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Snailtrail
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 7 7)) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (moveAgain)))) (piece "PIECE_BETA" Neutral)}) (rules (start {(place "PIECE_ALPHA1" {"A1"}) (place "PIECE_ALPHA2" {"G7"})}) (play (if (is Even (count Moves)) (forEach Piece) (move Add (piece "PIECE_BETA0") (to (last From))))) (end (if (no Moves Next) (result Mover Win)))))
Diamond
(game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (tiling T33434 3)) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (= 1 (count Sites in:(forEach (sites Incident Cell of:Vertex at:(last To)) if:(and {(= 3 (count Sites in:(sites Incident Vertex of:Cell at:(site)))) (= 2 (count Sites in:(forEach (sites Incident Vertex of:Cell at:(site)) if:(is Mover (who at:(site)))))) (= 1 (count Sites in:(forEach (sites Incident Vertex of:Cell at:(site)) if:(is Next (who at:(site))))))})))) (forEach Site (sites Incident Cell of:Vertex at:(last To)) (if (and {(= 3 (count Sites in:(sites Incident Vertex of:Cell at:(site)))) (= 2 (count Sites in:(forEach (sites Incident Vertex of:Cell at:(site)) if:(is Mover (who at:(site)))))) (= 1 (count Sites in:(forEach (sites Incident Vertex of:Cell at:(site)) if:(is Next (who at:(site))))))}) (and (forEach Site (forEach (sites Incident Vertex of:Cell at:(site)) if:(is Next (who at:(site)))) (and (remove (site)) (add (piece (id "PIECE_ALPHA" Neutral)) (to (site))))) (set Counter)))))))) (piece "PIECE_ALPHA" Neutral) (hand Each) (regions P1 {(sites Side W) (sites Side E)}) (regions P2 {(sites Side N) (sites Side S)})}) (rules (meta (swap)) (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (and (forEach Site (sites Incident Cell of:Vertex at:(last To)) (if (= 4 (count Sites in:(forEach (sites Incident Vertex of:Cell at:(site)) if:(is Mover (who at:(site)))))) (trigger "Win" Mover))) (set Counter))))) (nextPhase Mover (is Empty (handSite Mover)) "Movement")) (phase "Movement" (play (or (forEach Piece) (move Remove (sites Occupied by:Neutral)))))} (end {(if (is Triggered "Win" Mover) (result Mover Win)) (if (or (no Moves Mover) (= (counter) 49)) (result Mover Draw))})))
Kensington
(game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (tiling T3464 2)) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))))) (regions "HexA" P1 (sites Cell "E4")) (regions "HexB" P1 (sites Cell "I4")) (regions "HexA" P2 (sites Cell "E12")) (regions "HexB" P2 (sites Cell "I12")) (regions "HexNeutral1" (sites Cell "C8")) (regions "HexNeutral2" (sites Cell "G8")) (regions "HexNeutral3" (sites Cell "K8"))}) (rules (start (place "PIECE_ALPHA" "Hand" count:15)) (play (if (is Prev Mover) (move (from (sites Occupied by:Next container:"Board")) (to (sites Empty) (apply if:(is Pending) (moveAgain)))) (if (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) (forEach Piece) (move (from (handSite Mover)) (to (sites Empty))) (then (forEach Site (sites Incident Cell of:Vertex at:(last To)) (if (= (count Sites in:(intersection (sites Incident Vertex of:Cell at:(site)) (sites Occupied by:Mover))) (count Sites in:(sites Incident Vertex of:Cell at:(site)))) (if (= 6 (count Sites in:(sites Incident Vertex of:Cell at:(site)))) (if (or {(= (sites Incident Vertex of:Cell at:(site)) (sites Mover "HexA")) (= (sites Incident Vertex of:Cell at:(site)) (sites Mover "HexB")) (= (sites Incident Vertex of:Cell at:(site)) (sites "HexNeutral1")) (= (sites Incident Vertex of:Cell at:(site)) (sites "HexNeutral2")) (= (sites Incident Vertex of:Cell at:(site)) (sites "HexNeutral3"))}) (trigger "Lose" Next)) (and (if (= 4 (count Sites in:(sites Incident Vertex of:Cell at:(site)))) (set Pending)) (moveAgain))))))))) (end (if (is Triggered "Lose" Next) (result Mover Win)))))
Tumbleweed
(game "GAME_NAME" (players 2) (equipment {(board (hex 8)) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (start (place Stack "PIECE_ALPHA0" (centrePoint) count:2)) phases:{(phase "Opening" (play (if (= 0 (count Moves)) (move Add (piece "PIECE_ALPHA1") (to (sites Empty)) (then (moveAgain))) (if (= 1 (count Moves)) (move Add (piece "PIECE_ALPHA2") (to (sites Empty))) (move Select (from (union (sites Occupied by:P1) (sites Occupied by:P2))) (then (if (= 1 (who at:(last From))) (do (swap Players 1 2) next:(set NextPlayer (player 1))) (pass))))))) (nextPhase (= 3 (count Moves)) "Play")) (phase "Play" (play (or (move Select (from (forEach (sites Board) if:(> (count Sites in:(intersection (sites Occupied by:Mover) (sites LineOfSight at:(site)))) (size Stack at:(site))))) (then (add (to (last From)) count:(- (count Sites in:(intersection (sites Occupied by:Mover) (sites LineOfSight at:(last From)))) (size Stack at:(last From))) stack:True))) (move Pass))))} (end (if (all Passed) (byScore {(score P1 (+ (count Sites in:(sites Occupied by:P1)) (count Sites in:(forEach (sites Empty) if:(> (count Sites in:(intersection (sites Occupied by:P1) (sites LineOfSight at:(site)))) (count Sites in:(intersection (sites Occupied by:P2) (sites LineOfSight at:(site))))))))) (score P2 (+ (count Sites in:(sites Occupied by:P2)) (count Sites in:(forEach (sites Empty) if:(> (count Sites in:(intersection (sites Occupied by:P2) (sites LineOfSight at:(site)))) (count Sites in:(intersection (sites Occupied by:P1) (sites LineOfSight at:(site)))))))))})))))
BlooGo
(game "GAME_NAME" (players 2) (equipment {(board (square 9) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (meta (no Repeat)) (play (move Add (to (sites Empty)) (then (forEach Site (sites Occupied by:Next) (if (= (count Liberties at:(site) Orthogonal) 0) (move Remove (site) (then (addScore Mover 1)))))))) (end {(if (>= (score Mover) 5) (result Mover Win))})))
Redstone
(game "GAME_NAME" (players 2) (equipment {(board (square 13) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (meta (swap)) (play (or (do (move Add (piece "PIECE_ALPHA0") (to (sites Empty))) ifAfterwards:(or (not (all Sites (sites Around (last To) Enemy Orthogonal) if:(not (= 0 (count Liberties at:(site) Orthogonal if:(is Next (who at:(to)))))))) (not (all Sites (sites Around (last To) Own Orthogonal) if:(not (= 0 (count Liberties at:(site) Orthogonal if:(is Mover (who at:(to))))))))) (then (and (forEach Site (sites Around (last To) Enemy Orthogonal) (if (= 0 (count Liberties at:(site) Orthogonal if:(is Next (who at:(to))))) (remove (sites Group at:(site) Orthogonal if:(is Next (who at:(to))))))) (forEach Site (sites Around (last To) Own Orthogonal) (if (= 0 (count Liberties at:(site) Orthogonal if:(is Mover (who at:(to))))) (remove (sites Group at:(site) Orthogonal if:(is Mover (who at:(to)))))))))) (do (move Add (to (sites Empty))) ifAfterwards:(not (or (not (all Sites (sites Around (last To) Enemy Orthogonal) if:(not (= 0 (count Liberties at:(site) Orthogonal if:(is Next (who at:(to)))))))) (not (all Sites (sites Around (last To) Own Orthogonal includeSelf:True) if:(not (= 0 (count Liberties at:(site) Orthogonal if:(is Mover (who at:(to))))))))))))) (end {(if (and (> (count Moves) 2) (no Pieces Next)) (result Next Loss)) (if (and {(> (count Moves) 2) (no Pieces Mover) (not (no Pieces Next))}) (result Mover Loss))})))
Infuse
