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Driesticken
(game "GAME_NAME" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move (from) (to (sites Empty))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Shiva
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "PIECE_ALPHA" Each (if (not (is Line 3 Orthogonal through:(from))) (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (if (= (value Player Mover) -1) (set Value Mover 1) (set Value Mover (+ (value Player Mover) 1))))))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 3 Orthogonal)))) (nextPhase (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) "Movement")) (phase "Movement" (play (do (forEach Piece) ifAfterwards:(not (is Line 4 Orthogonal)))))} (end (if (= (value Player Mover) 3) (result Mover Win)))))
Zurgaan Tal
(game "GAME_NAME" (players 2) (equipment {(board (rotate 30 (concentric Hexagon rings:3 joinCorners:True)) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:17)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Pente
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start (set Score Each 0)) phases:{(phase "Opening" (play (move Add (to (sites "J10")))) (nextPhase "General")) (phase "General" (play (move Add (to (sites Empty)) (then (custodial (from (last To)) All (between if:(is Next (who at:(between))) (apply (remove (between)))) (to if:(and (= 3 (count Steps Vertex All (last To) (to))) (is Mover (who at:(to))))) (then (addScore Mover 1)))))))} (end {(if (is Line 5 All) (result Mover Win)) (if (> (score Mover) 9) (result Mover Win))})))
Dara
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 4 Orthogonal)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (do (forEach Piece) ifAfterwards:(not (is Line 4 Orthogonal))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Ringo
(game "GAME_NAME" (players 2) (equipment {(boardless Square) (piece "PIECE_ALPHA" Each (move (from (from) level:(level)) (to (sites Occupied by:All component:"PIECE_BETA") level:0 if:(= 1 (size Stack at:(to)))) (then (moveAgain)))) (piece "PIECE_BETA" Each)}) (rules (start {(place "PIECE_BETA1" (ahead (centrePoint) NE)) (place "PIECE_BETA1" (ahead (centrePoint) SE)) (place "PIECE_BETA1" (ahead (centrePoint) SW)) (place "PIECE_BETA1" (ahead (centrePoint) NW)) (place "PIECE_BETA2" (ahead (centrePoint) N)) (place "PIECE_BETA2" (ahead (centrePoint) E)) (place "PIECE_BETA2" (ahead (centrePoint) S)) (place "PIECE_BETA2" (ahead (centrePoint) W))}) phases:{(phase "PlacePhase" (play (do (if (not (is Prev Mover)) (move Add (piece (id "PIECE_ALPHA" Mover)) (to (sites Occupied by:All component:"PIECE_BETA") level:0 if:(= 1 (size Stack at:(to)))) stack:True (then (moveAgain))) (move (from (last To)) (to (sites Around (difference (sites Occupied by:All component:"PIECE_BETA") (last To)) Orthogonal if:(is Empty (to)))))) ifAfterwards:(= 1 (count Groups)))) (nextPhase Mover (and (not (is Prev Mover)) (>= (count Turns) (- (* (count Players) 10) 1))) "MovePhase")) (phase "MovePhase" (play (do (if (not (is Prev Mover)) (forEach Piece) (move (from (last To)) (to (sites Around (difference (sites Occupied by:All component:"PIECE_BETA") (last To)) Orthogonal if:(is Empty (to)))))) ifAfterwards:(= 1 (count Groups)))))} (end {(if (is Line 4 what:(id "PIECE_ALPHA" P1)) (result P1 Win)) (if (is Line 4 what:(id "PIECE_BETA" P1)) (result P1 Win)) (if (is Line 4 what:(id "PIECE_ALPHA" P2)) (result P2 Win)) (if (is Line 4 what:(id "PIECE_BETA" P2)) (result P2 Win))})))
Triodi (Diagonal)
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Shah
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (and (not (is Prev Mover)) (is Line 3)) (moveAgain) (if (no Moves Next) (and (moveAgain) (set Pending))))))) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (and (if (and (< (var) 1) (is Line 3)) (set Var (mover))) (if (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) (if (< (var) 1) (moveAgain) (set NextPlayer (player (var))))))))) (nextPhase (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) "Remove")) (phase "Remove" (play (move Remove (sites Occupied by:Next container:"Board"))) (nextPhase Mover "Move")) (phase "Move" (play (if (and (not (is Pending)) (is Prev Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (if (no Moves Next) (and (moveAgain) (set Pending))))) (if (is Pending) (do (forEach Piece (move Step (to if:(is Empty (to))))) ifAfterwards:(can Move (forEach Piece Next))) (forEach Piece)) (then (if (= 2 (count Pieces P1)) (addScore P2 1 (then (if (!= (score P2) 5) (and {(remove (sites Occupied by:All)) (add (piece (id "PIECE_ALPHA" P1)) (to (handSite P1)) count:12) (add (piece (id "PIECE_ALPHA" P2)) (to (handSite P2)) count:12)})))) (if (= 2 (count Pieces P2)) (addScore P1 1 (then (if (!= (score P1) 5) (and {(remove (sites Occupied by:All)) (add (piece (id "PIECE_ALPHA" P1)) (to (handSite P1)) count:12) (add (piece (id "PIECE_ALPHA" P2)) (to (handSite P2)) count:12)}))))))))) (nextPhase (= 0 (count Sites in:(sites Occupied by:All container:"Board"))) "Placement"))} (end (if (= (score Mover) 5) (result Mover Win)))))
San-Noku-Narabe
(game "GAME_NAME" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move (from) (to (sites Empty))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Fettas
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:11)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
La Chascona
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (if (can Move (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site)))))) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move Remove (sites Occupied by:Enemy container:"Board"))) (forEach Piece))))} (end (if (or (no Moves Next) (<= (count Pieces Next) 2)) (result Mover Win)))))
Order and Chaos
(game "GAME_NAME" (players 2) (equipment {(board (square 6)) (piece "PIECE_ALPHA" Shared) (piece "PIECE_BETA" Shared) (hand Shared size:2)}) (rules (start {(place "PIECE_ALPHA" (handSite Shared)) (place "PIECE_BETA" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end {(if (is Line 5) (result P1 Win)) (if (no Moves Next) (result P2 Win))})))
Sujjua
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))))) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:9)) (play (or (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (move (from (handSite Mover)) (to (sites Empty)))) (forEach Piece))) (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Plotto
(game "GAME_NAME" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6) (tile "SecondHex" Each numSides:6) (hand Each size:2)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E)) (place "Hex1" (handSite P1 0)) (place "Hex2" (handSite P2 0)) (place "SecondHex1" (handSite P1 1)) (place "SecondHex2" (handSite P2 1))}) (play (move (from (sites Hand Mover)) (to (sites Playable) if:(and (<= 2 (count Sites in:(sites Around (to) NotEmpty))) (not (is In (what at:(from)) (results from:(last From) to:(sites Around (to)) (what at:(to))))))) copy:True)) (end (if (and (is Line 4 whats:{(id "Hex" P1) (id "Hex" P2) (id "SecondHex" P1) (id "SecondHex" P2)}) (or {(and {(is Occupied (ahead (last To) steps:1 W)) (is Occupied (ahead (last To) steps:2 W)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 W)))}) (and {(is Occupied (ahead (last To) steps:1 E)) (is Occupied (ahead (last To) steps:2 E)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 E)))}) (and {(is Occupied (ahead (last To) steps:1 NNW)) (is Occupied (ahead (last To) steps:2 NNW)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 NNW)))}) (and {(is Occupied (ahead (last To) steps:1 SSW)) (is Occupied (ahead (last To) steps:2 SSW)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 SSW)))}) (and {(is Occupied (ahead (last To) steps:1 SSE)) (is Occupied (ahead (last To) steps:2 SSE)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 SSE)))}) (and {(is Occupied (ahead (last To) steps:1 NNE)) (is Occupied (ahead (last To) steps:2 NNE)) (= (what at:(last To)) (what at:(ahead (last To) steps:3 NNE)))})})) (result Mover Win)))))
