Index and Resource
Guide to Abstract Games
Compiled by Michael Keller
In this booklet, we will use a common definition of abstract games as two-player games of perfect information. Some
of the material herein appeared in WGR. Some major
game families (e.g. checkers, reversi) have their own dedicated guides.
Table of Contents
Mancala Games
Alignment Games
Placement Variants
Movement Variants
Delta
Territorial Games
Go
Amazons
Other Games
Fanorona
Bibliography
Individual Games
Mancala
Hoyles
Other
Go
Magazines
Mancala Games
Mancala is a large family of folk games sometimes called "pit and
pebble" or "count and capture" games. They are played on boards consisting of two or
more rows of cups, into which some number of stones are placed initially. Usually there are two larger pits, called storehouses,
at the ends of the board, which are used only for storing captured stones
(each player uses the storehouse at their right). A move consists
of taking all of the stones from one of the cups on your own side, and sowing
them anticlockwise, one stone into each of the succeeding cups,
continuing into the opponent's cups if there are enough stones in
hand. Depending on the variant, stones are captured
according to a particular set of rules. A large group of games,
of which Wari is the best
known, are played on a 2x6 board starting with four stones in each
cup. In Wari, if the last stone sown lands in one of the
opponent's cups so as to end up with two or three stones, those stones
are captured, along with any one or more consecutive pits prior to the
last which also contain 2 or 3 stones.
Alignment Games
The objective is to align some number of pieces in a line or some other
configuration. Roughly divided into placement and movement
families.
Placement Variants
The three draw positions in Tic-Tac-Toe (X moves first)
Tic-Tac-Toe (Noughts and
Crosses) is probably the simplest alignment game, frequently played by
children as a pencil-and-paper game. Players play
alternately on a 3x3 board, trying to get three of their pieces in a
line (horizontally, vertically, or along either long diagonal).
With best play it is always a draw; every drawn position can be reduced
to one of three positions by reflection and rotation (diagram
above). The three-dimensional
version on a 3x3x3 board is an easy win for the first player, playing
in the middle of the second level. The 4x4x4 game (marketed many
times as Qubic and other names) is much more strategic, though Owen Patashnik proved in 1980 that the first player has a forced win. There are many other variants, including Ultimate Tic-Tac-Toe,
played on a 9x9 grid divided into nine normal 3x3
boards. A version sometimes called Super Tic-Tac-Toe
is played on a 4x4 board, with a win for forming four in a row in any
direction, a 2x2 square, or (very unlikely) all four corners (it's
probably a draw with best play, but there are several traps).
A
popular commercial variant is Connect Four,
which is a 7x6 form of what is
sometimes called Vertical Tic-Tac-Toe: a piece may be played into any
column, but drops to the lowest empty space in that column. Connect Four was solved in 1988 by James Dow Allen; it is a win for the
first player, but only if the first move is in the center column. John Tromp has computed the number of legal positions
at each point in the game (the total is about 4.5 trillion), and the
result on other sizes of boards. There are rumors of early
folk versions of the game, including a version called The
Captain's Mistress, supposedly played by Captain Cook, and a game
called Four Balls, owned by the historian R.C. Bell, which he estimates
was from the early 20th century. None of the stories have
been confirmed; the website Tradgames
has a history of some of the commercial variants, including several
patents. 4x4x4 Tic-Tac-Toe has also been manufactured as a vertical variant.
By tilting a large board (say 6x6 or 7x7) at a 45 degree angle, and
having two solid sides at the lower left and right, and two open sides
at the upper left and right, and allowing pieces to be placed in any
open diagonal, it is possible to play a different variant which might
be called Gravitational Tic-Tac-Toe (I think this has been proposed, but the only reference I can find is a recent iPad app).
The first piece, no matter where played, falls to a1; the second will
go to a2 or b1 (the player who drops a piece can choose in which
diagonal direction it slides when it hits another piece). I
don't
know how this would work in practice. Other variations are
possible: what if you could insert a piece at the bottom and push a
whole row?
Go Moku and Renju
Go-Moku (often called Go-Bang
in older accounts in Western game literature) is essentially an
extended form of tic-tac-toe, dating from 18th century Japan, where it
was played with Go stones on the points of a standard board
(19x19). Nowadays the standard board is 15x15; players play
stones alternately, trying to get five in a row orthogonally or
diagonally. Black plays first, and has a huge
advantage (L. Victor Allis proved in 1994 that Black has a forced win
in the unrestricted game). Various schemes have been devised to minimize Black's advantage; the most common version is called Renju,
which places restrictions on Black only: Black cannot place a stone
which forms two simultaneous open threes (three stones in a row open at
both ends) or two simultaneous fours (four in a row, blocked or not),
and cannot win with an overline (a line of six or more
pieces). Black can force a win in Renju by forming a
simultaneous four and open three, which is legal. In
tournament play, complex rules have been introduced to add variety to the opening play, in a manner similar to three-move ballots in checkers. There is a Renju International Federation, formed in 1988, which governs international competition, including a World Championship.
Ninuki-Renju is a variant of
Renju with the addition of custodian captures: a stone placed so as to
sandwich two opposing pieces between it and a friendly stone captures
the two stones. A player can win either with five in a row
as usual, or by capturing 10 stones (5 pairs). The commercial
game Pente
(Gary Gabrel, 1977) is a variant of Ninuki-Renju on a 19x19 board with
none of the move restrictions of Renju. It also has a
strong advantage for the first player, and has itself spawned variants,
including Keryo-Pente, a
variant by Rollie Tesh (Pente World Champion), which also allows three
stones at a time to be captured, and allows a player to win by
capturing 15 stones (or five-in-a-row as usual).
