r/abstractgames

A simple puzzle
▲ 34 r/abstractgames+2 crossposts

A simple puzzle

Which white stones, and how many of them, must be removed so that black can capture all remaining white stones?

Bonus: Can the answer be extrapolated to any n x n board?

**SPOILER ALERT**

Short answer:

>!Only two stones need to be removed. For the 13×13 board there are two solutions: one symmetric on the second line (2,4 / 2,10) and all their transpositions, as well as several asymmetric ones, all of which lie within a 3×3 diamond of stones centered at (3,7). Among the asymmetric combinations that work are (3,5 / 2,8), (3,5 / 4,8), (3,9 / 2,6), (3,9 / 4,6), (5,7 / 2,6), and (5,7 / 2,8).!<

>!Bonus (not proven): For a board of size *n*, the minimum number of stones seems to be the ceiling of (n−1)/6. For example, for a 13×13 board we get (13−1)/6 = 2, and for a 19×19 board (19−1)/6 = 3. By contrast, for a 20×20 board we get (20−1)/6 = 3.16, so four stones would need to be removed.!<

>!Similar solutions also seem to work for a matrix that starts with empty corners.!<

**Long answer:**

Single-stone matrices are more resilient than they might appear at first glance, especially diagonal ones. Likewise, if we remove any individual stone starting from the third row onward, the matrix holds and captures do not seem to propagate.

The key for the position to collapse lies in removing an entire row or column. Once all the stones from any single row are removed, it becomes possible to capture all the remaining white stones.

The problem can therefore be reformulated as follows: *What is the minimum number of stones that must be removed in order to capture all the stones of a single row?*

A first possible solution would be to remove the six stones from the second row. A slightly better one is to remove three alternating stones from the first row. There is another interesting solution involving the removal of three stones from the main diagonal: (2,2), (4,4), and (6,6). These solutions work, but they are not optimal.

To find the best solution, we must take into account that removing certain stones can have effects on neighboring stones. The only stones that, when removed individually, allow additional captures are located in the second row. That is why, if we remove the stones at 2,4 and 2,10, two small empty triangles are formed beneath them. Each of these frees up five points (intersections) in the first row. This, in turn, allows us to later capture both corners and the central point of the first row, completely freeing it and enabling the capture of the entire board.

The general scheme for any n × n board is therefore to remove stones from the second row starting at 2,4, every six intersections. This generates the following pattern of empty spaces in the first row, where “o” is either a corner stone or an intermediate stone, and “5” represents the intersections freed beneath the removed stone: o-5-o-5-o …

For example, on a 19×19 board it is enough to remove 2,4 / 2,10 / 2,16, which produces the following pattern in the first row: o-5-o-5-o-5-o which corresponds to the total board length: (5×3 = 15) + 4 = 19.

Therefore, the minimum number of stones that need to be removed on an *n × n* board seems to be the smallest positive integer greater than or equal to (n−1)/6, since each stone removed from the second row allows us to free 5+1 intersections, in addition to the first corner (1+5+1).

However, there is also another very interesting solution that arises from the interaction of removing stones from other rows. Removing individual stones does not seem to affect the whole matrix, but if they are close enough to one another, their effects are amplified.

Let us then imagine a 3×3 diamond of stones centered at 3,7, with its lower vertex touching the first row. If we remove all nine stones of that diamond, two small triangles are formed on each side. These can be captured and, in turn, allow us to reach and capture the corners, completely freeing the first row.

From this follows the second solution: to capture the nine stones of that central diamond, only two stones need to be removed—any of the three lateral or upper vertices (the lower one does not seem to work), combined with a lateral stone opposite to that vertex. This solution generates a different but equivalent pattern: o-11-o-11-o …

Both patterns can be combined. For example, on a 19×19 board one can remove three stones from the second row, or alternatively remove one stone from the second row and the two required to capture the corresponding diamond, generating a pattern like o-5-o-11-o.

By the way, ChatGPT doesn't seem to find the solution.

And that’s it. I’m learning go/baduk, and in a future post I’ll explain how this puzzle came about.

Cheers!

EDIT 2. For the 19x19 board, there is an even more elegant solution: removing the stones at (10,8), (9,5), and (10,2). This creates a large capture triangle with its top vertex at (10,8) extending to the stones in the board's corners, allowing for their capture and, consequently, the collapse of the entire board. The pattern for this triangle would be o-17-o-17-o….