(game "GAME_NAME" (players 2) (equipment {(board (hex Limping 5) use:Cell) (piece "PIECE_ALPHA" Each)}) (rules (start (set Score Each 0)) (play (if (was Pass) (or (move Pass) (priority (move Add (to (sites Empty) if:(not (is Within (id "PIECE_ALPHA" Mover) in:(sites LineOfSight Piece at:(to))))) (then (addScore Mover 1))) (forEach Piece (do (or {(if (<= 1 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (from)))))) (if (<= 2 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from)))))))) (if (<= 3 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from)))))))))) (if (<= 4 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from)))))))))))) (if (<= 5 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from))))))))))))))}) ifAfterwards:(can Move (add (to (sites Empty) if:(not (is Within (id "PIECE_ALPHA" Mover) in:(sites LineOfSight Piece at:(to))))))))))) (or {(move Add (to (sites Empty) if:(not (is Within (id "PIECE_ALPHA" Mover) in:(sites LineOfSight Piece at:(to))))) (then (addScore Mover 1))) (forEach Piece (or {(if (<= 1 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (from)))))) (if (<= 2 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from)))))))) (if (<= 3 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from)))))))))) (if (<= 4 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from)))))))))))) (if (<= 5 (count Pieces Next in:(sites Around (from)))) (move (from (from)) (to (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (intersection (sites Empty) (sites Around (from))))))))))))))})) (move Pass)}))) (end {(if (and (all Passed) (> (score Mover) (score Next))) (result Mover Win)) (if (and (all Passed) (<= (score Mover) (score Next))) (result Next Win))})))
MacBeth
(game "GAME_NAME" (players 2) (equipment {(board (remove (hex 6) cells:{7 9 11 22 24 26 28 41 43 45 47 49 62 64 66 68 79 81 83})) (piece "PIECE_ALPHA" Neutral (flips 1 2))}) (rules phases:{(phase "Placement" (play (move Add (piece "PIECE_ALPHA0" state:(mover)) (to (intersection (sites Empty) (sites Centre))))) (nextPhase Mover (>= (count Moves) 5) "Playing")) (phase "Playing" (play (forEach Site (sites Empty) (append (custodial (from (site)) (between if:(is Enemy (state at:(between))) (apply (allCombinations (add (piece "PIECE_ALPHA0" state:(mover)) (to (site))) (flip (between))))) (to if:(is Friend (state at:(to))))) (then (and (set Score P1 (count Sites in:(sites State 1))) (set Score P2 (count Sites in:(sites State 2)))))))))} (end (if (all Passed) (byScore)))))
Paintscape
(game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Shared maxState:5)}) (rules (start {(place Random (sites Empty) {"PIECE_ALPHA1" "PIECE_ALPHA2"} count:2) (place Random (sites Empty) {"PIECE_BETA"} count:12 state:1) (place Random (sites Empty) {"PIECE_BETA"} count:12 state:2) (place Random (sites Empty) {"PIECE_BETA"} count:12 state:3) (place Random (sites Empty) {"PIECE_BETA"} count:12 state:4) (place Random (sites Empty) {"PIECE_BETA"} count:12 state:5)}) phases:{(phase "Swapping" (play (or (move Pass (then (set Var "Passed" 1))) (move Select (from (sites Board) if:(and (!= 3 (who at:(from))) (not (is In (from) (values Remembered))))) (to (sites Board) if:(= 3 (who at:(to)))) (then (and {(remember Value (last To)) (do (add (piece (who at:(last From))) (to (last To) (apply (do (set Var "StateToBeAtLastFrom" (state at:(to))) next:(remove (to)))))) next:(add (piece 3 state:(var "StateToBeAtLastFrom")) (to (last From) (apply (remove (to)))))) (if (!= 3 (size Array (values Remembered))) (moveAgain))}))))) (nextPhase (or (= 1 (var "Passed")) (= 4 (size Array (values Remembered)))) "Choose")) (phase "Choose" (play (or (move Swap Players P1 P2 (then (set NextPlayer (player 1)))) (move Pass))) (nextPhase "Play")) (phase "Play" (play (move Add (to (sites Around (sites Occupied by:Mover) Orthogonal) if:(not (or (= (mover) (who at:(to))) (= (next) (who at:(to)))))) stack:True (then (if (and (= 3 (who at:(last To) level:0)) (= 6 (count Sites in:(forEach (sites Occupied by:Mover) if:(= (state at:(last To) level:0) (state at:(site) level:0)))))) (and (remove (forEach (sites Board) if:(= (state at:(last To) level:0) (state at:(site) level:0))) count:2) (addScore Mover 1)))))))} (end (if (or (= 3 (score P1)) (= 3 (score P2))) (byScore)))))
Lotus
(game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (tiling T3464 2)) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (or (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (remove (between)) (add (to (between))))))))) ifAfterwards:(> (count Liberties) 0)) (move Pass (then (addScore Mover 1))))) (end (if (all Passed) (byScore {(score P1 (+ {(score P1) (size Territory P1) (count Sites in:(sites Occupied by:P1))})) (score P2 (+ {(score P2) (size Territory P2) (count Sites in:(sites Occupied by:P2))}))})))))
Flume
(game "GAME_NAME" (players 2) (equipment {(board (square 9)) (piece "PIECE_ALPHA" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (meta (swap)) (start (place "PIECE_ALPHA0" (sites Outer))) (play (move Add (to (sites Empty)) (then (and (addScore Mover 1) (if (< 2 (count Sites in:(sites Around (last To) NotEmpty Orthogonal))) (moveAgain)))))) (end (if (is Full) (byScore)))))
Mig Mang
(game "GAME_NAME" (players 2) (equipment {(board (square 17) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (sites {"C7" "K15" "C15" "G3" "O11" "O3"}) state:1) (place "PIECE_ALPHA2" (sites {"C3" "K3" "C11" "G15" "O15" "O7"}) state:1)}) (play (move Add (to (sites Empty) if:(= (state at:(to)) 0)) (then (and (forEach Site (sites Empty) (if (!= 0 (state at:(site))) (set State at:(site) 0))) (enclose (from (last To)) Orthogonal (between if:(or (is Enemy (who at:(between))) (is Empty (between))) (apply (and (if (is Enemy (who at:(between))) (remove (between))) (set State at:(between) (mover)))))))))) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (+ (count Pieces P1) (size Territory P1))) (score P2 (+ (count Pieces P2) (size Territory P2)))})))))
Dorvolz
(game "GAME_NAME" (players 2) (equipment {(board (square 17) use:Vertex) (hand Each size:2) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each) (regions "BullSites" P1 (sites {"C3" "K3" "O7" "C11" "G15" "O15"})) (regions "BullSites" P2 (sites {"G3" "O3" "C7" "O11" "C15" "K15"}))}) (rules (start {(place "PIECE_ALPHA1" (handSite P1) count:6) (place "PIECE_ALPHA2" (handSite P2) count:6) (place "PIECE_BETA1" (handSite P1 1) count:144) (place "PIECE_BETA2" (handSite P2 1) count:144)}) phases:{(phase "BullPlacement" (play (move (from (handSite Mover)) (to (intersection (sites Empty) (sites Mover))))) (nextPhase Mover (= 6 (count Sites in:(intersection (sites Board) (sites Occupied by:Mover)))) "MarkerPlacementAroundBull")) (phase "MarkerPlacementAroundBull" (play (move (from (handSite Mover 1)) (to (intersection (sites Empty) (sites Around (sites Mover) All))))) (nextPhase Mover (= 54 (count Sites in:(intersection (sites Board) (sites Occupied by:Mover)))) "Playing")) (phase "Playing" (play (move (from (handSite Mover 1)) (to (sites Empty)))) (end (if (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) (byScore {(score P1 (size Territory P1 All)) (score P2 (size Territory P2 All))}))))}))
Phantom Go
(game "GAME_NAME" (players 2) (equipment {(board (square 9) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (or (move Select (from (union (sites Empty) (sites Hidden to:Mover))) (then (priority {(if (not (is In (last To) (sites Empty))) (and {(note player:Mover "made an illegal move") (note player:Mover "to play") (moveAgain)})) (do (add (to (last To)) (then (and {(enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (addScore Mover 1) (remove (between)))))) (set Hidden at:(last To) to:Next) (note player:Mover "has moved") (note player:Next "to play")}))) ifAfterwards:(> (count Liberties Orthogonal) 0)) (and {(note player:Mover "made an illegal move") (note player:Mover "to play") (moveAgain)})}))) (move Pass))) (end (if (all Passed) (byScore {(score P1 (+ (score P1) (size Territory P1))) (score P2 (+ (score P2) (size Territory P2)))})))))
Patok