Movement variants
Nine Men's Morris
Dating to the Roman Empire, Nine Men's Morris is also called Merelles, Mill, and many other names; Shakespeare may have coined the term Morris in A Midsummer Night's Dream.
It is played on a board of 24 intersections on three consecutive
squares, with players having nine pieces each, attempting to get three
in a row (a mill) along one of
the sides of the squares, or the lines connecting the three squares
(each successful three allows one opposing piece to be removed).
Once each player has placed nine pieces, pieces move along lines from
one intersection to an adjacent one. The game was proven to
be a draw with best play by Ralph Gasser in 1996. As usual there are dozens of variants, ranging from 3 to 12 pieces per side.
Kensington -- invented by Brian Taylor and Peter Forbes, 1979
Alignment game, in the Nine Men's Morris family, on a
board with seven hexagons connected by squares and
triangles. [Technically, this is the (3.4.6.4) Archimedean tiling,
which Andy Liu used to design his multiform puzzle set The Birds and
the Bees.] The game was heavily publicized when it was first
published, with celebrity endorsements, and made an initial splash (the
Washington Post breathlessly called it "Britain's biggest export since
the Beatles"), being nominated for the 1982 Spiel des Jahres
award. It's mostly forgotten today. Christian
Freeling designed his game Lotus using the same board (see
Schmittberger for more details).
Delta -- invented by Erich Brunner, first published 1975 by Otto Meier Verlag
An elegant 5x5 alignment game invented in the 1930's by the Swiss chess
problem
composer Erich Brunner. (The game was named Delta because the
pieces are triangular.) A WGR correspondent, Paul Gabriner,
sent me the rules,
and I introduced the game into The Knights of the Square Table,
where it proved quite popular (also in AISE). Each player has
nine pieces. White moves first. On their first moves, each player
drops a new piece to any square. Each move thereafter
consists of sliding a piece at least two squares in any direction (over
vacant squares only), and dropping a new piece on the last square the
moving piece passed over. (To diminish the advantage of
moving first, Black may choose drop a piece anywhere on their second
move). Once all nine pieces have been dropped, a move
consists of a slide, then shifting another piece to the last square
dropped over (many games never reach that phase). The first player to form four in a row in any
direction, or to block their opponent so the opponent has no legal
slides, wins.
The notation is normal algebraic; drops are indicated by a single
square, slides by two squares (the location of the new piece is
automatic and is not noted); starting at move 10, the third square
indicates what piece is lifted to drop on the last square passed
over). For example, c3a3 moves a piece and drops
automatically at b3; a3a1c4 moves a piece, lifts the piece from c4, and
drops it at a2. Symbols: + indicates a threat to make four in a row; #
indicates a win by four in a row; @ indicates a win by stalemate; *
indicates the only move that does not immediately lose (adopted from
checkers).
Strategy: Early play usually attempts to make four in a row threats, easier when you control the center. But
there are quick opening traps on the outer lines: 1 a5 c3 2 a5e5 c4??
loses to d5a5; Black cannot prevent e5c5#. The longer a game goes, the more likely wins will be by stalemate
instead of four in a row; pieces in the central 3x3 area are easier to
block when the board is crowded with the maximum 18 pieces.
Here is an example game, showing some of the tactical possibilities, from the first NOST postal tournament in 1991,
DE-T91.
White: Al Dawson Black: Michael Keller (notes by MK)
1 c3 c5
2 c3a3 c5c2
3 b3d5 c2a4
4 d5d1 c3a5
5 d2d5+ {d1d3 next makes four} b4d2+
6 d5b5 c3c1 (to protect against c5e5+; b3b1 loses to dlb3; White cannot stop c5e5 followed by a3c5)
7 d4a1? [I believe Black can force a complex win here with d4b2,
threatening c5e3+ as well as double check by c5e5++. White can only
block both threats by d2d5*, the best line thereafter seems to be 8
c3e1 c2e4 9 ele3+ a5c3* <if ...c1c3, a3a1e3 wins by stalemate> 10
a3alc4 d3b1(any) 11 e2c4a1+]
7...d2b4+ (threatens c2e2# or c1e3#)
8 Resigns (d1d3 allows c1e1#).
I wrote probably the first computer version of Delta in late 1991, in Fortran. It went through several versions, before being
converted into a Visual Basic version.
Territorial Games
Go
Unrelated to Go-Moku, Go is widely regarded as the deepest strategy
game in the world, despite generally simple rules (the rules actually
have great complexity when dealing with (rare) potentially repeated
positions; see for example Molasses Ko and Moonshine Life). In simplest terms, two players (Black and White) play
stones alternately on a board of 19x19 intersections (points), trying to surround more territory than the opponent. Single stones or groups of connected stones can be captured by completely surrounding them so that there are no empty points (liberties)
adjacent to any of the stones. Captured stones are removed
from the board, and used at the end of the game to fill in some of the
opponent's territory. The bibliography lists a number of
guides from the most basic to the most complex strategy.
Hundreds of opening patterns (joseki) have been catalogued and studied.
El Juego de las Amazonas (The
Game of the Amazons) by Walter Zamkauskas
The Game of the Amazons (or
simply Amazons) is an abstract game of territory for two players,
played on a 10x10 board (a checkered board makes it easier to visualize
diagonal moves). Each player has four amazons, which move like chess
queens : any number of vacant squares in a straight line --
orthogonally or diagonally. After it moves, an amazon must fire
an
arrow in the same manner from its landing square (one or more vacant
squares orthogonally or diagonally). The square where the arrow lands
is then marked with a poker chip or other counter to indicate it is
blocked (in the computer version blocked squares are colored dark red).
