Four-field Kono
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Four-field Kono
Four-field kono () is an abstract strategy game from Korea for two players. Each player attempts to capture the other player's pieces by jumping over their own piece and landing on the other player's piece. Although the game is often described as being medieval, this assertion does not seem to be backed by evidence. It has, however, been recorded as being played from the late 19th century onwards. There are additional Korean two-player kono games with similar names and equipment, including well kono () and five-field kono (), but the boards, gameplay, and objectives for each are different. Culin mentions the existence of a ''six-field kono'' but does not provide further details. Goal The goal of each player is to capture the other player's pieces and reduce it to one. This is because with only one piece, a player can no longer execute a capture. Another way to win is for a player to immobilize the other player's pieces so that they cannot move or capture. Equipment The board ...
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Abstract Strategy Game
An abstract strategy game is a type of strategy game that has minimal or no narrative theme, an outcome determined only by player choice (with minimal or no randomness), and in which each player has perfect information about the game. 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 incorporate hidde ...
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Korea
Korea is a peninsular region in East Asia consisting of the Korean Peninsula, Jeju Island, and smaller islands. Since the end of World War II in 1945, it has been politically Division of Korea, divided at or near the 38th parallel north, 38th parallel between North Korea (Democratic People's Republic of Korea; DPRK) and South Korea (Republic of Korea; ROK). Both countries proclaimed independence in 1948, and the two countries fought the Korean War from 1950 to 1953. The region is bordered by China to the north and Russia to the northeast, across the Yalu River, Amnok (Yalu) and Tumen River, Duman (Tumen) rivers, and is separated from Japan to the southeast by the Korea Strait. Known human habitation of the Korean peninsula dates to 40,000 BC. The kingdom of Gojoseon, which according to tradition was founded in 2333 BC, fell to the Han dynasty in 108 BC. It was followed by the Three Kingdoms of Korea, Three Kingdoms period, in which Korea was divided into Goguryeo, Baekje, a ...
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Gonu
Gonu (고누) or kono refers to a group of Korean traditional boardgames which are played by two players on diagrams, each taking turns to move their pieces, with the general objective to block or capture the other player's pieces. Although Gonu games are played in a manner similar to asymmetric hunt games like Fox, Leopard, and Tiger, each Gonu player starts with an equal number of pieces instead. When playing kono, a person who has a lower number starts, like janggi Janggi (, also Romanization of Korean, romanized as ''changgi'' or ''jangki''), sometimes called Korean chess, is a Strategy game, strategy board game popular on the Korean Peninsula. The game was derived from xiangqi (Chinese chess), and is v .... The usual way of playing is to surround and detach the opponent's pieces. It is mainly used for children's educational purposes. Examples File:Five-field Kono board.svg, Five-field kono(오밭고누) File:Four-field Kono board.svg, Four-field kono(네밭고누 ...
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Pong Hau K'i
Pong Hau K'i ( zh, s=裤裆棋, p=kùdāng qí, Cantonese: Pong Hau K'i/bong1 hau2 kei4 崩口棋) is a Chinese traditional board game for two players. In Korea, it is known as Ou-moul-ko-no or Umul Gonu (우물고누) or as Gang Gonu (강고누). "Umul" translates as "a spring", and the appearance of the board is like that of a spring in the center, with water running out in all directions. "Gang" translates as "river", and has a similar interpretation. Equivalent games are also played in Thailand (Sua tok tong) and in northern India (Hindustani language, Hindustani?: Do-guti). The board consists of 5 vertices and 7 edges. Each player has two pieces. Players take turns to move. At each turn, the player moves one of their two pieces into the adjacent vacant vertex. If a player can't move, they lose. Only one type of position can make a player lose. If both players play perfectly, the game continues endlessly with no winner. It is a children's game in both China and Korea, and is o ...
