Y (game)
Y is an abstract strategy board game, first described by John Milnor in the early 1950s. The game was independently invented in 1953 by Craige Schensted and Charles Titus. It is a member of the connection game family inhabited by Hex, Havannah, TwixT, and others; it is also an early member in a long line of games Schensted has developed, each game more complex but also more generalized. Gameplay Y is typically played on a triangular board with hexagonal spaces; the "official" Y board has three points with five-connectivity instead of six-connectivity, but it is just as playable on a regular triangle. Schensted and Titus' book '' Mudcrack Y & Poly-Y'' has a large number of boards for play of Y, all hand-drawn; most of them seem irregular but turn out to be topologically identical to a regular Y board. As in most games of this type, one player takes the part of Black and one takes the part of White; they place stones on the board one at a time, neither removing nor moving any p ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Board Games Introduced In 1953
Board or Boards may refer to: Flat surface * Lumber, or other rigid material, milled or sawn flat ** Plank (wood) ** Cutting board ** Sounding board, of a musical instrument * Cardboard (paper product) * Paperboard * Fiberboard ** Hardboard, a type of fiberboard * Particle board, also known as ''chipboard'' ** Oriented strand board * Printed circuit board, in computing and electronics ** Motherboard, the main printed circuit board of a computer * A reusable writing surface ** Chalkboard ** Whiteboard Recreation * Board game **Chessboard **Checkerboard * Board (bridge), a device used in playing duplicate bridge * Board, colloquial term for the rebound statistic in basketball * Board track racing, a type of motorsport popular in the United States during the 1910s and 1920s * Boards, the wall around a bandy field or ice hockey rink * Boardsports * Diving board (other) Companies * Board International, a Swiss software vendor known for its business intelligence software too ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Connection Game
A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces. This could involve forming a path between two or more endpoints, completing a closed loop, or connecting all of one's pieces so they are adjacent to each other. Connection games typically have simple rules, but complex strategies. They have minimal components and may be played as board games, computer games, or even paper-and-pencil games. In many connection games, the goal is to connect two opposite sides of the board. In these games, players take turns placing or moving pieces until one player has a continuous line of pieces connecting their two sides of the playing area. Hex, TwixT, and '' PÜNCT'' are typical examples of this type of game. History According to Browne, ''Hex'' (developed independently by the mathematicians Piet Hein and John Nash in the 1940s) is considered to be the first connection game, although earlier games involving co ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Strategy-stealing Argument
In combinatorial game theory, the strategy-stealing argument is a general argument that shows, for many two-player games, that the second player cannot have a guaranteed winning strategy. The strategy-stealing argument applies to any symmetric game (one in which either player has the same set of available moves with the same results, so that the first player can "use" the second player's strategy) in which an extra move can never be a disadvantage. A key property of a strategy stealing argument is that it proves that the first player can win (or possibly draw) the game without actually constructing such a strategy. So, although it might tell you that there exists a winning strategy, the proof gives you no information about what that strategy is. The argument works by obtaining a contradiction. A winning strategy is assumed to exist for the second player, who is using it. But then, roughly speaking, after making an arbitrary first move – which by the conditions above is not a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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*Star
*Star is a complex abstract strategy game by Ea Ea, a designer of Y. It is a redevelopment of his earlier game Star. Notation Each cell on the game board is labeled with a three-character value ''Nxy'' according to a polar coordinate system: * ''N'' refers to the primary radial arm. There are five arms, labeled as *, S, T, A, or R, proceeding clockwise from the point of the lower right arm of the five-pointed star in the middle of the board * ''x'' refers to the ring number of the cell. The concentric rings are labeled from 1 to 10, using the rightmost digit only, with Ring 1 (''x''=1) in the center of the board and Ring 10 (''x''=0) on the perimeter of the board. * ''y'' refers to the tangential position of the cell, counted clockwise from the radial arm. For example, in Ring 3, the cells would be labeled *30 (for the cell on the "*" primary radial arm), *31 (for the cell immediately clockwise within the same ring), *32, S30, S31, S32, T30, ... R31, R32. This board illustrat ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Star (board Game)
Star is a two-player abstract strategy board game developed by Craige Schensted (now Ea Ea). It was first published in the September 1983 issue of ''Games'' magazine. It is a connection game similar to ''Hex'', ''Y'', ''Havannah'', and ''TwixT''. Unlike these games, however, the result is based on a player having a higher final score rather than achieving a specific goal. He has since developed a slightly more complicated version called '' *Star'' with better balance between edge and center moves, writing "''*Star'' is what those other games wanted to be." Game rules ''Star'' is played on a board of hexagonal cells. Although the board can have any size and shape, a board with unequal edges is generally used to avoid ties. Players may not place stones on the partial hexagon border cells off the edge of the board; these are used for scoring. One player places black stones on the board; the other player places white stones. The game begins with one player placing a stone on th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Strategy
Strategy (from Greek στρατηγία ''stratēgia'', "art of troop leader; office of general, command, generalship") is a general plan to achieve one or more long-term or overall goals under conditions of uncertainty. In the sense of the " art of the general", which included several subsets of skills including military tactics, siegecraft, logistics etc., the term came into use in the 6th century C.E. in Eastern Roman terminology, and was translated into Western vernacular languages only in the 18th century. From then until the 20th century, the word "strategy" came to denote "a comprehensive way to try to pursue political ends, including the threat or actual use of force, in a dialectic of wills" in a military conflict, in which both adversaries interact. Strategy is important because the resources available to achieve goals are usually limited. Strategy generally involves setting goals and priorities, determining actions to achieve the goals, and mobilizing resources to ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Pie Rule
The pie rule, sometimes referred to as the swap rule, is a rule used to balance abstract strategy games where a first-move advantage has been demonstrated. After the first move is made in a game that uses the pie rule, the second player must select one of two options: # ''Letting the move stand.'' The second player remains the second player and moves immediately. # ''Switching places.'' The second player becomes the first-moving player with the move already done by the opponent, and the opponent plays the first move of their new color. Depending on the game, there may be two ways to implement switching places. # ''Switching colors'' means that the players exchange pieces. The player who made the first move becomes the second player and makes the second move on the board. This is demonstrated in the chess diagrams shown here. # ''Switching the first piece'' can occur in games where the board starts empty and the first move consists of placing one piece. Suppose the colors are whi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Abstract Strategy Game
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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |