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Makvoer | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Each (or {(move Step Diagonal (to if:(is Empty (to)))) (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (do (move Hop Orthogonal (between before:1 after:2 if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) ifAfterwards:(is In (last To) (sites Phase 0)))} (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Slide) (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Doov | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 2 1)) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 2 1)) (sites Phase 1)))}) (play (or (or (forEach Piece "PIECE_ALPHA" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (forEach Piece "PIECE_BETA" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Step Diagonal (to if:(is Empty (to)))))))) (end (if (no Moves Next) (result Mover Win))))) |
Guerrilla Checkers | (game "GAME_NAME" (players 2) (equipment {(board (square 9) use:Vertex) (hand P1) (piece "PIECE_ALPHA" P1) (piece "PIECE_BETA" P2 (move Step (from Cell) Diagonal (to Cell if:(is Empty Cell (to))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site) (then (if (can Move (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site))))))) (moveAgain)))))))))}) (rules (start {(place "PIECE_BETA2" Cell {"E3" "D4" "C5" "D6" "E5" "F4"}) (place "PIECE_ALPHA1" "Hand1" count:66)}) phases:{(phase "InitGuerrilla" P1 (play (move (from (handSite Mover)) (to Vertex (difference (sites Empty Vertex) (sites Outer))) (then (moveAgain)))) (nextPhase (is Next Mover) "GuerrillaMove")) (phase "GuerrillaMove" P1 (play (if (is Prev Mover) (move (from (handSite Mover)) (to Vertex (difference (sites Around (last To) Orthogonal if:(is Empty (to))) (sites Outer))) (then (forEach Site (forEach (sites Occupied by:P2 on:Cell) if:(all Sites (sites Incident Vertex of:Cell at:(site)) if:(is Occupied Vertex (site)))) (remove Cell (site))))) (move (from (handSite Mover)) (to Vertex (difference (sites Empty Vertex) (sites Outer)) if:(not (= (count Sites in:(sites Around (to) Own Orthogonal)) 0))) (then (and (forEach Site (forEach (sites Occupied by:P2 on:Cell) if:(all Sites (sites Incident Vertex of:Cell at:(site)) if:(is Occupied Vertex (site)))) (remove Cell (site))) (moveAgain))))))) (phase "CoinMove" P2 (play (if (is Prev Mover) (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site) (then (if (can Move (move (from Cell (last To)) (to Cell (forEach (sites Around Cell (from) Diagonal) if:(and (is Empty Cell (site)) (!= 0 (count Sites in:(forEach (intersection (sites Incident Vertex of:Cell at:(site)) (sites Incident Vertex of:Cell at:(from))) if:(is Enemy (who at:(site))))))))) (then (forEach Site (intersection (sites Incident Vertex of:Cell at:(last From)) (sites Incident Vertex of:Cell at:(last To))) (if (is Enemy (who at:(site))) (remove (site))))))) (moveAgain)))))))) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) |
Diagonal Draughts | (game "GAME_NAME" (players 2) (equipment {(board (square 10)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (intersection (sites Right) (sites Bottom)) steps:8 Orthogonal) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (intersection (sites Left) (sites Top)) steps:8 Orthogonal) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "PIECE_ALPHA" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))))) (forEach Piece "PIECE_BETA" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "PIECE_ALPHA" (move Step Diagonal (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Seesaw Draughts | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:2) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:2) (sites Phase 1)))}) (play (priority (forEach Piece "PIECE_ALPHA" (move (from if:(= (* (from) (if (< 0 (count MovesThisTurn)) 1 0)) (* (last To) (if (< 0 (count MovesThisTurn)) 1 0)))) (to (sites Direction from:(from) Diagonal distance:(+ 1 (size Stack at:(from)))) if:(and {(is Empty (to)) (= 1 (count Sites in:(intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (= 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Between from:(from) to:(to))))) (= 1 (count Steps (to) (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))))) (not (is In (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (values Remembered)))}) (apply (remember Value (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to)))))))) count:(size Stack at:(from)) stack:True (then (if (can Move (move (from (last To)) (to (sites Direction from:(from) (difference Diagonal (directions Cell from:(last To) to:(last From))) distance:(+ 1 (size Stack at:(from)))) if:(and {(is Empty (to)) (= 1 (count Sites in:(intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (= 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Between from:(from) to:(to))))) (= 1 (count Steps (to) (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))))) (not (is In (+ (array (intersection (sites Occupied by:Enemy) (sites Between from:(from) to:(to))))) (values Remembered)))})))) (moveAgain) (do (forEach Site (sites (values Remembered)) (remove (site) count:(size Stack at:(site)))) next:(and (if (or (and (is Odd (size Stack at:(last To))) (is In (last To) (sites (player (+ 1 (% (mover) 2)))))) (and (is Even (size Stack at:(last To))) (is In (last To) (sites (player (mover)))))) (add (to (last To)) stack:True)) (forget Value All)))))) top:True) (forEach Piece "PIECE_ALPHA" (move Step (from) (if (is Odd (size Stack at:(from))) (directions {FL FR}) (directions {BL BR})) (to if:(is Empty (to))) stack:True (then (if (or (and (is Odd (size Stack at:(last To))) (is In (last To) (sites (player (+ 1 (% (mover) 2)))))) (and (is Even (size Stack at:(last To))) (is In (last To) (sites (player (mover)))))) (add (to (last To)) stack:True)))) top:True))) (end (if (no Moves Next) (result Next Loss))))) |
Dam | (game "GAME_NAME" (players 2) (equipment {(board (square 12)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 5 1)) (sites Phase 0))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 5 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (or (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Pass)) (or (forEach Piece "PIECE_ALPHA" (or (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step Diagonal (to if:(is Empty (to)))))) (forEach Piece "PIECE_BETA" (or (move Hop Diagonal (between before:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (if (is In (last To) (sites Outer)) (difference Diagonal OppositeDirection) SameDirection) (between before:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))) (move Slide (directions Diagonal))))) (then (if (and (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (is In (last To) (sites Next))) (promote (last To) (piece "PIECE_BETA") Mover))))) (end (if (no Moves Next) (result Mover Win))))) |
Damenspiel | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 0))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 0)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "PIECE_ALPHA" (move Hop (from) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "PIECE_BETA" (move Hop (from) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between before:(count Rows) (range 1 (count Rows)) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {FR FL}) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (forEach Piece "PIECE_BETA" (move Slide Diagonal)))}))) (end (if (no Pieces Next) (result Next Loss))))) |
Brazilian Draughts | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))))) (max Moves (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (or (forEach Piece "PIECE_ALPHA" (move Hop (from) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))))) (forEach Piece "PIECE_BETA" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Main Dam | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))) (move Hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "PIECE_ALPHA" (move Hop (from) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (forEach Piece "PIECE_BETA" (move Hop Diagonal (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Slide Diagonal)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Dama (Italy) | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "PIECE_BETA" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "PIECE_ALPHA" (move Hop (from) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))})) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (if (no Moves Next) (result Mover Win))))) |
Coc-Inbert | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:(- 3 1)) (sites Phase 1))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:(- 3 1)) (sites Phase 1)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (max Moves (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain)))))) (max Moves (move Hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (priority {(max Moves (priority {(forEach Piece "PIECE_BETA" (move Hop Diagonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Diagonal (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "PIECE_ALPHA" (move Hop (from) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover) (if (can Move (move Hop (from (last To)) (directions {FR FL}) (between if:(= (what at:(between)) (id "PIECE_ALPHA" Next)) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain))))))})) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {FR FL}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Step Diagonal (to if:(is Empty (to))))))}))) (end (forEach Player if:(no Pieces Player) (result Player Win))))) |
Ahtarah Guti | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3) (sites {13 14})})) (place "PIECE_ALPHA2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8) (sites {10 11})}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
Hewakam Keliya | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "PIECE_ALPHA2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) |
Terhuchu | (game "GAME_NAME" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3))) (shift 0.65 1.15 (scale 0.5 (rotate -45 (wedge 3)))) (shift 5.35 1.15 (scale 0.5 (rotate 45 (wedge 3)))) (shift 5.35 5.85 (scale 0.5 (rotate 135 (wedge 3)))) (shift 0.65 5.85 (scale 0.5 (rotate -135 (wedge 3))))}) use:Vertex) (piece "PIECE_ALPHA" Each (or {(move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))) (if (not (is In (from) (difference (expand (sites Centre) steps:2) (sites {"F6" "I6" "L6" "F9" "L9" "F12" "I12" "L12"})))) (move Slide (between (exact 2) if:(and (is Empty (between)) (not (is In (between) (difference (expand (sites Centre) steps:2) (sites {"F6" "I6" "L6" "F9" "L9" "F12" "I12" "L12"}))))))))}))}) (rules (start {(place "PIECE_ALPHA1" (sites {"H3" "F6" "G6" "H6" "I6" "J6" "L6" "H8" "I8" "J8"})) (place "PIECE_ALPHA2" (sites {"H10" "I10" "J10" "F12" "H12" "I12" "J12" "L12" "J15"}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Sumi Naga Game (War) | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))))}) (rules (start {(place "PIECE_ALPHA1" (union (expand (sites Bottom)) (sites {"A3"}))) (place "PIECE_ALPHA2" (union (expand (sites Top)) (sites {"E3"})))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Pam Pait | (game "GAME_NAME" (players 2) (equipment {(board (add (remove (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) vertices:{1 11 21 23 13 3}) edges:{{0 1} {1 2} {8 9} {9 10} {16 17} {17 18}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (sites {"A4" "E4"}) (expand (sites Bottom) steps:3))) (place "PIECE_ALPHA2" (union (sites {"A6" "E6"}) (expand (sites Top) steps:3)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Padaivettu | (game "GAME_NAME" (players 2) (equipment {(board (remove (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) edges:{{20 16} {16 12} {12 8} {8 4} {0 6} {6 12} {12 18} {18 24}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (difference (union (expand (sites Right)) (expand (sites Bottom) steps:4)) (expand (sites Centre) steps:2 W))) (place "PIECE_ALPHA2" (difference (union (expand (sites Left)) (expand (sites Top) steps:4)) (expand (sites Centre) steps:2 E)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Tsukkalavde | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (expand (sites Bottom)) (sites {"D3" "E3"}))) (place "PIECE_ALPHA2" (union (expand (sites Top)) (sites {"A3" "B3"})))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (and (no Moves Next) (>= 1 (count Pieces Next))) (result Mover Win))))) |
Lau Kata Kati | (game "GAME_NAME" (players 2) (equipment {(board (merge (wedge 4) (shift 0 3 (rotate 180 (wedge 4)))) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (expand (sites Bottom) steps:2)) (place "PIECE_ALPHA2" (expand (sites Top) steps:2))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Tuknanavuhpi | (game "GAME_NAME" (players 2) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (difference (expand (sites Bottom) steps:2) (sites {"E5" "G5" "I5"})) (sites {"B2" "B4" "D2" "D4" "F2" "F4" "H2" "H4"}))) (place "PIECE_ALPHA2" (union (difference (expand (sites Top) steps:2) (sites {"E5" "A5" "C5"})) (sites {"B6" "B8" "D6" "D8" "F6" "F8" "H6" "H8"})))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Ratti-Chitti-Bakri | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (forEach Player if:(no Pieces Player) (result Player Loss))))) |
Kharbaga | (game "GAME_NAME" (players {(player S) (player N)}) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step Forwards (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Slide))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "PIECE_ALPHA2" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA1" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Moves Mover) (result Next Win))))) |
Meurimueng-rimueng Peuet Ploh | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (forEach Player if:(no Pieces Player) (result Player Loss))))) |
Bara Guti | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Awithlaknan Mosona | (game "GAME_NAME" (players 2) (equipment {(board (merge {(repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0} {0 0.5}})) (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0} {0 -0.5}})) (repeat 7 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0.5} {1 0.5}})) (repeat 7 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 -0.5} {1 -0.5}})) (shift (- 7 1) 0 (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {1 0.5} {1 0}}))) (shift (- 7 1) 0 (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {1 0} {1 -0.5}}))) (shift 0.5 0 (rectangle 1 7))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (sites Bottom) (sites Direction from:(centrePoint) W))) (place "PIECE_ALPHA2" (union (sites Direction from:(centrePoint) E) (sites Top)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Dam Hariman | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "PIECE_ALPHA2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) |
Nei-Pat-Kono | (game "GAME_NAME" (players 2) (equipment {(board (square 4) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Friend (who at:(between)))) (to if:(is Enemy (who at:(to)))))))}) (rules (start {(place "PIECE_ALPHA1" (expand (sites Bottom) steps:(- (/ (count Rows) 2) 1))) (place "PIECE_ALPHA2" (expand (sites Top) steps:(- (/ (count Rows) 2) 1)))}) (play (forEach Piece)) (end (if (or (no Moves Next) (<= (count Pieces Next) 1)) (result Mover Win))))) |
Dama (Alquerque) | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (directions {Forwards Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0)))) (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide (then (set Value Mover 1))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "PIECE_ALPHA2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "PIECE_ALPHA" (move Hop (directions {Forwards Rightward Leftward}) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0))))) (forEach Piece "PIECE_BETA" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Pieces Mover) (result Mover Loss))))) |
Tavelspel | (game "GAME_NAME" (players 2) (equipment {(board (square 13) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (expand (sites Bottom))) (place "PIECE_ALPHA2" (expand (sites Top)))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece "PIECE_ALPHA" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to)))))))) (end (if (no Pieces Next) (result Next Loss))))) |
La Dama | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (square 5) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (directions {Rightward Leftward Forwards} of:All) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0)))) (move Step (directions {Rightward Leftward Forwards} of:All) (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide All (then (set Value Mover 1))))) (regions P1 (intersection (sites Corners) (sites Bottom))) (regions P2 (intersection (sites Corners) (sites Top)))}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "PIECE_ALPHA2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "PIECE_ALPHA" (move Hop (directions {Rightward Leftward Forwards} of:All) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0))))) (forEach Piece "PIECE_BETA" (move Hop All (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Pieces Mover) (result Mover Loss))))) |
Egara Guti | (game "GAME_NAME" (players 2) (equipment {(board (graph vertices:{{0 0} {2 0} {4 0} {6 0} {8 0} {2 2} {4 2} {6 2} {3 3} {4 3} {5 3} {4 4} {3 5} {4 5} {5 5} {2 6} {4 6} {6 6} {0 8} {2 8} {4 8} {6 8} {8 8}} edges:{{0 1} {0 5} {1 2} {1 5} {2 3} {2 6} {3 4} {3 7} {4 7} {5 6} {5 8} {5 15} {6 7} {6 9} {7 10} {7 17} {8 9} {8 11} {9 10} {9 11} {10 11} {11 12} {11 13} {11 14} {12 13} {12 15} {13 14} {13 16} {14 17} {15 16} {15 18} {15 19} {16 17} {16 20} {17 21} {17 22} {18 19} {19 20} {20 21} {21 22}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (expand (sites Bottom)) (sites Row 2))) (place "PIECE_ALPHA2" (union (expand (sites Top)) (sites Row 4)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Permainan-Tabal | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" P1 N) (piece "PIECE_ALPHA" P2 S) (piece "PIECE_BETA" Each) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:4) (sites Row 4))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:4) (sites Row 4)))}) (play (if (is Prev Mover) (if (= (what at:(last To)) (id "PIECE_ALPHA" Mover)) (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (move Hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain))))) (priority {(or (forEach Piece "PIECE_ALPHA" (move Hop (from) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Adjacent (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))))) (moveAgain) (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))))) (forEach Piece "PIECE_BETA" (move Hop Adjacent (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) Adjacent (between before:(count Rows) after:(count Rows) if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))))) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {Forwards Rightward Leftward}) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Slide Adjacent)))}))) (end (if (no Moves Next) (result Mover Win))))) |
