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Fangqi
Fangqi () is a Abstract strategy, strategy board game played traditionally throughout North China, Northern China as a training game for weiqi (Go (game), Go). Fangqi is also known as diūfāng () and xiàfāng (). Muslim people of Chinese origin (Dungans), brought the game with them to Central Asian countries such as Kyrgyzstan and Kazakhstan. Equipment Board size varies from region to region. In Ningxia, the game is played on a 7×8 gridded board using black and white Go stones, 28 stones per player. The game is popular in agricultural communities in Northwest China, Northwestern China, and often played on a board traced out on the ground. Rules The pieces are played on grid line intersections, the same as in Go. The game is similar in concept to nine men's morris: #Players alternate turns placing stones, attempting to form 2×2 squares, until the board is filled. #Each player removes one of their opponent's stones. #Each player counts up the squares he/she has formed and remo ...
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Nine Men's Morris
Nine men's Morris is a strategy board game for two players dating at least to the Roman Empire. The game is also known as nine-man morris, mill, mills, the mill game, merels, merrills, merelles, marelles, morelles, and ninepenny marl in English. The game has also been called cowboy checkers and is sometimes printed on the back of checkerboards. Nine men's morris is a solved game, that is, a game whose optimal strategy has been calculated. It has been shown that with perfect play from both players, the game results in a draw. The Latin word means 'gamepiece', which may have been corrupted in English to 'morris', while ''miles'' is Latin for soldier. Three main alternative variations of the game are three, six, and twelve men's morris. Rules The board consists of a grid with twenty-four intersections or ''points''. Each player has nine pieces, or "men", usually coloured black and white. Players try to form 'mills'—three of their own men lined horizontally or vertically—all ...
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Ko Rule
The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation. Notably, Chinese and Japanese rules differ in a number of aspects. The most significant of these are the scoring method, together with attendant differences in the manner of ending the game. While differences between sets of rules may have moderate strategic consequences on occasion, they do not change the character of the game. The different sets of rules usually lead to the same game result, so long as the players make minor adjustments near the end of the game. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition. This article first presents a simple set of rules which are, except for wording, identical to those usually referred to as the Tromp–Taylor Rules, themselves close in most essential respect ...
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Abstract Strategy Games
Abstract strategy games admit a number of definitions which distinguish these from strategy games in general, mostly involving no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and perfect information. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as '' Continuo'', Octiles, '' Can't Stop'', and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to ...
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