No amazon or arrow may move into or through a blocked square. The
starting position is shown above left. White moves first, moving one
amazon and firing an arrow with that amazon (above right).
The players
alternate moves, and the player last able to make a move
wins. Draws are impossible, and the game cannot last more
than 46 moves. In practice, in most games, the territory is
walled off and the status of every empty square is known earlier than
46 moves, and territory can simply be counted.
El
Juego de las Amazonas
was invented in 1988 by Walter
Zamkauskas of Argentina, and first published (in Spanish) in issue number 4
of the puzzle magazine El Acertijo in December of
1992. In 1993, I informally introduced it to the postal gaming club The Knights of the Square Table, where it gained
immediate popularity. An authorized translation was published in January 1994.
The first international match was a friendly team match, played by fax between
Argentina and the United States in 1994-1995; the six games were split
3-3. In early 1994, I wrote what I believe was the first computer version, in Fortran with a simple keyboard interface. It had a weak
computer opponent. The Windows version, from which the screenshot
diagrams above are taken, is a slightly later development of the same program, now
written in Visual Basic.
Amazons became an event in the Mind Sports Olympiad
in 1997, and in the 5th Computer Olympiad in 2000. An introduction by Paul Yearout appeared in Abstract Games 16 (2003, pp. 12-13). A video
introduction to Amazons with Dr. Elwyn Berlekamp can be found on YouTube.
A number of very strong programs have been written to analyze and play
Amazons, and mathematical papers have been published by, among others, Hensgens (2001), Müller and Tegos (2002), Lieberum (2005), Kloetzer et al. (2008), and Song and Müller (2014). However, the game has been solved only on very small boards.
A number of variants have been proposed, among them Phil Cohen's Non-Parthian Amazons,
in which amazons may not fire directly behind them after moving (among
other effects, this nullifies the last square in each territory), and
Fergal O'Hanlon's Centaurs, in which amazons may fire from any square along their movement path (including the starting square).
El Juego de las Amazonas (The Game of the Amazons) is a
trademark of Ediciones de Mente.
Other Games
Fanorona
Dating back centuries, and known as the national game of Madagascar, Fanorona has two unusual capturing
methods called approach and withdrawal (the latter inspired one of the
pieces in Robert Abbott's chess variant Ultima).
It is played on the intersections of a 9x5 board (see the empty board
and the initial arrangement of pieces above), which probably originated as a doubled Alquerque board
(there is also a smaller version, played on the usual 5x5 Alquerque
board). Each move consists of shifting a piece in any orthogonal
or diagonal direction along a marked line (e.g. a1b2 is legal, but not b1a2). A move may capture opposing pieces along its line of movement in one of two ways:
(a) Approach capture: if the
piece moves next to an opposing piece along its line of movement, it
takes that piece and any adjacent opposing pieces along the line of
movement. For example, in the initial position, d2e3 captures f4
and g5.
(b) Withdrawal capture: if the
piece moves directly away from an opposing piece or line of pieces
along its line of movement, it captures all of them. For example, if
White (from the initial position) plays e2e3, capturing e4 and e5,
Black may reply f4e5, capturing g3, h2, and i1.
A move may not capture by both approach and withdrawal; if both are
possible, the moving player must choose which capture to make. If White
(from the initial position) plays d3e3, he may capture f3 (by approach)
or c3 (by withdrawal), but not both. A player must make a
capturing move on each turn if possible, but may choose any available
capture or series of captures; a non-capturing move (paika)
is only allowed if no captures are available. After making a
capture, if the moving piece may move along a different line and make
another capture, it may do so on the same turn, and may continue making
further captures as long as it is able. These additional captures are
not compulsory; a player may stop at any time after making at least one
capture. Each capture must involve a change of direction, and may
not reverse direction along the same line just traversed. A piece
making a series of captures may not return to its starting point or any
other point it occupied during the turn. Captured pieces are removed
after each move in the series, so a piece making a series of captures
may later move to a point which was originally occupied by an opposing
piece. The object is to capture all of the opponent's
pieces; a draw may be agreed if neither player can force any further
captures.
Notation: White opens the game with d3e3:c3. Black may play
d4d3:d2,dl; d3c3:e3; c3d2:el; d2e3:cl (or may stop anywhere during the
series of captures). Since a capture always captures a complete string,
there's no need to write all of the pieces taken. Just indicate
whether the capture is by withdrawal (-) or approach (+), and the
number of pieces taken. For example, the capture just mentioned is d4d3(+2)c3(-1)d2(+1)e3(-1).
Example
moves
A lost position for White
In the diagram above left, either player has 7 initial
captures if it is their turn to move. White may capture b2b3(+1),
c3d2(-1), c3d3(+3), e1f1(-1), e1e2(+1), e1f2(+1), or h4i5(-1). If
White captures e1f1(-1), they may not continue with f1g1(+1), as
another capture on the same turn must change direction. They may,
however, continue with other captures: the multiple capture
e1f1(-1)f2(+1)g1(-1)g2(+1) is one possibility; others are
c3d3(+3)d2(+1), or c3d2(-1)d3(-1). Note that White may not return
to c3 in either case. White may not make a noncapturing move, such as
e1d2. If it is Black's turn, Black may capture b4a5(-1) (this
does not capture el because of the empty point at d2), b4b3(+1)
[continuing a3(-1) if desired], d1c1(-1) [continuing c2(+1) and then
d2(-1) if desired], e3d3(+1), e3e2(+1), g3f2(+1), or g3f2(-1) [if Black
plays g3f2, he must capture either el or h4, not both, and may not
reverse direction on the same turn to capture the other]. Black
may not make a noncapturing move, such as f3f2.