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each) (regions "MarkedSites" (sites {"D4" "D7" "D10" "D13" "D16" "G4" "G16" "J4" "J10" "J16" "M4" "M16" "P4" "P7" "P10" "P13" "P16"}))}) (rules phases:{(phase "MarkedPlacement" (play (move Add (to (intersection (sites Empty) (sites "MarkedSites"))))) (nextPhase (= 0 (count Sites in:(intersection (sites "MarkedSites") (sites Empty)))) "Playing")) (phase "Playing" (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (addScore Mover 1) (remove (between))))) numException:1))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end (if (no Moves Next) (byScore {(score P1 (+ (score P1) (size Territory P1))) (score P2 (+ (score P2) (size Territory P2)))}))))}))
Residuel
(game "GAME_NAME" (players 2) (equipment {(board (remove (rotate 30 (dual (tiling T3636 5))) cells:{0 4 5 73 81 97 142 143 152})) (tile "Rhombus" Each)}) (rules (play (move Select (from (sites Empty) if:(not (all Sites (sites Around (from) Empty Orthogonal) if:(not (not (all Sites (sites Around (site) Empty Orthogonal) if:(not (is Related Orthogonal (site) (from))))))))) (to (sites Around (from) Empty Orthogonal) if:(not (all Sites (sites Around (to) Empty Orthogonal) if:(not (is Related Orthogonal (site) (from)))))) (then (do (forEach Site (forEach (sites Empty) if:(and {(= (count Sites in:(sites Around (site) Own Orthogonal)) (count Sites in:(sites Around (site) Enemy Orthogonal))) (not (can Move (move Select (from (sites Around (site) Empty Orthogonal) if:(not (all Sites (sites Around (from) Empty Orthogonal) if:(not (not (all Sites (sites Around (site) Empty Orthogonal) if:(not (is Related Orthogonal (site) (from))))))))))))})) (set State at:(site) 1)) next:(do (add (to (intersection (sites Around (last From) Orthogonal includeSelf:True) (sites Around (last To) Orthogonal includeSelf:True)))) next:(addScore Mover (% (count Sites in:(forEach (forEach (sites Empty) if:(and {(= (count Sites in:(sites Around (site) Own Orthogonal)) (count Sites in:(sites Around (site) Enemy Orthogonal))) (not (can Move (move Select (from (sites Around (site) Empty Orthogonal) if:(not (all Sites (sites Around (from) Empty Orthogonal) if:(not (not (all Sites (sites Around (site) Empty Orthogonal) if:(not (is Related Orthogonal (site) (from))))))))))))})) if:(!= 1 (state at:(site))))) 2))))))) (end (if (no Moves Next) (byScore {(score P1 (+ {(score P1) (- (max (/ (count Sites in:(sites Occupied by:P1)) 3) (/ (count Sites in:(sites Occupied by:P2)) 3)) (/ (count Sites in:(sites Occupied by:P1)) 3)) (count Sites in:(forEach (sites Empty) if:(> (count Sites in:(intersection (sites Around (site) Orthogonal) (sites Occupied by:P1))) (count Sites in:(intersection (sites Around (site) Orthogonal) (sites Occupied by:P2))))))})) (score P2 (+ {(score P2) (- (max (/ (count Sites in:(sites Occupied by:P1)) 3) (/ (count Sites in:(sites Occupied by:P2)) 3)) (/ (count Sites in:(sites Occupied by:P2)) 3)) (count Sites in:(forEach (sites Empty) if:(> (count Sites in:(intersection (sites Around (site) Orthogonal) (sites Occupied by:P2))) (count Sites in:(intersection (sites Around (site) Orthogonal) (sites Occupied by:P1))))))}))})))))
Goats Wintering
(game "GAME_NAME" (players 2) (equipment {(board (hex Limping 3) use:Cell) (piece "PIECE_ALPHA" P1) (piece "PIECE_ALPHA" P2)}) (rules (start (set Score Each 0)) (play (or {(move Pass) (move Add (to (sites Empty) if:(not (is Within (id "PIECE_ALPHA" Mover) in:(intersection (sites LineOfSight Piece at:(to)) (sites Direction from:(to) distance:3))))) (then (do (forEach Site (sites Board) (apply if:(and (is Next (who at:(site))) (= 0 (count Sites in:(intersection (sites Empty) (sites Around (site) includeSelf:True))))) (remove (site)))) next:(and (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)) (set Score Next (/ (+ (results from:(sites Occupied by:Next) to:(sites Around (from) if:(is Next (who at:(to)))) 1)) 2)))))) (forEach Piece (or (move Step (to if:(and (is Empty (to)) (< (count Pieces Mover in:(sites Around (from))) (- (count Pieces Mover in:(sites Around (to))) 1)))) (then (do (forEach Site (sites Board) (apply if:(and (is Next (who at:(site))) (= 0 (count Sites in:(intersection (sites Empty) (sites Around (site) includeSelf:True))))) (remove (site)))) next:(and (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)) (set Score Next (/ (+ (results from:(sites Occupied by:Next) to:(sites Around (from) if:(is Next (who at:(to)))) 1)) 2)))))) (if (and (not (was Pass)) (not (can Move (move Step (to if:(and (is Empty (to)) (< (count Pieces Mover in:(sites Around (from))) (- (count Pieces Mover in:(sites Around (to))) 1)))) (then (do (forEach Site (sites Board) (apply if:(and (is Next (who at:(site))) (= 0 (count Sites in:(intersection (sites Empty) (sites Around (site) includeSelf:True))))) (remove (site)))) next:(and (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)) (set Score Next (/ (+ (results from:(sites Occupied by:Next) to:(sites Around (from) if:(is Next (who at:(to)))) 1)) 2))))))))) (move Step (to if:(and (is Empty (to)) (> (count Pieces Next in:(sites Around (from))) (count Pieces Next in:(sites Around (to)))))) (then (do (forEach Site (sites Board) (apply if:(and (is Next (who at:(site))) (= 0 (count Sites in:(intersection (sites Empty) (sites Around (site) includeSelf:True))))) (remove (site)))) next:(and (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)) (set Score Next (/ (+ (results from:(sites Occupied by:Next) to:(sites Around (from) if:(is Next (who at:(to)))) 1)) 2)))))))))})) (end {(if (and (all Passed) (> (score Mover) (score Next))) (result Mover Win)) (if (and (all Passed) (<= (score Mover) (score Next))) (result Next Win))})))
Paintbucket
(game "GAME_NAME" (players 2) (equipment {(board (square 8)) (tile "Square" Each)}) (rules (start {(place "Square1" (sites Phase 0)) (place "Square2" (sites Phase 1))}) (play (move Select (from (sites Occupied by:Next)) (then (add (to (sites Group at:(last From) Orthogonal) (apply (remove (to)))))))) (end (if (no Pieces Next) (result Next Loss)))))
Rolit
(game "GAME_NAME" (players 4) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Neutral)}) (rules (start {(place "PIECE_ALPHA0" coord:"D5" state:1) (place "PIECE_ALPHA0" coord:"E5" state:2) (place "PIECE_ALPHA0" coord:"E4" state:3) (place "PIECE_ALPHA0" coord:"D4" state:4)}) (play (priority (forEach Site (sites Empty) (append (custodial (from (site)) (between if:(is Enemy (state at:(between))) (apply (allCombinations (add (piece "PIECE_ALPHA0" state:(mover)) (to (site))) (set State at:(between) (mover))))) (to if:(is Friend (state at:(to))))))) (move Add (piece "PIECE_ALPHA0" state:(mover)) (to (sites Around (sites Occupied by:Neutral) Empty))) (then (forEach Player (set Score Player (count Sites in:(sites State (player)))))))) (end (if (all Passed) (byScore)))))
HexTrike
(game "GAME_NAME" (players 2) (equipment {(board (hex Hexagon 7)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)) (then (set Var (last To))))) (nextPhase)) (phase "Play" (play (move Add (to (sites LineOfSight Empty at:(var))) (then (set Var (last To))))))} (end {(if (no Moves Next) {(if (> (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P1))) (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P2)))) (result P1 Win)) (if (> (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P2))) (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P1)))) (result P2 Win)) (if (and (= (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P1))) (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P2)))) (is Mover P1)) (result P1 Win)) (if (and (= (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P1))) (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P2)))) (is Mover P2)) (result P2 Win))})})))
Refugia
