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luigi  
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 More options Aug 16 2011, 3:10 pm
Newsgroups: rec.games.abstract
From: luigi <luis.9.8...@gmail.com>
Date: Tue, 16 Aug 2011 12:10:44 -0700 (PDT)
Local: Tues, Aug 16 2011 3:10 pm
Subject: New game: Yodd
YODD
=====

Yodd is a connection game for two players: Black and White. It is
played on the cells of a hex hex board, which is initially empty.

Starting with Black, players take turns placing one or two stones of
_any_ color on empty cells. On his first turn, Black can only place
one stone.

At the end of each turn, there must be an odd number of groups on the
board.

Players can pass their turn at any moment, unless it violates the
previous rule (this means Black can't pass on his first turn).

When both players pass in succession, the game ends. The player with
less groups on the board wins. Draws are not possible.

______________

Double placement serves both as a first move equalizer and a way to
make the game playable under the group restriction rule.

Meanwhile, apart from the intended goal of eliminating draws (they
would be common otherwise), forcing an odd number of groups at the end
of a turn has some interesting tactical implications which make the
game feel similar to a single placement game. For example, groups
separated by two empty cells can't be joined on a single turn, since
the player runs out of stones to restore the groups count to an odd
number. Also, the diamond connection:

|  . o
| o .

is still unbreakable if the opponent can't fill the intermediate cells
by growing an existing group, or if he already has one group adjacent
to each of the two cells.

The effect reminds me of Joäo Pedro Neto and Bill Taylor's pet
modifier, under which two stones placed on a single turn can't be part
of the same group.

Endgames are also quite tricky under this rule: you'll often want to
join two of your own groups or create another opponent group, but
you'll be unable to do it because you can't restore the groups count
anymore!

Comments?

(The name of the game is still provissional. Does it sound well? My
ear is not much used to English, so your help is appreciated.
Alternatives: Yod ('Y' in Hebrew), Yotta ('iota' is 'i' in Greek),
Splyt, Oddy...)


 
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markste...@gmail.com  
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 More options Aug 16 2011, 6:27 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Tue, 16 Aug 2011 22:27:23 GMT
Local: Tues, Aug 16 2011 6:27 pm
Subject: Re: New game: Yodd

On 16-Aug-2011, luigi <luis.9.8...@gmail.com> wrote:

> Does it sound well?

No.  It sounds like a Kris Burm game.

 
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Nick Bentley  
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 More options Aug 16 2011, 7:34 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Tue, 16 Aug 2011 16:34:44 -0700 (PDT)
Local: Tues, Aug 16 2011 7:34 pm
Subject: Re: New game: Yodd
Interesting. It's somewhat related to:

http://nickbentley.posterous.com/one-of-my-better-games-odd

Which uses oddness in a different way and which I regard as one of the
best games I've designed.

I look forward to trying yours. I like how, in your game, you don't
really have to count anything to see whether a move satisfies the move
restriction.  Not having to count seems very important for play-flow.


 
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luigi  
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 More options Aug 16 2011, 9:39 pm
Newsgroups: rec.games.abstract
From: luigi <luis.9.8...@gmail.com>
Date: Tue, 16 Aug 2011 18:39:29 -0700 (PDT)
Local: Tues, Aug 16 2011 9:39 pm
Subject: Re: New game: Yodd
On 17 ago, 00:27, markste...@gmail.com wrote:

> On 16-Aug-2011, luigi <luis.9.8...@gmail.com> wrote:

> > Does it sound well?

> No.  It sounds like a Kris Burm game.

Quiz: Which of the following is _not_ a Kris burm game?

a) Gipf
b) Yinsh
c) Yodd
d) Dvonn

That's a tough one!

On 17 ago, 01:34, Nick Bentley <nickobe...@gmail.com> wrote:

> Interesting. It's somewhat related to:

> http://nickbentley.posterous.com/one-of-my-better-games-odd

> Which uses oddness in a different way and which I regard as one of the
> best games I've designed.

> I look forward to trying yours. I like how, in your game, you don't
> really have to count anything to see whether a move satisfies the move
> restriction.  Not having to count seems very important for play-flow.

Thanks, Nick. Odd has the advantage that the same checking you make
after each move makes further counting at the end of the game
unnecessary, if players are attentive enough. In return, counting the
number of groups towards the score, rather than just parity, makes
Yodd deeper and more scalable. The base-5 Odd board would feel too
small for Yodd, I think.