Bolotudu
(game "GAME_NAME" (players 2) (equipment {(board (square 6)) (hand Each) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 2 Orthogonal) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Around (sites Occupied by:Mover) Orthogonal))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Next)) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Keryo-Pente
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start (set Score Each 0)) phases:{(phase "Opening" (play (move Add (to (sites "J10")))) (nextPhase "General")) (phase "General" (play (move Add (to (sites Empty)) (then (custodial (from (last To)) All (between if:(is Next (who at:(between))) (apply (remove (between)))) (to if:(and (or (= 3 (count Steps Vertex All (last To) (to))) (= 4 (count Steps Vertex All (last To) (to)))) (is Mover (who at:(to))))) (then (addScore Mover 1)))))))} (end {(if (is Line 5 All) (result Mover Win)) (if (> (score Mover) 14) (result Mover Win))})))
All Queens Chess
(game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" Each (move Slide))}) (rules (start {(place "PIECE_ALPHA1" (union {(difference (sites Bottom) (sites Phase 1)) (intersection (sites Left) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 0))})) (place "PIECE_ALPHA2" (union {(difference (sites Bottom) (sites Phase 0)) (intersection (sites Right) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 1))}))}) (play (forEach Piece)) (end (if (is Line 4) (result Mover Win)))))
Selbia
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
Symbol S
(game "GAME_NAME" (players 2) (equipment {(board (graph vertices:{{1 0} {2 0} {0 1} {1 1} {2 1} {3 1} {0 2} {1 2} {2 2} {3 2} {1 3} {2 3}} edges:{{0 2} {0 3} {3 2} {3 4} {1 4} {4 5} {1 5} {3 7} {4 8} {6 7} {7 8} {8 9} {6 10} {11 9} {10 7} {11 8}}) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:4)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Nine Holes
(game "GAME_NAME" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move (from) (to (sites Empty))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Tic-Tac-Toe
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
Mulabalaba
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (if (is In (from) (sites Corners)) (move (from (from)) (to (sites Empty))) (move Step (to if:(is Empty (to)))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
Tapatan
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Trianon
(game "GAME_NAME" (players 2) (equipment {(board (square 5) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (or {(= 3 (count Sites in:(forEach (sites Row (row of:(last To))) if:(is Friend (who at:(site)))))) (= 3 (count Sites in:(forEach (sites Column (column of:(last To))) if:(is Friend (who at:(site)))))) (= 3 (count Sites in:(forEach (union (sites Direction from:(last To) NE included:True) (sites Direction from:(last To) SW)) if:(is Friend (who at:(site)))))) (= 3 (count Sites in:(forEach (union (sites Direction from:(last To) NW included:True) (sites Direction from:(last To) SE)) if:(is Friend (who at:(site))))))}) (result Mover Loss)))))
Marelle Quadruple
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:5)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 5) (result Mover Win)))))
3D Tic-Tac-Toe
(game "GAME_NAME" (players 2) (equipment {(board (rectangle (+ (^ 3 2) (- 3 1)) 3)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2) (piece "PIECE_GAMMA" Neutral)}) (rules (start (place "PIECE_GAMMA0" (union {(sites Row 3) (sites Row 7)}))) (play (move Add (to (sites Empty)))) (end {(if (is Line 3) (result Mover Win)) (if (!= 0 (count Sites in:(forEach (expand (sites Bottom) steps:(- 3 1)) if:(all Sites (sites {(site) (ahead (site) steps:4 N) (ahead (site) steps:8 N)}) if:(= (mover) (who at:(site))))))) (result Mover Win))})))
Tic-Tac-Die
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2) (dice d:9 from:0 num:1)}) (rules (play (do (roll) next:(if (is Empty (count Pips)) (move Add (piece (if (is Mover P1) (id "PIECE_ALPHA" P1) (id "PIECE_BETA" P2))) (to (count Pips))) (move Pass (then (moveAgain)))))) (end {(if (is Line 3) (result Mover Win)) (if (is Full) (result Mover Draw))})))
Mylna
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain))))) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end {(if (<= (count Pieces Next) 2) (result Next Loss)) (if (no Moves Next) (result Mover Win))})))
Tic-Tac-Chess
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (hand Each size:3) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Slide All))) (piece "PIECE_BETA" Each (or (move Hop (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))))) (piece "PIECE_GAMMA" Each (or (move Hop (between if:(is Enemy (who at:(between)))) (to if:(is Empty (to)))) (move Slide Orthogonal)))}) (rules (start {(place "PIECE_ALPHA" "Hand") (place "PIECE_BETA" "Hand") (place "PIECE_GAMMA" "Hand")}) phases:{(phase "Placement" (play (move (from (sites Occupied by:Mover container:(mover))) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 Mover) (result Mover Win)))))
Triodi
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:9)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Tule Paid
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Tauru
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
T'mbl
(game "GAME_NAME" (players 2) (equipment {(board (square 3 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "PIECE_ALPHA1" (sites Top)) (place "PIECE_ALPHA2" (sites Bottom))}) (play (forEach Piece)) (end (if (and (is In (centrePoint) (sites Occupied by:Mover)) (is Line 3)) (result Mover Win)))))
Wali
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 6)) (hand Each) (piece "PIECE_ALPHA" P1 (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain))))) (piece "PIECE_BETA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal) (moveAgain)))))}) (rules (start {(place "PIECE_ALPHA1" (handSite P1) count:12) (place "PIECE_BETA2" (handSite P2) count:12)}) phases:{(phase "Placement" (play (do (move (from (handSite Mover)) (to (sites Empty))) ifAfterwards:(not (is Line 3 Orthogonal)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Tsoro Yemutatu
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move (from) (to (sites Empty))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Ngre E E
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) (play (move (from (handSite Mover)) (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
Epelle
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (sites P1)) (place "PIECE_ALPHA2" (sites P2))}) (play (forEach Piece)) (end (if (and (not (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover)))) (is Line 3)) (result Mover Win)))))
Gobblet Gobblers
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (piece "PIECE_ALPHA1" Each) (piece "PIECE_ALPHA2" Each) (piece "PIECE_ALPHA3" Each) (hand Each size:3)}) (rules (start {(place Stack "PIECE_ALPHA11" (handSite P1) count:3) (place Stack "PIECE_ALPHA12" (handSite P2) count:3) (place Stack "PIECE_ALPHA21" (handSite P1 1) count:3) (place Stack "PIECE_ALPHA22" (handSite P2 1) count:3) (place Stack "PIECE_ALPHA31" (handSite P1 2) count:3) (place Stack "PIECE_ALPHA32" (handSite P2 2) count:3)}) (play (or (move (from (sites Hand Mover)) (to (sites Board) if:(and (!= (from) (to)) (or (is Empty (to)) (< (- (what at:(from) level:(topLevel at:(from))) (who at:(from) level:(topLevel at:(from)))) (- (what at:(to) level:(topLevel at:(to))) (who at:(to) level:(topLevel at:(to))))))))) (move (from (sites Occupied by:Mover top:True)) (to (sites Board) if:(and (!= (from) (to)) (or (is Empty (to)) (< (- (what at:(from) level:(topLevel at:(from))) (who at:(from) level:(topLevel at:(from)))) (- (what at:(to) level:(topLevel at:(to))) (who at:(to) level:(topLevel at:(to))))))))))) (end (forEach Player if:(is Line 3 Player top:True) (result Player Win)))))