(game "GAME_NAME" (players 2) (equipment {(board (hex {3 4 3 4 3})) (piece "PIECE_ALPHA" P1) (piece "PIECE_ALPHA" P2) (piece "PIECE_BETA" Neutral)}) (rules (start (set Score Each 0)) (play (or {(forEach Piece (move Step (to (sites Around (from)) if:(and (is Empty (to)) (< (count Sites in:(intersection (sites Around (to)) (union (sites Occupied by:Next) (sites Occupied by:Neutral)))) (count Sites in:(intersection (sites Around (from)) (union (sites Occupied by:Next) (sites Occupied by:Neutral))))))) (then (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)))) Mover) (forEach Piece (move Hop (between if:(is Within (id "PIECE_BETA" Neutral) at:(between)) (apply (and (remove (between)) (add (piece (id "PIECE_ALPHA" Mover)) (to (between)))))) (to if:(and (is Empty (to)) (< (count Sites in:(intersection (sites Around (to)) (union (sites Occupied by:Next) (sites Occupied by:Neutral)))) (count Sites in:(intersection (sites Around (from)) (union (sites Occupied by:Next) (sites Occupied by:Neutral))))))) (then (and (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)) (set Score Next (/ (+ (results from:(sites Occupied by:Next) to:(sites Around (from) if:(is Next (who at:(to)))) 1)) 2))))) Mover) (forEach Piece (move Hop (between if:(is Next (who at:(between))) (apply (and (remove (between)) (add (piece (id "PIECE_BETA" Neutral)) (to (between)))))) (to if:(and (is Empty (to)) (< (count Sites in:(intersection (sites Around (to)) (union (sites Occupied by:Next) (sites Occupied by:Neutral)))) (count Sites in:(intersection (sites Around (from)) (union (sites Occupied by:Next) (sites Occupied by:Neutral))))))) (then (and (set Score Mover (/ (+ (results from:(sites Occupied by:Mover) to:(sites Around (from) if:(is Mover (who at:(to)))) 1)) 2)) (set Score Next (/ (+ (results from:(sites Occupied by:Next) to:(sites Around (from) if:(is Next (who at:(to)))) 1)) 2))))) Mover) (move Add (piece (id "PIECE_ALPHA" Mover)) (to (sites Empty) if:(not (is Within (id "PIECE_ALPHA" Mover) in:(sites Around (to)))))) (move Pass)})) (end (if (all Passed) {(if (> (score Mover) (score Next)) (result Mover Win)) (if (< (score Mover) (score Next)) (result Next Win)) (if (> (count Pieces Mover) (count Pieces Next)) (result Mover Win)) (if (< (count Pieces Mover) (count Pieces Next)) (result Next Win))} (result Next Win)))))
Flower Shop
(game "GAME_NAME" (players 2) (equipment {(board (hex 7)) (tile "Hex" Each) (piece "PIECE_ALPHA" Neutral)}) (rules (play (do (or (move Add (piece (mover)) (to (sites Empty) if:(= 0 (count Sites in:(intersection (sites Occupied by:All component:"Hex") (sites Around (to) Orthogonal)))))) (move Add (piece "PIECE_ALPHA0") (to (sites Empty)))) ifAfterwards:(and (all Sites (sites Occupied by:All component:"Hex") if:(> 2 (count Sites in:(intersection (sites Around (site) Orthogonal) (sites Occupied by:Neutral))))) (all Sites (sites Occupied by:Neutral) if:(not (and (< 0 (count Sites in:(sites Around (sites Group at:(site)) Own Orthogonal))) (< 0 (count Sites in:(sites Around (sites Group at:(site)) Enemy Orthogonal))))))) (then (if (= 1 (% (+ 1 (count Moves)) 2)) (moveAgain))))) (end (if (all Passed) (byScore {(score P1 (+ (results from:(intersection (sites Occupied by:P1) (sites Around (sites Occupied by:Neutral) Orthogonal)) to:1 (* (to) (size Group at:(+ (results from:(intersection (sites Around (from) Orthogonal) (sites Occupied by:Neutral)) to:1 (* (from) (to)))) Orthogonal if:(= (id "PIECE_ALPHA0") (what at:(to)))))))) (score P2 (+ (results from:(intersection (sites Occupied by:P2) (sites Around (sites Occupied by:Neutral) Orthogonal)) to:1 (* (to) (size Group at:(+ (results from:(intersection (sites Around (from) Orthogonal) (sites Occupied by:Neutral)) to:1 (* (from) (to)))) Orthogonal if:(= (id "PIECE_ALPHA0") (what at:(to))))))))})))))
Trike
(game "GAME_NAME" (players 2) (equipment {(board (hex Triangle 13)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) phases:{(phase "Opening" P1 (play (move Add (to (sites Empty)) (then (set Var (last To))))) (nextPhase)) (phase "Play" (play (move Add (to (sites LineOfSight Empty at:(var))) (then (set Var (last To))))))} (end (if (no Moves Next) (byScore {(score P1 (+ (if (is Mover P1) 1 0) (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P1))))) (score P2 (+ (if (is Mover P2) 1 0) (count Sites in:(intersection (sites Around (last To)) (sites Occupied by:P2)))))})))))
One-Eyed Go
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (or (do (move Add (to (sites Empty))) ifAfterwards:(> (count Liberties Orthogonal) 0) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (addScore Mover 1) (remove (between)))))))) (move Pass))) (end (if (all Passed) (byScore {(score P1 (+ (score P1) (size Territory P1))) (score P2 (+ (score P2) (size Territory P2)))})))))
Lava
(game "GAME_NAME" (players 2) (equipment {(board (rotate 30 (hex 4))) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (min (array (sites Board)))) (place "PIECE_ALPHA2" (max (array (sites Board))))}) (play (move Select (from (sites Occupied by:Mover top:True)) (to (sites Direction from:(from) Orthogonal stop:(= (next) (who at:(to))) stopIncluded:True distance:(size Stack at:(from))) if:(>= (count Steps (from) (to)) (size Stack at:(to)))) (then (and (fromTo (from (last From)) (to (last To)) count:(count Steps (last From) (last To)) stack:True) (add (to (last To)) stack:True))))) (end (if (is Full) (byScore {(score P1 (count Sites in:(sites Occupied by:P1 top:True))) (score P2 (count Sites in:(sites Occupied by:P2 top:True)))})))))
Weiqi
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (meta (no Repeat)) (play (or (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) (move Pass))) (end (if (all Passed) (byScore {(score P1 (+ (count Pieces P1) (size Territory P1))) (score P2 (+ (count Pieces P2) (size Territory P2)))})))))
Go
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (meta (no Repeat)) (play (or (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (addScore Mover 1) (remove (between)))))))) ifAfterwards:(> (count Liberties Orthogonal) 0)) (move Pass))) (end (if (all Passed) (byScore {(score P1 (+ (score P1) (size Territory P1))) (score P2 (+ (score P2) (size Territory P2)))})))))
Atari Go
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (trigger "CaptureMade" Next) (remove (between)))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end (if (is Triggered "CaptureMade" Next) (result Mover Win)))))
Lifeline
(game "GAME_NAME" (players 2) (equipment {(board (dual (tri Hexagon 7))) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" P2) (hand P2)}) (rules (meta (swap)) phases:{(phase "Opening" (play (move Select (from (sites Empty)) (to (sites Empty) if:(not (is In (from) (sites Around (to) includeSelf:True)))) (then (and (add (to (last To))) (add (to (last From))))))) (nextPhase (and (= 2 (count Sites in:(sites Occupied by:P1 component:"PIECE_ALPHA"))) (= 2 (count Sites in:(sites Occupied by:P2 component:"PIECE_ALPHA")))) "Play")) (phase "Play" (play (or (if (and {(< 0 (size Stack at:(handSite P2))) (= (mover) (id P2)) (< 0 (count Pieces Mover in:(sites Board)))}) (move Remove (handSite P2))) (move Add (to (sites Empty) if:(and (not (no Pieces Mover in:(sites Board))) (> Infinity (count Steps Orthogonal (step (to if:(or (is Empty (to)) (is Mover (who at:(to)))))) (to) (sites Occupied by:Mover))))) (then (forEach Group Orthogonal if:(is Enemy (who at:(to))) (if (not (and (< 0 (count Sites in:(difference (sites Occupied by:Enemy component:"PIECE_ALPHA") (sites)))) (not (all Sites (sites) if:(not (> Infinity (count Steps Orthogonal (step (to if:(or (is Empty (to)) (is Enemy (who at:(to)))))) (site) (difference (sites Occupied by:Enemy) (sites))))))))) (remove (sites)) (pass)) (then (forEach Group Orthogonal if:(is Mover (who at:(to))) (if (not (and (< 0 (count Sites in:(difference (sites Occupied by:Mover component:"PIECE_ALPHA") (sites)))) (not (all Sites (sites) if:(not (> Infinity (count Steps Orthogonal (step (to if:(or (is Empty (to)) (is Mover (who at:(to)))))) (site) (difference (sites Occupied by:Mover) (sites))))))))) (remove (sites)) (pass))))))))))} (end (if (and (no Moves Next) (< 2 (count Moves))) (result Next Loss)))))
