. Players alternate turns moving a piece to an empty adjacent hole sideways or forward diagonally or orthogonally. Unpromoted pieces cannot move or capture backwards. A player may capture an opponent's piece by hopping over it to an empty space immediately on the opposite side of it, in one of the allowed directions. The huff rules applies: when a player does not make a capture that they should, the opponent removes the piece that should have captured. When a piece reaches a corner space on the opposite side of the board from where it starts, it is promoted to Dama. The Dama can move and capture any distance orthogonally or diagonally, and may also move backwards. The player who captures all of the opponent's pieces wins.
###Ludii
(game "La Dama" (players {(player N) (player S)}) (equipment {(board (square 5) use:Vertex) (piece "Disc" Each (or (move Hop (directions {Rightward Leftward Forwards} of:All) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0)))) (move Step (directions {Rightward Leftward Forwards} of:All) (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover))))) (piece "DiscDouble" Each (or (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide All (then (set Value Mover 1))))) (regions P1 (intersection (sites Corners) (sites Bottom))) (regions P2 (intersection (sites Corners) (sites Top)))}) (rules (start {(place "Disc1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "Disc2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Disc" (move Hop (directions {Rightward Leftward Forwards} of:All) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0))))) (forEach Piece "DiscDouble" (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Pieces Mover) (result Mover Loss))))) |
5x5 intersecting lines, with diagonals in each quadrant. Two triangles, the apexes of which intersect with the square at the midpoint of opposite sides. One line bisecting the base of the triangle, and another bisecting this line. Eighteen pieces per player, each side arranged on one side of the board, with the central point empty and the player's pieces on the points to the right of it. Players alternate turns moving one of their pieces to an empty point. A piece may jump an opponent's piece to capture it. Multiple captures are allowed. The player who captures all of the opponent's pieces wins. | (game "Lam Pusri" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3) (expand (sites {"E5"}) W)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8) (expand (sites {"A5"}) E)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals in each quadrant. Two triangles, the apexes of which intersect with the square at the midpoint of opposite sides. One line bisecting the base of the triangle, and another bisecting this line. Eighteen pieces per player, each side arranged on one side of the board, with the central point empty and the player's pieces on the points to the right of it. Players alternate turns moving one of their pieces to an empty point. A piece may jump an opponent's piece to capture it. Multiple captures are allowed. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Lam Pusri" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3) (expand (sites {"E5"}) W)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8) (expand (sites {"A5"}) E)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
Play begins with each player's pieces on the pieces occupying the points of one of the triangles, leaving the shared apex empty. Pieces move to the next adjacent point connected by a line. Captures are made by hopping over an opponent's piece. The player who captures all of the opponent's pieces wins. The player loses when he has no piece. | (game "Lau Kata Kati" (players 2) (equipment {(board (merge (wedge 4) (shift 0 3 (rotate 180 (wedge 4)))) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (expand (sites Bottom) steps:2)) (place "Counter2" (expand (sites Top) steps:2))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Play begins with each player's pieces on the pieces occupying the points of one of the triangles, leaving the shared apex empty. Pieces move to the next adjacent point connected by a line. Captures are made by hopping over an opponent's piece. The player who captures all of the opponent's pieces wins. The player loses when he has no piece.
###Ludii
(game "Lau Kata Kati" (players 2) (equipment {(board (merge (wedge 4) (shift 0 3 (rotate 180 (wedge 4)))) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (expand (sites Bottom) steps:2)) (place "Counter2" (expand (sites Top) steps:2))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
9x9 intersecting lines, with diagonals drawn in every 4x4 square formed. Forty pieces per player, placed on the board with the central space unoccupied. Players alternate turns moving one piece to an empty adjacent spot. They may capture an opponent's piece by hopping over it. Multiple hops in one turn are allowed, but not required. The first person to capture all of the opponent's pieces wins. | (game "Meurimueng-rimueng Peuet Ploh" (players 2) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (forEach Player if:(no Pieces Player) (result Player Loss))))) | ###Description
9x9 intersecting lines, with diagonals drawn in every 4x4 square formed. Forty pieces per player, placed on the board with the central space unoccupied. Players alternate turns moving one piece to an empty adjacent spot. They may capture an opponent's piece by hopping over it. Multiple hops in one turn are allowed, but not required. The first person to capture all of the opponent's pieces wins.
###Ludii
(game "Meurimueng-rimueng Peuet Ploh" (players 2) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (forEach Player if:(no Pieces Player) (result Player Loss))))) |
Game is played on an Alquerque board with 5x5 intersecting lines and with a triangular appendage on either side. Each player has sixteen pieces, which are placed on the intersections and move along the lines to the next open intersection. Players can hop opponents pieces to capture them. Multiple captures in one turn are allowed. A player wins when they capture all of the opponent's pieces or block them from being able to move. The game is played with sixteen pieces. | (game "Mogul Putt'han" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Game is played on an Alquerque board with 5x5 intersecting lines and with a triangular appendage on either side. Each player has sixteen pieces, which are placed on the intersections and move along the lines to the next open intersection. Players can hop opponents pieces to capture them. Multiple captures in one turn are allowed. A player wins when they capture all of the opponent's pieces or block them from being able to move. The game is played with sixteen pieces.
###Ludii
(game "Mogul Putt'han" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "Marker2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) |
7x7 lines, intersecting to form a square. Diagonals are drawn in the four quadrants of the board. Two triangles, their apices intersecting the main board at opposite midpoints. The base of the triangle is bisected by a line drawn from the apex, and this line is bisected and intersects with the other two sides of the triangle. Twenty pieces per player, which begin on the points in the triangles and the first two rows of points in the square on the side closest to the player. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece may capture an opponent's piece by hopping over it to an empty point on the opposite side of the opponent's piece along the lies of the board. Multiple captures are allowed. The player who captures all of the opponent's peices wins. | (game "Mughal Pathan" (players 2) (equipment {(board (add (merge {(square 7) (shift 1 6 (rotate 180 (wedge 3))) (shift 1 -2 (wedge 3))}) edges:{{0 8} {8 16} {16 24} {24 32} {32 40} {40 48} {6 12} {12 18} {18 24} {24 30} {30 36} {36 42} {3 9} {9 15} {15 21} {21 29} {29 37} {37 45} {45 39} {39 33} {33 27} {27 19} {19 11} {11 3}}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (sites Bottom) (expand (sites Row 2)))) (place "Marker2" (union (sites Top) (expand (sites Row 8))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
7x7 lines, intersecting to form a square. Diagonals are drawn in the four quadrants of the board. Two triangles, their apices intersecting the main board at opposite midpoints. The base of the triangle is bisected by a line drawn from the apex, and this line is bisected and intersects with the other two sides of the triangle. Twenty pieces per player, which begin on the points in the triangles and the first two rows of points in the square on the side closest to the player. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. A piece may capture an opponent's piece by hopping over it to an empty point on the opposite side of the opponent's piece along the lies of the board. Multiple captures are allowed. The player who captures all of the opponent's peices wins.
###Ludii
(game "Mughal Pathan" (players 2) (equipment {(board (add (merge {(square 7) (shift 1 6 (rotate 180 (wedge 3))) (shift 1 -2 (wedge 3))}) edges:{{0 8} {8 16} {16 24} {24 32} {32 40} {40 48} {6 12} {12 18} {18 24} {24 30} {30 36} {36 42} {3 9} {9 15} {15 21} {21 29} {29 37} {37 45} {45 39} {39 33} {33 27} {27 19} {19 11} {11 3}}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (sites Bottom) (expand (sites Row 2)))) (place "Marker2" (union (sites Top) (expand (sites Row 8))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
4x4 board, eight pieces each player. Pieces move orthogonally by either jumping a player's own piece to capture an opponent's piece or by moving one space into an empty hole. Captures are not compulsory. The goal is to reduce the opponents pieces to 1 or blocking them so they can no longer move. The game is played on a 4x4 board. The game starts with half the board owned by each player. | (game "Nei-Pat-Kono" (players 2) (equipment {(board (square 4) use:Vertex) (piece "Marker" Each (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Friend (who at:(between)))) (to if:(is Enemy (who at:(to)))))))}) (rules (start {(place "Marker1" (expand (sites Bottom) steps:(- (/ (count Rows) 2) 1))) (place "Marker2" (expand (sites Top) steps:(- (/ (count Rows) 2) 1)))}) (play (forEach Piece)) (end (if (or (no Moves Next) (<= (count Pieces Next) 1)) (result Mover Win))))) | ###Description
4x4 board, eight pieces each player. Pieces move orthogonally by either jumping a player's own piece to capture an opponent's piece or by moving one space into an empty hole. Captures are not compulsory. The goal is to reduce the opponents pieces to 1 or blocking them so they can no longer move. The game is played on a 4x4 board. The game starts with half the board owned by each player.