Sample Game: The following game was played in a 1993 NOST postal tournament.
White: Michael Keller Black: Aldo Kustrin
1 f2e3(+2) d5d4(+3)
2 f1f2(+3) d4c5(-3)
3 e2e3(+2) c3d2(+1)e2(-3)e1(-1)d1(+3)
4 b3b2(-2)c1(-1)b1(-1) c4c3
5 Resigns (White's position appears demolished after either capture by g3; position above right)
{Zillions of Games found quick wins after g3f3(-1) g4g3(+1)h3(-1), or after g3f2(-2) g4g3(+1)f4(-2)f3(+1).}
[Adapted from the official Knights of the Square Table
(NOST) rules for postal play, by Michael Keller and Philip Cohen,
copyright ©1988. The diagrams were produced using the Malagasy True Type font produced by Alpine Electronics.]
A traditional Malagasy match consists of a series of 10 games
played, with each of the five openings played once by each player. A
player losing a game must play a punishment game called a vela (Malagasy for debt), in which the winner sacrifices 17 pieces before continuing play normally. The five openings (riatra) are: vakiloha e2e3(+2), havanana f2e3(+2), ilaihavia d2e3 (+2), fohy d3e3(+1), and kobaka d3e3(-1). The board is sometimes set up in the mirror image of the diagram above.
In 2008, a team of Dutch researchers showed that Fanorona is a draw
with best play, if White plays the havanana or fohy openings (the
authors believe that vakiloha is a loss for White, but were unable to
establish a result for the other two openings). In 2012,
there was a new flurry of interest
in Fanorona, when it was introduced as a minigame in the popular video
game Assassin's Creed III.
Bibliography
Prices, where given, were at the time of publication.
Many of these books are out of print. Pictured books are particularly recommended.
Individual Games
Allen, James Dow -- The Complete Book of Connect 4, 2010, Puzzlewright
(Sterling), 262 pp., paperback, ISBN 978-1-4027-5621-4, $14.95
Detailed guide to Connect Four, including tactics, strategy, openings, and variants. Out of print and rare.
Browne, Cameron -- Margo Basics, 2012, Lulu, 172 pp., paperback
Game in the Go family, played on a 7x7 board with marbles that can be stacked upwards.
Scarne, John -- Scarne on Teeko, 1955, Crown, 256 pp., hardback
Alignment game played on a 5x5 board.
Tesh, Rollie, and Tom Braunlich -- The Megiddo Book, 1985, Global Games, 67 pp., paperback
Alignment game played on a circular 6x6 board.
Fanorona
Chauvicourt, J. and S. -- Fanorona, The National Game of Madagascar,
International Fanorona Association, 1972, 1984, 44pp., paperback
Rabeony, Ernest, tr. by Leonard Fox -- Fanorona, The Ancient Boardgame
of Tactical Skill from Madagascar, 1993, International Fanorona
Association, c. 141 pp., ISBN 0-932329-02-0
Both are out of print, but Rabeony's book is available in a Kindle edition (though without diagrams). It includes detailed analysis of openings, endgames, and vela.
Hex
Browne, Cameron -- Hex Strategy, Making the Right Connections, 2000, A.K. Peters, 363 pp., paperback, ISBN 1-56881-117-9
Definitive guide to the classic connection game, invented by Piet Hein
(of Soma fame) and introduced in 1942. Covers many aspects
of strategy in the standard 11x11 game, plus problems and sample
games. Illustrated with hundreds of high-quality
diagrams. Includes a detailed bibliography, and section on
variants and related connection games.
Kensington
Hiron, Alan -- The Official Book of Kensington, 1981, Contemporary, 94 pp., ISBN 0-8092-5487-5, $3.95
Johnson, J. Robert, and Mason A. Clark -- The Official Guide to Winning at Kensington, 1983, Tribeca, ISBN 0-943392-33-0
Pente
Braunlich,
Tom -- The Official Book of Pente, The Classic Game of Skill, 1983,
Contemporary, 83 pp., paperback, ISBN 0-8092-5522-7, $7.95
Braunlich, Tom -- Pente, The Classic Game of Skill, Strategy Book I, 1980, Transcript, 66 pp., paperback, ISBN 0-9609414-0-1
Braunlich, Tom -- Pente, Strategy: Book II, Advanced Strategy and
Tactics, 1982, Pente Games, 110 pp., paperback, ISBN 0-960-94141-X
Braunlich, Tom -- Pente Strategy, 1984, Warner, 132 pp., paperback, ISBN 0-446-38236-1 (expanded version of Book II above)
Renju
Sakata, Goro, and Wataru Ikawa -- Five-In-A-Row (Renju), For Beginners to Advanced Players, 1981, Ishi Press, 153 pp.
Mancala
3M Corporation -- Oh-Wah-Ree, 1966, 3M, 11 pages, booklet
One of 3M's series of Bookshelf Games. Describes seven forms of
mancala; the locations where each game is played are given, but not the
native names. Full or partial sample games are gives for most of the
variants (the last variant, Grand Oh-Wah-Ree, is a meta-variant in
which pits can be captured; it can be played with most of the other
variants).
