Friday, May 30. 2008Forky (game proposal)
Since one of BrainKing public opinion polls shows that there is a group of people who would like to play domino games on our site, we present a domino type game proposal this time. Created by Andy Lewicki, this time.
Name of the game: Forky
This game is kind of open game, although, opponent's pieces are not exposed during the game. We have the situation with perfect information and the whole idea is to outsmart the opponent and play all the pieces before the opponent or block the game with fewer points on hand. This game doesn't require good memory, since everything is clear from the very beginning and this fits perfectly for a turn-based site. The name Forkt reflects the skippy idea of allowed stones to be exposed. I would like to remind that opinion poll results don't make us obliged to do anything based on them, so although we plan to make some domino games in the future, nobody promises any dates.
Sunday, May 25. 2008Risky Die (game proposal)
Right, Mr. Andy Lewicki strikes back again.
Name of the game: Risky Die
Comments?
Tuesday, May 6. 2008Flag (game proposal)
This game has been submitted by Mike Mallette. It has simple but interesting rules and it could be worth trying out.
Name of the game: Rush
Friday, April 25. 2008Mad Chess (game proposal)
This interesting proposal of a Chess variant comes from Andy Lewicki (surprise, surprise
Name of the game: Mad Chess Rules:
Comments? From my point of view, I like this idea very much because the luck factor is not as strong as in Dice Chess and it is possible to create many different strategies.
Wednesday, April 16. 2008Big Bang (game proposal)
And the game of the day is created (again) by Andy Lewicki. It is called Big Bang:
Some additional rules:
Comments are welcome.
Sunday, April 13. 2008Fourmate (game proposal)
Another very nice game idea from Andy Lewicki is the subject of today's entry.
Name of the game: Fourmate (or Fourmation, which one is better?) Rules: (a combination of several different games) BORROWED from Fisher Random Chess: - initial position (random), without pawns. - no castles - no "killing" other pieces - no checks BORROWED from 4(5) in line: - players trying to arrange exactly 4 (no 5, 6, ...) of their pieces either in a row (horizontally, vertically or diagonally) or in a square 2x2. - above formation MUST NOT have more than 2 pieces on player's half of the board. BORROWED from Connect 6: - white moves first ONE of his pieces anywhere on the board according to chess rules. - black moves TWO of his pieces anywhere on the board but these two pieces cannot touch each other, they have to be at least one squares apart. - white moves again ONE of his pieces anywhere. ... and so game continues this way. GOAL: The player who assembles 4 pieces (exactly) as a first in a way prescribed above, becomes the winner. I am always glad to see a new idea which is based on Chess but does not require real Chess playing skills. And I am sure that everybody can learn how to move Chess pieces.
Wednesday, April 9. 2008Dominate
This is another game proposal by Andy Lewicki and since BrainKing has no domino games yet, it might be worth a discussion about this topic. Or maybe not - anyway, this proposal sounds very interesting.
Name: Dominate Initial info:
Rules:
This simple game has enormous depth of strategic possibilities, players may guess only a portion of what tiles might be in opponent's hand (three of them are removed from the game but players do not know which). It's highly unlikely that the game will be drawn. To fill the whole board with 18 tiles players would have to cooperate (solitaire-like mode) which will not be the case. So, prepare yourself for fierce fight from the very beginning. And since I am not a domino player at all, perhaps someone who is more experienced would post a comment about this idea.
Thursday, April 3. 2008Dark Knight Fight (game variant proposal)
This proposal of a version of the popular Knight Fight game has been created by MadMonkey and tenuki. It seems that people like Knight Fight so much that they would like to try new variants of this original game as well - and since we already have some of them in our collection of hot tips to be implemented, there is a good chance to make them satisfied.
Dark Knight Fight
After some thought we decided that squares used, will be shown as used & also Stars will be shown to both players (i.e. +100 or -100) to keep track of how many used. The basic idea is to make the game more fun, but also include the chance to take a gamble (the stars). Also great emphasis is being put on players to keep notes (if they want to win). Opponents are only shown Mirrors for their go following so it is down to them to keep note of there opponents score if they wish. It may take some testing as we did have to think about certain things (e.g. should used squares be shown or left blank so players could trap themselves). Well, anybody wants to comment this?
Wednesday, March 19. 2008Admiral Battleboats (game proposal)
This variant of classic battleboats game has been proposed by lukulus and, according to the author's words, it could make the game much more dynamic. Well, the description follows:
Name of the game: Admiral Battleboats
Just a side note - the answer to my question "how can the admiral jump from a sinking ship to another one over the whole board?" is "he is using a helicopter".
Saturday, March 15. 2008Rush (game proposal)
This game has been suggested by Mark Steere who is the creator of many interesting board games and offers all of them for a free implementation on game sites (you can find more games at MarkSteereGames.com page).
![]() INTRODUCTION Rush is a territory game which is played with a Go set. Any size board with an odd number of rows and an odd number of columns can be substituted for the Go board. Play begins on an empty board, as shown in Figure 1. Each player takes possession of all of the stones of one color. Draws and ties cannot occur in Rush. Mark Steere designed Rush in May, 2007. STONE PLACEMENT Players take turns placing their own stones on unoccupied points. A “connection” in Rush is formed when a stone is placed horizontally or vertically adjacent to an on-board stone. If a player adds a stone which forms either no connections or only one connection (to either color stone), that player’s turn is concluded. A player may place a stone on the board which forms two or more connections only if at least one of those connections is made with an enemy stone. A player may never, under any circumstances, place a stone which forms two or more connections with his own stones and no connections with any enemy stones. Figure 2 shows all of the legal placements available to White, marked with W’s. If a player forms two or more connections with his newly added stone, he is required to add another stone to the board while it is still his turn. He must continue to add stones during his turn until his most recently placed stone forms less than two connections, or until there are no more placements available to him, at which time his turn is concluded. Each player will always have at least one placement available at the outset of his turn, and must make at least one placement on his turn. A player is never required to make a placement which forms two or more connections unless his only available placements each form two or more connections. Figures 3a through 3c show a series of stones added by White during one of White’s turns. Each placement is marked with a W. OBJECT OF THE GAME When the board is completely filled with stones, the player with the majority of stones on the board wins. Comments please.
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