###Ludii
(game "Nei-Pat-Kono" (players 2) (equipment {(board (square 4) use:Vertex) (piece "Marker" Each (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Friend (who at:(between)))) (to if:(is Enemy (who at:(to)))))))}) (rules (start {(place "Marker1" (expand (sites Bottom) steps:(- (/ (count Rows) 2) 1))) (place "Marker2" (expand (sites Top) steps:(- (/ (count Rows) 2) 1)))}) (play (forEach Piece)) (end (if (or (no Moves Next) (<= (count Pieces Next) 1)) (result Mover Win))))) |
5x5 intersecting lines. Triangles on each side, with the apex intersecting with the midpoint of the side of the square. A line is drawn from the apex to the base of each triangle, and a line bisecting it and the two opposite sides. A diamond is drawn within the square, the corners of which intersect with the apices of the triangles and the midpoint of each side is the center point of each quadrant of the square. 24 pieces per player, which begin on the points of the board closest to the player and in the triangle to their right and the right half of the central row. The central point is vacant. Players alternate turns moving a piece to an empty adjacent spot on the board. A piece may capture an opponent's piece by hopping over it to an empty adjacent spot immediately on the opposite side of the opponent's pieces along the lines on the board. The player who captures all of the opponent's pieces wins. | (game "Padaivettu" (players 2) (equipment {(board (remove (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) edges:{{20 16} {16 12} {12 8} {8 4} {0 6} {6 12} {12 18} {18 24}}) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (difference (union (expand (sites Right)) (expand (sites Bottom) steps:4)) (expand (sites Centre) steps:2 W))) (place "Marker2" (difference (union (expand (sites Left)) (expand (sites Top) steps:4)) (expand (sites Centre) steps:2 E)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines. Triangles on each side, with the apex intersecting with the midpoint of the side of the square. A line is drawn from the apex to the base of each triangle, and a line bisecting it and the two opposite sides. A diamond is drawn within the square, the corners of which intersect with the apices of the triangles and the midpoint of each side is the center point of each quadrant of the square. 24 pieces per player, which begin on the points of the board closest to the player and in the triangle to their right and the right half of the central row. The central point is vacant. Players alternate turns moving a piece to an empty adjacent spot on the board. A piece may capture an opponent's piece by hopping over it to an empty adjacent spot immediately on the opposite side of the opponent's pieces along the lines on the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Padaivettu" (players 2) (equipment {(board (remove (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) edges:{{20 16} {16 12} {12 8} {8 4} {0 6} {6 12} {12 18} {18 24}}) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (difference (union (expand (sites Right)) (expand (sites Bottom) steps:4)) (expand (sites Centre) steps:2 W))) (place "Marker2" (difference (union (expand (sites Left)) (expand (sites Top) steps:4)) (expand (sites Centre) steps:2 E)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
3x5 lines, intersecting one another and forming a square. Diagonals are drawn in the four quadrants of the board. Two triangles, their apices intersecting the main board at opposite midpoints. The base of the triangle is bisected by a line drawn from the apex, and this line is bisected and intersects with the other two sides of the triangle. Fourteen pieces per player, which begin on the points in the triangle and the first two rows of the square closest to each player. The central line remains empty. Players alternate turns moving to an empty adjacent point along the lines. A player may capture an opponent's piece by hopping over it to an empty space on the opposite side of the opponent's piece along the lines of the board. The player who captures all of the opponent's pieces wins. | (game "Pam Pait" (players 2) (equipment {(board (add (remove (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) vertices:{1 11 21 23 13 3}) edges:{{0 1} {1 2} {8 9} {9 10} {16 17} {17 18}}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (sites {"A4" "E4"}) (expand (sites Bottom) steps:3))) (place "Marker2" (union (sites {"A6" "E6"}) (expand (sites Top) steps:3)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
3x5 lines, intersecting one another and forming a square. Diagonals are drawn in the four quadrants of the board. Two triangles, their apices intersecting the main board at opposite midpoints. The base of the triangle is bisected by a line drawn from the apex, and this line is bisected and intersects with the other two sides of the triangle. Fourteen pieces per player, which begin on the points in the triangle and the first two rows of the square closest to each player. The central line remains empty. Players alternate turns moving to an empty adjacent point along the lines. A player may capture an opponent's piece by hopping over it to an empty space on the opposite side of the opponent's piece along the lines of the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Pam Pait" (players 2) (equipment {(board (add (remove (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) vertices:{1 11 21 23 13 3}) edges:{{0 1} {1 2} {8 9} {9 10} {16 17} {17 18}}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (sites {"A4" "E4"}) (expand (sites Bottom) steps:3))) (place "Marker2" (union (sites {"A6" "E6"}) (expand (sites Top) steps:3)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
11x11 intersecting lines, with the central nine points out of play. Diagonal lines connect the corners of the central square of the board to the outer corners. Played with two to four players. Black and white stones fill the board, alternating color, with black in the corners of the board. The first player captures one of the stones on one of the corners of the board. Subsequent moves involve capturing a stone by hopping over it with an adjacent stone to an empty space. Multiple captures are possible, but only one, three, five, or seven are allowed in a turn. If an even number of captures is possible, the final capture cannot be taken. Players are not required to capture as many as may be possible. The game ends when no more captures are possible. The player with the highest score wins: black stones count as one, white as two. 2 Players. | (game "Pasang" (players 2) (equipment {(board (add (remove (square 11) vertices:{48 49 50 59 60 61 70 71 72}) edges:{{0 12} {12 24} {24 36} {10 20} {20 30} {30 40} {75 87} {87 99} {99 111} {71 81} {81 91} {91 101}}) use:Vertex) (piece "Marker" Shared (move Hop (from) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1)))) (then (if (and (< (count MovesThisTurn) 6) (can Move (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1))))))) (moveAgain) (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0))))))) (piece "Disc" Shared (move Hop (from) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1)))) (then (if (and (< (count MovesThisTurn) 6) (can Move (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1))))))) (moveAgain) (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0)))))))}) (rules (start {(place "Marker" (forEach (sites {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 56 57 58 59 60 61 62 63}) if:(is Even (site)))) (place "Disc" (forEach (sites {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 56 57 58 59 60 61 62 63}) if:(is Odd (site)))) (place "Marker" (forEach (sites {48 49 50 51 52 53 54 55 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111}) if:(is Odd (site)))) (place "Disc" (forEach (sites {48 49 50 51 52 53 54 55 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111}) if:(is Even (site))))}) phases:{(phase "InitPhase" (play (move Remove (sites Corners) (then (set Score Mover 1)))) (nextPhase "MainPhase")) (phase "MainPhase" (play (if (is Prev Mover) (and (move Pass (then (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0))))) (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1)))) (then (if (and (< (count MovesThisTurn) 6) (can Move (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1))))))) (moveAgain) (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0))))))) (forEach Piece Shared))))} (end (if (no Moves Next) (byScore))))) | ###Description
11x11 intersecting lines, with the central nine points out of play. Diagonal lines connect the corners of the central square of the board to the outer corners. Played with two to four players. Black and white stones fill the board, alternating color, with black in the corners of the board. The first player captures one of the stones on one of the corners of the board. Subsequent moves involve capturing a stone by hopping over it with an adjacent stone to an empty space. Multiple captures are possible, but only one, three, five, or seven are allowed in a turn. If an even number of captures is possible, the final capture cannot be taken. Players are not required to capture as many as may be possible. The game ends when no more captures are possible. The player with the highest score wins: black stones count as one, white as two. 2 Players.
