Difference between revisions of "Variants using the same equipment"

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(Atoll)
(Atoll: transferred some content to connection game, deleted comments, which are to be written in the discussion page. And by the way, Havannah is not a variant of Hex in my opinion.)
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If one player bid at least twice as much as the other, the higher bidder may choose the hex which is subject to bidding next turn, after players receive their gold. If neither player bid twice as much as the other, the next hex is chosen randomly.
 
If one player bid at least twice as much as the other, the higher bidder may choose the hex which is subject to bidding next turn, after players receive their gold. If neither player bid twice as much as the other, the next hex is chosen randomly.
  
== Atoll ==
 
 
 
It's not a variant.  It's a superset.  Atoll is an infinite set of games of which Hex is the lowest order member.  For the case in which the number of perimeter segments is the minimum allowable, four, Atoll is exactly the same game as Hex.  How can a game be a variant of itself?
 
 
I don't care what you do with it.  You can delete it for all I care.  But it's not a variant.  Havannah is a variant.  Chameleon is a variant.  Atoll is not a variant.
 
 
And it's not just any superset.  It's *the* natural criterion for even segmented boards.  That's all I have to say.  Do what you want.
 
 
 
A generalized form of Hex created by Mark Steere. See [http://www.marksteeregames.com/Atoll_rules.pdf the rule sheet] for more information.
 
  
 
[[category : Other games]]
 
[[category : Other games]]

Revision as of 22:14, 29 January 2008

Adapted with permission from Cameron Browne's PBeM Help files.

Chameleon

Chameleon was discovered by Randy Cox in early November 2003, then independently rediscovered mid November 2003 by Bill Taylor after an idea by Cameron Browne. Interestingly, there is a good reason for the proximity of these independent discoveries, as both were motivated by the upcoming deadline for the 2003 Shared Pieces game design competition.

The game was originally called Goofy Hex then Funky Hex by Randy, but was first made public under the name Chameleon and that has stuck. This name refers to the fact that players tend to change colours based on their environment; the fact that Bill's eyes pop out when he sees a good move has nothing to do with it.

Rules

Two players, Vert and Horz, take turns placing either a red piece or a blue piece on the board.

Vert wins by completing either a chain of red pieces or a chain of blue pieces between the top and bottom board edges. Horz wins by completing either a chain of red pieces or a chain of blue pieces between the left and right board edges.

If a move results in a connecting chain for both players, then the mover wins.

Examples

A win by Horz:

abcdefg1234567

A win by Vert:

abcdefg1234567

A win by the last mover:

abcdefg1234567

Notes

Playing Chameleon is a constant tightrope act. In most connection games, each player can concentrate fully on pushing their connection as hard as possible. However in Chameleon players must keep their connections strong only in their direction or risk having them stolen. Players must consider the implications of each move very carefully.

Chameleon has a similar feel to Jade but with clearer goals.

One of the most interesting aspects of Chameleon is that it inherently solves the first move advantage problem which plagues most connection games. While opening in the centre is a winning move in Hex, it is a death sentence in Chameleon. The first player's best opening move is well away from the centre and any opponent's edge.

Chameleon should be played on larger boards. Games smaller than 10x10 tend to degenerate into a race after only a few moves.

Bidding Hex

By James Hutchings.

Both players start with 100 'gold'.

At the start of each turn, both players gain 1 gold for each piece they have on the board.

Initially, a hex is chosen randomly.

Both players choose an amount to bid for this hex. Players don't see each other's bids until both players have bid. The minimum bid is 0, the maximum is the amount of gold they have at the time.

If the two bids are the same, both players lose gold equal to the amount they bid, and the hex is left empty.

If there is a higher bid, the player who bids higher loses an amount of gold equal to their bid, and places one of their pieces on the hex.

If one player bid at least twice as much as the other, the higher bidder may choose the hex which is subject to bidding next turn, after players receive their gold. If neither player bid twice as much as the other, the next hex is chosen randomly.