Yavalade
(game "GAME_NAME" (players 3) (equipment {(board (rotate 90 (hex 5))) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Line 5 whats:{1 3}) (result P1 Win)) (if (is Line 5 whats:{1 2}) (result P2 Win)) (if (is Line 5 whats:{2 3}) (result P3 Win))})))
Xonin Shatar (Complex)
(game "GAME_NAME" (players 2) (equipment {(board (add (remove (merge {(shift 3 3 (remove (square 3) edges:{{1 4} {3 4} {4 7} {4 5}})) (shift 2 2 (scale 2 (remove (square 3) edges:{{1 4} {3 4} {4 7} {4 5}}))) (scale 4 (remove (square 3) edges:{{1 4} {3 4} {4 7} {4 5}}))}) vertices:{4}) edges:{{17 19} {17 20} {20 22} {22 19} {17 9} {19 11} {22 14} {12 20} {21 13} {23 15} {18 10} {16 8} {11 9} {9 12} {12 14} {14 11} {9 1} {11 3} {6 14} {4 12} {0 8} {5 13} {7 15} {10 2}}) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 Orthogonal through:(site))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Tuk Tak
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Fart (7x7)
(game "GAME_NAME" (players 2) (equipment {(board (square 7)) (piece "PIECE_ALPHA" Each (move Slide Orthogonal)) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:24)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Move")) (phase "Move" (play (forEach Piece)))} (end (if (is Line 7) (result Mover Win)))))
Tsoro Yemutatu (Triangle)
(game "GAME_NAME" (players 2) (equipment {(board (scale 1 2 (wedge 3)) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move (from) (to (sites Empty))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Engijn Zirge
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:3)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Yavalanchor
(game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Shared) (hand Shared)}) (rules (meta (swap)) (start (place "PIECE_ALPHA" (handSite Shared))) (play (or (move Add (to (sites Around (sites Occupied by:Shared component:"PIECE_ALPHA") if:(is Empty (to))))) (move (from (handSite Shared)) (to (sites Empty)) copy:True))) (end (forEach Player if:(and (or (= (what at:(last To)) (id "PIECE_ALPHA" Player)) (= (what at:(last To)) (id "PIECE_ALPHA"))) (is Line 5 whats:{(id "PIECE_ALPHA" Player) (id "PIECE_ALPHA")})) (result Player Win)))))
Morabaraba
(game "GAME_NAME" (players 2) (equipment {(board (remove (add (concentric Square rings:3 joinCorners:True) vertices:{{0 0}} edges:{{11 24} {16 24} {7 24} {12 24}}) edges:{{3 6} {8 5} {17 20} {15 18}}) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (if (> (count Pieces Mover) 3) (move Step (to if:(is Empty (to)))) (move (from) (to (sites Empty))) (then (if (is Line 3) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 through:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3) (moveAgain)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Enemy container:"Board") if:(not (is Line 3 through:(site))))) (forEach Piece))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Notakto
(game "GAME_NAME" (players 2) (equipment {(board (union {(square 3) (shift 0 4 (square 3)) (shift 0 8 (square 3)) (shift 0 12 (square 3)) (shift 4 0 (square 3)) (shift 4 4 (square 3)) (shift 4 8 (square 3)) (shift 4 12 (square 3)) (shift 8 0 (square 3)) (shift 8 4 (square 3)) (shift 8 8 (square 3)) (shift 8 12 (square 3)) (shift 12 0 (square 3)) (shift 12 4 (square 3)) (shift 12 8 (square 3)) (shift 12 12 (square 3))})) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty) if:(= 0 (state at:(to)))) (then (if (is Line 3) (forEach Site (expand origin:(last To) steps:2) (set State at:(site) 1)))))) (end (if (no Moves Next) (result Mover Loss)))))
Tic-Tac-Toe Misere
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Line 3) (result Next Win)))))
Broken Line
(game "GAME_NAME" (players 2) (equipment {(board (hex Diamond 11)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Line 4 Diagonal) (result Mover Win)))))
Brain Coral
(game "GAME_NAME" (players 2) (equipment {(board (hex Limping (- 5 1)) use:Cell) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each)}) (rules (start (set Score Each 0)) (play (do (move Add (to (sites Empty))) ifAfterwards:(all Sites (sites Around (last To) Orthogonal includeSelf:True) if:(or (and (is Empty (site)) (is In (site) (sites Outer))) (!= Infinity (count Steps (step Orthogonal (to if:(is Empty (to)))) (site) (difference (sites Outer) (site)))))) (then (set Var "MoverScore" (+ (max 0 (max (sizes Group Orthogonal Mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)))) (then (set Var "NextScore" (+ (max 0 (max (sizes Group Orthogonal Next))) (count Groups Orthogonal if:(= (who at:(to)) (next)))) (then (if (= (var "MoverScore") (var "NextScore")) (and (set Score Mover (* -1 (max 0 (max (difference (sizes Group Orthogonal Mover) (sizes Group Orthogonal Next)))))) (set Score Next (* -1 (max 0 (max (difference (sizes Group Orthogonal Next) (sizes Group Orthogonal Mover))))))) (and (set Score Mover (var "MoverScore")) (set Score Next (var "NextScore"))))))))))) (end (if (no Moves Next) {(if (= (score Mover) (score Next)) (result Mover Win)) (if (!= (score Mover) (score Next)) (byScore))}))))
Feed the Ducks
(game "GAME_NAME" (players 2) (equipment {(board (hex 5)) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Neutral)}) (rules (start {(place "PIECE_ALPHA1" {"A5" "C7" "D8" "F9" "H9" "I9" "I7" "I5" "F2" "C1" "A1" "A2"}) (place "PIECE_ALPHA2" {"A4" "A3" "B1" "D1" "E1" "G3" "H4" "I6" "I8" "G9" "E9" "B6"})}) phases:{(phase "Throw Bread" (play (move Add (piece "PIECE_BETA0") (to (sites Empty)) (then (attract (from (last To)))))) (nextPhase "Move Bread")) (phase "Move Bread" (play (move (from (sites Occupied by:Neutral)) (to (difference (sites Empty) (sites Direction from:(last To)))) (then (attract (from (last To)))))))} (end {(if (= 1 (count Groups if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups if:(= (who at:(to)) P2))) (result P2 Win))})))
Meridians
(game "GAME_NAME" (players 2) (equipment {(board (dual (hex Prism 7 6)) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (if (< 0 (count Sites in:(sites Occupied by:Mover))) (forEach (sites Empty) if:(and (> (count Pieces Mover in:(sites LineOfSight at:(site))) 0) (= (count Sites in:(sites Around (site) Own)) 0))) (sites Empty))))) (nextPhase (= 4 (count Moves)) "Play")) (phase "Play" (play (if (can Move (move Add (to (forEach (sites Empty) if:(> (count Pieces Mover in:(sites LineOfSight at:(site))) 0))))) (move Add (to (forEach (sites Empty) if:(> (count Pieces Mover in:(sites LineOfSight at:(site))) 0))) (then (forEach Group (if (all Sites (sites) if:(= 0 (count Sites in:(difference (intersection (sites Occupied by:Mover) (sites Direction from:(site) stop:(is Occupied (to)) stopIncluded:True)) (sites))))) (remove (sites)))))) (move Pass (then (forEach Group (if (all Sites (sites) if:(= 0 (count Sites in:(difference (intersection (sites Occupied by:Mover) (sites Direction from:(site) stop:(is Occupied (to)) stopIncluded:True)) (sites))))) (remove (sites)))))))))} (end (if (and (< 4 (count Moves)) (or (= 0 (count Sites in:(sites Occupied by:P1))) (= 0 (count Sites in:(sites Occupied by:P2))))) (result Mover Loss)))))