###Ludii
(game "Pasang" (players 2) (equipment {(board (add (remove (square 11) vertices:{48 49 50 59 60 61 70 71 72}) edges:{{0 12} {12 24} {24 36} {10 20} {20 30} {30 40} {75 87} {87 99} {99 111} {71 81} {81 91} {91 101}}) use:Vertex) (piece "Marker" Shared (move Hop (from) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1)))) (then (if (and (< (count MovesThisTurn) 6) (can Move (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1))))))) (moveAgain) (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0))))))) (piece "Disc" Shared (move Hop (from) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1)))) (then (if (and (< (count MovesThisTurn) 6) (can Move (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1))))))) (moveAgain) (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0)))))))}) (rules (start {(place "Marker" (forEach (sites {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 56 57 58 59 60 61 62 63}) if:(is Even (site)))) (place "Disc" (forEach (sites {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 56 57 58 59 60 61 62 63}) if:(is Odd (site)))) (place "Marker" (forEach (sites {48 49 50 51 52 53 54 55 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111}) if:(is Odd (site)))) (place "Disc" (forEach (sites {48 49 50 51 52 53 54 55 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111}) if:(is Even (site))))}) phases:{(phase "InitPhase" (play (move Remove (sites Corners) (then (set Score Mover 1)))) (nextPhase "MainPhase")) (phase "MainPhase" (play (if (is Prev Mover) (and (move Pass (then (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0))))) (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1)))) (then (if (and (< (count MovesThisTurn) 6) (can Move (move Hop (from (last To)) (between if:(and (is Occupied (between)) (!= 1 (state at:(between))))) (to if:(is Empty (to)) (apply (if (is Even (count MovesThisTurn)) (and {(remove (between)) (if (= (what at:(between)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)) (forEach Site (sites Board) (if (= 1 (state at:(site))) (and (remove (site)) (if (= (what at:(site)) (id "Marker" Shared)) (addScore Mover 1) (addScore Mover 2)))))}) (set State at:(between) 1))))))) (moveAgain) (forEach Site (sites Board) (if (= 1 (state at:(site))) (set State at:(site) 0))))))) (forEach Piece Shared))))} (end (if (no Moves Next) (byScore))))) |
Each player has 24 pieces, which are placed on the intersections of the lines and move along the lines to an adjacent intersection. Players may capture opponents' pieces by jumping them. Captures are not obligatory. Multiple captures can be made. A player wins by capturing all of the opponent's pieces. | (game "Peralikatuma" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "F4" "F6" "F7" "G7"})})) (place "Marker2" (union {(expand (sites Top) steps:2) (expand (sites Left) steps:3) (sites {"C3" "D3" "D4" "D6" "D7" "C7"})}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece "Marker" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to)))))))) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Each player has 24 pieces, which are placed on the intersections of the lines and move along the lines to an adjacent intersection. Players may capture opponents' pieces by jumping them. Captures are not obligatory. Multiple captures can be made. A player wins by capturing all of the opponent's pieces.
###Ludii
(game "Peralikatuma" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "F4" "F6" "F7" "G7"})})) (place "Marker2" (union {(expand (sites Top) steps:2) (expand (sites Left) steps:3) (sites {"C3" "D3" "D4" "D6" "D7" "C7"})}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece "Marker" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to)))))))) (end (if (no Moves Next) (result Next Loss))))) |
Players alternate their turns using one piece to either move or capture exclusively per turn. Pieces may only move one space per turn either straight forward, diagonally forward, or sideways along a line onto a vacant adjacent intersection point. They cannot move backwards in any direction until they are promoted to Kings. However, pieces can make capturing moves backward. Captures are compulsory. Captured pieces are removed from the board. For pieces that have not yet been promoted to King, their captures are done by the short leap as in draughts and Alquerque. A piece leaps over an adjacent enemy piece onto a vacant adjacent intersection point on the other side. The leap must be in a straight line following the pattern on the board. Even pieces that are not yet promoted to King can capture enemy pieces backwards. A player's piece must continue to capture within a turn provided each capture meets the criteria of the short leap. A piece is promoted to King when it reaches the other player's first rank. Kings can move any number of unoccupied spaces in any available direction following the pattern of the board like the King in international draughts. Kings can leap over an enemy piece (and only one enemy piece per leap) from any distance and land any distance behind it onto a vacant intersection point as in the King in international draughts. The King must continue to capture within the turn if it is able to do so. The player who captures all of their opponent's pieces is the winner. | (game "Permainan-Tabal" (players {(player N) (player S)}) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:4) (sites Row 4))) (place "Counter2" (difference (expand (sites Top) steps:4) (sites Row 4)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Adjacent (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Adjacent)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Players alternate their turns using one piece to either move or capture exclusively per turn. Pieces may only move one space per turn either straight forward, diagonally forward, or sideways along a line onto a vacant adjacent intersection point. They cannot move backwards in any direction until they are promoted to Kings. However, pieces can make capturing moves backward. Captures are compulsory. Captured pieces are removed from the board. For pieces that have not yet been promoted to King, their captures are done by the short leap as in draughts and Alquerque. A piece leaps over an adjacent enemy piece onto a vacant adjacent intersection point on the other side. The leap must be in a straight line following the pattern on the board. Even pieces that are not yet promoted to King can capture enemy pieces backwards. A player's piece must continue to capture within a turn provided each capture meets the criteria of the short leap. A piece is promoted to King when it reaches the other player's first rank. Kings can move any number of unoccupied spaces in any available direction following the pattern of the board like the King in international draughts. Kings can leap over an enemy piece (and only one enemy piece per leap) from any distance and land any distance behind it onto a vacant intersection point as in the King in international draughts. The King must continue to capture within the turn if it is able to do so. The player who captures all of their opponent's pieces is the winner.
###Ludii
(game "Permainan-Tabal" (players {(player N) (player S)}) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (difference (expand (sites Bottom) steps:4) (sites Row 4))) (place "Counter2" (difference (expand (sites Top) steps:4) (sites Row 4)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "Counter" (move Hop (from) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop Adjacent (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "Counter" (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Adjacent)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Each player begins with nine pieces. Pieces moves along the lines to the next intersection point. Players may hop an opponent's piece to capture it. Captures can be made in sequence if another capture is available after the previous one is made. The player who captures all of their opponent's pieces wins. The player loses when he has no piece. | (game "Pretwa" (players 2) (equipment {(board (concentric {1 6 6 6}) use:Vertex) (piece "Counter" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Rotational (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (sites {2 3 4 8 9 10 14 15 16})) (place "Counter2" (sites {1 6 5 7 12 11 13 18 17}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) Rotational (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Rotational (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Each player begins with nine pieces. Pieces moves along the lines to the next intersection point. Players may hop an opponent's piece to capture it. Captures can be made in sequence if another capture is available after the previous one is made. The player who captures all of their opponent's pieces wins. The player loses when he has no piece.
###Ludii
(game "Pretwa" (players 2) (equipment {(board (concentric {1 6 6 6}) use:Vertex) (piece "Counter" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Rotational (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (sites {2 3 4 8 9 10 14 15 16})) (place "Counter2" (sites {1 6 5 7 12 11 13 18 17}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) Rotational (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Rotational (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
9x9 board played on the intersections, diagonals for the four quadrants of the board. Forty pieces per player, one playing as white, the other as red, arranged on opposite sides of the board, each player's pieces taking up the first through fourth ranks of spaces, plus their right half of the fifth rank. The central spot remains empty. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins. | (game "Ram Tir" (players 2) (equipment {(board (add (square 9) edges:{{0 10} {10 20} {20 30} {30 40} {40 50} {50 60} {60 70} {70 80} {8 16} {16 24} {24 32} {32 40} {40 48} {48 56} {56 64} {64 72} {4 12} {12 20} {20 28} {28 36} {36 46} {46 56} {56 66} {66 76} {76 68} {68 60} {60 52} {52 44} {44 34} {34 24} {24 14} {14 4}}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))))) (hand P2)}) (rules (start {(place "Marker1" (difference (expand (sites Bottom) steps:4) (sites {36 37 38 39 40}))) (place "Marker2" (difference (expand (sites Top) steps:4) (sites {40 41 42 43 44})))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
9x9 board played on the intersections, diagonals for the four quadrants of the board. Forty pieces per player, one playing as white, the other as red, arranged on opposite sides of the board, each player's pieces taking up the first through fourth ranks of spaces, plus their right half of the fifth rank. The central spot remains empty. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Ram Tir" (players 2) (equipment {(board (add (square 9) edges:{{0 10} {10 20} {20 30} {30 40} {40 50} {50 60} {60 70} {70 80} {8 16} {16 24} {24 32} {32 40} {40 48} {48 56} {56 64} {64 72} {4 12} {12 20} {20 28} {28 36} {36 46} {46 56} {56 66} {66 76} {76 68} {68 60} {60 52} {52 44} {44 34} {34 24} {24 14} {14 4}}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))))) (hand P2)}) (rules (start {(place "Marker1" (difference (expand (sites Bottom) steps:4) (sites {36 37 38 39 40}))) (place "Marker2" (difference (expand (sites Top) steps:4) (sites {40 41 42 43 44})))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
9x9 board played on the intersections, with diagonals for each 3x3 square. Forty pieces per player, one playing as white, the other as red, arranged on opposite sides of the board, each player's pieces taking up the first through fourth ranks of spaces, plus their right half of the fifth rank. The central spot remains empty. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins. | (game "Ratti-Chitti-Bakri" (players 2) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (forEach Player if:(no Pieces Player) (result Player Loss))))) | ###Description
9x9 board played on the intersections, with diagonals for each 3x3 square. Forty pieces per player, one playing as white, the other as red, arranged on opposite sides of the board, each player's pieces taking up the first through fourth ranks of spaces, plus their right half of the fifth rank. The central spot remains empty. Players alternate turns by moving a piece to an adjacent empty spot along the lines on the board. A player may capture an opponent's piece by hopping over one adjacent piece if there is an empty spot behind it along a line on the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Ratti-Chitti-Bakri" (players 2) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (forEach Player if:(no Pieces Player) (result Player Loss))))) |
9x9 intersecting lines, with diagonals in each 3x3 square. Two triangles on opposite sides, the apices of which intersect the central point on that side of the square. A line from the apex bisects the base, and this line is bisected with another line which intersects with the other two sides of the triangle. Forty pieces per player, which start on the four rows closest to the player, and on half of the central row. The central space remains empty. Players alternate turns moving a piece to an empty adjacent spot along the lines. Pieces may capture the adjacent piece of an opponent by hopping over it to an empty space directly behind it in a straight line. Multiple hops can be made in one turn if possible, with direction changes allowed. The player who captures all of their opponent's pieces wins. | (game "Satoel" (players 2) (equipment {(board (merge {(square 9 diagonals:Alternating) (shift 2 8 (rotate 180 (wedge 3))) (shift 2 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(and (> (site) (centrePoint)) (< (site) (* 9 9)))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
9x9 intersecting lines, with diagonals in each 3x3 square. Two triangles on opposite sides, the apices of which intersect the central point on that side of the square. A line from the apex bisects the base, and this line is bisected with another line which intersects with the other two sides of the triangle. Forty pieces per player, which start on the four rows closest to the player, and on half of the central row. The central space remains empty. Players alternate turns moving a piece to an empty adjacent spot along the lines. Pieces may capture the adjacent piece of an opponent by hopping over it to an empty space directly behind it in a straight line. Multiple hops can be made in one turn if possible, with direction changes allowed. The player who captures all of their opponent's pieces wins.