Inkblots
(game "GAME_NAME" (players 2) (equipment {(board (tri Hexagon 7)) (tile "Triangle" Each) (tile "Triangle" Neutral)}) (rules (meta (swap)) (start (place Random {"Triangle1" "Triangle2" "Triangle0"})) (play (move Add (to (sites Empty)) (then (add (piece (id "Triangle" Next)) (to (intersection (expand (sites Occupied by:Next) Orthogonal) (sites Empty))))))) (end (if (no Moves Next) (byScore {(score P1 (count Pieces P1)) (score P2 (count Pieces P2))})))))
Cavity
(game "GAME_NAME" (players 2) (equipment {(board (square 11) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase (and (= 1 (count Sites in:(sites Occupied by:P1))) (= 1 (count Sites in:(sites Occupied by:P2)))) "Play")) (phase "Play" (play (move Add (to (sites Empty) if:(> Infinity (count Steps Orthogonal (step (to if:(or (is Empty (to)) (is In (to) (sites Occupied by:Mover))))) (to) (sites Occupied by:Mover)))) (then (if (can Move (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))))) (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between))))) (enclose (from (last To)) Orthogonal (between if:(is Mover (who at:(between))) (apply (remove (between))))))))))} (end (forEach Player if:(and (< 2 (count Moves)) (no Pieces Player)) (result Player Loss)))))
HexGo
(game "GAME_NAME" (players 2) (equipment {(board (tri Hexagon 6) use:Vertex) (piece "PIECE_ALPHA" P1) (piece "PIECE_ALPHA" P2)}) (rules (meta (no Repeat)) (play (or (do (move Add (to (sites Empty)) (then (enclose (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (and (addScore Mover 1) (remove (between)))))))) ifAfterwards:(> (count Liberties Orthogonal) 0)) (move Pass))) (end (if (all Passed) (byScore {(score P1 (+ (score P1) (size Territory P1))) (score P2 (+ (score P2) (size Territory P2)))})))))
A Simple Game
(game "GAME_NAME" (players 2) (equipment {(board (square 4) use:Vertex) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))))) (hand Each)}) (rules (start {(place "PIECE_ALPHA1" (intersection (sites Phase 0) (union (sites Top) (sites Bottom)))) (place "PIECE_ALPHA2" (intersection (sites Phase 1) (union (sites Top) (sites Bottom))))}) (play (forEach Piece)) (end (if (is Line 3 All) (result Mover Win)))))
Dris at-Talata
(game "GAME_NAME" (players 2) (equipment {(board (square 3)) (hand Each) (piece "PIECE_ALPHA" Each)}) (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 (move (from (sites Occupied by:Mover)) (to (sites Empty)))))} (end (if (is Line 3 Orthogonal) (result Mover Win)))))
Connect6
(game "GAME_NAME" (players 2) (equipment {(board (square 19) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)) (then (if (is Even (count Moves)) (moveAgain))))) (nextPhase "Playing"))} (end (if (is Line 6 All) (result Mover Win)))))
Picaria
(game "GAME_NAME" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step All (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 All) (result Mover Win)))))
Nerenchi Keliya
(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) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:9)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (if (and (is Line 3) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (moveAgain))))) (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 (forEach Piece)) (nextPhase Mover (is Line 3) "Capture")) (phase "Capture" (play (move Remove (sites Occupied by:Enemy container:"Board") (then (moveAgain)))) (nextPhase Mover "Movement"))} (end (forEach Player if:(<= (count Pieces Player) 2) (result Player Loss)))))
Pushing Me XO
(game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2) (piece "PIECE_GAMMA" Neutral) (hand Each)}) (rules (start (place "PIECE_GAMMA0" (sites Board))) (play (if (is Prev Mover) (or {(move Select (from (difference (intersection (sites Left) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) E) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Right) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) W) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Bottom) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) N) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Top) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) S) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))})))}) (move Select (from (sites Outer)) (then (and (fromTo (from (last To)) (to (handSite (mover)))) (moveAgain)))))) (end {(if (is Line 5 throughAny:(sites LastTo) what:(next)) (result Next Win)) (if (is Line 5 throughAny:(sites LastTo) what:(mover)) (result Mover Win))})))
Nzengue (Small)
(game "GAME_NAME" (players 2) (equipment {(board (add (remove (remove (square 3 diagonals:Solid) vertices:{8 9 3 4}) edges:{{7 4} {4 1} {3 4} {4 5}}) edges:{{6 4} {4 8} {4 2} {4 0}}) use:Vertex) (piece "PIECE_ALPHA" Each) (hand 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)))))
Traffic Lights
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 4)) (piece "PIECE_ALPHA" Shared) (piece "PIECE_BETA" Shared) (piece "PIECE_GAMMA" Shared)}) (rules (play (or {(move Add (piece "PIECE_ALPHA") (to (sites Empty))) (move Select (from (sites Occupied by:Shared component:"PIECE_ALPHA")) (then (promote (last To) (piece {"PIECE_BETA"}) Shared))) (move Select (from (sites Occupied by:Shared component:"PIECE_BETA")) (then (promote (last To) (piece {"PIECE_GAMMA"}) Shared)))})) (end (if (is Line 3) (result Mover Win)))))
Ring
(game "GAME_NAME" (players 2) (equipment {(board (concentric {1 8}) 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 (difference (sites Empty) (sites Centre))))) (nextPhase Mover "PlacementAdjacent")) (phase "PlacementAdjacent" (play (move (from (handSite Mover)) (to (difference (sites Empty) (sites Centre)) if:(is In (to) (sites Around (sites Occupied by:Mover)))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3 through:(centrePoint) what:(mover)) (result Mover Win)))))
Alquerque de Tres
(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)))))
Mlabalaba
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:3 joinCorners:True) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (if (= 3 (count Pieces Mover)) (move (from (from)) (to (sites Empty))) (move Step (to if:(is Empty (to)))) (then (if (is Line 3 Orthogonal) (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 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 (forEach NonMover if:(= 2 (count Pieces Player)) (result Player Loss)))))
Dra
(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 exact:True) (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 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 (<= (count Pieces Next) 2) (result Next Loss))))}))
Quarto
(game "GAME_NAME" (players 2) (equipment {(board (square 4) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each) (hand Shared size:16)}) (rules (start {(place "PIECE_ALPHA1" (handSite Shared 0)) (place "PIECE_ALPHA1" (handSite Shared 1) value:1) (place "PIECE_ALPHA1" (handSite Shared 2) state:1) (place "PIECE_ALPHA1" (handSite Shared 3) state:1 value:1) (place "PIECE_ALPHA2" (handSite Shared 4)) (place "PIECE_ALPHA2" (handSite Shared 5) value:1) (place "PIECE_ALPHA2" (handSite Shared 6) state:1) (place "PIECE_ALPHA2" (handSite Shared 7) state:1 value:1) (place "PIECE_BETA1" (handSite Shared 8)) (place "PIECE_BETA1" (handSite Shared 9) value:1) (place "PIECE_BETA1" (handSite Shared 10) state:1) (place "PIECE_BETA1" (handSite Shared 11) state:1 value:1) (place "PIECE_BETA2" (handSite Shared 12)) (place "PIECE_BETA2" (handSite Shared 13) value:1) (place "PIECE_BETA2" (handSite Shared 14) state:1) (place "PIECE_BETA2" (handSite Shared 15) state:1 value:1)}) phases:{(phase "Select" (play (move Select (from Cell (difference (sites Hand Shared) (sites Empty 1))))) (nextPhase "Place")) (phase "Place" (play (move (from Cell (last From)) (to (sites Empty)) (then (moveAgain)))) (end {(if (is Line 4 All whats:{(id "PIECE_ALPHA" P1) (id "PIECE_ALPHA" P2)}) (result Mover Win)) (if (is Line 4 All whats:{(id "PIECE_BETA" P1) (id "PIECE_BETA" P2)}) (result Mover Win)) (if (is Line 4 All P1) (result Mover Win)) (if (is Line 4 All P2) (result Mover Win)) (if (is Line 4 All whats:{(id "PIECE_ALPHA" P1) (id "PIECE_ALPHA" P2) (id "PIECE_BETA" P1) (id "PIECE_BETA" P2)} if:(= 0 (state at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "PIECE_ALPHA" P1) (id "PIECE_ALPHA" P2) (id "PIECE_BETA" P1) (id "PIECE_BETA" P2)} if:(= 1 (state at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "PIECE_ALPHA" P1) (id "PIECE_ALPHA" P2) (id "PIECE_BETA" P1) (id "PIECE_BETA" P2)} if:(= 0 (value Piece at:(to)))) (result Mover Win)) (if (is Line 4 All whats:{(id "PIECE_ALPHA" P1) (id "PIECE_ALPHA" P2) (id "PIECE_BETA" P1) (id "PIECE_BETA" P2)} if:(= 1 (value Piece at:(to)))) (result Mover Win))}) (nextPhase "Select"))}))