Manalath
(game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "PIECE_ALPHA" Each) (hand Shared size:2)}) (rules (start {(place "PIECE_ALPHA1" (handSite Shared)) (place "PIECE_ALPHA2" (handSite Shared 1))}) (play (do (move (from (sites Hand Shared)) (to (sites Empty)) copy:True) ifAfterwards:(< (size Group at:(last To)) 6) (then (forEach Site (sites Occupied by:Mover container:"Board") (if (= (size Group at:(site)) 5) (set Var "Group5" 1) (if (= (size Group at:(site)) 4) (set Var "Group4" 1))))))) (end {(if (= (var "Group4") 1) (result Mover Loss)) (if (= (var "Group5") 1) (result Mover Win))})))
Make Muster
(game "GAME_NAME" (players 2) (equipment {(board (rotate (- 90 62) (square (poly {{1 5} {2 4} {8 1} {9 2} {12 8} {11 9} {5 12} {4 11}}))) use:Cell) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (play (priority (move Add (to (sites Empty) if:(no Pieces Mover in:(sites Around (to) Adjacent)))) (forEach Piece))) (end (if (or (and {(= 1 (count Groups All if:(= (who at:(to)) Mover))) (< 1 (count Pieces Mover))}) (< 1 (count Groups All if:(!= (mover) (who at:(to)))))) (result Mover Win)))))
RootZone
(game "GAME_NAME" (players 2) (equipment {(board (tri {4 6 4 7 4}) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (play (if (= -1 (counter)) (or (move Pass) (move Add (piece "PIECE_ALPHA0") (to (sites Board)))) (or {(if (= 1 (counter)) (move Select (from (sites Occupied by:Enemy)) (then (remove (last To) (then (add (to (last To)))))))) (move Pass) (move Add (to (difference (union (sites Outer) (sites Around (sites Occupied by:Mover))) (union {(sites Around (sites Occupied by:Enemy)) (sites Around (forEach (sites Occupied by:Mover) if:(<= 3 (count Pieces Mover in:(sites Around (site)))))) (sites Around (sites Occupied by:Neutral))})) if:(and (is Empty (to)) (>= 6 (count Pieces Mover in:(sites Around (to)))))) (then (if (> (* 2 (size Group at:(last To))) (score Mover)) (if (> (* 2 (size Group at:(last To))) (score Next)) (set Score Mover (+ 1 (* 2 (size Group at:(last To))))) (set Score Mover (* 2 (size Group at:(last To))))))))}))) (end (if (all Passed) (byScore)))))
Gygoreg
(game "GAME_NAME" (players 2) (equipment {(board (square Diamond 10)) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Phase 0) if:(is Odd (site)))) (place "PIECE_ALPHA2" (forEach (sites Phase 0) if:(is Even (site))))}) (play (or (move Add (to (sites Around (sites Occupied by:Mover) Empty Orthogonal))) (move Select (from (sites Occupied by:Enemy)) (then (forEach Site (sites Group at:(last From) Orthogonal) (remove (site))))))) (end {(if (= 1 (count Groups Orthogonal if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups Orthogonal if:(= (who at:(to)) P2))) (result P2 Win))})))
Signum
(game "GAME_NAME" (players 2) (equipment {(board (hex 6)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Full) (byScore {(score P1 (+ (results from:(sites Occupied by:P1) to:0 (if (or {(is Connected at:(from) {(sites Side N) (sites Side S)}) (is Connected at:(from) {(sites Side NW) (sites Side SE)}) (is Connected at:(from) {(sites Side NE) (sites Side SW)})}) 1 -1)))) (score P2 (+ (results from:(sites Occupied by:P2) to:0 (if (or {(is Connected at:(from) {(sites Side N) (sites Side S)}) (is Connected at:(from) {(sites Side NW) (sites Side SE)}) (is Connected at:(from) {(sites Side NE) (sites Side SW)})}) 1 -1))))})))))
Omega
(game "GAME_NAME" (players 2) (equipment {(board (hex 5)) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (piece (+ 1 (% (count Moves) (count Players)))) (to (sites Empty)) (then (if (!= (count MovesThisTurn) (- (count Players) 1)) (moveAgain))))) (end (if (and {(not (is Mover P1)) (is Next P1) (> (pow (count Players) 2) (count Sites in:(sites Empty)))}) (byScore {(score P1 (* (sizes Group P1))) (score P2 (* (sizes Group P2)))})))))
Lines of Action
(game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Each (or {(move Hop (directions {N S}) (between (exact (- (count Sites in:(difference (sites Column (column of:(from))) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {W E}) (between (exact (- (count Sites in:(difference (sites Row (row of:(from))) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {NE SW}) (between (exact (- (count Sites in:(difference (sites Direction from:(from) (directions {NE SW}) included:True) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))) (move Hop (directions {NW SE}) (between (exact (- (count Sites in:(difference (sites Direction from:(from) (directions {NW SE}) included:True) (sites Empty))) 1)) if:(not (is Enemy (who at:(between))))) (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))))}))}) (rules (start {(place "PIECE_ALPHA1" (difference (union (sites Top) (sites Bottom)) (sites Corners))) (place "PIECE_ALPHA2" (difference (union (sites Right) (sites Left)) (sites Corners)))}) (play (forEach Piece)) (end {(if (and (= 1 (count Groups if:(= (who at:(to)) P1))) (= 1 (count Groups if:(= (who at:(to)) P2)))) (result Mover Draw)) (if (= 1 (count Groups if:(= (who at:(to)) P1))) (result P1 Win)) (if (= 1 (count Groups if:(= (who at:(to)) P2))) (result P2 Win))})))
Product
(game "GAME_NAME" (players 2) (equipment {(board (hex 5)) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Full) (byScore {(score P1 (* (max (sizes Group P1)) (max (difference (sizes Group P1) (max (sizes Group P1)))))) (score P2 (* (max (sizes Group P2)) (max (difference (sizes Group P2) (max (sizes Group P2))))))})))))
Abrobad
(game "GAME_NAME" (players 2) (equipment {(board (hex Limping 2)) (piece "PIECE_ALPHA" Each)}) (rules (play (priority (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own))))) (or (forEach Piece (move Hop (between (range 0 18) if:(is Occupied (between))) (to if:(is Empty (to))))) (move Propose "Conclude" (then (if (is Proposed "Conclude") (add (piece (next)) (to (sites Empty)) (then (and (set Score Mover (count Groups if:(= (who at:(to)) (mover)))) (set Score Next (count Groups if:(= (who at:(to)) (next))))))))))))) (end (if (is Proposed "Conclude") (if (<= (score Mover) (score Next)) (result Mover Win)) (result Next Win)))))
Elea
(game "GAME_NAME" (players 2) (equipment {(board (hex 5)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (and (set Score Mover 0) (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (is Odd (count Sites in:(sites))) (and (addScore Mover -1) (forEach Site (sites) (set State at:(site) 0))) (and (addScore Mover -2) (forEach Site (sites) (set State at:(site) 1))))))))) (end (if (is Full) (byScore)))))
Mono
(game "GAME_NAME" (players 2) (equipment {(board (hex 5)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (and (set Score Mover 0) (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (is Odd (count Sites in:(sites))) (and (addScore Mover -1) (forEach Site (sites) (set State at:(site) 1))) (forEach Site (sites) (set State at:(site) 0)))))))) (end (if (is Full) {(if (= (count Groups if:(= (id P1) (who at:(to)))) (count Groups if:(= (id P2) (who at:(to))))) (byScore)) (if True (byScore {(score P1 (- (count Groups if:(= (id P1) (who at:(to)))))) (score P2 (- (count Groups if:(= (id P2) (who at:(to))))))}))}))))
Yoin
(game "GAME_NAME" (players 2) (equipment {(board (hex 7)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)) (then (if (is Full) (do (set Var "CutOff" 0) next:(do (while (and (= 0 (- (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff")) (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff")))) (!= 0 (+ (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff")) (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff"))))) (set Var "CutOff" (+ 1 (var "CutOff")))) next:(and (set Score P1 (count Groups if:(= (id P1) (who at:(to))) min:(var "CutOff"))) (set Score P2 (count Groups if:(= (id P2) (who at:(to))) min:(var "CutOff")))))))))) (end (if (is Full) {(if (< (score P1) (score P2)) (result P1 Win)) (if (> (score P1) (score P2)) (result P2 Win))}))))