Bis Gutiya | (game "GAME_NAME" (players 2) (equipment {(board (square 5 diagonals:Solid) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Bara Guti (Bihar) | (game "GAME_NAME" (players 2) (equipment {(board (concentric {1 8 8 8}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (sites {2 3 4 5 10 11 12 13 18 19 20 21})) (place "PIECE_ALPHA2" (sites {1 9 17 6 7 8 14 15 16 22 23 24}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Felli | (game "GAME_NAME" (players 2) (equipment {(board (graph vertices:{{0 0} {2 0} {4 0} {1 1} {2 1} {3 1} {2 2} {1 3} {2 3} {3 3} {0 4} {2 4} {4 4}} edges:{{0 1} {0 3} {1 2} {1 4} {2 5} {3 4} {3 6} {4 5} {4 6} {5 6} {6 7} {6 8} {6 9} {7 8} {7 10} {8 9} {8 11} {9 12} {10 11} {11 12}}) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each) (regions P1 (intersection (sites Corners) (sites Bottom))) (regions P2 (intersection (sites Corners) (sites Top)))}) (rules (start {(place "PIECE_ALPHA1" (expand (sites Bottom))) (place "PIECE_ALPHA2" (expand (sites Top)))}) (play (or {(forEach Piece "PIECE_ALPHA" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_ALPHA" (move Step (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Slide)) (forEach Piece "PIECE_BETA" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))})) (end (if (no Moves Next) (result Next Loss))))) |
Game of Solomon | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (renumber (splitCrossings (add (regular Star 6) edges:{{0 5} {1 4} {2 3}}))) use:Vertex) (piece "PIECE_ALPHA" Each) (piece "PIECE_BETA" Each) (regions "Palace1" P1 (sites {"E7"})) (regions "Palace2" P2 (sites {"E1"}))}) (rules (start {(place "PIECE_ALPHA1" (sites {"E1" "A2" "D2" "E2" "F2" "I2"})) (place "PIECE_ALPHA2" (sites {"E7" "A6" "D6" "E6" "F6" "I6"}))}) (play (priority {(or (forEach Piece "PIECE_ALPHA" (move Hop (directions {Forwards Rightward Leftward} bySite:True) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Mover)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (or (forEach Piece "PIECE_ALPHA" (move Step (directions {Forwards Rightward Leftward} bySite:True) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Mover)) (promote (last To) (piece "PIECE_BETA") Mover)))) (forEach Piece "PIECE_BETA" (move Step (to if:(is Empty (to))))))})) (end {(if (no Moves Next) (result Mover Win)) (if (and {(= 1 (count Pieces P1)) (= 1 (count Pieces P2)) (= 1 (count Pieces P1 "PIECE_BETA")) (= 1 (count Pieces P2 "PIECE_BETA"))}) (result Mover Draw))}))) |
Terhuchu (Small) | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (expand (sites Bottom))) (place "PIECE_ALPHA2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Dash Guti | (game "GAME_NAME" (players 2) (equipment {(board (add (merge {(wedge 4) (shift 0 3 (rotate 180 (wedge 4)))}) vertices:{{0 3} {6 3}} edges:{{7 19} {19 18} {0 19} {0 20} {20 16} {20 9}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (intersection (sites Row 3) (sites Left))})) (place "PIECE_ALPHA2" (union {(sites Row 6) (sites Row 5) (sites Row 4) (intersection (sites Row 3) (sites Right))}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Ram Tir | (game "GAME_NAME" (players 2) (equipment {(board (add (square 9) edges:{{0 10} {10 20} {20 30} {30 40} {40 50} {50 60} {60 70} {70 80} {8 16} {16 24} {24 32} {32 40} {40 48} {48 56} {56 64} {64 72} {4 12} {12 20} {20 28} {28 36} {36 46} {46 56} {56 66} {66 76} {76 68} {68 60} {60 52} {52 44} {44 34} {34 24} {24 14} {14 4}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to)))))) (hand P2)}) (rules (start {(place "PIECE_ALPHA1" (difference (expand (sites Bottom) steps:4) (sites {36 37 38 39 40}))) (place "PIECE_ALPHA2" (difference (expand (sites Top) steps:4) (sites {40 41 42 43 44})))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Dam (Singapore) | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "PIECE_ALPHA2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Gol Ekuish | (game "GAME_NAME" (players 2) (equipment {(board (concentric {1 6 6 6 6 6 6 6}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop Rotational (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step Rotational (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (sites {2 3 4 8 9 10 14 15 16 20 21 22 26 27 28 32 33 34 38 39 40})) (place "PIECE_ALPHA2" (sites {1 7 13 19 25 31 37 5 6 11 12 17 18 23 24 29 30 35 36 41 42}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Kolowis Awithlaknannai | (game "GAME_NAME" (players 2) (equipment {(board (merge {(repeat 1 1 step:{{0.5 0} {1 0}} (poly {{-0.5 0} {0.5 0} {0 0.5}})) (repeat 1 1 step:{{0.5 0} {1 0}} (poly {{-0.5 0} {0.5 0} {0 -0.5}})) (repeat 15 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 0.5} {1 0.5}})) (repeat 15 1 step:{{0.5 0} {1 0}} (poly {{0.5 0} {0 -0.5} {1 -0.5}})) (shift 0.5 0 (rectangle 1 15))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (difference (union (sites Bottom) (sites Direction from:(centrePoint) W)) (coord "A2"))) (place "PIECE_ALPHA2" (union (sites Direction from:(centrePoint) E) (sites Top)))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Kotu Ellima | (game "GAME_NAME" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "E4" "F4" "F6" "F7" "G7"})})) (place "PIECE_ALPHA2" (union {(expand (sites Top) steps:2) (expand (sites Left) steps:3) (sites {"C3" "D3" "D4" "D6" "E6" "D7" "C7"})}))}) (play (forEach Piece)) (end (if (no Moves Next) (result Next Loss))))) |
Mughal Pathan | (game "GAME_NAME" (players 2) (equipment {(board (add (merge {(square 7) (shift 1 6 (rotate 180 (wedge 3))) (shift 1 -2 (wedge 3))}) edges:{{0 8} {8 16} {16 24} {24 32} {32 40} {40 48} {6 12} {12 18} {18 24} {24 30} {30 36} {36 42} {3 9} {9 15} {15 21} {21 29} {29 37} {37 45} {45 39} {39 33} {33 27} {27 19} {19 11} {11 3}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (sites Bottom) (expand (sites Row 2)))) (place "PIECE_ALPHA2" (union (sites Top) (expand (sites Row 8))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