 
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christian  
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 More options Aug 17 2011, 3:40 am
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 17 Aug 2011 00:40:13 -0700 (PDT)
Local: Wed, Aug 17 2011 3:40 am
Subject: Re: New game: Yodd
On Aug 16, 9:10 pm, luigi <luis.9.8...@gmail.com> wrote:

> Endgames are also quite tricky under this rule: you'll often want to
> join two of your own groups or create another opponent group, but
> you'll be unable to do it because you can't restore the groups count
> anymore!

Splyt sounds nice too, but the object is as much to Joyn ;-)

I have some trouble visualizing how one could plan ahead. Of course
this becomes increasingly possible towards the endgame, but how to get
to a 'favorable' middlegame or how to plan in the opening, those are
aspects that elude me at the moment. I also feel a shadow of a "nim-
like" algorithm, but that may not be the case at all. Of course not
having to count (if players are paying attention) is a great plus.
My first impression is a tactical game in the 'fairly obscure
strategy' category (of which Othello is a known representative).

christian

P.S. It can be played with standard material, so it's clearly not a
Kris Burm game ;-)


 
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Phil Carmody  
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 More options Aug 17 2011, 11:20 am
Newsgroups: rec.games.abstract
From: Phil Carmody <thefatphil_demun...@yahoo.co.uk>
Date: 17 Aug 2011 18:20:31 +0300
Local: Wed, Aug 17 2011 11:20 am
Subject: Re: New game: Yodd

Nick Bentley <nickobe...@gmail.com> writes:
> Interesting. It's somewhat related to:

> http://nickbentley.posterous.com/one-of-my-better-games-odd

> Which uses oddness in a different way and which I regard as one of the
> best games I've designed.

> I look forward to trying yours. I like how, in your game, you don't
> really have to count anything to see whether a move satisfies the move
> restriction.  Not having to count seems very important for play-flow.

You need to be able to trace arbitrarily complicated mazes though,
to know whether the two cells of the same colour that you're joining
are already connected (parity stays the same) or are not (parity
changes).

Phil
--
Humans will have advanced a long, long, way when religious
belief has a cozy little classification in the DSM.
-- David Melville (on r.a.s.f1)


 
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Phil Carmody  
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 More options Aug 17 2011, 11:25 am
Newsgroups: rec.games.abstract
From: Phil Carmody <thefatphil_demun...@yahoo.co.uk>
Date: 17 Aug 2011 18:25:52 +0300
Local: Wed, Aug 17 2011 11:25 am
Subject: Re: New game: Yodd

Better than that - it's a pen and paper game.
At a push, you can even play it on squared paper.

Phil
--
Humans will have advanced a long, long, way when religious
belief has a cozy little classification in the DSM.
-- David Melville (on r.a.s.f1)


 
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luigi  
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 More options Aug 18 2011, 3:34 am
Newsgroups: rec.games.abstract
From: luigi <luis.9.8...@gmail.com>
Date: Thu, 18 Aug 2011 00:34:04 -0700 (PDT)
Local: Thurs, Aug 18 2011 3:34 am
Subject: Re: New game: Yodd
On 17 ago, 09:40, christian <christ...@mindsports.nl> wrote:

> Splyt sounds nice too, but the object is as much to Joyn ;-)

At first, I considered having the opposite goal and was happy to name
it Splyt, but found that joining is more intuitive than splitting, and
that's what connection games are about in the first place. Of course,
with the right to place stones of both colors, the game is still
effectively the same.

> I have some trouble visualizing how one could plan ahead. Of course
> this becomes increasingly possible towards the endgame, but how to get
> to a 'favorable' middlegame or how to plan in the opening, those are
> aspects that elude me at the moment. I also feel a shadow of a "nim-
> like" algorithm, but that may not be the case at all. Of course not
> having to count (if players are paying attention) is a great plus.
> My first impression is a tactical game in the 'fairly obscure
> strategy' category (of which Othello is a known representative).

I'd rather put it in the same category as Omega, a very strategical
game in my opinion. Unlike Omega, Yodd is a pure connection game (i.e.
without a territorial component), because group sizes don't matter,
but otherwise they should share a fair amount of strategy space. And
of course, unlike Omega, you don't need to perform multiplications
(!?) in Yodd.

I can't see how a nim-like algorithm could be applied here, but maybe
I'm missing something.

Yodd is a 'dynamic goals' connection game, as opposed to 'static
goals' games, as Hex, Y or one of my favorites, Global Connection.
Throughout the game, players can create new groups for the opponent,
which immediately become new connection goals for him. That should be
a plus. On how to plan in the opening, you should try to create enemy
groups in the edges of the board, so that they are likely to remain
unconnected, and find a place in the center for your own groups.
That's how Omega is played, too.