Chamberlain, David B. -- How to Play Warri: The Caribbean Oware Mancala
Game, 2nd Edition, 1984, 1991, 2017, Purple Squirrel, 58 pages,
paperback, $8
Strategy for one of the most popular variants (usually spelled
Wari). The most detailed strategy discussion I have seen
for any mancala variant.
Russ, Laurence -- Mancala Games, 1984, Reference Publications, 111 pp., hardback, ISBN 0-917256-19-0, $14.95
Russ, Laurence -- The Complete Mancala Games Book, 1995, 2000, Marlowe, New York, 141 pp., paperback, ISBN 1-56924-683-1, $14.95
Description of dozens of regional games from Africa and Asia, including
games with two, three, and four rows of holes. Includes a
five-page bibliography. No strategy discussion.
(Various authors) -- Count and Capture, The World's Oldest Game, 1955, Cooperative Recreation Service, 40 pp., paperback
Describes about ten regional variants.
Hoyles and General Games Compendia
Ainslie, Tom -- Ainslie's Complete Hoyle, 1975, Simon and Schuster, 526 pp., paperback, ISBN 0-671-24779-4, $11.95
The author was an expert in horserace handicapping, but sad to
say, not in games in general. The coverage of most games is
superficial, and the section on gambling problematical: he basically
equates card-counting in blackjack to theft, and spends several pages
on betting systems (martingales and the like) that are mathematically
unworkable.
Bell, R.C. -- The Boardgame Book, 1979, Knapp (Viking), 160 pp., hardback, ISBN 0-89535-007-6, $35.00
Oversized book in a slipcase with eight enormous boards printed
in full color on glossy paper, plus a sheet of tokens. Many of
the games, unfortunately, are simple roll-and-move games with little
strategy.
Gibson, Walter -- Family Games America Plays, 1970, Barnes & Noble, 275 pp., paperback, ISBN 978-0064633765, $2.50
Chapter 3, Board Games, pp. 45-100, gives brief introductions to
checkers, giveaway checkers, chess, box the fox, reversi, halma, and
Chinese checkers.
Goren, Charles H. -- Goren's Hoyle Encyclopedia of Games, 1950, 1961, Greystone Hawthorne (Chancellor Hall), 656 pp., hardback
McConville, Robert -- The History of Board Games, 1974, Creative
Publications, Palo Alto, CA, ISBN 0-88488-009-5, paperback
Survey of board games, classified into categories.
Many boards are illustrated with large diagrams which can be reproduced
and played on. Useful survey of capturing methods, and
instructions for constructing quality woodengame boards.
Mohr, Merilyn Simonds -- The New Games Treasury, 1997, Houghton Mifflin, 432 pp., paperback, ISBN 1-57630-058-7, $23.00
One of the finest modern compendia, carefully researched and
well written, illustrated with elegant monochrome drawings by Roberta
Cooke. Chapter 4, Sowing Seeds: Mancala Games, is
particularly good, covering 14 different forms of the game.
Pritchard, David -- The Family Book of Games, 1983, Michael Joseph, 208 pp., hardback, ISBN 0-7181-2356-5, £9.95
The first chapter, Table and Strategy Games (pp. 9-73), is
devoted to abstract board games (except for the race game Nyout),
including mancala, nine men's morris, draughts, fanorona, reversi,
Laska, chess, xiang qi, shogi, hasami-shogi (played on a 9x9 shogi
board but unrelated to the chess variant), go, go-moku, and
renju. Beautifully illustrated.
Pritchard, David -- Five-Minute Games, 1984, Bell & Hyman, 64 pp., paperback, ISBN 0-7135-1494-9, £0.99
Over 60 games, a mixture of pencil and paper, dice, and other
games. Among the unusual abstract games included are Alvin
Paster's Pasta (which combines Laska and checkers), Bagh Chal (a Fox and Geese variant from Nepal, played on an Alquerque board), Scott Marley's Archimedes (with an unusual capturing method), and Robert A. Kraus' Neutron.
Provenzo, Asterie Baker, and Eugene F. Provenzo -- Play It Again,
Historic Board Games You Can Make and Play, 1981, Spectrum
(Prentice-Hall), 243 pp., paperback, ISBN 0-13-683359-4, $7.95
Chapters on Nine Men's Morris, Alquerque (including Fanorona),
Halma, Mancala, Queen's Guard (or Agon, a Victorian game on a hexagonal
board), Chivalry (the original version of Camelot), Go-Bang (Go Moku),
Seega, Fox and Geese, Draughts, and Reversi.
Sackson, Sid -- The Book of Classic Board Games, Klutz Press, 1991, 43 pp., ISBN 0-932592-94-5, hardback, $15.95,
Klutz Press is a publisher of a wide range of how-to
books, dealing with games and other recreations (juggling, music,
etc.). This book is a collection of "the best fifteen board games ever
invented". Actually, the selection is limited to games played
with
simple pieces and rules -- e.g. there are no versions of chess
included. The boards for the fifteen games are printed on the pages of
the book, which opens flat to form a playing surface. Also included are
a set of thirty black and white stones and a pair of dice, in zippered
pockets attached to the book. Each game includes rules, brief history,
and hints for strategy. There are some errors and omissions,
e.g.: The rules for captures in Fanorona are incorrect (first captures
are mandatory, multiple captures are not); Hex was actually invented by the great Piet Hein
(inventor of Soma among others) prior to its
reinvention at Princeton (that graduate student, by the way is John Nash (A Beautiful Mind), one of the greatest 20th century mathematicians); the mancala version described is NOT Wari,
but a simpler game often called Kalaha. A serious complaint
about the book is that many of the games are renamed for reasons which
escape me. On the whole it's somewhat disappointing: it would be good for
introducing children to some of the great games if it were more accurate. The abstract games included are checkers (8x8
Anglo-American), 4x4x4 tic-tac-toe, Asalto, Surakarta, Hasami Shogi
(unrelated to Japanese chess except that the board is 9x9), Go (9x9),
Hex, Brax, Halma (the 14x14 square forerunner of Chinese Checkers),
Fanorona, Blue and Gray (published by Sackson in A Gamut of Games),
Mancala (Kalaha), and Nine Men's Morris. But even experienced game
players may find several games they have never played before.