Hermit
(game "GAME_NAME" (players 2) (equipment {(board (tri Hexagon 5) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (start {(set Score P1 0) (set Score P2 0)}) (play (do (move Add (to (sites Empty))) ifAfterwards:(or {(= 1 (size Group at:(last To) Orthogonal)) (= 3 (size Group at:(last To) Orthogonal)) (= 5 (size Group at:(last To) Orthogonal))}) (then (addScore Mover (- (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) (mover)))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) (mover))) (count Groups Orthogonal if:(= (who at:(to)) (mover)) min:3)))}) (score Mover)))))) (end (if (all Passed) {(if (> (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P1))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3)))}) (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P2))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3)))})) (result P1 Win)) (if (< (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P1))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P1)) (count Groups Orthogonal if:(= (who at:(to)) P1) min:3)))}) (+ {(* 10000 (count Groups Orthogonal if:(= (who at:(to)) P2))) (* 100 (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3))) (- (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:5)) (- (count Groups Orthogonal if:(= (who at:(to)) P2)) (count Groups Orthogonal if:(= (who at:(to)) P2) min:3)))})) (result P2 Win))} (result Mover Win)))))
Groups
(game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Occupied (between))) (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" {"D3" "C4" "E4" "D5" "F5" "E6"}) (place "PIECE_ALPHA2" {"E3" "D4" "F4" "C5" "E5" "D6"})}) (play (forEach Piece)) (end (if (= 1 (count Groups Orthogonal if:(= (who at:(to)) Mover))) (result Mover Win)))))
Omny
(game "GAME_NAME" (players 2) (equipment {(board (hex 7)) (piece "PIECE_ALPHA" Each)}) (rules (play (if (= 1 (var)) (or (move Swap Players P1 P2) (move Add (to (sites Empty)) (then (set Var 0)))) (move Add (to (sites Empty)) (then (if (= 1 (count Moves)) (set Var 1)))))) (end (if (>= (count Sites in:(sites Board)) (max (results from:(difference (sites Board) (sites Group at:(last To))) to:2 (* (to) (count Sites in:(intersection (sites Board) (sites Group at:(from) if:(not (is In (to) (sites Group at:(last To))))))))))) (result Mover Win)))))
Odd
(game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (hex 5))) (piece "PIECE_ALPHA" Each) (hand Shared size:2)}) (rules (start {(place "PIECE_ALPHA1" (handSite Shared)) (place "PIECE_ALPHA2" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end (if (is Full) (if (is Odd (+ (count Groups if:(= (who at:(to)) P1) min:5) (count Groups if:(= (who at:(to)) P2) min:5))) (result P1 Win)) (result P2 Win)))))
Symple
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (play (if (= (count Moves) (var "MoveThatMustBePlant")) (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own Orthogonal)))) (then (set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to))))))))) (if (= 0 (count MovesThisTurn)) (or (move Add (to (sites Empty) if:(= 0 (count Sites in:(sites Around (to) Own Orthogonal)))) (then (set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to))))))))) (do (move Add (piece "PIECE_ALPHA0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))) (then (if (can Move (do (move Add (piece "PIECE_ALPHA0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))))) (moveAgain) (do (add (to (sites Occupied by:Neutral) (apply (remove (to)))) (then (if (!= 1 (var "HasGrown")) (and (set Var "HasGrown" 1) (if (= (id P2) (mover)) (and (set Var "MoveThatMustBePlant" (count Moves)) (moveAgain))))))) next:(set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to)))))))))))) (do (move Add (piece "PIECE_ALPHA0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))) (then (if (can Move (do (move Add (piece "PIECE_ALPHA0") (to (sites Empty) if:(< 0 (count Sites in:(sites Around (to) Own Orthogonal))))) ifAfterwards:(all Groups Orthogonal of:(is Mover (who at:(to))) if:(> 2 (count Sites in:(intersection (sites Around (sites) NotEmpty Orthogonal) (sites Occupied by:Neutral))))))) (moveAgain) (do (add (to (sites Occupied by:Neutral) (apply (remove (to)))) (then (if (!= 1 (var "HasGrown")) (and (set Var "HasGrown" 1) (if (= (id P2) (mover)) (and (set Var "MoveThatMustBePlant" (count Moves)) (moveAgain))))))) next:(set Score Mover (- (count Sites in:(sites Occupied by:Mover)) (* 10 (count Groups Orthogonal if:(is Mover (who at:(to)))))))))))))) (end (if (is Full) (byScore)))))
Tara
(game "GAME_NAME" (players 2) (equipment {(board (square 5) use:Vertex) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules phases:{(phase "Opening" (play (move Add (to (intersection (sites Top) (sites Left))))) (nextPhase "Main")) (phase "Main" (play (if (is Mover P1) (move Select (from (sites Top) if:(not (is In (column of:(from)) (sites Pending)))) (then (and {(if (is Enemy (who at:(coord row:0 column:(column of:(last From))))) (set Pending (row of:(coord row:0 column:(column of:(last From)))))) (push (from (last To)) S) (add (piece (id "PIECE_ALPHA" Mover)) (to (last To)))}))) (move Select (from (sites Left) if:(not (is In (row of:(from)) (sites Pending)))) (then (and {(if (is Enemy (who at:(coord row:(row of:(last From)) column:(- (count Columns) 1)))) (set Pending (column of:(coord row:(row of:(last From)) column:(- (count Columns) 1))))) (push (from (last To)) E) (add (piece (id "PIECE_ALPHA" Mover)) (to (last To)))}))))))} (end {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(is Connected at:(site) All P1)))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(is Connected at:(site) All P2)))) (result P2 Win))})))
Atoll
(game "GAME_NAME" (players 2) (equipment {(board (remove (rotate 90 (hex Rectangle 13 12)) cells:{138 139 148 149 0 1 10 11 69 80})) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (sites {132 133 134 135 131 120 108 97 85 7 6 5 4 8 19 31 42 54})) (place "PIECE_ALPHA2" (sites {136 137 138 139 64 53 41 30 18 3 2 1 0 121 109 98 86 75}))}) (play (move Add (to (sites Empty)))) (end (if (is Mover P1) {(if (or (is Connected {(sites {132 133 134 135}) (sites {4 5 6 7})}) (is Connected {(sites {131 120 108 97 85}) (sites {54 42 31 19 8})})) (result Mover Win)) (if (or (is Connected {(sites {121 109 98 86 75}) (sites {64 53 41 30 18})}) (is Connected {(sites {136 137 138 139}) (sites {0 1 2 3})})) (result Mover Win))}))))
Cross
(game "GAME_NAME" (players 2) (equipment {(board (hex 5)) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side S)}) (result Mover Loss)) (if (is Connected {(sites Side NW) (sites Side SE)}) (result Mover Loss)) (if (is Connected {(sites Side NE) (sites Side SW)}) (result Mover Loss))})))
Gale
(game "GAME_NAME" (players 2) (equipment {(board (square 13)) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(and (is Even (column of:(site))) (is Odd (row of:(site)))))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(and (is Even (row of:(site))) (is Odd (column of:(site))))))}) (play (move Add (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win)))))
Diagonal Hex
(game "GAME_NAME" (players 2) (equipment {(board (hex Diamond 11)) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Connected Diagonal Mover) (result Mover Win)))))
Y (Hex)