Challis Ghutia (Titagarh) | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union (expand (sites Bottom) steps:1) (expand origin:(coord "I3") steps:5 W))) (place "PIECE_ALPHA2" (union (expand (sites Top) steps:1) (expand origin:(coord "A7") steps:5 E)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Ethiopian Capture Game | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "PIECE_ALPHA2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece)) (end (if (<= (count Pieces Next) 5) (result Next Loss))))) |
Mogul Putt'han | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3)})) (place "PIECE_ALPHA2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Moves Next) (result Next Loss))))) |
Alquerque | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "PIECE_ALPHA2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece "PIECE_ALPHA" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Step (to if:(is Empty (to))))))) (end (if (no Moves Next) (result Next Loss))))) |
Claim Jumpers | (game "GAME_NAME" (players 2) (equipment {(board (tri {3 5 3 5 3}) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start (set Score Each 0)) (play (if (is Prev Mover) (if (= 0 (size Array (values Remembered))) (forEach Piece (move Hop (from if:(!= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "PIECE_ALPHA" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))})))))) (forEach Piece (move Hop (from if:(= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "PIECE_ALPHA" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))}))))))) (do (forget Value All) next:(move Add (piece (id "PIECE_ALPHA" Mover)) (to (sites Empty)) (then (if (can Move (forEach Piece (move Hop (from if:(!= (from) (last To))) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered)))) (apply (set Pending (between)))) (to if:(is Empty (to))) (then (and {(remember Value (value Pending)) (remove (value Pending)) (add (piece (id "PIECE_ALPHA" Mover)) (to (value Pending)))} (then (and {(set Pending) (if (can Move (forEach Piece (move Hop (from (last To)) Orthogonal (between if:(is In (between) (difference (sites Occupied by:Next) (sites (values Remembered))))) (to if:(is Empty (to)))))) (moveAgain))}))))))) (moveAgain))))) (then (and (set Score Mover (count Pieces Mover)) (set Score Next (count Pieces Next)))))) (end {(if (and (or {(no Moves Next) (all Passed)}) (= (score Mover) (score Next))) (result Mover Win)) (if (and (or {(no Moves Next) (all Passed)}) (!= (score Mover) (score Next))) (byScore))}))) |
Fetach | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or {(move Step (if (!= 0 (count Moves)) (difference Adjacent Backwards) Forwards) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)))) (move Hop (difference Adjacent Backwards) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))})) (piece "PIECE_BETA" Each (or {(move Step Adjacent (to if:(is Empty (to)))) (move Hop Adjacent (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (move Hop (from (from) if:(is In (from) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True)))) Adjacent (between before:(count Rows) after:(count Rows) if:(and (is Enemy (who at:(between))) (is In (between) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True)))) (apply (remove (between)))) (to if:(and (is Empty (to)) (is In (to) (union (sites Direction from:4 NW included:True) (sites Direction from:0 NE included:True))))))})) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "PIECE_ALPHA2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Kharberg | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 5 5 diagonals:Alternating) use:Vertex) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0)))) (move Step (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0)))) (move Slide (then (set Value Mover 1)))))}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom)) (sites {"D3" "E3"})})) (place "PIECE_ALPHA2" (union {(sites {"A3" "B3"}) (expand (sites Top))}))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "PIECE_ALPHA" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0))))) (forEach Piece "PIECE_BETA" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0)))))))) next:(forEach Piece)))) (end (if (no Moves Next) (result Mover Win))))) |
Buudal | (game "GAME_NAME" (players 2) (equipment {(board (square 3 diagonals:Solid) use:Vertex) (hand Each) (piece "PIECE_ALPHA" Each (move Hop (between if:True (apply (if (is Enemy (who at:(between))) (remove (between))))) (to if:(is Empty (to)))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:6)) 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 Pieces Next) (result Next Loss))))) |
Peralikatuma | (game "GAME_NAME" (players 2) (equipment {(board (merge {(shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3)))}) use:Vertex) (piece "PIECE_ALPHA" Each)}) (rules (start {(place "PIECE_ALPHA1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "F4" "F6" "F7" "G7"})})) (place "PIECE_ALPHA2" (union {(expand (sites Top) steps:2) (expand (sites Left) steps:3) (sites {"C3" "D3" "D4" "D6" "D7" "C7"})}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece "PIECE_ALPHA" (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to)))))))) (end (if (no Moves Next) (result Next Loss))))) |
Crand | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (add (square 9) edges:{{0 10} {10 20} {20 30} {30 40} {40 50} {50 60} {60 70} {70 80} {72 64} {64 56} {56 48} {48 40} {40 32} {32 24} {16 24} {16 8}}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Step (difference Forwards Diagonal) (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Slide) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (union (sites {41 42 43 44}) (expand (sites Bottom) steps:3))) (place "PIECE_ALPHA2" (union (sites {36 37 38 39}) (expand (sites Top) steps:3)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Zamma | (game "GAME_NAME" (players {(player N) (player S)}) (equipment {(board (rectangle 9 9 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0)))) (move Step Forwards (to if:(is Empty (to))) (then (set Value Mover 1))) (then (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover))))) (piece "PIECE_BETA" Each (or (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (set Value Mover 0))) (move Slide (then (set Value Mover 1))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(> (site) (centrePoint))))}) (play (or (if (= (value Player Prev) 1) (or (if (and (is In (last From) (sites Pending)) (is In (last From) (sites Empty))) (move Select (from (last To) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)})))) (move Select (from (sites Pending) if:(is Occupied (from))) (then (and {(remove (last To)) (moveAgain) (set Value Prev 0)}))))) (do (set Pending (sites From (or (forEach Piece "PIECE_ALPHA" (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (and (if (is In (last To) (sites Next)) (promote (last To) (piece "PIECE_BETA") Mover)) (set Value Mover 0))))) (forEach Piece "PIECE_BETA" (move Hop (between before:(count Rows) after:(count Rows) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))))) next:(forEach Piece)))) (end (if (no Moves Mover) (result Next Win))))) |
