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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