(game "GAME_NAME" (players 2) (equipment {(board (tri Hexagon 7) use:Vertex) (piece "PIECE_ALPHA" Each) (regions "SSW" {(sites Side S) (sites Side SW)}) (regions "NNW" {(sites Side NW) (sites Side N)}) (regions "NESE" {(sites Side NE) (sites Side SE)})}) (rules (play (move Add (to (sites Empty)))) (end (if (is Connected {(sites "SSW") (sites "NNW") (sites "NESE")}) (result Mover Win)))))
Resolve
(game "GAME_NAME" (players 2) (equipment {(board (square 9) use:Vertex) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)}) (piece "PIECE_ALPHA" P1) (piece "PIECE_ALPHA" P2)}) (rules (play (if (not (is Prev Mover)) (or (move Add (to (sites Empty)) (then (if (and (not (is Prev Mover)) (< 0 (count Sites in:(sites (results from:(last To) to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to)))))) (set Var "LT" (last To) (then (moveAgain))) (set Var "LT" -1)))) (forEach Site (sites Occupied by:Mover) (do (set Var "LT" (site)) next:(forEach Site (intersection (sites Around (var "LT") Orthogonal) (sites Around (sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))) Orthogonal)) (move (from (var "LT")) (to (site) if:(!= (last From) (to)) (apply (remove (site)))) (then (and (add (piece (id "PIECE_ALPHA" Next)) (to (var "LT"))) (set Var "LT" (last To) (then (if (< 0 (count Sites in:(sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))))) (set NextPlayer (player (mover))) (set Var "LT" -1))))))))))) (if (<= 0 (var "LT")) (forEach Site (intersection (sites Around (var "LT") Orthogonal) (sites Around (sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))) Orthogonal)) (move (from (var "LT")) (to (site) if:(!= (last From) (to)) (apply (remove (site)))) (then (and (add (piece (id "PIECE_ALPHA" Next)) (to (var "LT"))) (set Var "LT" (last To) (then (if (< 0 (count Sites in:(sites (results from:(var "LT") to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to))))) (set NextPlayer (player (mover))) (set Var "LT" -1)))))))) (move Add (to (sites Empty)) (then (if (and (not (is Prev Mover)) (< 0 (count Sites in:(sites (results from:(last To) to:(sites Around (from) Diagonal if:(and (is Mover (who at:(to))) (= 2 (count Pieces Next in:(intersection (sites Around (to) Orthogonal) (sites Around (from) Orthogonal)))))) (to)))))) (set Var "LT" (last To) (then (moveAgain))) (set Var "LT" -1))))))) (end {(if (is Connected Orthogonal Mover) (result Mover Win))})))
Abak
(game "GAME_NAME" (players 2) (equipment {(board (square 11)) (piece "PIECE_ALPHA" Each) (regions "Centre" (sites Centre)) (regions "CentreRing" (difference (expand (sites Centre)) (sites Centre))) (regions "OuterGoals" (expand (sites Corners)))}) (rules phases:{(phase "Placement" (play (move Add (to (intersection (sites "CentreRing") (sites Empty))))) (nextPhase (= (count Pieces All) 2) "Movement")) (phase "Movement" (play (move Add (to (difference (sites Playable) (sites Centre))) (then (forEach Site (sites Occupied by:All) (if (<= 4 (count Sites in:(intersection (sites Around (to)) (sites Occupied by:All)))) (remove (to))) (then (forEach Site (sites Occupied by:All) (if (= 0 (count Sites in:(intersection (sites Around (to)) (sites Occupied by:All)))) (remove (to))))))))))} (end (if (is Connected {(sites "CentreRing") (sites "OuterGoals")}) (result Mover Win)))))
Gyre
(game "GAME_NAME" (players 2) (equipment {(board (hex 7)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (>= (count Sites in:(union (sites Outer) (sites {(centrePoint)}))) (max (results from:(difference (sites Board) (sites Group at:(last To))) to:2 (* (to) (count Sites in:(intersection (union (sites Outer) (sites {(centrePoint)})) (sites Group at:(from) if:(not (is In (to) (sites Group at:(last To))))))))))) (result Mover Win)))))
Tabu Y
(game "GAME_NAME" (players 2) (equipment {(board (hex Triangle 11)) (piece "PIECE_ALPHA")}) (rules (play (move Add (to (sites Empty) if:(not (is In (to) (sites Around (last To))))))) (end (if (is Connected 3 Sides) (result Mover Win)))))
Scaffold
(game "GAME_NAME" (players 2) (equipment {(board (square 12) use:Vertex) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (if (< 0 (count MovesThisTurn)) (do (move Add (to (sites Around (sites Occupied by:Mover) Empty) (apply (set Var "NumberOfFriendlyGroupsBeforePlacement" (count Groups Orthogonal if:(is Mover (who at:(to)))))))) ifAfterwards:(< (count Groups Orthogonal if:(is Mover (who at:(to)))) (var "NumberOfFriendlyGroupsBeforePlacement"))) (move Add (to (sites Empty))) (then (if (can Move (do (move Add (to (sites Around (sites Occupied by:Mover) Empty) (apply (set Var "NumberOfFriendlyGroupsBeforePlacement" (count Groups Orthogonal if:(is Mover (who at:(to)))))))) ifAfterwards:(< (count Groups Orthogonal if:(is Mover (who at:(to)))) (var "NumberOfFriendlyGroupsBeforePlacement")))) (moveAgain))))) (end (if (is Connected Orthogonal Mover) (result Mover Win)))))
ConHex
(game "GAME_NAME" (players 2) (equipment {(board (add (keep (splitCrossings (merge (rotate 45 (dual (square 12 diagonals:Concentric))) (shift 3 3 (scale 6 (square 1))))) (poly {{3 3} {3 9} {9 9} {9 3}})) vertices:{{6 6}})) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each) (regions "Holes" (union (difference (sites Board Vertex) (sites Outer Vertex)) (sites Corners Vertex))) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (move Add (to Vertex (sites Empty Vertex) if:(is In (to) (sites "Holes"))) (then (forEach Site (sites Incident Cell of:Vertex at:(last To)) (if (if (is In (site) (sites Centre)) (>= (+ (count Sites in:(intersection (intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")) (sites Occupied by:Mover on:Vertex))) (if (= (mover) (who Vertex at:(centrePoint Vertex))) 1 0)) 3) (>= (count Sites in:(intersection (intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")) (sites Occupied by:Mover on:Vertex))) (if (is Even (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes")))) (/ (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes"))) 2) (+ (/ (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites "Holes"))) 2) 1)))) (claim (piece (id "PIECE_BETA" Mover)) (to Cell (site)))) (then (forEach Site (forEach (sites Incident Cell of:Vertex at:(last To)) if:(is Mover (who Cell at:(site)))) (if (is Connected at:(site) Mover) (trigger "Connected" Mover)))))))) (end {(if (is Triggered "Connected" Mover) (result Mover Win)) (if (<= 52 (count Moves)) (result Mover Draw))})))
DuploHex
(game "GAME_NAME" (players 2) (equipment {(board (hex Diamond 7)) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each (move Step (to if:(or (= (what at:(to)) (id "PIECE_GAMMA1")) (= (what at:(to)) (id "PIECE_GAMMA2")))) (then (promote (last To) (piece "PIECE_ALPHA") Mover)))) (piece "PIECE_GAMMA" Each (move Step (to if:(or (= (what at:(to)) (id "PIECE_BETA1")) (= (what at:(to)) (id "PIECE_BETA2")))) (then (promote (last To) (piece "PIECE_ALPHA") Mover)))) (hand Each size:2) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (start {(place "PIECE_BETA1" (handSite P1 0) count:25) (place "PIECE_GAMMA1" (handSite P1 1) count:25) (place "PIECE_BETA2" (handSite P2 0) count:25) (place "PIECE_GAMMA2" (handSite P2 1) count:25)}) phases:{(phase "Placement" (play (move (from (sites Hand P1)) (to (sites Empty)) (then (moveAgain)))) (nextPhase "Game")) (phase "Game" (play (if (is Odd (count Moves)) (or (move (from (handSite Mover 0)) (to (sites Empty)) (then (moveAgain))) (forEach Piece "PIECE_BETA")) (or (move (from (handSite Mover 1)) (to (sites Empty))) (forEach Piece "PIECE_GAMMA")))))} (end (if (is Connected Mover) (result Mover Win)))))
Troll