Lam Pusri | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (union {(sites Row 0) (sites Row 1) (sites Row 2) (sites Row 3) (expand (sites {"E5"}) W)})) (place "PIECE_ALPHA2" (union {(sites Row 5) (sites Row 6) (sites Row 7) (sites Row 8) (expand (sites {"A5"}) E)}))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
Satoel | (game "GAME_NAME" (players 2) (equipment {(board (merge {(square 9 diagonals:Alternating) (shift 2 8 (rotate 180 (wedge 3))) (shift 2 -2 (wedge 3))}) use:Vertex) (piece "PIECE_ALPHA" Each (or (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))}) (rules (start {(place "PIECE_ALPHA1" (forEach (sites Board) if:(< (site) (centrePoint)))) (place "PIECE_ALPHA2" (forEach (sites Board) if:(and (> (site) (centrePoint)) (< (site) (* 9 9)))))}) (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Empty (to))) (then (if (can Move (hop (from (last To)) (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between))))) (to if:(is Empty (to))))) (moveAgain)))) (move Pass)) (forEach Piece))) (end (if (no Pieces Next) (result Next Loss))))) |
Sabou'iyya | (game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain))))))) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (if (= 0 (count Pieces Mover in:(sites Board))) (forEach (sites Around (centrePoint) Orthogonal) if:(is Empty (site))) (difference (sites Board) (centrePoint))) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (if (is Prev Mover) (or (move Step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain)))))) (move Pass)) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) |
Tawlbwrdd | (game "GAME_NAME" (players 2) (equipment {(board (square 11)) (regions "Fortresses" (sites Corners)) (piece "PIECE_ALPHA" P1 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (or {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA2")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_BETA" P2)) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))})))) (piece "PIECE_ALPHA" P2 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))))) (piece "PIECE_BETA" P2 (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA1")) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))))))}) (rules (start {(place "PIECE_ALPHA1" {"D1" "E1" "F1" "G1" "H1" "F2" "A4" "A5" "A6" "A7" "A8" "B6" "K4" "K5" "K6" "K7" "K8" "J6" "F10" "D11" "E11" "F11" "G11" "H11" "F10"}) (place "PIECE_ALPHA2" {"F3" "F4" "F5" "C6" "D6" "E6" "G6" "H6" "I6" "F7" "F8" "F9"}) (place "PIECE_BETA2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "PIECE_BETA2") in:(sites Outer)) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) |
Brandub | (game "GAME_NAME" (players 2) (equipment {(board (square 7)) (regions "Fortresses" (sites Corners)) (piece "PIECE_ALPHA" P1 (move Slide Orthogonal (to (apply if:(not (is In (to) (union (sites Centre) (sites "Fortresses")))))) (then (or {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA2")) (apply (remove (between)))) (to if:(or {(is Friend (who at:(to))) (is In (to) (sites "Fortresses")) (and (is In (to) (sites Centre)) (is Empty (to)))}))) (surround (from (last To)) Orthogonal (between if:(and (= (what at:(between)) (id "PIECE_BETA" P2)) (is In (between) (expand origin:(centrePoint) Orthogonal))) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (is In (to) (sites Centre))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (id "PIECE_BETA" P2)) (not (is In (between) (expand origin:(centrePoint) Orthogonal)))) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (is In (to) (sites "Fortresses")))))})))) (piece "PIECE_ALPHA" P2 (move Slide Orthogonal (to (apply if:(not (is In (to) (union (sites Centre) (sites "Fortresses")))))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA1")) (apply (remove (between)))) (to if:(or {(is Friend (who at:(to))) (is In (to) (sites "Fortresses")) (and (is In (to) (sites Centre)) (is Empty (to)))})))))) (piece "PIECE_BETA" P2 (move Slide Orthogonal (to (apply if:(not (= (to) (centrePoint))))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA1")) (apply (remove (between)))) (to if:(or {(is Friend (who at:(to))) (is In (to) (sites "Fortresses")) (and (is In (to) (sites Centre)) (is Empty (to)))}))))))}) (rules (start {(place "PIECE_ALPHA1" {"D1" "D2" "A4" "B4" "F4" "G4" "D6" "D7"}) (place "PIECE_ALPHA2" {"D3" "C4" "E4" "D5"}) (place "PIECE_BETA2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "PIECE_BETA2") in:(sites "Fortresses")) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) |
El-Mthaltha | (game "GAME_NAME" (players 2) (equipment {(board (rectangle 3 3 diagonals:Alternating) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))}) (rules (start {(place "PIECE_ALPHA1" (sites Bottom)) (place "PIECE_ALPHA2" (sites Top))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Boseog Gonu | (game "GAME_NAME" (players 2) (equipment {(board (remove (merge {(rectangle 3 3 diagonals:Alternating) (shift 0 -1 (rotate 180 (wedge 2))) (shift 0 2 (wedge 2)) (shift -1.5 0.5 (rotate 90 (wedge 2))) (shift 1.5 0.5 (rotate -90 (wedge 2)))}) edges:{{{1 1} {0 0}} {{1 1} {2 2}} {{1 1} {2 0}} {{1 1} {0 2}}}) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (to if:(is Empty (to))) (then (custodial (from (last To)) (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(= (what at:(to)) (what at:(last To))))))))}) (rules (start {(place "PIECE_ALPHA1" {"A3" "B3" "B4" "B2"}) (place "PIECE_ALPHA2" {"D2" "D3" "E3" "D4"})}) (play (forEach Piece)) (end (if (<= (count Pieces Next) 1) (result Next Loss))))) |