###Ludii
(game "Satoel" (players 2) (equipment {(board (merge {(square 9 diagonals:Alternating) (shift 2 8 (rotate 180 (wedge 3))) (shift 2 -2 (wedge 3))}) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Marker2" (forEach (sites Board) if:(and (> (site) (centrePoint)) (< (site) (* 9 9)))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
5x5 intersecting lines, with diagonals drawn in each quadrant. Eleven pieces per player, which begin on the two rows closest to the player, with the eleventh on the outer spot of the middle of to the left of the player. Players alternate turns moving a piece to an empty adjacent spot along the lines. A piece may capture an opponent's piece next to it by hopping over it to an empty spot immediately on the opposite side of the opponent's piece along the lines of the board. The player who captures all of the opponent's pieces wins. | (game "Sumi Naga Game (War)" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom)) (sites {"A3"}))) (place "Marker2" (union (expand (sites Top)) (sites {"E3"})))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals drawn in each quadrant. Eleven pieces per player, which begin on the two rows closest to the player, with the eleventh on the outer spot of the middle of to the left of the player. Players alternate turns moving a piece to an empty adjacent spot along the lines. A piece may capture an opponent's piece next to it by hopping over it to an empty spot immediately on the opposite side of the opponent's piece along the lines of the board. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Sumi Naga Game (War)" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom)) (sites {"A3"}))) (place "Marker2" (union (expand (sites Top)) (sites {"E3"})))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
13x13 intersecting lines. Two players. Each player has 26 pieces. Pieces begin on the two lines closest to each player, opposite sides of the board. Pieces move along the lines of the board to an adjacent spot. A piece can be captured by hopping over an opponent's adjacent piece to an empty spot immediately on the opposite side of it. Multiple captures are allowed. The player who captures all of the opponent's pieces wins. | (game "Tavelspel" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (expand (sites Bottom))) (place "Marker2" (expand (sites Top)))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece "Marker" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to)))))))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
13x13 intersecting lines. Two players. Each player has 26 pieces. Pieces begin on the two lines closest to each player, opposite sides of the board. Pieces move along the lines of the board to an adjacent spot. A piece can be captured by hopping over an opponent's adjacent piece to an empty spot immediately on the opposite side of it. Multiple captures are allowed. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Tavelspel" (players 2) (equipment {(board (square 13) use:Vertex) (piece "Marker" Each)}) (rules (start {(place "Marker1" (expand (sites Bottom))) (place "Marker2" (expand (sites Top)))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece "Marker" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to)))))))) (end (if (no Pieces Next) (result Next Loss))))) |
5x5 intersecting lines, with diagonals drawn in each quadrant. Ten pieces per player, which begin on the two rows closes to the player. Players alternate turns moving a piece to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it along the lines of the board to an empty spot immediately on the opposite side of the opponent's piece. The player who captures all of the opponent's pieces wins. Each player has 10 pieces. | (game "Terhuchu (Small)" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (expand (sites Bottom))) (place "Marker2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
5x5 intersecting lines, with diagonals drawn in each quadrant. Ten pieces per player, which begin on the two rows closes to the player. Players alternate turns moving a piece to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it along the lines of the board to an empty spot immediately on the opposite side of the opponent's piece. The player who captures all of the opponent's pieces wins. Each player has 10 pieces.
###Ludii
(game "Terhuchu (Small)" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (expand (sites Bottom))) (place "Marker2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Played on a board similar to Perali Kotuma, with the addition of triangular extensions on the four corners. Play begins with nine pieces for each player. Pieces move along the lines to the next open space. Opponent's pieces can be captured by hopping over them. Within the triangular extensions, pieces may move two places at a time, in a straight line. The player to capture all of the opponent's pieces wins. | (game "Terhuchu" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3))) (shift 0.65 1.15 (scale 0.5 (rotate -45 (wedge 3)))) (shift 5.35 1.15 (scale 0.5 (rotate 45 (wedge 3)))) (shift 5.35 5.85 (scale 0.5 (rotate 135 (wedge 3)))) (shift 0.65 5.85 (scale 0.5 (rotate -135 (wedge 3))))}) use:Vertex) (piece "Marker" Each (or {(move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))) (if (not (is In (from) (difference (expand (sites Centre) steps:2) (sites {"F6" "I6" "L6" "F9" "L9" "F12" "I12" "L12"})))) (move Slide (between (exact 2) if:(and (is Empty (between)) (not (is In (between) (difference (expand (sites Centre) steps:2) (sites {"F6" "I6" "L6" "F9" "L9" "F12" "I12" "L12"}))))))))}))}) (rules (start {(place "Marker1" (sites {"H3" "F6" "G6" "H6" "I6" "J6" "L6" "H8" "I8" "J8"})) (place "Marker2" (sites {"H10" "I10" "J10" "F12" "H12" "I12" "J12" "L12" "J15"}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Played on a board similar to Perali Kotuma, with the addition of triangular extensions on the four corners. Play begins with nine pieces for each player. Pieces move along the lines to the next open space. Opponent's pieces can be captured by hopping over them. Within the triangular extensions, pieces may move two places at a time, in a straight line. The player to capture all of the opponent's pieces wins.
###Ludii
(game "Terhuchu" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3))) (shift 0.65 1.15 (scale 0.5 (rotate -45 (wedge 3)))) (shift 5.35 1.15 (scale 0.5 (rotate 45 (wedge 3)))) (shift 5.35 5.85 (scale 0.5 (rotate 135 (wedge 3)))) (shift 0.65 5.85 (scale 0.5 (rotate -135 (wedge 3))))}) use:Vertex) (piece "Marker" Each (or {(move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))) (if (not (is In (from) (difference (expand (sites Centre) steps:2) (sites {"F6" "I6" "L6" "F9" "L9" "F12" "I12" "L12"})))) (move Slide (between (exact 2) if:(and (is Empty (between)) (not (is In (between) (difference (expand (sites Centre) steps:2) (sites {"F6" "I6" "L6" "F9" "L9" "F12" "I12" "L12"}))))))))}))}) (rules (start {(place "Marker1" (sites {"H3" "F6" "G6" "H6" "I6" "J6" "L6" "H8" "I8" "J8"})) (place "Marker2" (sites {"H10" "I10" "J10" "F12" "H12" "I12" "J12" "L12" "J15"}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
5x5 intersecting lines, forming a grid. Diagonals in each of the quadrants. Twelve pieces per player, which begin on the points closest to the player, and the two points to the right of the center point. Players alternate turns moving a piece to an empty adjacent point along the lines of the board. A player may hop over an adjacent opponent's pieces to an empty space immediately on the opposite side of it along the lines of the board to capture it. Multiple captures are allowed. A player wins if they capture all of their opponent's pieces, or reduces the opponent to one piece and blocks them from being able to move. | (game "Tsukkalavde" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom)) (sites {"D3" "E3"}))) (place "Marker2" (union (expand (sites Top)) (sites {"A3" "B3"})))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (and (no Moves Next) (>= 1 (count Pieces Next))) (result Mover Win))))) | ###Description
5x5 intersecting lines, forming a grid. Diagonals in each of the quadrants. Twelve pieces per player, which begin on the points closest to the player, and the two points to the right of the center point. Players alternate turns moving a piece to an empty adjacent point along the lines of the board. A player may hop over an adjacent opponent's pieces to an empty space immediately on the opposite side of it along the lines of the board to capture it. Multiple captures are allowed. A player wins if they capture all of their opponent's pieces, or reduces the opponent to one piece and blocks them from being able to move.