(game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Top) (sites Bottom)}) (regions P2 {(sites Left) (sites Right)})}) (rules (play (move Add (to (if (is Mover P1) (difference (sites Empty) (union (sites Left) (sites Right))) (difference (sites Empty) (union (sites Top) (sites Bottom))))) (then (custodial (from (last To)) (between if:(is Enemy (who at:(between))) (apply (and (remove (between)) (add (piece (id "PIECE_ALPHA" Mover)) (to (between)))))) (to if:(is Friend (who at:(to)))))))) (end {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(is Connected at:(site) Orthogonal P1)))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(is Connected at:(site) Orthogonal P2)))) (result P2 Win))})))
Unlur
(game "GAME_NAME" (players 2) (equipment {(board (hex 6)) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (or (move Add (piece (id "PIECE_ALPHA" P2)) (to (intersection (sites Empty) (sites Inner)))) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1)))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end {(if (and {(= 1 (var)) (= (id P1) (mover)) (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)})) (not (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})}))}) (result P1 Loss)) (if (and {(= 1 (var)) (= (id P2) (mover)) (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})}) (not (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)})))}) (result P2 Loss)) (if (and {(= 1 (var)) (= (id P1) (mover)) (or {(is Connected {(sites Side S) (sites Side N)}) (is Connected {(sites Side SW) (sites Side NE)}) (is Connected {(sites Side SE) (sites Side NW)})})}) (result P1 Win)) (if (and {(= 1 (var)) (= (id P2) (mover)) (or (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}))}) (result P2 Win))})))
Y
(game "GAME_NAME" (players 2) (equipment {(board (hex Triangle 11)) (piece "PIECE_ALPHA")}) (rules (play (move Add (to (sites Empty)))) (end (if (is Connected 3 Sides) (result Mover Win)))))
Pippinzip
(game "GAME_NAME" (players 2) (equipment {(board (square 13) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (or (or (move Add (piece (id "PIECE_ALPHA" P2)) (to (sites Empty)) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end {(if (and (not (= 1 (var))) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))) (result Mover Win)) (if (and {(= (id P2) (mover)) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))}) (result P2 Win)) (if (and {(= (id P1) (mover)) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})}) (result P1 Win))})))
Onyx
(game "GAME_NAME" (players 2) (equipment {(board (keep (rotate -45 (subdivide (tiling T33434 7 7) min:4)) (poly {{-6.5 1.75} {-6.5 12.75} {4.5 12.75} {4.5 1.75}})) use:Vertex) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side W) (sites Side E)}) (regions P2 {(sites Side N) (sites Side S)})}) (rules (start {(place "PIECE_ALPHA1" (sites {15 24 119 128})) (place "PIECE_ALPHA2" (sites {20 27 116 123}))}) (play (move Add (to (forEach (sites Empty) if:(if (is In (site) (forEach (sites Board) if:(and (= 4 (count Sites in:(sites Around (site)))) (not (is In (site) (sites Outer)))))) (all Sites (sites Around (site)) if:(is Empty (site))) True))) (then (forEach Site (forEach (sites Board) if:(and (= 4 (count Sites in:(sites Around (site)))) (not (is In (site) (sites Outer))))) (if (and {(is Empty (site)) (is In (last To) (sites Around (site))) (all Sites (sites Around (site)) if:(is Occupied (site))) (= 2 (count Sites in:(forEach (sites Around (site)) if:(is Enemy (who at:(site)))))) (= 2 (count Sites in:(forEach (sites Around (site)) if:(and (is In (site) (sites Around (last To))) (is Enemy (who at:(site)))))))}) (remove (forEach (sites Around (site)) if:(is Enemy (who at:(site)))))))))) (end (if (is Connected Mover) (result Mover Win)))))
Pippinzip (Zipline variant)
(game "GAME_NAME" (players 2) (equipment {(board (square 13) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (or (or (move Add (piece (id "PIECE_ALPHA" P2)) (to (sites Empty)) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now White. Player 2 is now Black." to:All))) (note "Player 1 is now Black. Player 2 is now White." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (or (move Add (to (sites Empty) if:(= (id P1) (mover))) (then (if (= 0 (count MovesThisTurn)) (moveAgain)))) (move Add (to (sites Empty) if:(= (id P2) (mover)))))))} (end {(if (and (not (= 1 (var))) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})) (result Mover Win)) (if (and {(= (id P1) (mover)) (or (is Connected Orthogonal {(sites Side N) (sites Side S)}) (is Connected Orthogonal {(sites Side E) (sites Side W)}))}) (result P1 Win)) (if (and {(= (id P2) (mover)) (is Connected All {(sites Side N) (sites Side S) (sites Side E) (sites Side W)})}) (result P2 Win))})))
Esa Hex
(game "GAME_NAME" (players 2) (equipment {(board (hex Diamond 11)) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (= 0 (count MovesThisTurn)) (moveAgain))))))} (end (if (is Connected Mover) (result Mover Win)))))
Master Y
(game "GAME_NAME" (players 2) (equipment {(board (hex Triangle 13)) (piece "PIECE_ALPHA")}) (rules phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (= 0 (count MovesThisTurn)) (moveAgain))))))} (end (if (is Connected 3 Sides) (result Mover Win)))))
Gonnect
(game "GAME_NAME" (players 2) (equipment {(board (square 13) use:Vertex) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta {(swap) (no Repeat)}) (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end {(if (is Connected Mover) (result Mover Win)) (if (no Moves Next) (result Mover Win))})))
Crossway
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (do (move Add (to (sites Empty))) ifAfterwards:(not (is Pattern {F R F R F} whats:{(mover) (next)})))) (end (if (is Connected All Mover) (result Mover Win)))))
Three-Player Hex
(game "GAME_NAME" (players 3) (equipment {(board (hex 4)) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side NW) (sites Side SE)}) (regions P3 {(sites Side SW) (sites Side NE)})}) (rules (play (move Add (to (sites Empty)))) (end {(forEach NonMover if:(is Blocked Player) (result Player Loss)) (if (is Connected Mover) (result Mover Win))})))
Coil
(game "GAME_NAME" (players 2) (equipment {(board (hex Hexagon 7)) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA2" {0 (- (/ (- (* {3 7 7}) 7) 2) 1) (+ 1 (- (* {3 7 7}) (* 4 7)))}) (place "PIECE_ALPHA2" {(- 7 1) (+ 1 (/ (- (* {3 7 7}) (* 5 7)) 2)) (- (* {3 7 7}) (* 3 7))})}) phases:{(phase "Opening" (play (or (or (move Add (piece (id "PIECE_ALPHA" P2)) (to (sites Empty) if:(not (is Within (id "PIECE_ALPHA" P2) in:(sites Around (to))))) (then (if (< (count MovesThisTurn) 2) (moveAgain)))) (move Set NextPlayer (player (next)))) (if (= (count MovesThisTurn) 0) (move Pass (then (if (is Mover P1) (swap Players P1 P2 (then (note "Player 1 is now Black. Player 2 is now White." to:All))) (note "Player 1 remains White. Player 2 remains Black." to:All) (then (do (set NextPlayer (player 1)) next:(set Var 1))))))))) (nextPhase (= 1 (var)) "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end (forEach Player if:(and {(= 1 (var)) (= (id Player) (mover)) (is Loop)}) (result Player Win)))))
Chameleon
(game "GAME_NAME" (players 2) (equipment {(board (hex Diamond 11)) (piece "PIECE_ALPHA" Each) (hand Shared size:2) (regions P1 {(sites Side NE) (sites Side SW)}) (regions P2 {(sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (start {(place "PIECE_ALPHA1" (handSite Shared)) (place "PIECE_ALPHA2" (handSite Shared 1))}) (play (move (from (sites Hand Shared)) (to (sites Empty)) copy:True)) (end {(if (is Connected Mover) (result Mover Win)) (if (is Connected Next) (result Next Win))})))
Press Ups