 
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luigi  
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 More options Aug 20 2011, 1:43 am
Newsgroups: rec.games.abstract
From: luigi <luis.9.8...@gmail.com>
Date: Fri, 19 Aug 2011 22:43:45 -0700 (PDT)
Local: Sat, Aug 20 2011 1:43 am
Subject: Re: New game: Yodd
On 17 ago, 03:39, luigi <luis.9.8...@gmail.com> wrote:

> Odd has the advantage that the same checking you make
> after each move makes further counting at the end of the game
> unnecessary, if players are attentive enough.

I'm also thinking that in Odd (Nick's game) there's probably no turn
advantage at all, as moves become increasingly 'bigger' towards the
middlegame (in most stone placement games, it's just the opposite),
and, with shared pieces, being one stone ahead is literally
meaningless. If I'm not utterly mistaken, that should be a great
feature of Odd, and one which is really hard to implement on purpose
in any game design.

> In return, counting the
> number of groups towards the score, rather than just parity, makes
> Yodd deeper and more scalable.

Instead, I should have said "probably more scalable, but not
necessarily deeper". I understand that requiring a minimum group size
is really the key of Odd. I like how it re-introduces a territorial
component into the game, and how it counteracts the volatile nature of
the winning condition.

 
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markste...@gmail.com  
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 More options Aug 20 2011, 1:44 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Sat, 20 Aug 2011 17:44:29 GMT
Local: Sat, Aug 20 2011 1:44 pm
Subject: Re: New game: Yodd

On 19-Aug-2011, luigi <luis.9.8...@gmail.com> wrote:

> I'm also thinking that in Odd (Nick's game) there's probably
> no turn advantage at all

This is how retardation happens.  It starts with Christian and spreads.

 
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christian  
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 More options Aug 20 2011, 2:45 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sat, 20 Aug 2011 11:45:04 -0700 (PDT)
Local: Sat, Aug 20 2011 2:45 pm
Subject: Re: New game: Yodd
On Aug 20, 7:43 am, luigi <luis.9.8...@gmail.com> wrote:

> I'm also thinking that in Odd (Nick's game) there's probably no turn
> advantage at all, ...

Like any abstract two player perfect information zero-sum game Odd is
completely determined in game theoretical terms. Viewed from that
perspective the statement is nonsensical.

However, from a _human_ perspective, which eludes and hence excludes
Mark, you're probably right. Maybe Nick can shed some light on it from
his experience with the game. Before Mark starts repeating the
obvious.


 
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christian  
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 More options Aug 20 2011, 3:09 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sat, 20 Aug 2011 12:09:40 -0700 (PDT)
Local: Sat, Aug 20 2011 3:09 pm
Subject: Re: New game: Yodd
Here's a guy who sets 'architecture' above gameplay. It's so funny
that after years of wearing the emperor's clothes, only recently
someone asked him what he actually meant by that, 'architecture'. Does
Flume have 'architecture'. No, it has a simple rule leading to an
intruiging game. Excellent, but where's the 'architecture'? Tell us
what it is Mark, maybe we'll see it. Atoll's architecture? A mystery.
Oust, Fractal?
And if Monkey Queen has an 'architecture', it's a bad one if you care
about gameplay.

 
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markste...@gmail.com  
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 More options Aug 20 2011, 4:10 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Sat, 20 Aug 2011 20:10:24 GMT
Local: Sat, Aug 20 2011 4:10 pm
Subject: Re: New game: Yodd

On 20-Aug-2011, christian <christ...@mindsports.nl> wrote:

> Does Flume have 'architecture'. No

lol

I never imagined that coining the term game architecture would cause such a
ruckus.  People have expressed curiosity over the years about "how I do it"
- believe it or not.  I never pretended to have a precise definition for
game architecture.  It's just a term I use to sum up how I look at game
design.  The rule set as something to behold.  With an emphasis on
*organics*.  When I first saw that term, I was like, Wtf?  Then I realized,
Oh yeah - that's what the fuck I do.  Organic design.

Originality is central of course.  Maybe that's what makes architecture such
a burr in Christian's bikini.

Game architecture must seem a little "Emperor" like to some, lol  
Especially to those who can never see it.