###Ludii
(game "Tsukkalavde" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom)) (sites {"D3" "E3"}))) (place "Marker2" (union (expand (sites Top)) (sites {"A3" "B3"})))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (and (no Moves Next) (>= 1 (count Pieces Next))) (result Mover Win))))) |
Played on a grid of 4x4 squares, each square with both diagonals. Pieces are played on the intersections of the lines, moving to an empty point along one of the lines. Play begins with 20 pieces per player. Players take turns moving the pieces, and capture the opponent's pieces by hopping over them. When the back line on a player's side of the board is vacated, it is no longer in play. The player who captures the other player's pieces wins. | (game "Tuknanavuhpi" (players 2) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union (difference (expand (sites Bottom) steps:2) (sites {"E5" "G5" "I5"})) (sites {"B2" "B4" "D2" "D4" "F2" "F4" "H2" "H4"}))) (place "Counter2" (union (difference (expand (sites Top) steps:2) (sites {"E5" "A5" "C5"})) (sites {"B6" "B8" "D6" "D8" "F6" "F8" "H6" "H8"})))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) | ###Description
Played on a grid of 4x4 squares, each square with both diagonals. Pieces are played on the intersections of the lines, moving to an empty point along one of the lines. Play begins with 20 pieces per player. Players take turns moving the pieces, and capture the opponent's pieces by hopping over them. When the back line on a player's side of the board is vacated, it is no longer in play. The player who captures the other player's pieces wins.
###Ludii
(game "Tuknanavuhpi" (players 2) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "Counter" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Counter1" (union (difference (expand (sites Bottom) steps:2) (sites {"E5" "G5" "I5"})) (sites {"B2" "B4" "D2" "D4" "F2" "F4" "H2" "H4"}))) (place "Counter2" (union (difference (expand (sites Top) steps:2) (sites {"E5" "A5" "C5"})) (sites {"B6" "B8" "D6" "D8" "F6" "F8" "H6" "H8"})))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Played on a square Alquerque board with 9x9 intersecting lines with diagonals. Each player has 40 pieces. Pieces are placed on the intersections of the lines, and move forward along the lines to an adjacent unoccupied intersection. Once pieces reach the opposite side of the board from their starting position at the end of their turn, they are promoted and can move in any direction and over any distance. Opponent's pieces are captured by jumping them. Captures are obligatory if possible. If a player does not capture when they are supposed to, the opponent may remove that piece immediately and then play as normal. The player who captures all of their opponent's pieces or blocks them from being able to move wins. | (game "Zamma" (players {(player N) (player S)}) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Disc" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0)))) (move Step Forwards (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover))))) (piece "DiscDouble" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide (then (set Value Mover 1))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Disc1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Disc2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Disc" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0))))) (forEach Piece "DiscDouble" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Moves Mover) (result Next Win))))) | ###Description
Played on a square Alquerque board with 9x9 intersecting lines with diagonals. Each player has 40 pieces. Pieces are placed on the intersections of the lines, and move forward along the lines to an adjacent unoccupied intersection. Once pieces reach the opposite side of the board from their starting position at the end of their turn, they are promoted and can move in any direction and over any distance. Opponent's pieces are captured by jumping them. Captures are obligatory if possible. If a player does not capture when they are supposed to, the opponent may remove that piece immediately and then play as normal. The player who captures all of their opponent's pieces or blocks them from being able to move wins.
###Ludii
(game "Zamma" (players {(player N) (player S)}) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "Disc" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0)))) (move Step Forwards (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover))))) (piece "DiscDouble" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide (then (set Value Mover 1))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Disc1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Disc2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "Disc" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "DiscDouble") Mover)) (set Value Mover 0))))) (forEach Piece "DiscDouble" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Moves Mover) (result Next Win))))) |
Cage is a checkers variant for two players played on a square 10x10 board. In this implementation you also have the option of playing on smaller boards. In the initial position, 50 checkers of one color and 50 checkers of a different color fill up the board in a checkered pattern. The goal of the game is to capture all your opponent's checkers. On your turn, if you can, you must choose one of two different kinds of moves to perform: • a single step, or • a sequence of jumps. Note: A single jump is considered a jump sequence of length 1. Universal restriction: All moves are subject to the following restriction: • At no time may a checker be orthogonally adjacent to a checker of the same color. Stepping: Stepping is moving one of your checkers to an orthogonally or diagonally adjacent empty square, and this kind of move is subject to the following two additional restrictions: • A step my never bring the number of orthogonal enemy neighbors of the moved checker down to 0. • The only condition under which a step may fail to bring the moved checker closer to the center of the line you are moving along is if it brings its number of orthogonal enemy neighbors up from 0. (Some elaboration on this last restriction: In general, a step must decrease the moved checker's straight line distance to the board's central intersection. That's the same as bringing it closer to the center of the orthogonal or diagonal line you are moving along. (Note: The center of a diagonal line is an intersection if it is an even number of squares long, and a square otherwise. The center of an orthogonal line is an edge if it is an even number of squares long, and a square otherwise.) Here is a different way of putting it: Whatever diagonal or orthogonal line you are stepping along, the largest distance to an edge square on this line before the step must be bigger than the largest distance to an edge square on the same line after the step. The only exception to this rule, as explained in the last restriction, is if your checker has no orthogonal neighbors and can step into such a relationship – then you may step in any direction.) Jumping sequences: If a checker of your color is orthogonally adjacent to an enemy checker, and immediately on the opposite side of that enemy checker is either an empty square or the outside of the board, your checker may initiate a sequence of jumps. You do this by jumping your checker over to the opposite side of the enemy checker and immediately removing the jumped piece. If your checker lands outside the board, it too is removed from the board. Note: If your last checker is removed when you capture your opponent's last checker, you still win. If the jumping checker lands in a position where it can jump again, your turn does not end, and the checker must make yet a jump. If there are several ways to continue the sequence, you may choose freely between these. The sequence of jumps only ends when the checker lands on a square where it can make no further jump. A 10x10 board is currently selected | (game "Cage" (players 2) (equipment {(board (square 12)) (piece "Disc" Each)}) (rules (start {(place "Disc1" (difference (sites Phase 0) (sites Outer))) (place "Disc2" (difference (sites Phase 1) (sites Outer)))}) (play (forEach Piece (if (!= 1 (var)) (or (move Hop (from) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})) (then (and {(remove (sites Outer)) (set Var 1) (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})))) (moveAgain) (set Var 0))}))) (move Step (from) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(difference (sites Around (to) Own Orthogonal) (sites {(from)})))) (not (and (< 0 (count Sites in:(sites Around (from) Enemy Orthogonal))) (= 0 (count Sites in:(sites Around (to) Enemy Orthogonal))))) (or {(and (= 0 (count Sites in:(sites Around (from) Enemy Orthogonal))) (< 0 (count Sites in:(sites Around (to) Enemy Orthogonal)))) (or {(and (or (= (from) (+ (to) 12)) (= (from) (- (to) 12))) (> (max (count Sites in:(sites Direction from:(from) N)) (count Sites in:(sites Direction from:(from) S))) (max (count Sites in:(sites Direction from:(to) N)) (count Sites in:(sites Direction from:(to) S))))) (and (or (= (from) (+ (to) 1)) (= (from) (- (to) 1))) (> (max (count Sites in:(sites Direction from:(from) E)) (count Sites in:(sites Direction from:(from) W))) (max (count Sites in:(sites Direction from:(to) E)) (count Sites in:(sites Direction from:(to) W))))) (and (or (= (from) (+ (to) (+ 12 1))) (= (from) (- (to) (+ 12 1)))) (> (max (count Sites in:(sites Direction from:(from) SW)) (count Sites in:(sites Direction from:(from) NE))) (max (count Sites in:(sites Direction from:(to) SW)) (count Sites in:(sites Direction from:(to) NE))))) (and (or (= (from) (+ (to) (- 12 1))) (= (from) (- (to) (- 12 1)))) (> (max (count Sites in:(sites Direction from:(from) SE)) (count Sites in:(sites Direction from:(from) NW))) (max (count Sites in:(sites Direction from:(to) SE)) (count Sites in:(sites Direction from:(to) NW)))))})})})))) (move Hop (from if:(= (from) (last To))) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})) (then (and {(remove (sites Outer)) (set Var 1) (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})))) (moveAgain) (set Var 0))})))))) (end (if (or (= 0 (count Sites in:(sites Occupied by:P1))) (= 0 (count Sites in:(sites Occupied by:P2)))) (result Mover Win))))) | ###Description