(game "GAME_NAME" (players 2) (equipment {(board (square 7)) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral) (regions P1 (difference (union (sites Bottom) (sites Top)) (union (sites Right) (sites Left)))) (regions P2 (difference (union (sites Right) (sites Left)) (union (sites Bottom) (sites Top))))}) (rules (start {(place "PIECE_ALPHA1" (sites P1)) (place "PIECE_ALPHA2" (sites P2)) (place "PIECE_ALPHA0" (difference (sites Board) (union (sites P1) (sites P2))))}) phases:{(phase "Init" (play (move Select (from (difference (sites Board) (union (sites P1) (sites P2)))) (then (remove (last To))))) (nextPhase "Remove")) (phase "Remove" (play (move Select (from (sites Around (last To)) if:(is Occupied (from))) (then (remove (last To))))))} (end {(if (no Pieces P1) (result P1 Loss)) (if (no Pieces P2) (result P2 Loss)) (if (no Moves Next) (byScore {(score P1 (count Pieces P1)) (score P2 (count Pieces P2))}))})))
Clobber
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 10 10)) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))))}) (rules (start {(place "PIECE_ALPHA1" (sites Phase 1)) (place "PIECE_ALPHA2" (sites Phase 0))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss)))))
Tab
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 4 7) {(track "HomeTrack1" "0,E,N1,W" P1 directed:True) (track "HomeTrack2" "27,W,S1,E" P2 directed:True) (track "MiddleTrack" "13,W,N1,E" loop:True) (track "EnemyTrack1" "14,E,N1,W,S1,E" P1 directed:True) (track "EnemyTrack2" "13,W,S1,E,N1,W" P2 directed:True)} use:Vertex) (piece "PIECE_ALPHA" Each) (regions "AllSites" (sites Board)) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 6) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (sites Bottom)) (place "PIECE_ALPHA2" (sites Top))}) phases:{(phase "InitGame" (play (do (roll) next:(move Pass) (then (if (= 1 (mapEntry (count Pips))) (moveAgain))))) (nextPhase (= 1 (mapEntry (count Pips))) "Play")) (phase "Play" (play (do (roll) next:(forEach Site (sites Occupied by:Mover) (or {(if (is In (site) (sites Track Mover "HomeTrack")) (move (from (site)) (to (trackSite Move from:(site) "HomeTrack" steps:(mapEntry (count Pips))) (apply if:(is Enemy (who at:(to))) (remove (to) count:(count at:(to))))) count:(count at:(site)))) (if (is In (site) (sites Track Mover "MiddleTrack")) (move (from (site)) (to (trackSite Move from:(site) "MiddleTrack" steps:(mapEntry (count Pips))) (apply if:(is Enemy (who at:(to))) (remove (to) count:(count at:(to))))) count:(count at:(site)))) (if (is In (site) (sites Track Mover "EnemyTrack")) (if (if (is In (site) (sites Next "Home")) True (and (!= 0 (count Pieces Next in:(sites Next "Home"))) (= 0 (state at:(site))))) (move (from (site)) (to (trackSite Move from:(site) "EnemyTrack" steps:(mapEntry (count Pips))) (apply if:(is Enemy (who at:(to))) (remove (to) count:(count at:(to))))) count:(count at:(site)) (then (if (and (is In (last To) (sites Next "Home")) (= 0 (state at:(last To)))) (set State at:(last To) 1))))))})) (then (if (is In (mapEntry (count Pips)) (sites {1 4 6})) (moveAgain))))))} (end (if (no Pieces Next) (result Next Loss)))))
Sig (Western Sahara)
(game "GAME_NAME" (players 4) (equipment {(board (rectangle 4 20) {(track "Track1" "0,E,N1,W,N1,E,N1,W" P1 directed:True) (track "Track2" "79,W,S1,E,S1,W,S1,E" P2 directed:True) (track "Track3" "0,E,N1,W,N1,E,N1,W" P3 directed:True) (track "Track4" "79,W,S1,E,S1,W,S1,E" P4 directed:True)} use:Vertex) (piece "PIECE_ALPHA" Each) (regions "AllSites" (sites Board)) (dice d:2 from:0 num:8) (map "Throw" {(pair 0 8) (pair 1 1) (pair 2 6) (pair 3 5) (pair 4 4) (pair 5 5) (pair 6 6) (pair 7 1) (pair 8 8)}) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (regions "Home" P3 (sites Bottom)) (regions "Home" P4 (sites Top))}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place "PIECE_ALPHA1" (sites Bottom)) (place "PIECE_ALPHA2" (sites Top))}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P3)) (forEach Site (sites Occupied by:Team1) (move (from (site)) (to (trackSite Move steps:(mapEntry (count Pips))) if:(and (or (is Empty (to)) (and (not (is In (to) (sites Next "Home"))) (is Enemy (who at:(to))))) (= 1 (count Sites in:(intersection (sites Occupied by:Team1) (sites Track Mover "Track" from:(from) to:(trackSite Move steps:(mapEntry (count Pips)))))))) (apply if:(is Enemy (who at:(to))) (remove (to)))))) (forEach Site (sites Occupied by:Team2) (move (from (site)) (to (trackSite Move steps:(mapEntry (count Pips))) if:(and (or (is Empty (to)) (and (not (is In (to) (sites Next "Home"))) (is Enemy (who at:(to))))) (= 1 (count Sites in:(intersection (sites Occupied by:Team2) (sites Track Mover "Track" from:(from) to:(trackSite Move steps:(mapEntry (count Pips)))))))) (apply if:(is Enemy (who at:(to))) (remove (to))))))) (then (if (is In (mapEntry (count Pips)) (sites {1 4})) (moveAgain))))) (end (if (and (= 0 (count Sites in:(difference (sites Occupied by:Team1) (sites P2 "Home")))) (= 0 (count Sites in:(difference (sites Occupied by:Team2) (sites P1 "Home"))))) {(if (= (count Sites in:(sites Occupied by:Team1)) (count Sites in:(sites Occupied by:Team2))) (result Mover Draw)) (if (< (count Sites in:(sites Occupied by:Team1)) (count Sites in:(sites Occupied by:Team2))) (result Team2 Win)) (if (> (count Sites in:(sites Occupied by:Team1)) (count Sites in:(sites Occupied by:Team2))) (result Team1 Win))}))))
Sig (Tidikelt)
(game "GAME_NAME" (players 2) (equipment {(board (merge {(rectangle 12 3) (shift 1 -1 (rectangle 13 1))}) {(track "HomeTrack1" "0,N,E1,S" P1 directed:True) (track "HomeTrack2" "2,N,W1,S" P2 directed:True) (track "EnemyTrack1" "2,N,W1,S" P1 directed:True) (track "EnemyTrack2" "0,N,E1,S" P2 directed:True)} use:Vertex) (piece "PIECE_ALPHA" Each) (regions "AllSites" (sites Board)) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 6) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "FirstEnemySite" {(pair P1 2) (pair P2 0)}) (regions "Home" P1 (sites Left)) (regions "Home" P2 (sites Right))}) (rules (start {(place "PIECE_ALPHA1" (sites Left)) (place "PIECE_ALPHA2" (sites Right))}) (play (do (roll) next:(or (if (and (= 1 (mapEntry "Throw" (count Pips))) (= (mover) (who at:36))) (move (from 36) (to (mapEntry "FirstEnemySite" (mover)) if:(not (is Friend (mapEntry "FirstEnemySite" (mover)))) (apply if:(is Enemy (who at:(to))) (if (= (min (array (intersection (sites Empty) (sites Next "Home")))) -1) (remove (to)) (fromTo (from (to)) (to (min (array (intersection (sites Empty) (sites Next "Home"))))))))))) (forEach Piece (or (if (is In (from) (sites Track Mover "HomeTrack")) (if (if (!= 0 (state at:(from))) True (= 1 (mapEntry "Throw" (count Pips)))) (if (not (is Friend (who at:(trackSite Move "HomeTrack" steps:(mapEntry "Throw" (count Pips)))))) (move (from) (to (trackSite Move "HomeTrack" steps:(mapEntry "Throw" (count Pips))) (apply if:(is Enemy (who at:(to))) (if (is In (to) (sites Next "Home")) (remove (to)) (if (= (min (array (intersection (sites Empty) (sites Next "Home")))) -1) (remove (to)) (fromTo (from (to)) (to (min (array (intersection (sites Empty) (sites Next "Home")))))))))) (then (if (and (not (!= 0 (state at:(last To)))) (= 1 (mapEntry "Throw" (count Pips)))) (set State at:(last To) 1))))))) (if (is In (from) (sites Track Mover "EnemyTrack")) (if (not (is Friend (who at:(trackSite Move "EnemyTrack" steps:(mapEntry "Throw" (count Pips)))))) (move (from) (to (trackSite Move "EnemyTrack" steps:(mapEntry "Throw" (count Pips))) (apply if:(is Enemy (who at:(to))) (if (is In (to) (sites Next "Home")) (remove (to)) (if (= (min (array (intersection (sites Empty) (sites Next "Home")))) -1) (remove (to)) (fromTo (from (to)) (to (min (array (intersection (sites Empty) (sites Next "Home")))))))))))))))))) (end (if (no Pieces Next) (result Next Loss)))))