Ludus Latrunculorum | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (hand Each) (piece "PIECE_ALPHA" Each (flips 0 1) (if (= 0 (state at:(from))) (or (move Step Orthogonal (to if:(is Empty (to)))) (move Hop Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)))) (then (and (custodial (from (last From)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 0 (state at:(between)))) (apply (and (flip (between)) (custodial (from (between)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (mover)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Enemy (who at:(to))) (= 0 (state at:(to))))))))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))))))))}) (rules (meta (no Repeat)) (start (place "PIECE_ALPHA" "Hand" count:16)) 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) (or (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (and {(if (can Move (move Hop (from (last To)) Orthogonal (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)) (custodial (from (last From)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to)))))) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (next)) (= 0 (state at:(between)))) (apply (and (flip (between)) (custodial (from (between)) Orthogonal (between (max 1) if:(and (= (what at:(between)) (mover)) (= 1 (state at:(between)))) (apply (flip (between)))) (to if:(and (is Enemy (who at:(to))) (= 0 (state at:(to))))))))) (to if:(and (is Friend (who at:(to))) (= 0 (state at:(to))))))}))) (move Pass)) (or (forEach Piece) (move Remove (forEach (sites Occupied by:Next) if:(= 1 (state at:(site)))))))))} (end (if (= (count Pieces Next) 1) (result Mover Win))))) |
Maak Yek | (game "GAME_NAME" (players 2) (equipment {(board (square 8)) (piece "PIECE_ALPHA" Each (move Slide Orthogonal (then (and (intervene (from (last To)) Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (custodial (from (last To)) Orthogonal (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))))}) (rules (start {(place "PIECE_ALPHA1" (union (sites Row 0) (sites Row 2))) (place "PIECE_ALPHA2" (union (sites Row 5) (sites Row 7)))}) (play (forEach Piece)) (end (if (no Pieces Next) (result Next Loss))))) |
Breakthru | (game "GAME_NAME" (players 2) (equipment {(board (square 11)) (piece "PIECE_ALPHA" Each (or (if (not (is Prev Mover)) (move Step Diagonal (to if:(is Enemy (who at:(to))) (apply (remove (to)))))) (move Slide Orthogonal (then (if (not (is Prev Mover)) (moveAgain)))))) (piece "PIECE_BETA" P1 (if (not (is Prev Mover)) (or (move Step Diagonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (move Slide Orthogonal)))) (hand Each) (regions "CentreSites" (expand (sites Centre) steps:2))}) (rules (start {(place "PIECE_BETA1" (sites Centre)) (place "PIECE_ALPHA1" (handSite P1) count:12) (place "PIECE_ALPHA2" (handSite P2) count:20)}) phases:{(phase "PlacementP1" (play (move (from (handSite P1)) (to (intersection (sites "CentreSites") (sites Empty))) (then (if (is Occupied (handSite P1)) (moveAgain))))) (nextPhase (is Empty (handSite P1)) "PlacementP2")) (phase "PlacementP2" (play (move (from (handSite P2)) (to (difference (sites Empty) (sites "CentreSites"))) (then (if (is Occupied (handSite P2)) (moveAgain))))) (nextPhase (is Empty (handSite P2)) "Movement")) (phase "Movement" (play (forEach Piece)) (end {(if (is Within (id "PIECE_BETA1") in:(sites Outer)) (result P1 Win)) (if (= (where "PIECE_BETA" P1) -1) (result P2 Win))}))})) |
Poprad Game | (game "GAME_NAME" (players 2) (equipment {(board (square 17)) (piece "PIECE_ALPHA" Each (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))) (hand Each)}) (rules (meta (no Repeat)) (start (place "PIECE_ALPHA" "Hand" count:144)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Board) (centrePoint)) if:(is Empty (to))) (then (if (and (is Occupied (handSite Mover)) (not (is Prev Mover))) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (forEach Piece)))} (end (if (<= (count Pieces Next) 1) (result Next Loss))))) |
Hnefatafl | (game "GAME_NAME" (players 2) (equipment {(board (square 11)) (regions "Fortresses" (sites Corners)) (piece "PIECE_ALPHA" P1 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (and {(custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA2" Next)) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))) (surround (from (last To)) Orthogonal (between if:(= (what at:(between)) (id "PIECE_BETA" P2)) (apply (trigger "Surrounded" P2))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))})))) (piece "PIECE_ALPHA" P2 (move Slide Orthogonal (between if:(and (not (is In (between) (union (sites Centre) (sites "Fortresses")))) (is Empty (between)))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA1" Next)) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses"))))))))) (piece "PIECE_BETA" P2 (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(= (what at:(between)) (id "PIECE_ALPHA1" Next)) (apply (remove (between)))) (to if:(or (is Friend (who at:(to))) (is In (to) (union (sites Centre) (sites "Fortresses")))))))))}) (rules (start {(place "PIECE_ALPHA1" {"D1" "E1" "F1" "G1" "H1" "F2" "A4" "A5" "A6" "A7" "A8" "B6" "K4" "K5" "K6" "K7" "K8" "J6" "F10" "D11" "E11" "F11" "G11" "H11" "F10"}) (place "PIECE_ALPHA2" {"F4" "E5" "F5" "G5" "D6" "E6" "G6" "H6" "E7" "F7" "G7" "F8"}) (place "PIECE_BETA2" (centrePoint))}) (play (forEach Piece)) (end {(if (is Within (id "PIECE_BETA2") in:(sites "Fortresses")) (result P2 Win)) (if (is Triggered "Surrounded" P2) (result P1 Win))}))) |
Seega | (game "GAME_NAME" (players 2) (equipment {(board (square 5)) (hand Each) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))}) (rules (start (place "PIECE_ALPHA" "Hand" count:12)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (difference (sites Empty) (centrePoint))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece)))} (end (if (no Pieces Next) (result Next Loss))))) |
Kharebga (5x5) | (game "GAME_NAME" (players 2) (equipment {(board (square 5)) (piece "PIECE_ALPHA" Each (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))) (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)) "Capture")) (phase "Capture" (play (forEach Piece)))} (end (if (no Pieces Next) (result Next Loss))))) |
