Monday, August 25, 2014

The Gobi Board - The first hexagonal board that mimics the way you play Go on a square board!

 The square grid board in use for over 2500 years by Go players around the world. Below is an image of a traditional Goban.



The Gobi hexagonal board.



 Like playing on the square board you must play on the points of the hexagonal board. If you do decide to use this board design please let me know how it went by commenting below.


New Game : PO-GO!



Figures 1,2 and 3 show the red player placing a stone with it's negative side up which causes all adjacent stones to be flipped to their negative polarities regardless of color.

Figure 4 shows that placing a stone with equal polarity does nothing.


PO-GO

2 player | 25 min

PO-GO stands for Polarity Go.

Hexhex5 board
Black and white Go stones each marked on one side.

The marked sides of the Go stones are the positive sides and the unmarked sides are negative.

Group – Two or more adjacent friendly stones of the same polarity.

Setup
Place the empty board between the players.
One player plays with the black stones the other the white stones.

Play
Turns alternate.

Black starts by placing (1) friendly stone with either side up onto any cell on the board. White then places (2) friendly stones with either side up onto any empty spaces on the board.

Players from this point on place (2) stones per turn.

Polarities
When a stone is dropped onto the board adjacent to other stones of equal polarity nothing happens. But when a stone is dropped adjacent to other stones of opposite polarity they are flipped over.

• So adjacent stones of equal polarity of either color you do nothing.
• Adjacent stones of opposite polarity of either color are flipped over.

The game ends when the board is full.

Object
The player with the largest group of friendly stones in either polarity at the end of the game wins.

If the groups of both players are the same size, look at the next largest set of groups etc. to determine a winner.

Friday, August 8, 2014

Dice Game: Low Blow - rule update

A friend from BGG and I have been tweaking the rules of the dice game Low Blow for about two weeks now. The new rules follow.



Object
Have the lowest score at the end of the game to win.

Components
A 5x4 board whose four rows, are in four colors
20 - d6 dice, 5 dice each that match their color row
30 communal counters of any color, 25 if playing a 3 player game
A pot to hold the counters and some way of keeping score

Setup
Place the empty board between the players.
Place the pot with the 25 to 30 counters nearby so all the players can reach them.
Players decide what color home row belongs to them.
Players get 5 dice each in their color home row.

Play
Play, as many rounds as there are players.
A turn moves clockwise and the youngest player rolls first. In subsequent rounds rotate the start player.

On your turn, you will do one of these things;

(A) Pass if you have no dice.
(B) Roll one of your dice of any color you choose, the number and color of dice in your possession may change during the course of the game.

Then you must choose ONE of the following actions.

(1) Place the die on any open square on the board. If there are any counters in the Pot, take up to the value of the die you just placed. If the Pot's contents are insufficient, you take all the counters available and your turn ends. If the Pot is empty, you choose either the player to your left OR right, and take counters from her/him UP TO the value of the die just placed but ONLY IF THAT PLAYER HAS 1 OR MORE DICE. If the chosen player has fewer counters than the die's value, take all their counters and your turn ends. Do not take counters from a 'dice-less' player or

(2) If the Pot is empty (if not, you must do action 1 above), you may force a trade with either with the player to the left or right of you. Give this player the die you just rolled even if he had no dice before receiving yours, you then take counters from this player UP TO the value of the die just rolled MINUS 1. A die showing 4 pips gets you 3 counters, a die showing 5 would get you 4 counters. If you give him a 1, you receive no counters. If the player has insufficient counters to meet the value required, you take all their counters. You may also give/force the die to the player if he has no counters. Your turn now ends.

Remember you are not out of the game if you are out of dice or counters. Dice may be traded or given to you and counters may be taken from you.

The game ends when all rounds have been played and scored.

Scoring
At the end of each round add up the dice in each home row individually ignoring dice color. Then you subtract 1 point for each die within your home row in your color.

Keep score for each player per round. Then total each of the player’s scores for all rounds.

Only after the end of the last round do you subtract the counters in your possession from the totals of all your rounds; the difference are the final scores for the game.

If a draw occurs, play another round.

The player with the lowest score is the winner.