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Five-field Kono
Five-field kono (오밭고누) is a Korean abstract strategy game. A player wins by moving all of their pieces into the starting locations of their opponent's pieces. Rules The players take turns moving one of their pieces one square diagonally. The first player to move all of their pieces to their opponent's starting squares wins. See also * Four-field kono * Gonu Bibliography * *{{cite book , last=Culin , first=Stewart , authorlink=Stewart Culin , title=Korean Games , year=1895 , location=Philadelphia , page=102 , url=https://archive.org/details/cu31924023272424/page/n181/mode/2up External linksFive Field Kono appletFive Field Kono
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Marble (toy)
A marble is a small spherical object often made from glass, clay, steel, plastic, or agate. These toys can be used for a variety of games called marbles, as well being placed in Rolling ball sculpture, marble runs or races, or created as a form of art. They are often Collecting, collected, both for nostalgia and for their aesthetic colors. Sizes may vary, but usually range from about in diameter. In the north of England the game and objects are called "taws", with larger taws being called "bottle washers", named after the use of a marble in Codd-neck bottles, which were often collected for play. Games History In the early twentieth century, small balls of stone from about 2500 BCE, identified by archaeologists as marbles, were found by excavation near Mohenjo-daro, in a site associated with the Indus Valley civilization. In modern India the game is called "kanche". Marbles are often mentioned in Roman literature, as in Ovid's poem "Nux" (which mentions playing the game with ...
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19th-century Board Games
The 19th century began on 1 January 1801 (represented by the Roman numerals MDCCCI), and ended on 31 December 1900 (MCM). It was the 9th century of the 2nd millennium. It was characterized by vast social upheaval. Slavery was Abolitionism, abolished in much of Europe and the Americas. The First Industrial Revolution, though it began in the late 18th century, expanded beyond its British homeland for the first time during the 19th century, particularly remaking the economies and societies of the Low Countries, France, the Rhineland, Northern Italy, and the Northeastern United States. A few decades later, the Second Industrial Revolution led to ever more massive urbanization and much higher levels of productivity, profit, and prosperity, a pattern that continued into the 20th century. The Catholic Church, in response to the growing influence and power of modernism, secularism and materialism, formed the First Vatican Council in the late 19th century to deal with such problems an ...
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Abstract Strategy Games
Abstract may refer to: *"Abstract", a 2017 episode of the animated television series ''Adventure Time (season 9)#ep262, Adventure Time'' * Abstract (album), ''Abstract'' (album), 1962 album by Joe Harriott * Abstract algebra, sets with specific operations acting on their elements * Abstract of title, a summary of the documents affecting the title to a parcel of land * Abstract (law), a summary of a legal document * Abstract (summary), in academic publishing * Abstract art, artistic works that do not attempt to represent reality or concrete subjects * ''Abstract: The Art of Design'', 2017 Netflix documentary series * Abstract music, music that is non-representational * Abstract object in philosophy * Abstract structure in mathematics * Abstract type in computer science * The property of an abstraction * Q-Tip (musician), also known as "The Abstract" * Abstract and concrete * Hydrogen atom abstraction, in chemistry See also

* Abstraction (other) {{Disambiguation ...
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Traditional Board Games
A tradition is a system of beliefs or behaviors (folk custom) passed down within a group of people or society with symbolic meaning or special significance with origins in the past. A component of cultural expressions and folklore, common examples include holidays or impractical but socially meaningful clothes (like court dress, lawyers' wigs or military officers' spurs), but the idea has also been applied to social norms and behaviors such as greetings, etc. Traditions can persist and evolve for thousands of years— the word ''tradition'' itself derives from the Latin word ''tradere'' literally meaning to transmit, to hand over, to give for safekeeping. While it is reportedly assumed that traditions have an ancient history, many traditions have been invented on purpose, whether it be political or cultural, over short periods of time. Various academic disciplines also use the word in a variety of ways. The phrase "according to tradition" or "by tradition" usually means that wh ...
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