Scarne, John -- Scarne's Encyclopedia of Games, 1973, Harper and Row, 628 pp., hardback, ISBN 06-013813-0
Other Collections
Angiolino, Andrea -- Mind-Sharpening Logic Games, 1995, 2003, Sterling, 96pp., paperback, ISBN 1-4027-0412-7, $6.95
Bell, Robbie, and Michael Cornelius -- Board Games Round the World, A Resource Book for Mathematical Investigations, 1988, Cambridge University Press, 124pp., paperback, ISBN 0-521-38625-X
Includes a section on mancala games, and a variety of simple
board games. Also covers the complex medieval board game
Rhythmomachy.
Berlekamp, Elwyn, John H. Conway, Richard K. Guy -- Winning Ways for
your mathematical plays, Volume 1: Games In General, 1982, Academic
Press, 426xi pp., paperback, ISBN 0-12-091101-9
Berlekamp, Elwyn, John H. Conway, Richard K. Guy -- Winning Ways for
your mathematical plays, Volume 2: Games In Particular, 1982, Academic
Press, pp. 427-850xix, paperback, ISBN 0-12-091102-7
Definitive work on the mathematical foundation of games of
strategy, including too many abstract board games to list here.
Cornelius, Michael, and Alan Parr -- What's Your Game?, A Resource Book
for Mathematical Activities, 1991, Cambridge University Press, 124pp.,
paperback, ISBN 0-521-35924-4
Freeman, Jon -- The Playboy Winner's Guide to Board Games, 1979, Playboy, 286 pp., paperback, ISBN 0-872-16562-0, $2.50
Collection of descriptions of commercial games, including light
strategy. originally published in 1975 as A Player's Guide to Table
Games (Stackpole, 285 pp., paperback, ISBN 0-8117-1902-2), under the
pseudonym John Jackson.
Chapter 7, Abstract Games, pp. 119-169,
covers:
(1) Oh-Wah-Ree, Avalon Hill's commercial variant of Wari, one of the best-known mancala games
(2) Go-moku, including commercial versions Qubic (Parker Brothers) and Five Straight (Skor-Mor)
(3) Twixt, a renowned connection game by Avalon Hill
(4) Go, the board game invented in China as Wei-Chi
(5) Othello, the commercial version of reversi published at that time by Gabriel (not in the original book)
(6) Chinese Checkers (which is neither), a variant of Halma on a star-shaped board
(7) Ploy, a loose chess variant by Avalon Hill for two or four players
(8) Smess, a chess variant by Parker Brothers which has also appeared as All The King's Men and Take The Brain
(9) Master Mind and Black Box, deductive games which are not abstracts
by the definition used in this booklet. The original book left
these out, adding a few more games.
Parlett, David -- The Oxford History of Board Games, 1999, Oxford University Press, 386 pp., hardback, ISBN 0-19-212998-8
Wide-ranging survey of board games, including chapters on chess variants, checkers variants, mancala, and others.
Pritchard, David, ed. -- Modern Board Games, 1975, Games & Puzzles, 144 pp., hardback, ISBN 0-86002-059-2, £3.95
David Wells describes Twixt in Chapter 7 (pp. 92-101) and Ploy
in Chapter 11 (pp. 123-132). None of the other games are
abstracts as defined here (they have either chance elements or hidden
movement).
Sackson, Sid -- A Gamut of Games, 1969, Castle Books, 210 pp., hardback, $6.95
(Republished in paperback, 221 pp., 1982, Pantheon, ISBN 0-394-71115-7, $5.95; 1992, Dover, ISBN 0-486-27347-4, $6.95)
Legendary collection of games, 22 invented by the author; the
rest are by some of his fellow inventors, or little-known historical
games. Lines of Action, by Claude Soucie, one of the most
renowned abstract games, was first published here. Other
abstracts include Cups. a modern mancala variation by Arthur and Wald
Amberstone; Crossings, by Robert Abbott, which was later expanded into
the successful commercial game Epaminondas; and Focus, by Sid Sackson,
also commercially published. Dover's 2011 paperback edition is still in print.
Salaamallah the Corpulent -- Medieval Games, 1982, Third Edition, 1995, Jeff DeLuca, 203 pp., spiral-bound
Comprehensive survey of traditional board games, including
sections on regional chess variants and mancala games. Widely
sold at Renaissance Festivals. It includes a section on the
medieval board game Rhythmomachy, including five different versions of
the rules. The games are a somewhat mixed bag, but there
are many fine ones here, along with ample historical notes. Highly
interesting reading, recommended especially to anyone interested in the
history of games.
Schmittberger, R. Wayne -- New Rules For Classic Games, 1992, John
Wiley & Sons, 245 pages, paperback, ISBN 0-471-53621-0, $9.95
Written by a long-time inventor and collector of games, and a regular contributor to Games Magazine.
This is a collection of well over 150 games and game variants; a few of
them should be familiar but most of them will be new to readers.