Khamousiyya | (game "GAME_NAME" (players 2) (equipment {(board (square 7)) (piece "PIECE_ALPHA" Each (move Step Orthogonal (to if:(is Empty (to))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain))))))) (hand Each)}) (rules (start (place "PIECE_ALPHA" "Hand" count:24)) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (if (no Pieces Mover in:(sites Board)) (forEach (sites Around (centrePoint) Orthogonal) if:(is Empty (site))) (difference (sites Board) (centrePoint))) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain))))) (nextPhase Mover (is Empty (handSite Mover)) "Capture")) (phase "Capture" (play (if (is Prev Mover) (or (move Step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) (then (if (can Move (step (from (last To)) Orthogonal (to if:(and (is Empty (to)) (or {(and (is Enemy (who at:(ahead (to) W))) (is Friend (who at:(ahead (to) steps:2 W)))) (and (is Enemy (who at:(ahead (to) E))) (is Friend (who at:(ahead (to) steps:2 E)))) (and (is Enemy (who at:(ahead (to) N))) (is Friend (who at:(ahead (to) steps:2 N)))) (and (is Enemy (who at:(ahead (to) S))) (is Friend (who at:(ahead (to) steps:2 S))))}))))) (moveAgain)))))) (move Pass)) (forEach Piece))))} (end (if (no Moves Next) (result Mover Win))))) |
Gundru | (game "GAME_NAME" (players 2) (equipment {(board (square 9) use:Vertex) (piece "PIECE_ALPHA" Each (or (if (= 1 (+ (count Cell at:(handSite Mover)) (count Pieces Mover))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to))))) (move Slide (then (custodial (from (last To)) (between (range 1 (count Rows)) if:(is Enemy (who at:(between))) (apply (and (remove (between)) (fromTo (from (handSite Mover)) (to (between)))))) (to if:(is Friend (who at:(to))))))))) (hand Each)}) (rules (start {(place "PIECE_ALPHA" "Hand" count:16) (place "PIECE_ALPHA1" (union (sites Top) (difference (sites Right) (sites Bottom)))) (place "PIECE_ALPHA2" (union (sites Bottom) (difference (sites Left) (sites Top))))}) (play (forEach Piece)) (end (if (no Moves Next) (result Mover Win))))) |
Awithlaknakwe | (game "GAME_NAME" (players {(player N) (player E) (player S) (player W)}) (equipment {(board (merge (merge (merge (merge (square 13 diagonals:Solid) (shift 3 -1 (rectangle 2 7 diagonals:Solid))) (shift 3 12 (rectangle 2 7 diagonals:Solid))) (shift -3.5 5.5 (rotate 90 (rectangle 2 7 diagonals:Solid)))) (shift 9.5 5.5 (rotate 90 (rectangle 2 7 diagonals:Solid)))) use:Vertex) (piece "PIECE_ALPHA" Each (move Step (directions {FR FL}) (to if:(is Empty (to))))) (piece "PIECE_BETA" Each (move Step (directions {Rightward Forwards Leftward}) (to if:(is Empty (to))))) (regions "Home" P1 (sites {"D9" "E8" "F7" "G6" "H5" "I4"})) (regions "Home" P2 (sites {"I22" "H21" "G20" "F19" "E18" "D17"})) (regions "Home" P3 (sites {"Q22" "R21" "S20" "T19" "U18" "V17"})) (regions "Home" P4 (sites {"V9" "U8" "T7" "S6" "R5" "Q4"})) (hand Each)}) (rules (start {(set Team 1 {P1 P4}) (set Team 2 {P2 P3}) (place "PIECE_ALPHA1" (sites P1)) (place "PIECE_ALPHA2" (sites P2)) (place "PIECE_ALPHA3" (sites P3)) (place "PIECE_ALPHA4" (sites P4)) (place "PIECE_BETA" "Hand")}) (play (forEach Piece (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (and {(remove (between)) (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (fromTo (from (handSite Mover)) (to (between)))) (addScore Mover 1)}))) (to if:(is Friend (who at:(to)))))))) (end (if (and (all Sites (union (sites Occupied by:P1) (sites Occupied by:P4)) if:(is In (site) (union (sites P2) (sites P3)))) (all Sites (union (sites Occupied by:P2) (sites Occupied by:P3)) if:(is In (site) (union (sites P1) (sites P4))))) {(if (> (+ (score P1) (score P4)) (+ (score P2) (score P3))) (result Team1 Win)) (if (< (+ (score P1) (score P4)) (+ (score P2) (score P3))) (result Team2 Win)) (if (= (+ (score P1) (score P4)) (+ (score P2) (score P3))) (result Mover Draw))})))) |
Kharebga (7x7) | (game "GAME_NAME" (players 2) (equipment {(board (square 7)) (piece "PIECE_ALPHA" Each (move Slide Orthogonal (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))))) (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)) "Capture")) (phase "Capture" (play (forEach Piece)))} (end (if (no Pieces Next) (result Next Loss))))) |
HeXentafl | (game "GAME_NAME" (players 2) (equipment {(board (rotate 90 (hex 4))) (piece "PIECE_ALPHA" P1 (move Slide (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (and (surround (from (last To)) Orthogonal (between if:(and {(is In (between) (sites "Fortresses")) (is Enemy (who at:(between))) (all Sites (sites Around (between) Own) if:(all Sites (sites Around (site) Own) if:(not (is In (to) (sites Around (between) Own)))))}) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) except:1) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (!= (between) (centrePoint)) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))) (piece "PIECE_ALPHA" P2 (move Slide (between if:(and (!= (between) (centrePoint)) (is Empty (between)))) (then (and {(surround (from (last To)) Orthogonal (between if:(and {(= (between) (centrePoint)) (= (what at:(between)) (id "PIECE_BETA" P1)) (all Sites (sites Around (between) Own) if:(all Sites (sites Around (site) Own) if:(not (is In (to) (sites Around (between) Own)))))}) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) except:3) (surround (from (last To)) Orthogonal (between if:(and {(is In (between) (sites "Fortresses")) (is Enemy (who at:(between))) (all Sites (sites Around (between) Own) if:(all Sites (sites Around (site) Own) if:(not (is In (to) (sites Around (between) Own)))))}) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) except:1) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (!= (between) (centrePoint)) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Friend (who at:(to)))))})))) (piece "PIECE_BETA" P1 (move Step (to if:(is Empty (to))) (then (and (surround (from (last To)) Orthogonal (between if:(and {(is In (between) (sites "Fortresses")) (is Enemy (who at:(between))) (all Sites (sites Around (between) Own) if:(all Sites (sites Around (site) Own) if:(not (is In (to) (sites Around (between) Own)))))}) (apply (remove (between)))) (to if:(is Friend (who at:(to)))) except:1) (custodial (from (last To)) Orthogonal (between (max 1) if:(and (!= (between) (centrePoint)) (is Enemy (who at:(between)))) (apply (remove (between)))) (to if:(is Friend (who at:(to))))))))) (regions "Fortresses" (sites Corners))}) (rules (start {(place "PIECE_BETA1" (centrePoint)) (place "PIECE_ALPHA2" (sites "Fortresses")) (place "PIECE_ALPHA1" {"D3" "C4" "E5"})}) (play (forEach Piece)) (end {(if (is Within (id "PIECE_BETA1") in:(sites "Fortresses")) (result P1 Win)) (if (= (where "PIECE_BETA" P1) -1) (result P2 Win))}))) |