Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Move In Synch, In Opposition Game

2 views
Skip to first unread message

Leroy Quet

unread,
Dec 22, 2009, 4:29:53 PM12/22/09
to
Here is a game for 2 players.

Needed: An n-by-n grid drawn on paper (with an n of at least 8, I
suggest).
Two markers (such as coins), one for each player. The markers should
be small enough to both fit in one square of the grid (possibly by
stacking them).
Two pencils/pens of different colors.

The players start the game by each placing their marker in any square
of the grid different from where their opponent placed her/his marker.
The players then mark the squares they start in with an X (or with
different symbols, especially if the colors of their pens/pencils are
similar).

A "move" consists of both players moving one square each.
Players alternate, taking turns who is the "directioner" and who is
the "decider".

On a move, first the decider decides if the players will move in
opposition or in synch, and announces this decision. Then the
directioner decides which of the 8 directions (up, down, left, right,
or diagonally) the directioner will then move, then he/she moves his/
her marker.

If the decider decided that the players move in synch, then the
decider must move his/her marker one square in the same direction
(from his/her current position) that the directioner moved her/his
piece (from the directioner's previous position).

If the decider decided that the players move in opposition, then the
decider must move his/her marker one square in the exact opposite
direction (from his/her current position) that the directioner moved
her/his piece (from the directioner's previous position).

Based on where the players are at the beginning of a move, the
directioner must pick a direction where both players stay on the
board.

If any player moves his/her marker onto an empty square, then that
player draws his/her symbol in the empty square. But if both players
move onto the same empty square, or a player moves onto a square with
a symbol already in it, then no symbol is drawn by that player on that
move.

When all squares are filled up with symbols, or when one player has
more symbols than the number of symbols his/her opponent has + the
number of empty squares, then the game ends. The player with the most
squares with his/her symbol is the winner.

A variation: (Is this more or less fun than the first version?)
The directioner picks the direction first, then the decider decides if
she/he will move his/her piece in synch or in opposition. (The
directioner, in this version, only moves based on whether he/she can
stay on the board, then the decider must move to stay on the board.)

Thanks,
Leroy Quet

William Elliot

unread,
Dec 23, 2009, 3:13:10 AM12/23/09
to
On Tue, 22 Dec 2009, Leroy Quet wrote:

> Here is a game for 2 players.
>
> Needed: An n-by-n grid drawn on paper (with an n of at least 8, I
> suggest). Two markers (such as coins), one for each player. The markers
> should be small enough to both fit in one square of the grid (possibly
> by stacking them). Two pencils/pens of different colors.
>
> The players start the game by each placing their marker in any square
> of the grid different from where their opponent placed her/his marker.
> The players then mark the squares they start in with an X (or with
> different symbols, especially if the colors of their pens/pencils are
> similar).
>

Let there be two players, with marks X and O.

> A "move" consists of both players moving one square each.
> Players alternate, taking turns who is the "directioner" and who is
> the "decider".
>
> On a move, first the decider decides if the players will move in
> opposition or in synch, and announces this decision. Then the
> directioner decides which of the 8 directions (up, down, left, right,
> or diagonally) the directioner will then move, then he/she moves his/
> her marker.
>
> If the decider decided that the players move in synch, then the
> decider must move his/her marker one square in the same direction
> (from his/her current position) that the directioner moved her/his
> piece (from the directioner's previous position).
>
> If the decider decided that the players move in opposition, then the
> decider must move his/her marker one square in the exact opposite
> direction (from his/her current position) that the directioner moved
> her/his piece (from the directioner's previous position).
>
> Based on where the players are at the beginning of a move, the
> directioner must pick a direction where both players stay on the
> board.
>
> If any player moves his/her marker onto an empty square, then that
> player draws his/her symbol in the empty square. But if both players
> move onto the same empty square, or a player moves onto a square with
> a symbol already in it, then no symbol is drawn by that player on that
> move.
>

A more dynamic version would be to let the player
put his mark on unmarked square or change the mark to his mark.

A choatic version would be to let the player put his mark on
unmarked squares or squares with the opponet's mark and to
remove his mark if moving onto a square with his mark
(alternatively instead of removing, change to his opponents mark).

> When all squares are filled up with symbols, or when one player has
> more symbols than the number of symbols his/her opponent has + the
> number of empty squares, then the game ends. The player with the most
> squares with his/her symbol is the winner.
>

For my variations, the game ends when the board is filled with marks.
The variation allowing removal of marks may be prolonged forever.

> A variation: (Is this more or less fun than the first version?)
> The directioner picks the direction first, then the decider decides if
> she/he will move his/her piece in synch or in opposition. (The
> directioner, in this version, only moves based on whether he/she can
> stay on the board, then the decider must move to stay on the board.)

Simple versions would be to take turn moving while leaving, removing,
or changing marks according to the variations discussed above.

----

Leroy Quet

unread,
Dec 23, 2009, 9:45:09 AM12/23/09
to

It might be advantageous to think of the grid as having toroidal
topology. Otherwise it might sometimes be impossible for the decider
to move. Or we can just say, if the decider cannot move, given the
directioner's move, then the decider stays put that move.

Thanks,
Leroy Quet

PS: More of my games at:
http://gamesconceived.blogspot.com/

0 new messages