Connect Four
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 1 7)) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (forEach (sites Board) if:(< (size Stack at:(site)) 6))) stack:True)) (end (if (is Line 4 byLevel:True) (result Mover Win)))))
TriHex
(game "GAME_NAME" (players 2) (equipment {(board (hex Diamond 7)) (piece "PIECE_ALPHA" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (start {(place "PIECE_ALPHA1" (sites Empty)) (place "PIECE_ALPHA2" (sites Empty))}) (play (move (from (sites Occupied by:Mover)) (to (sites Empty)))) (end (if (is Connected Mover) (result Mover Win)))))
Twelve Men's Morris
(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:12)) 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"))) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Tic-Tac-Four
(game "GAME_NAME" (players 4) (equipment {(board (square 5)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2) (piece "PIECE_GAMMA" P3) (piece "PIECE_DELTA" P4)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
Xanan Zirge
(game "GAME_NAME" (players 2) (equipment {(board (square 9) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (if (or (is Line 3 All) (is Pattern {F R F R F R F})) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:40)) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(and (not (is Line 3 All through:(site))) (not (is Pattern {F R F R F R F} from:(site)))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (or (is Line 3 All) (is Pattern {F R F R F R F})) (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:Next container:"Board") if:(and (not (is Line 3 All through:(site))) (not (is Pattern {F R F R F R F} from:(site)))))) (forEach Piece))))} (end (if (no Pieces Next) (result Next Loss)))))
Altan Xaraacaj
(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))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:6)) 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 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 (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)))))
Les Pendus
(game "GAME_NAME" (players 2) (equipment {(board (square 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 Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Shisima
(game "GAME_NAME" (players 2) (equipment {(board (concentric {1 8}) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to)))))}) (rules (start {(place "PIECE_ALPHA1" {1 8 7}) (place "PIECE_ALPHA2" {3 4 5})}) (play (forEach Piece)) (end (if (and (= (what at:(centrePoint)) (mover)) (is Line 3)) (result Mover Win)))))
Djara-Badakh
(game "GAME_NAME" (players 2) (equipment {(board (square 3) 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 Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Three Men's Morris
(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)))))
Dai Hasami Shogi
(game "GAME_NAME" (players 2) (equipment {(board (square 9)) (piece "PIECE_ALPHA" Each (or (move Slide Orthogonal) (move Hop Orthogonal (between if:(is Occupied (between))) (to if:(is Empty (to)))) (then (or (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))) (surround (from (last To)) Orthogonal (between if:(and (is In (between) (sites Corners)) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))) (regions P1 (expand (sites Bottom))) (regions P2 (expand (sites Top)))}) (rules (start {(place "PIECE_ALPHA1" (sites P1)) (place "PIECE_ALPHA2" (sites P2))}) (play (forEach Piece)) (end {(if (is Line 5 Orthogonal if:(not (is In (to) (sites Mover)))) (result Mover Win)) (if (and (< (count Pieces P1) 5) (< (count Pieces P2) 5)) (result Mover Draw))})))
Minefield
(game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Neutral (flips 1 2))}) (rules (start {(place "PIECE_ALPHA0" (sites Phase 0) state:1) (place "PIECE_ALPHA0" (sites Phase 1) state:2)}) (play (move Select (from (sites Board)) (then (flip (last To) (then (custodial (from (last To)) Adjacent (between if:(!= (state at:(between)) (state at:(last To))) (apply (allCombinations (add (piece "PIECE_ALPHA0" state:(mover)) (to (last To))) (flip (between))))) (to if:(= (state at:(to)) (state at:(last To)))))))))) (end {(if (and (!= 0 (count Sites in:(forEach (sites Column 0) if:(or (all Sites (sites Row (row of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Row (row of:(site))) if:(= 2 (state at:(site)))))))) (!= 0 (count Sites in:(forEach (sites Row 0) if:(or (all Sites (sites Column (column of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Column (column of:(site))) if:(= 2 (state at:(site))))))))) (result Mover Loss)) (if (!= 0 (count Sites in:(forEach (sites Column 0) if:(or (all Sites (sites Row (row of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Row (row of:(site))) if:(= 2 (state at:(site)))))))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Row 0) if:(or (all Sites (sites Column (column of:(site))) if:(= 1 (state at:(site)))) (all Sites (sites Column (column of:(site))) if:(= 2 (state at:(site)))))))) (result P2 Win))})))
Ngrin
(game "GAME_NAME" (players 2) (equipment {(board (square 3 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (centrePoint)))) (nextPhase "Playing")) (phase "Playing" (play (move Add (to (sites Empty)))))} (end (if (is Line 3) (result Mover Win)))))
Six Men's Morris
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:2) 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:6)) 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)))))
Nine Men's Morris
(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"))) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Aqrad
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 7 6)) (hand Each) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:18)) 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)))))
Spava
(game "GAME_NAME" (players 2) (equipment {(board (square 4 pyramidal:True) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty) if:(is Flat)))) (end {(if (is Line (- (count Rows) (layer of:(last To))) SameLayer) (result Mover Win)) (if (is Line (- (- (count Rows) (layer of:(last To))) 1) SameLayer) (result Mover Loss))})))
Tant Fant
(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)))))
Wure Dune
(game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Step All (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 Orthogonal) (result Mover Win)))))
Tavan Tal