The emphasis is on board games -- there are very good sections on
variants of checkers, and chess. (More details on the checker
section in the checkers article). Coverage of certain areas is
fairly light (card games,
mancala, reversi) or absent (Diplomacy, pure dice games), but there is
quite a bit of discussion of general kinds of variants which can be
applied to many games (although there is no mention of progressive),
and other suggestions on how to create your own variants. Schmittberger
includes a number of his own inventions, as well as games by other
leading inventors such as Sid Sackson, Robert Abbott, and Christiaan
Freeling. Minor flaws are the lack of a bibliography or
suggested reading list (a few books are mentioned in the text), and a
somewhat haphazard layout. It's an extremely rich source of both
ready-to-play games, and ideas for inventors and tinkerers; every game
player and inventor should have a copy. Unfortunately, it
seems to now be out of print, but it's not hard to find inexpensive
used copies.
Go
Introductory Books
Baker, Karl -- The Way To Go, 1986, American Go Association, 46 pp., pamphlet
Bozulich, Richard -- The Second Book of Go, What You Need To Know After
You've Learned The Rules, 1987, Ishi Press, 184 pp., paperback, ISBN
4-87187-031-1,
Bradley, Milton N. -- The Beginner's Guide To The Game of Go, 1991, self-published, 203 pp., spiral bound
Chikun, Cho -- The Magic of Go, 1988, Ishi Press, 174 pp., paperback, ISBN 4-87187-041-1
Davies, James, and Richard Bozulich -- An Introduction to Go, 1984, Ishi Press, 92 pp., paperback
Davies, James, and Richard Bozulich -- The Rules Of Go, 1986, Ishi Press, 44 pp., paperback
Fairbairn, John -- Invitation To Go, 1977, 2004, Dover, 85 pp., paperback, ISBN 0-486-43356-0, $4.95
Iwamoto, Kaoru -- Go For Beginners, 1972, Ishi Press, 1986, Pantheon, 149 pp., paperback, ISBN 0-394-73331-2, $2.45
Kambayashi, Haruko -- Go Game For Beginners, 1964, Japan Publications Trading Company, 62 pp., paperback
Korschelt, Oscar, translated and edited by Samuel P. King and George G.
Lackie -- The Theory & Practice of Go, 1965, Tuttle, 269 pp.,
hardback, ISBN 0-8048-0572-5, $10.95, paperback, ISBN 0-8048-1660-3,
$3.75
Lasker, Edward -- Go and Go-Moku, The Oriental Board Games And Their
American Versions, 1934, Alfred A. Knopf, 214 pp., hardback; Second
Revised Edition, 1960, Dover, 215 pp., paperback, ISBN 486-20613-0,
$2.00
Almost the entire book covers Go; Go-moku is covered on pp. 205-213.
Pritchard, D.B. -- Go, A Guide To The Game, 1973, Stackpole, 216 pp., hardback, ISBN 0-8117-0740-7,
Soo-hyun, Jeong [8-dan], and Janice Kim [1-dan] -- Learn To Play Go,
Volume II: The Way Of The Moving Horse, 1995, Good Move Press, 164 pp.,
paperback, ISBN 0-9644796-2-1, $14.95
Shotwell, Peter -- Go! More Than A Game, 2003, Tuttle, 188 pp., paperback, ISBN 0-8048-3475-X, $14.95
Smith, Arthur -- The Game of Go, The National Game of Japan, 1908
(Moffat, Yard, and Co.), 1956, 1974 (23rd printing), Tuttle, 224 pp.,
paperback, ISBN 0-8048-0202-5, $3.75
Takagawa, Shukaku [9-dan] -- Go!, 1982, Sabaki Go Company, 249 pp., paperback
Reprinting of two books from the Nihon Kiin, in one volume: How To Play Go, 1956, and The Vital Points of Go, 1958
Elementary Go Series
Ishigure, Ikuro [8-dan] -- In The Beginning (Elementary Go Series, Vol. 1), 1973, Ishi Press, 152 pp., paperback
Kosugi, Kiyoshi [5-dan], and James Davies -- 38 Basic Joseki
(Elementary Go Series, Vol. 2), 1973, Ishi Press, 244 pp., paperback,
$4.50
Opening patterns of play.
Davies, James -- Tesuji (Elementary Go Series, Vol. 3), 1975, Ishi Press, 200 pp., paperback
Davies, James -- Life and Death (Elementary Go Series, Vol. 4), 1975, Ishi Press, 157 pp., paperback
Ishida, Akira [8-dan], and Davies, James -- Attack and Defense
(Elementary Go Series, Vol. 5), 1980, Ishi Press, 251 pp., paperback
Ogawa, Tomoko [4-dan], and Davies, James -- The Endgame (Elementary Go Series, Vol. 6), 1976, Ishi Press, 211 pp., paperback
General Strategy
Chikun, Cho -- Positional Judgment, High Speed Game Analysis, 1989, Ishi Press, 184 pp., paperback, ISBN 4-87187-045-6
Fujisawa, Shuko [9-dan] -- Reducing Territorial Frameworks, 1986, Ishi Press, 200 pp., paperback
Haruyama, Isamu [7-dan], and Nahagara, Yoshiaki [4-dan] -- Basic Techniques of Go, 1969, Ishi Press, 170 pp., paperback
Ishida, Yoshio [9-dan] -- All About Thickness, Understanding Moyo and
Influence, 1990, Ishi Press, 194 pp., paperback, ISBN 4-07187-034-0
The first Ishi Press book with two-color diagrams, using notes
in red to illustrate important points in most of the large diagrams.