Cage is a checkers variant for two players played on a square 10x10 board. In this implementation you also have the option of playing on smaller boards. In the initial position, 50 checkers of one color and 50 checkers of a different color fill up the board in a checkered pattern. The goal of the game is to capture all your opponent's checkers. On your turn, if you can, you must choose one of two different kinds of moves to perform: • a single step, or • a sequence of jumps. Note: A single jump is considered a jump sequence of length 1. Universal restriction: All moves are subject to the following restriction: • At no time may a checker be orthogonally adjacent to a checker of the same color. Stepping: Stepping is moving one of your checkers to an orthogonally or diagonally adjacent empty square, and this kind of move is subject to the following two additional restrictions: • A step my never bring the number of orthogonal enemy neighbors of the moved checker down to 0. • The only condition under which a step may fail to bring the moved checker closer to the center of the line you are moving along is if it brings its number of orthogonal enemy neighbors up from 0. (Some elaboration on this last restriction: In general, a step must decrease the moved checker's straight line distance to the board's central intersection. That's the same as bringing it closer to the center of the orthogonal or diagonal line you are moving along. (Note: The center of a diagonal line is an intersection if it is an even number of squares long, and a square otherwise. The center of an orthogonal line is an edge if it is an even number of squares long, and a square otherwise.) Here is a different way of putting it: Whatever diagonal or orthogonal line you are stepping along, the largest distance to an edge square on this line before the step must be bigger than the largest distance to an edge square on the same line after the step. The only exception to this rule, as explained in the last restriction, is if your checker has no orthogonal neighbors and can step into such a relationship – then you may step in any direction.) Jumping sequences: If a checker of your color is orthogonally adjacent to an enemy checker, and immediately on the opposite side of that enemy checker is either an empty square or the outside of the board, your checker may initiate a sequence of jumps. You do this by jumping your checker over to the opposite side of the enemy checker and immediately removing the jumped piece. If your checker lands outside the board, it too is removed from the board. Note: If your last checker is removed when you capture your opponent's last checker, you still win. If the jumping checker lands in a position where it can jump again, your turn does not end, and the checker must make yet a jump. If there are several ways to continue the sequence, you may choose freely between these. The sequence of jumps only ends when the checker lands on a square where it can make no further jump. A 10x10 board is currently selected
###Ludii
(game "Cage" (players 2) (equipment {(board (square 12)) (piece "Disc" Each)}) (rules (start {(place "Disc1" (difference (sites Phase 0) (sites Outer))) (place "Disc2" (difference (sites Phase 1) (sites Outer)))}) (play (forEach Piece (if (!= 1 (var)) (or (move Hop (from) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})) (then (and {(remove (sites Outer)) (set Var 1) (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})))) (moveAgain) (set Var 0))}))) (move Step (from) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(difference (sites Around (to) Own Orthogonal) (sites {(from)})))) (not (and (< 0 (count Sites in:(sites Around (from) Enemy Orthogonal))) (= 0 (count Sites in:(sites Around (to) Enemy Orthogonal))))) (or {(and (= 0 (count Sites in:(sites Around (from) Enemy Orthogonal))) (< 0 (count Sites in:(sites Around (to) Enemy Orthogonal)))) (or {(and (or (= (from) (+ (to) 12)) (= (from) (- (to) 12))) (> (max (count Sites in:(sites Direction from:(from) N)) (count Sites in:(sites Direction from:(from) S))) (max (count Sites in:(sites Direction from:(to) N)) (count Sites in:(sites Direction from:(to) S))))) (and (or (= (from) (+ (to) 1)) (= (from) (- (to) 1))) (> (max (count Sites in:(sites Direction from:(from) E)) (count Sites in:(sites Direction from:(from) W))) (max (count Sites in:(sites Direction from:(to) E)) (count Sites in:(sites Direction from:(to) W))))) (and (or (= (from) (+ (to) (+ 12 1))) (= (from) (- (to) (+ 12 1)))) (> (max (count Sites in:(sites Direction from:(from) SW)) (count Sites in:(sites Direction from:(from) NE))) (max (count Sites in:(sites Direction from:(to) SW)) (count Sites in:(sites Direction from:(to) NE))))) (and (or (= (from) (+ (to) (- 12 1))) (= (from) (- (to) (- 12 1)))) (> (max (count Sites in:(sites Direction from:(from) SE)) (count Sites in:(sites Direction from:(from) NW))) (max (count Sites in:(sites Direction from:(to) SE)) (count Sites in:(sites Direction from:(to) NW)))))})})})))) (move Hop (from if:(= (from) (last To))) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})) (then (and {(remove (sites Outer)) (set Var 1) (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between)) (apply (remove (between)))) (to if:(and {(is Empty (to)) (= 0 (count Sites in:(sites Around (to) Own Orthogonal)))})))) (moveAgain) (set Var 0))})))))) (end (if (or (= 0 (count Sites in:(sites Occupied by:P1))) (= 0 (count Sites in:(sites Occupied by:P2)))) (result Mover Win))))) |
3x8 board. The second space from the left and from the right in the center row are marked with an X. Eight pieces per player, which begin in the row closest to the player. Players alternate turns moving a piece to an empty adjacent space in an orthogonal direction. On the first move of a piece, that piece may move two spaces in one direction. A player may capture an opponent's piece in the central row by hopping over it to an empty space on the opposite side of it. The player who reduces their opponent to fewer than four pieces wins. | (game "Caturvimsatikosthakatmiki Krida" (players 2) (equipment {(board (rectangle 3 8)) (piece "Marker" Each (or {(move Hop Orthogonal (between if:(and (is Enemy (who at:(between))) (not (is In (between) (union (sites Bottom) (sites Top))))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Orthogonal (to if:(is Empty (to)))) (if (= 1 (state at:(from))) (move Slide Orthogonal (between (exact 2) if:(is Empty (between))) (then (set State at:(last To) 0))))}))}) (rules (start {(place "Marker1" (sites Bottom) state:1) (place "Marker2" (sites Top) state:1)}) (play (forEach Piece)) (end (if (<= (count Pieces Next) 3) (result Next Loss))))) | ###Description
3x8 board. The second space from the left and from the right in the center row are marked with an X. Eight pieces per player, which begin in the row closest to the player. Players alternate turns moving a piece to an empty adjacent space in an orthogonal direction. On the first move of a piece, that piece may move two spaces in one direction. A player may capture an opponent's piece in the central row by hopping over it to an empty space on the opposite side of it. The player who reduces their opponent to fewer than four pieces wins.
###Ludii
(game "Caturvimsatikosthakatmiki Krida" (players 2) (equipment {(board (rectangle 3 8)) (piece "Marker" Each (or {(move Hop Orthogonal (between if:(and (is Enemy (who at:(between))) (not (is In (between) (union (sites Bottom) (sites Top))))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Orthogonal (to if:(is Empty (to)))) (if (= 1 (state at:(from))) (move Slide Orthogonal (between (exact 2) if:(is Empty (between))) (then (set State at:(last To) 0))))}))}) (rules (start {(place "Marker1" (sites Bottom) state:1) (place "Marker2" (sites Top) state:1)}) (play (forEach Piece)) (end (if (<= (count Pieces Next) 3) (result Next Loss))))) |
9x9 intersecting lines forming a square. Forty pieces per player, lined up on the intersections on the rows closest to them, and the right half of the central line. Players alternate turns moving pieces to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it to the empty spot immediately on the opposite side of it, following the lines of the board. Multiple captures are allowed. The player who captures all of the opponent's pieces wins. | (game "Challis Ghutia" (players 2) (equipment {(board (square 9) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom) steps:3) (sites {"F5" "G5" "H5" "I5"}))) (place "Marker2" (union (expand (sites Top) steps:3) (sites {"A5" "B5" "C5" "D5"})))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
9x9 intersecting lines forming a square. Forty pieces per player, lined up on the intersections on the rows closest to them, and the right half of the central line. Players alternate turns moving pieces to an empty adjacent spot along the lines. A piece may capture an opponent's piece by hopping over it to the empty spot immediately on the opposite side of it, following the lines of the board. Multiple captures are allowed. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Challis Ghutia" (players 2) (equipment {(board (square 9) use:Vertex) (piece "Marker" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "Marker1" (union (expand (sites Bottom) steps:3) (sites {"F5" "G5" "H5" "I5"}))) (place "Marker2" (union (expand (sites Top) steps:3) (sites {"A5" "B5" "C5" "D5"})))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
Five rows of five holes. Each player has twelve sticks; one player's sticks are longer than the other player's. Players alternate turns placing one of their sticks in an empty hole on the board. A player may, on their turn, move a stick to an empty adjacent hole in an orthogonal direction instead of placing a stick. Players do not have to place all of their sticks before moving, but if they wish to place a stick after they have already moved, the opponent must also place a stick on their following turn. A player captures an opponent's stick by hopping over it in an orthogonal direction to an empty hole immediately on the opposite side of the opponent's stick. The player who captures all of the opponent's pieces wins. | (game "Choko" (players 2) (equipment {(board (square 5) use:Vertex) (piece "Stick" Each (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (hand Each) (regions "AllSites" (sites Board))}) (rules (start (place "Stick" "Hand" count:12)) (play (if (is Pending) (move (from (handSite Mover)) (to (sites Empty))) (or (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (set Pending)))) (forEach Piece)))) (end (if (no Pieces Next) (result Next Loss))))) | ###Description
Five rows of five holes. Each player has twelve sticks; one player's sticks are longer than the other player's. Players alternate turns placing one of their sticks in an empty hole on the board. A player may, on their turn, move a stick to an empty adjacent hole in an orthogonal direction instead of placing a stick. Players do not have to place all of their sticks before moving, but if they wish to place a stick after they have already moved, the opponent must also place a stick on their following turn. A player captures an opponent's stick by hopping over it in an orthogonal direction to an empty hole immediately on the opposite side of the opponent's stick. The player who captures all of the opponent's pieces wins.