 
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christian  
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 More options Aug 20 2011, 4:33 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sat, 20 Aug 2011 13:33:59 -0700 (PDT)
Local: Sat, Aug 20 2011 4:33 pm
Subject: Re: New game: Yodd
On Aug 20, 10:10 pm, markste...@gmail.com wrote:

> People have expressed curiosity over the years about "how I do it"
> - believe it or not.

I can see the masses gathering in awestruck wonder - believe it or
not.

 
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markste...@gmail.com  
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 More options Aug 20 2011, 4:37 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Sat, 20 Aug 2011 20:37:39 GMT
Local: Sat, Aug 20 2011 4:37 pm
Subject: Re: New game: Yodd

On 20-Aug-2011, christian <christ...@mindsports.nl> wrote:

> However, from a _human_ perspective, which eludes and hence
> excludes Mark

As does your "intuition", which you were apologizing for again just
yesterday in the Arimaa forum.

"So it's good to realize one's intuition may be totally off the mark."

Good thing for you, lol


 
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markste...@gmail.com  
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 More options Aug 20 2011, 5:03 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Sat, 20 Aug 2011 21:03:47 GMT
Local: Sat, Aug 20 2011 5:03 pm
Subject: Re: New game: Yodd

On 20-Aug-2011, christian <christ...@mindsports.nl> wrote:

> I can see the masses gathering in awestruck wonder

Ask the awestruck masses how they didn't notice Sygo.

 
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christian  
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 More options Aug 20 2011, 5:17 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sat, 20 Aug 2011 14:17:46 -0700 (PDT)
Local: Sat, Aug 20 2011 5:17 pm
Subject: Re: New game: Yodd
On Aug 20, 10:37 pm, markste...@gmail.com wrote:

> As does your "intuition", which you were apologizing for again just
> yesterday in the Arimaa forum.

> "So it's good to realize one's intuition may be totally off the mark."

> Good thing for you, lol

Indeed, admitting where one's judgement was wrong is a good thing. If
intuition were always right it wouldn't be called intuition, now would
it. _You_ are always right: a sure sign of the lack of it.
So I'm almost inclined to join the masses in their amazement at how
you came up with a couple of good games despite being you ;-)

 
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christian  
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 More options Aug 20 2011, 5:19 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sat, 20 Aug 2011 14:19:47 -0700 (PDT)
Local: Sat, Aug 20 2011 5:19 pm
Subject: Re: New game: Yodd
On Aug 20, 11:03 pm, markste...@gmail.com wrote:

> On 20-Aug-2011, christian <christ...@mindsports.nl> wrote:

> > I can see the masses gathering in awestruck wonder

> Ask the awestruck masses how they didn't notice Sygo.

Yes, despite your efforts, thanks anyway :)

 
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markste...@gmail.com  
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 More options Aug 20 2011, 6:10 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Sat, 20 Aug 2011 22:10:10 GMT
Local: Sat, Aug 20 2011 6:10 pm
Subject: Re: New game: Yodd

On 20-Aug-2011, christian <christ...@mindsports.nl> wrote:

> you came up with a couple of good games

As did you.

 
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Nick Bentley  
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 More options Aug 20 2011, 11:14 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <climatebuccan...@gmail.com>
Date: Sat, 20 Aug 2011 20:14:24 -0700 (PDT)
Local: Sat, Aug 20 2011 11:14 pm
Subject: Re: New game: Yodd

> However, from a _human_ perspective, which eludes and hence excludes
> Mark, you're probably right. Maybe Nick can shed some light on it from
> his experience with the game. Before Mark starts repeating the
> obvious.

Short answer: turn order advantage is hard to Grok. I have a faint
notion that on a hexhex5 board, Even may have some advantage over Odd
with a minimum group size of 5.  On that size board the final number
of groups between good players is almost always 3, 4, 5, or 6.  I have
this idea that it may be easier to make 4 than 3, 5, or 6, but I can't
prove and could be wrong.  If I'm right, perhaps making the minimum
group size 4 or 6 would shift the probabilities to balance. Generally
speaking, larger minimum groups sizes result in a better game, and I'm
delighted, Luigi, that you understand the importance of minimum group
size.  It seems that you get the game's essential character.  With
large minimum group sizes, the game feels like an unusual connection
game.

BUT, we should be talking about Yodd, instead of Odd, or watching
Christian and Mark beat each other about the head. Luigi: I haven't
been able to play it yet but I've been thinking about it a lot because
it's clever and simple and original. Can you shed some light on
strategy to give me a better feel for what it's about?