(game "GAME_NAME" (players 2) (equipment {(board (add (merge {(shift 2 2 (merge {(rectangle 1 3) (shift -1.31 0.95 (rotate 108 (rectangle 1 3))) (shift -0.81 2.49 (rotate 216 (rectangle 1 3))) (shift 1.31 0.95 (rotate -108 (rectangle 1 3))) (shift 0.81 2.49 (rotate -216 (rectangle 1 3)))})) (shift 1 1 (scale 2 (merge {(rectangle 1 3) (shift -1.31 0.95 (rotate 108 (rectangle 1 3))) (shift -0.81 2.49 (rotate 216 (rectangle 1 3))) (shift 1.31 0.95 (rotate -108 (rectangle 1 3))) (shift 0.81 2.49 (rotate -216 (rectangle 1 3)))}))) (scale 3 (merge {(rectangle 1 3) (shift -1.31 0.95 (rotate 108 (rectangle 1 3))) (shift -0.81 2.49 (rotate 216 (rectangle 1 3))) (shift 1.31 0.95 (rotate -108 (rectangle 1 3))) (shift 0.81 2.49 (rotate -216 (rectangle 1 3)))}))}) edges:{{26 16} {16 6} {5 15} {15 25} {29 19} {19 9} {7 17} {17 27} {28 18} {18 8} {22 12} {12 2} {1 11} {11 21} {20 10} {10 0} {3 13} {13 23} {24 14} {14 4}}) 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:14)) 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)))))
Yavalax
(game "GAME_NAME" (players 2) (equipment {(board (square 13)) (piece "PIECE_ALPHA" Each)}) (rules phases:{(phase "Opening" (play (move Add (to (sites Empty)))) (nextPhase "General")) (phase "General" (play (do (move Add (to (sites Empty)) (then (if (not (is Prev Mover)) (moveAgain)))) ifAfterwards:(and (not (is Line 5)) (!= 1 (+ {(if (is Line 4 N exact:True) 1 0) (if (is Line 4 NE exact:True) 1 0) (if (is Line 4 E exact:True) 1 0) (if (is Line 4 SE exact:True) 1 0)}))))))} (end (if (<= 2 (+ {(if (is Line 4 N exact:True) 1 0) (if (is Line 4 NE exact:True) 1 0) (if (is Line 4 E exact:True) 1 0) (if (is Line 4 SE exact:True) 1 0)})) (result Mover Win)))))
Fart (5x5)
(game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" Each (move Slide Orthogonal)) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) 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 5) (result Mover Win)))))
Jeson Zam
(game "GAME_NAME" (players 2) (equipment {(board (add (remove (add (merge {(rotate 30 (tri 2)) (shift 0.2 0 (rotate -30 (tri 2)))}) vertices:{{0.6 0.3}}) edges:{{0 2} {0 1} {1 2} {3 5} {5 4} {4 3}}) vertices:{{0.6 0.625} {0.915 0.3} {0.285 0.3} {0.6 -0.01} {0.285 0.1725} {0.285 0.4375} {0.915 0.4375} {0.915 0.1725} {0.75 0.075} {0.45 0.075} {0.75 0.535} {0.45 0.535}} edges:{{1 13} {13 17} {17 7} {7 2} {2 12} {12 9} {9 11} {11 0} {5 13} {13 8} {8 14} {14 4} {1 14} {14 15} {15 10} {10 0} {5 7} {7 18} {18 12} {12 3} {3 11} {11 16} {16 10} {10 4} {0 16} {16 6} {6 17} {17 5} {4 15} {15 6} {6 18} {18 2} {3 9} {9 6} {6 8} {8 1}}) 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: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 (difference (sites Empty) (sites Centre))) (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)))))
Pentalath
(game "GAME_NAME" (players 2) (equipment {(board (intersect {(hex 7) (shift -5.2 0 (hex Rectangle 7 14))})) (piece "PIECE_ALPHA" Each)}) (rules (play (do (move Add (to (sites Empty)) (then (enclose (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between))))))) ifAfterwards:(> (count Liberties Orthogonal) 0))) (end (if (is Line 5) (result Mover Win)))))
Tsoro Yemutwelve
(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:12)) 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"))) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Triodi (Chios)
(game "GAME_NAME" (players 2) (equipment {(board (square 3) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (if (not (or (if (and (!= (ahead (from) N) (from)) (!= (ahead (from) S) (from))) (and (= (next) (who at:(ahead (from) N))) (= (next) (who at:(ahead (from) S))))) (if (and (!= (ahead (from) E) (from)) (!= (ahead (from) W) (from))) (and (= (next) (who at:(ahead (from) E))) (= (next) (who at:(ahead (from) W))))))) (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 Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Five Men's Morris
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:2) 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:5)) 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)))))
Liu Tsi
(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)))))
Tic-Tac-Mo
(game "GAME_NAME" (players 3) (equipment {(board (rectangle 3 5)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2) (piece "PIECE_GAMMA" P3)}) (rules (play (move Add (to (sites Empty)))) (end (if (is Line 3) (result Mover Win)))))
Spline
(game "GAME_NAME" (players 2) (equipment {(board (square 4 pyramidal:True) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty) if:(is Flat)))) (end (if (is Line (- (count Rows) (layer of:(last To))) SameLayer) (result Mover Win)))))
Wari (Alignment)
(game "GAME_NAME" (players 2) (equipment {(board (square 6)) (hand Each) (piece "PIECE_ALPHA" Each (if (is Line 4 Orthogonal through:(from)) (move Step Orthogonal (to if:(is Empty (to)))) (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (moveAgain))))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (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)))))
Round Merels
(game "GAME_NAME" (players 2) (equipment {(board (concentric {1 8}) 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 through:(centrePoint) what:(mover)) (result Mover Win)))))
Niranchy
(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)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end {(if (no Moves P2) (result P1 Win)) (if (is Line 3 P2) (result P2 Win))})))
Score Four
(game "GAME_NAME" (players 2) (equipment {(board (skew 0.5 (scale 1 0.5 (square 4)))) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (forEach (sites Board) if:(< (size Stack at:(site)) 4))) stack:True)) (end (if (is Line 4 byLevel:True) (result Mover Win)))))
Fanorona Telo
(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)))))
Squava
(game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end {(if (is Line 4) (result Mover Win)) (if (is Line 3) (result Mover Loss))})))
Bravalath
(game "GAME_NAME" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 1 (count Sites in:(sites Around (to) NotEmpty)))))) (end {(if (is Line 4) (result Mover Win)) (if (is Line 3) (result Mover Loss))})))
Moxie
(game "GAME_NAME" (players 2) (equipment {(board (square 4)) (piece "PIECE_ALPHA" Each) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:8)) (play (if (is Prev Mover) (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (priority {(forEach Piece (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (sites Empty)))) (forEach Piece (move Step (to if:(is Empty (to))))))}))) (end {(forEach NonMover if:(<= (count Pieces Player) 2) (result Player Loss)) (if (is Line 3 All) (result Mover Win))})))
Sam K'i
(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 if:(= 1 (size Stack at:(to)))) (moveAgain)))))}) (rules (start {(place Stack "PIECE_ALPHA1" (handSite P1) count:12) (place Stack "PIECE_ALPHA2" (handSite P2) count:12)}) phases:{(phase "Placement" (play (if (is Prev Mover) (move (from (handSite Mover)) (to (forEach (sites Occupied by:Next container:"Board") if:(= (size Stack at:(site)) 1)))) (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain))))) (then (if (and (not (is Next Mover)) (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))))) (and (forEach Site (forEach (sites Occupied by:P1 container:"Board") if:(= (size Stack at:(site)) 2)) (and {(remove (site)) (remove (site)) (add (piece (id "PIECE_ALPHA" P1)) (to (site)))})) (forEach Site (forEach (sites Occupied by:P2 container:"Board") if:(= (size Stack at:(site)) 2)) (and {(remove (site)) (remove (site)) (add (piece (id "PIECE_ALPHA" P2)) (to (site)))}))))))) (nextPhase (and (not (is Next Mover)) (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 (if (is Prev Mover) (move Remove (sites Occupied by:Enemy container:"Board")) (if (> (count Pieces Mover) 3) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))) (end (if (no Moves Next) (result Mover Win))))}))
Akidada
(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)))))
Six-Penny Madell
(game "GAME_NAME" (players 2) (equipment {(board (concentric Triangle rings:3 joinMidpoints:False 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:6)) 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)))))