###Ludii
(game "Choko" (players 2) (equipment {(board (square 5) use:Vertex) (piece "Stick" Each (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (hand Each) (regions "AllSites" (sites Board))}) (rules (start (place "Stick" "Hand" count:12)) (play (if (is Pending) (move (from (handSite Mover)) (to (sites Empty))) (or (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (set Pending)))) (forEach Piece)))) (end (if (no Pieces Next) (result Next Loss))))) |
8x8 board. 16 pieces per player, lined up in the second and third rows (first row on each side is empty). Pieces move forward or horizontally one space, and capture opponents' pieces by jumping in these directions. When they reach the opposite side, they become a king and can jump opponents' pieces from any distance orthogonally. Multiple captures cannot be made by moving 180 degrees from the previous jump. Pieces can be promoted to king mid-jump. Winning is achieved by capturing all of the other player's pieces or by blocking them so they cannot move. | (game "Dama (Comoros)" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites Row 1) (sites Row 2))) (place "Counter2" (union (sites Row 5) (sites Row 6)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or {(forEach Piece "Counter" (move Hop (from (from)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Step (directions {Forward Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Orthogonal))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board. 16 pieces per player, lined up in the second and third rows (first row on each side is empty). Pieces move forward or horizontally one space, and capture opponents' pieces by jumping in these directions. When they reach the opposite side, they become a king and can jump opponents' pieces from any distance orthogonally. Multiple captures cannot be made by moving 180 degrees from the previous jump. Pieces can be promoted to king mid-jump. Winning is achieved by capturing all of the other player's pieces or by blocking them so they cannot move.
###Ludii
(game "Dama (Comoros)" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites Row 1) (sites Row 2))) (place "Counter2" (union (sites Row 5) (sites Row 6)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "Counter" Mover)) (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))) (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or {(forEach Piece "Counter" (move Hop (from (from)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Step (directions {Forward Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Orthogonal))}))) (end (if (no Moves Next) (result Mover Win))))) |
8x8 board. 16 pieces per player, lined up in the second and third rows (first row on each side is empty). Pieces move forward or horizontally one space, and capture opponents' pieces by jumping in these directions. When they reach the opposite side, they become a king and can jump opponents' pieces from any distance orthogonally. Captures must be taken if possible, and the maximum number of jumps must be made. In a situation where two pieces are able to make the maximum number of captures and one of them is a king, the king must make the captures. Multiple captures cannot be made by moving 180 degrees from the previous jump. Pieces can be promoted to king mid-jump. Winning is achieved by capturing all of the other player's pieces or by blocking them so they cannot move. | (game "Dama (Kenya)" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites Row 1) (sites Row 2))) (place "Counter2" (union (sites Row 5) (sites Row 6)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Hop (from (from)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))))})) (or (forEach Piece "Counter" (move Step (directions {Forward Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Orthogonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
8x8 board. 16 pieces per player, lined up in the second and third rows (first row on each side is empty). Pieces move forward or horizontally one space, and capture opponents' pieces by jumping in these directions. When they reach the opposite side, they become a king and can jump opponents' pieces from any distance orthogonally. Captures must be taken if possible, and the maximum number of jumps must be made. In a situation where two pieces are able to make the maximum number of captures and one of them is a king, the king must make the captures. Multiple captures cannot be made by moving 180 degrees from the previous jump. Pieces can be promoted to king mid-jump. Winning is achieved by capturing all of the other player's pieces or by blocking them so they cannot move.
###Ludii
(game "Dama (Kenya)" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites Row 1) (sites Row 2))) (place "Counter2" (union (sites Row 5) (sites Row 6)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "Counter" (move Hop (from (from)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover))))))})) (or (forEach Piece "Counter" (move Step (directions {Forward Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Orthogonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Played on an 8x8 board. 16 pieces per player, lined up in the second and third rows (first row on each side is empty). Pieces move forward or horizontally one space, and capture opponents' pieces by jumping in these directions. When they reach the opposite side, they become a king and can jump opponents' pieces from any distance orthogonally. Captures must be taken if possible, and the maximum number of jumps must be made. Multiple captures cannot be made by moving 180 degrees from the previous jump. Pieces can be promoted to king mid-jump. Winning is achieved by capturing all of the other player's pieces or by blocking them so they cannot move. | (game "Dama" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites Row 1) (sites Row 2))) (place "Counter2" (union (sites Row 5) (sites Row 6)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from (from)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {Forward Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Orthogonal)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Played on an 8x8 board. 16 pieces per player, lined up in the second and third rows (first row on each side is empty). Pieces move forward or horizontally one space, and capture opponents' pieces by jumping in these directions. When they reach the opposite side, they become a king and can jump opponents' pieces from any distance orthogonally. Captures must be taken if possible, and the maximum number of jumps must be made. Multiple captures cannot be made by moving 180 degrees from the previous jump. Pieces can be promoted to king mid-jump. Winning is achieved by capturing all of the other player's pieces or by blocking them so they cannot move.
###Ludii
(game "Dama" (players 2) (equipment {(board (square 8)) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Counter1" (union (sites Row 1) (sites Row 2))) (place "Counter2" (union (sites Row 5) (sites Row 6)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from (from)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (directions {Forward Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (from) Orthogonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (difference Orthogonal OppositeDirection) (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {Forward Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide Orthogonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Each player, on their first five turns, uses some of their own pieces to create one King and three Generals, in any preferred order. A General is made by placing any single piece on top of an orthogonally adjacent piece, and a King is made by placing any single piece on top of an orthogonally adjacent General. - Soldiers move orthogonally one step to an adjacent square. - Generals move any distance in a straight line orthogonally, like a Chess Rook. - The King moves one step to any adjacent square, like a Chess King Capture is compulsory if possible. - A Soldier or King captures by jumping over an enemy piece occupying a square to which it can legally move and landing on the square immediately beyond it in the same direction, provided that the landing square is vacant. - A General captures in the same way, but may move any number of vacant squares before the captured piece, and may land on any successive vacant square in line of travel beyond the captured piece. If the capturing piece can then make another capture, it must, and it must continue doing so until all possible consecutive captures have been made. An enemy piece can only be jumped once in a single turn. If it is reached a second time it forms a block and ends the turn. At the end of a capturing turn all captured pieces must be removed from the board before the next player moves. If more than one capture is possible you must choose that which captures the greatest number of pieces, counting a King as three, a General as two, and a Soldier as one. If two possible capturing moves offer an equal number of pieces, you may freely choose between them. If one or more of your Generals is captured in one turn, you may create just one General (not more) from two orthogonally adjacent Soldiers anywhere on the board. If your King is captured you must, if possible, use your next turn to create another King by placing a Soldier on top of an adjacent General. If you are unable to create another King, when your King is captured, you lose the game. The game is played on a 9x9 square board. | (game "Fenix" (players 2) (equipment {(board (square 9)) (piece "Fenix" Each)}) (rules (start {(place "Fenix1" (expand (intersection (sites Bottom) (sites Right)) steps:6 Orthogonal) value:1) (place "Fenix2" (expand (intersection (sites Top) (sites Left)) steps:6 Orthogonal) value:1)}) phases:{(phase "Setup" (play (move (from (sites Occupied by:Mover) if:(= 1 (size Stack at:(from)))) (to (sites Around (from) Own Orthogonal) if:(and {(!= (from) (to)) (< (size Stack at:(to)) 3) (if (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site)))) True (< (size Stack at:(to)) 2)) (if (!= 3 (count Sites in:(forEach (sites Occupied by:Mover) if:(= 2 (size Stack at:(site)))))) True (not (= 1 (size Stack at:(to)))))})))) (nextPhase Mover (and (not (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site))))) (not (!= 3 (count Sites in:(forEach (sites Occupied by:Mover) if:(= 2 (size Stack at:(site)))))))) "Play")) (phase "Play" (play (if (is Prev Mover) (max Moves withValue:True (if (= 1 (size Stack at:(last To))) (move Hop (from (last To)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 3 (size Stack at:(last To))) (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 2 (size Stack at:(last To))) (move Hop (from (last To)) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (hop (from (last To)) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))))) (if (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site)))) (forEach Piece (if (= 1 (size Stack at:(from))) (move Step Orthogonal (to if:(and (is Friend (who at:(to))) (= 2 (size Stack at:(to))))) stack:True))) (priority {(max Moves withValue:True (forEach Piece (if (= 1 (size Stack at:(from))) (move Hop (from (from)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 3 (size Stack at:(from))) (move Hop (from (from)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 2 (size Stack at:(from))) (move Hop (from) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (hop (from (last To)) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))))) (forEach Piece (if (= 1 (size Stack at:(from))) (or (move Step Orthogonal (to if:(is Empty (to))) stack:True) (if (!= 3 (count Sites in:(forEach (sites Occupied by:Mover) if:(= 2 (size Stack at:(site)))))) (move Step Orthogonal (to if:(and (is Friend (who at:(to))) (= 1 (size Stack at:(to))))) stack:True))) (if (= 2 (size Stack at:(from))) (move Slide Orthogonal stack:True) (if (= 3 (size Stack at:(from))) (move Step (to if:(is Empty (to))) stack:True)))))})))) (end (if (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site)))) (result Mover Loss))))})) | ###Description