Kajiwara, Takeo -- The Direction of Play, 1970, 1979, Ishi Press, 248 pp., paperback
Miyamoto, Naoki [9-dan], translated by James Davies -- The Breakthrough to Shodan, 1976, 159 pp., paperback
Nahagara, Yoshiaki [5-dan], with Richard Bozulich -- Strategic Concepts of Go, 1972, Ishi Press, 137 pp., paperback
Nahagara, Yoshiaki [6-dan], with Richard Bozulich -- Handicap Go
(Elementary Go Series, Vol. 7), 1982, Ishi Press, 199 pp., paperback,
ISBN 4-07187-016-2
Nihon Kiin -- A Compendium of Trick Plays, 1995, Yutopian Enterprises, 220 pp., paperback, ISBN 0-9641847-1-0, $14.95
Sakata Eio [9-dan] -- The Middle Game of Go, 1971, Ishi Press, 146 pp., paperback
Segoe, Kensaku, translated by John Bauer -- Go Proverbs Illustrated, 1960, Japanese Go Association
Yoshinori, Kano [9-dan] -- Graded Go Problems For Beginners, Volume 1,
Introductory Problems, 30-kyu to 25-kyu, 1985, Ishi Press, 226 pp.,
paperback, ISBN 4-8182-0228-2
Yoshinori, Kano [9-dan] -- Graded Go Problems For Beginners, Volume 2,
Elementary Problems, 25-kyu to 20-kyu, 1985, Ishi Press, 250 pp.,
paperback, ISBN 4-8182-0229-0
Yoshinori, Kano [9-dan] -- Graded Go Problems For Beginners, Volume 4,
Intermediate Problems, 20-kyu to 15-kyu, 1987, Ishi Press, 201 pp.,
paperback, ISBN 4-8182-0230-4
Yoshinori, Kano [9-dan] -- Graded Go Problems For Beginners, Volume 4,
Advanced Problems, 1990, Ishi Press, 199 pp., paperback, ISBN
4-8182-0231-2
The Opening Game and Joseki
Chikun, Cho [9-dan] -- The 3-3 Point, Modern Opening Strategy, 1991, Ishi Press, 214 pp., paperback, ISBN 4-87187-044-8
Hideo, Otake [9-dan] -- Opening Theory Made Easy, Twenty Strategic
Principles to Improve Your Opening Game, 1992, Ishi Press, paperback,
ISBN 4-07187-036-7
Ishida, Yoshio -- Dictionary of Basic Joseki, Volume 1, The 3-4 Point, 1977, Ishi Press, 266 pp., paperback
Ishida, Yoshio -- Dictionary of Basic Joseki, Volume 2, The 3-4 Point
(cont.), The 5-3 Point, 1977, Ishi Press, 304 pp., paperback
Ishida, Yoshio -- Dictionary of Basic Joseki, Volume 3, The 5-4 Point,
The Star Point, The 3-3 Point, 1977, Ishi Press, 264 pp., paperback
Encyclopedia of go openings.
Kato, Masao [9-dan] -- The Chinese Opening, The Sure-Win Strategy, 1989, Ishi Press, 146 pp., paperback, ISBN 4-07187-033-2
Takagawa, Shukaku [Honorary Honinbo] -- The Power of The Star Point,
The Sanren-Sei Opening, 1988, Ishi Press, 134 pp., paperback
Mathematics
Berlekamp, Elwyn, and David Wolfe -- Mathematical Go, Chilling Gets The
Last Point, 1994, A.K. Peters, 235 pp., hardback, ISBN 1-56881-032-6
Essays
Nakayama, Noriyuki -- The Treasure Chest Enigma, A Go Miscellany, 1984, Ishi Press, 191 pp, hardback
Magazines
Abstract Games -- edited by Kerry Hanscomb, published by C&K Publishing (formerly Carpe Diem), published irregularly
One of the best game magazines ever, devoted (mostly) to
abstract games, with in depth articles on many games by some of the
world's top experts. It ran as a print magazine for its
first 16 issues (from Spring 2000 to Winter 2003), beautifully
illustrated in both color and monochrome. It returned as an
online magazine with Issue 17 in Autumn 2019, and is currently up to
issue 24. The entire run of the magazine is available online in
PDF format. Most of the games covered are lesser known,
including many newly published ones, but there are articles on some of
the classic games like Amazons, Hex, Lines of Action, and many chess
variants.
Eteroscacco -- quarterly bulletin of AISE, Italian, 32+ pp.
AISE (Associazione Italiana Scacchi Eterodossi), formed in the mid-1970's by
Alessandro Castelli, eventully emerged as something of an Italian
counterpart of NOST, although it did not cover orthodox chess at all
and was more heavily oriented toward chess variants than other abstract
board games. But it did conduct tournaments in (and publish
articles on), some of the major abstracts.
Nost-Algia -- monthly bulletin of NOST (Knights of the Square Table) -- 1960-199? (abbreviated NA)
NOST was formed in 1960 by Bob Lauzon and Jim France. Originally a
postal chess club, it branched out into chess variants as well as many
other games. It conducted tournaments and matches in a large
number of games, including many NCG (Non-Chess Games), and held an
annual convention (NOSTvention, or NV). Eventually Nost-Algia became a
bimonthly 28 page magazine, with several pages devoted to NCG (many
of them abstract board games, including several checker variants, plus
Amazons, Cathedral, Delta, Fanorona, Go, Lines of Action, Reversi, etc.).
Most recently edited on November 5, 2024.
This article is copyright ©2024 by Michael Keller. All rights reserved.