 
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christian  
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 More options Aug 21 2011, 5:08 am
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sun, 21 Aug 2011 02:08:32 -0700 (PDT)
Local: Sun, Aug 21 2011 5:08 am
Subject: Re: New game: Yodd
On Aug 18, 9:34 am, luigi <luis.9.8...@gmail.com> wrote:

> When both players pass in succession, the game ends. The player with less groups on the board wins.
> At first, I considered having the opposite goal and was happy to name
> it Splyt, but found that joining is more intuitive than splitting, and
> that's what connection games are about in the first place. Of course,
> with the right to place stones of both colors, the game is still
> effectively the same.

Usually I don't like misere variants. They're logically sound but
getting rid of my men in Draughts somehow doesn't fit my emotional
involvement, nor does ending up with the smallest territory in
Reversi. Strategy of Draughts 'misere' is totally different from
regular Draughts. In Reversi I can't tell - I don't play either and
have no feeling for the games - but I can see how it might not be
altogether different in terms of strategy.

Here I can't figure out how different it would be, smallest number of
groups or largest. Intuitively I'd go for 'largest', but then you'd
have to split yourself and join the opponent instead of vice versa.

Both variants doubtlessly have intruiging strategies and my guess is:
fairly similar (more so than Draughts and its misere variants). Also,
neither is counterintuitive: split as most you can or join as most you
can.

It's a very clever concept in either case: a game with the option to
use both colors, that has an a priori degree of clarity, isn't all
that common. In Draughts for instance there are the "Stavropol"
variants where you may move both colors. They reduce me to a state of
acute schizophrenia. Yodd doen't seem to have that effect at all.

I agree with Mark that the name is very 'Burmish'. Whether this is a
good or a bad thing I can't tell, because he's one of the few
inventors with a reasonable commercial success, so the name probably
won't stand in the way of that :)

P.S. Yodd might be a hard nut to write a program for.


 
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christian  
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 More options Aug 21 2011, 10:49 am
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sun, 21 Aug 2011 07:49:00 -0700 (PDT)
Subject: Re: New game: Yodd
On Aug 20, 7:43 am, luigi <luis.9.8...@gmail.com> wrote:

> Instead, I should have said "probably more scalable, but not necessarily deeper".

I don't know about the latter because they're both quite unusual. What
I particularly like about Yodd is the kind of simplicity at the core.
Don't meddle with the board, just make sure the number of groups is
odd. To realize that it doesn't involve counting must have been an
"Aha" moment. And suddenly boardsize (or shape for that matter) are
for the choosing.

 
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christian  
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 More options Aug 21 2011, 2:32 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sun, 21 Aug 2011 11:32:50 -0700 (PDT)
Local: Sun, Aug 21 2011 2:32 pm
Subject: Re: New game: Yodd
ps. Did you consider a square version? Might be interesting with the
diagonal cuts.

 
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luigi  
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 More options Aug 21 2011, 3:05 pm
Newsgroups: rec.games.abstract
From: luigi <luis.9.8...@gmail.com>
Date: Sun, 21 Aug 2011 12:05:04 -0700 (PDT)
Local: Sun, Aug 21 2011 3:05 pm
Subject: Re: New game: Yodd
On 21 ago, 11:08, christian <christ...@mindsports.nl> wrote:

Christian, the game is _exactly_ the same in both cases. Since you can
play stones of both colors, playing Black in 'Splitting' Yodd is the
same as playing White in 'Joining' Yodd. There aren't _any_
strategical or tactical differences.

 
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christian  
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 More options Aug 21 2011, 3:37 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Sun, 21 Aug 2011 12:37:07 -0700 (PDT)
Local: Sun, Aug 21 2011 3:37 pm
Subject: Re: New game: Yodd
On Aug 21, 9:05 pm, luigi <luis.9.8...@gmail.com> wrote:

> Christian, the game is _exactly_ the same in both cases. Since you can
> play stones of both colors, playing Black in 'Splitting' Yodd is the
> same as playing White in 'Joining' Yodd. There aren't _any_
> strategical or tactical differences.

Beautiful, sorry for my slow pace, I was put off track by your
previous comment:

> At first, I considered having the opposite goal and was happy to name
> it Splyt, but found that joining is more intuitive than splitting, and
> that's what connection games are about in the first place. Of course,
> with the right to place stones of both colors, the game is still
> effectively the same.

Taking 'effectively' as not quite 'exactly'.

So you've designed a game that is not only identical with its misere
variant, but also is a Stavropol variant (i.e. moving with both
sides). If that had been the challenge in a design contest, the
contestors would probably have had a hard time and this would most
likely have been the winner :)

What about the square variant?


 
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