Each player, on their first five turns, uses some of their own pieces to create one King and three Generals, in any preferred order. A General is made by placing any single piece on top of an orthogonally adjacent piece, and a King is made by placing any single piece on top of an orthogonally adjacent General. - Soldiers move orthogonally one step to an adjacent square. - Generals move any distance in a straight line orthogonally, like a Chess Rook. - The King moves one step to any adjacent square, like a Chess King Capture is compulsory if possible. - A Soldier or King captures by jumping over an enemy piece occupying a square to which it can legally move and landing on the square immediately beyond it in the same direction, provided that the landing square is vacant. - A General captures in the same way, but may move any number of vacant squares before the captured piece, and may land on any successive vacant square in line of travel beyond the captured piece. If the capturing piece can then make another capture, it must, and it must continue doing so until all possible consecutive captures have been made. An enemy piece can only be jumped once in a single turn. If it is reached a second time it forms a block and ends the turn. At the end of a capturing turn all captured pieces must be removed from the board before the next player moves. If more than one capture is possible you must choose that which captures the greatest number of pieces, counting a King as three, a General as two, and a Soldier as one. If two possible capturing moves offer an equal number of pieces, you may freely choose between them. If one or more of your Generals is captured in one turn, you may create just one General (not more) from two orthogonally adjacent Soldiers anywhere on the board. If your King is captured you must, if possible, use your next turn to create another King by placing a Soldier on top of an adjacent General. If you are unable to create another King, when your King is captured, you lose the game. The game is played on a 9x9 square board.
###Ludii
(game "Fenix" (players 2) (equipment {(board (square 9)) (piece "Fenix" Each)}) (rules (start {(place "Fenix1" (expand (intersection (sites Bottom) (sites Right)) steps:6 Orthogonal) value:1) (place "Fenix2" (expand (intersection (sites Top) (sites Left)) steps:6 Orthogonal) value:1)}) phases:{(phase "Setup" (play (move (from (sites Occupied by:Mover) if:(= 1 (size Stack at:(from)))) (to (sites Around (from) Own Orthogonal) if:(and {(!= (from) (to)) (< (size Stack at:(to)) 3) (if (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site)))) True (< (size Stack at:(to)) 2)) (if (!= 3 (count Sites in:(forEach (sites Occupied by:Mover) if:(= 2 (size Stack at:(site)))))) True (not (= 1 (size Stack at:(to)))))})))) (nextPhase Mover (and (not (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site))))) (not (!= 3 (count Sites in:(forEach (sites Occupied by:Mover) if:(= 2 (size Stack at:(site)))))))) "Play")) (phase "Play" (play (if (is Prev Mover) (max Moves withValue:True (if (= 1 (size Stack at:(last To))) (move Hop (from (last To)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 3 (size Stack at:(last To))) (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 2 (size Stack at:(last To))) (move Hop (from (last To)) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (hop (from (last To)) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))))) (if (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site)))) (forEach Piece (if (= 1 (size Stack at:(from))) (move Step Orthogonal (to if:(and (is Friend (who at:(to))) (= 2 (size Stack at:(to))))) stack:True))) (priority {(max Moves withValue:True (forEach Piece (if (= 1 (size Stack at:(from))) (move Hop (from (from)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 3 (size Stack at:(from))) (move Hop (from (from)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True)) (moveAgain)))) (if (= 2 (size Stack at:(from))) (move Hop (from) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn count:(size Stack at:(between))))) (to if:(is Empty (to))) stack:True (then (if (can Move (hop (from (last To)) Orthogonal (between before:(count Columns) after:(count Columns) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))))) (forEach Piece (if (= 1 (size Stack at:(from))) (or (move Step Orthogonal (to if:(is Empty (to))) stack:True) (if (!= 3 (count Sites in:(forEach (sites Occupied by:Mover) if:(= 2 (size Stack at:(site)))))) (move Step Orthogonal (to if:(and (is Friend (who at:(to))) (= 1 (size Stack at:(to))))) stack:True))) (if (= 2 (size Stack at:(from))) (move Slide Orthogonal stack:True) (if (= 3 (size Stack at:(from))) (move Step (to if:(is Empty (to))) stack:True)))))})))) (end (if (all Sites (sites Occupied by:Mover) if:(!= 3 (size Stack at:(site)))) (result Mover Loss))))})) |
Pieces move one step forward. Otherwise, the rules are the same as International Draughts: Pieces can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving. | (game "HexDame" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (union (sites Side SW) (sites Side SE))) (regions P2 (union (sites Side NW) (sites Side NE)))}) (rules (start {(place "Counter1" (expand (sites Bottom) steps:3)) (place "Counter2" (expand (sites Top) steps:3))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) (between before:10 after:10 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:10 after:10 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from (from)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (between before:10 after:10 if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:10 after:10 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {Forward FL FR}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide)))}))) (end (if (no Moves Next) (result Mover Win))))) | ###Description
Pieces move one step forward. Otherwise, the rules are the same as International Draughts: Pieces can jump an opponent's adjacent player to capture it. Pieces can move forward or backwards. When a piece reaches the opposite edge of the board from its starting position, it becomes a king and can may move and jump over any number of spaces diagonally. Captures are compulsory and the maximum number of jumps must be made. Winning is achieved by capturing all the opponent's pieces or by blocking them from moving.
###Ludii
(game "HexDame" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "Counter" P1 N) (piece "Counter" P2 S) (piece "DoubleCounter" Each) (regions P1 (union (sites Side SW) (sites Side SE))) (regions P2 (union (sites Side NW) (sites Side NE)))}) (rules (start {(place "Counter1" (expand (sites Bottom) steps:3)) (place "Counter2" (expand (sites Top) steps:3))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "Counter" Mover)) (max Moves (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (max Moves (move Hop (from (last To)) (between before:10 after:10 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:10 after:10 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from (from)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))))) (forEach Piece "DoubleCounter" (move Hop (between before:10 after:10 if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between before:10 after:10 if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions {Forward FL FR}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "DoubleCounter") Mover)))) (forEach Piece "DoubleCounter" (move Slide)))}))) (end (if (no Moves Next) (result Mover Win))))) |
MOVE - Stones may move to an adjacent (orthogonal or diagonal) empty cell. CAPTURE - Stones capture by jumping over an enemy stone and landing in the immediate opposite empty cell. - Captures are mandatory. - Captures are multiple and the player must choose the jumping sequence that captures more enemy stones. GOAL - A player wins when it captures all enemy stones, or when he moves his last remaining stone to the center cell. | (game "Jumping Beans" (players 2) (equipment {(board (square 7)) (piece "Bean" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Bean1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Bean2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (if (is Prev Mover) (max Moves (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 {(max Moves (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)))))) (forEach Piece)}))) (end (if (or (no Pieces Next) (and (= 1 (count Pieces Mover)) (= (centrePoint) (where "Bean" Mover)))) (result Mover Win))))) | ###Description
MOVE - Stones may move to an adjacent (orthogonal or diagonal) empty cell. CAPTURE - Stones capture by jumping over an enemy stone and landing in the immediate opposite empty cell. - Captures are mandatory. - Captures are multiple and the player must choose the jumping sequence that captures more enemy stones. GOAL - A player wins when it captures all enemy stones, or when he moves his last remaining stone to the center cell.
###Ludii
(game "Jumping Beans" (players 2) (equipment {(board (square 7)) (piece "Bean" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "Bean1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "Bean2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (if (is Prev Mover) (max Moves (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 {(max Moves (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)))))) (forEach Piece)}))) (end (if (or (no Pieces Next) (and (= 1 (count Pieces Mover)) (= (centrePoint) (where "Bean" Mover)))) (result Mover Win))))) |