Fivalath
(game "GAME_NAME" (players 2) (equipment {(board (square 10) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (play (move Add (to (sites Empty)))) (end {(if (is Line 5 All) (result Mover Win)) (if (is Line 4 All) (result Mover Loss))})))
Gurgaldaj
(game "GAME_NAME" (players 2) (equipment {(board (concentric Triangle 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) (moveAgain)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:8)) 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 (no Pieces Next) (result Next Loss)))))
Nao Guti
(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 (no Pieces Next) (result Next Loss)))))
Agilidade
(game "GAME_NAME" (players 2) (equipment {(board (skew 0.5 (scale 1 0.5 (merge {(wedge 2 2) (shift 0 1 (rotate 180 (wedge 2 2)))}))) use:Vertex) (piece "PIECE_ALPHA" Each) (hand Each)}) (rules (start {(place Stack "PIECE_ALPHA1" (handSite P1) count:7) (place Stack "PIECE_ALPHA2" (handSite P2) count:7)}) (play (move (from (handSite Mover)) (to (sites Board)))) (end (if (is Line 3 byLevel:True) (result Mover Win)))))
Quixo
(game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2) (piece "PIECE_GAMMA" Neutral) (hand Each)}) (rules (start (place "PIECE_GAMMA0" (sites Board))) (play (if (is Prev Mover) (or {(move Select (from (difference (intersection (sites Left) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) E) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Right) (sites Row (row of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) W) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Bottom) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) N) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))}))) (move Select (from (difference (intersection (sites Top) (sites Column (column of:(last To)))) (sites {(last To)}))) (then (and {(push (from (last To)) S) (if (or (= (what at:(handSite (mover))) (id "PIECE_GAMMA0")) (= (what at:(handSite (mover))) (mover))) (add (piece (mover)) (to (last To))) (add (piece (next)) (to (last To)))) (remove (handSite (mover)))})))}) (move Select (from (sites Outer) if:(or (is Mover (who at:(from))) (= (who at:(from)) 0))) (then (and (fromTo (from (last To)) (to (handSite (mover)))) (moveAgain)))))) (end {(if (is Line 5 throughAny:(sites LastTo) what:(next)) (result Next Win)) (if (is Line 5 throughAny:(sites LastTo) what:(mover)) (result Mover Win))})))
Xonin Shatar (Simple)
(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 (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)))))
Unfair
(game "GAME_NAME" (players 2) (equipment {(board (square 11) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (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))) (then (if (< (count MovesThisTurn) 3) (moveAgain)))))) (end {(if (and (= (id P1) (mover)) (is Line 4 Orthogonal)) (result Mover Win)) (if (and (= (id P2) (mover)) (is Line 7 Orthogonal)) (result Mover Win))})))
Katsela
(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 "Opening" (play (move (from (handSite Mover)) (to (centrePoint)))) (nextPhase "Placing")) (phase "Placing" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Moving")) (phase "Moving" (play (forEach Piece)))} (end (if (is Line 3) (result Mover Win)))))
Marelle Triple
(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 (or {(is Line 3 N exact:True) (is Line 3 S exact:True) (is Line 3 E exact:True) (is Line 3 W 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 (or {(is Line 3 N exact:True) (is Line 3 S exact:True) (is Line 3 E exact:True) (is Line 3 W 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")) (if (> (count Pieces Mover) 4) (forEach Piece) (move (from (sites Occupied by:Mover)) (to (sites Empty)))))))} (end (if (<= (count Pieces Next) 2) (result Next Loss)))))
Andantino
(game "GAME_NAME" (players 2) (equipment {(boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start {(place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 2 (count Sites in:(sites Around (to) NotEmpty)))))) (end {(if (or (is Loop surround:Next) (is Line 5)) (result Mover Win)) (if (= (count Moves) (* (count Players) 24)) (result Mover Draw))})))
Roll-Ing to Four
(game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (rectangle 10 4) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (directions Forwards of:All) (to if:(is Empty (to)))))}) (rules (start {(place "PIECE_ALPHA1" (sites {"A1" "B1" "C1" "B6" "C6" "D6"})) (place "PIECE_ALPHA2" (sites {"A5" "B5" "C5" "B10" "C10" "D10"}))}) (play (forEach Piece)) (end (if (is Line 4 All) (result Mover Win)))))
Achi
(game "GAME_NAME" (players 2) (equipment {(board (concentric Square rings:2) 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:6)) 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 Mover Win)))))
Dala
(game "GAME_NAME" (players 2) (equipment {(board (square 6)) (hand Each) (piece "PIECE_ALPHA" Each (if (is Line 4 Orthogonal through:(from) exact:True) (move Step Orthogonal (to if:(is Empty (to))) (then (and {(if (and (!= (last From) (ahead (last From) N)) (= (mover) (who at:(ahead (last From) N)))) (if (is Line 3 Orthogonal through:(ahead (last From) N) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) S)) (= (mover) (who at:(ahead (last From) S)))) (if (is Line 3 Orthogonal through:(ahead (last From) S) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) E)) (= (mover) (who at:(ahead (last From) E)))) (if (is Line 3 Orthogonal through:(ahead (last From) E) exact:True) (and (moveAgain) (addScore Mover 1)))) (if (and (!= (last From) (ahead (last From) W)) (= (mover) (who at:(ahead (last From) W)))) (if (is Line 3 Orthogonal through:(ahead (last From) W) exact:True) (and (moveAgain) (addScore Mover 1))))}))) (move Step Orthogonal (to if:(is Empty (to))) (then (if (is Line 3 Orthogonal exact:True) (and (moveAgain) (addScore Mover 1)))))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "PlacementCenter" (play (move (from (handSite Mover)) (to (forEach (sites Centre) if:(is Empty (site)))))) (nextPhase (= (count Moves) 4) "Placement")) (phase "Placement" (play (if (!= 0 (score Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (and (set Score Mover (- (score Mover) 1)) (if (< 1 (score Mover)) (moveAgain))))) (move (from (handSite Mover)) (to (sites Empty)) (then (if (is Line 3 Orthogonal exact:True) (and (moveAgain) (addScore Mover 1))))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (!= 0 (score Mover)) (move Remove (sites Occupied by:Next container:"Board") (then (and (set Score Mover (- (score Mover) 1)) (if (< 1 (score Mover)) (moveAgain))))) (forEach Piece))) (end (if (<= (count Pieces Next) 2) (result Next Loss))))}))
Dig Dig
(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 if:(= 1 (size Stack at:(to)))) (moveAgain)))))}) (rules (start {(place Stack "PIECE_ALPHA1" (handSite P1)) (place Stack "PIECE_ALPHA2" (handSite P2))}) phases:{(phase "Placement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site))))) (move (from (handSite Mover)) (to (union (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site)))) (sites Empty))) copy:True (then (if (is Line 3 if:(= 1 (size Stack at:(to)))) (moveAgain)))) (then (if (and (not (is Next Mover)) (is Full)) (and {(forEach Site (forEach (sites Occupied by:P1 container:"Board") if:(= (size Stack at:(site)) 2)) (and (remove (site)) (remove (site)))) (forEach Site (forEach (sites Occupied by:P2 container:"Board") if:(= (size Stack at:(site)) 2)) (and (remove (site)) (remove (site)))) (set Pending)}))))) (nextPhase (is Pending) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Remove (forEach (sites Occupied by:Next container:"Board") if:(= 1 (size Stack at:(site))))) (forEach Piece))) (end (if (all Sites (sites Occupied by:Next) if:(not (is In (site) (sites Board)))) (result Mover Win))))}))