Apologies if this has turned into a math problem. I do not know if a regular pattern exists when more stones are removed, or if the interaction becomes more complex. Honestly, I have no idea how to calculate it or what the optimal solution for an n x n board might be.

u/Ok-Basket5408 — 7 hours ago
▲ 20 r/abstractgames+4 crossposts

MASUKU - a relaxing puzzle game in which you have to strategically cover up the board 🧩

Hello Comfort Gamers!

We are working on and will soon be releasing (!) MASUKU - a puzzle game for 1–4 players. Place, rotate, and flip cards to reveal colours and symbols that match shifting scoring goals.

There are a few different game modes, some that can be played co-op or competitive. Great to scratch the itch of something that makes you think without being super difficult. Also a game that doesn't require too much of a time commitment.

You can check out the demo on Steam here: https://store.steampowered.com/app/4588280/MASUKU_Demo/

Releasing on 20th July on Steam! And Switch later in the year. Let us know if you have any thoughts and wishlists welcome if you find it interesting.

Thanks for checking out our game! :)

u/Poolsidegamedev — 19 hours ago

Online demo of my line-capture game, Battle-Lines

I posted Battle-Lines here before once. In the time since, I've made a version that's playable online.

https://mimasgames.itch.io/battle-lines-demo-web-version

Main rules:

  • Capture neutral (grey) lines by connecting them to one of your own lines.
  • Capture enemies' lines by connecting each end to a longer line you own.
  • You get points for each line, with bonuses for longer ones.
  • Loops are worth double.
  • The global longest line is worth double, and this can stack with the loop bonus.
  • You can rotate a tile on the board instead of placing a piece.

The winner is the first one to reach the victory score.

There's an in-game tutorial where you can experiment with these rules.

Game types

You can have from 2 to 4 players - personally, I think 3 creates the most interesting games.

There are 3 different piece sizes (2 hexes, up to 4 hexes and up to 8). Bigger pieces have different victory scores.

7 AI difficulty levels. The demo only has the 3 lowest and the top one. The full version has an Adaptive AI option, too.

Victory score is adjustable, too.

Also, there are two one-player 'puzzle modes' in the game.

Complexity and skill

As you can see from the second image, the game can get quite complex. Fortunately, it builds up gradually. Piece size impacts the complexity a lot, as does player number.

Decisions usually come down to three options: maximizing line-capture, improving the value of your lines, or sabotaging opponents. Which is best depends on the state of the game, and that of your opponents. It also gets more difficult to figure the best move, and late-game moves can be more powerful than early-game ones. This gives opportunities to catch up until the end.

Anyway, I hope you have fun with it! This demo is mostly the same as the full version, with the only differences being the missing difficulty levels and missing online play. I'm hoping to have the full version finished sometime this year. When it is, you can get it here:

https://store.steampowered.com/app/3438600/BattleLines/

u/groezelgeel — 1 day ago
▲ 18 r/abstractgames+2 crossposts

[Dev] I made an iOS board game that's like chess, but faster and more magical — free with no ads!

Hi everyone!

I’m Anna. I've been working on a small strategy game called Mystic Mushrooms, and it's finally available on the App Store. 🍄

The idea was to make something as fun as chess but with much shorter games. You move magical mushrooms across a 5×5 board, cast spells, and try to take out your opponent's mushrooms.

Features:
Quick 5–10 minute matches
Easy to learn, difficult to master
Three AI difficulty levels
Online multiplayer
Pass-and-play mode
Completely free with no ads

There are optional cosmetic purchases (skins, themes, and music), but nothing is pay-to-win.

I'd love to hear what strategy game fans think. If you try it, I'd really appreciate any feedback, good or bad. I'm still actively improving the game.

App Store link: https://apps.apple.com/se/app/mystic-mushrooms/id6759402010?l=en-GB

u/strugletown — 2 days ago
▲ 53 r/abstractgames+2 crossposts

TWIN FLAMES: I nearly forgot I designed a game thousands of kids play every year

https://preview.redd.it/siggrfhh0j4h1.png?width=3944&format=png&auto=webp&s=1e1c15353754bfbfe484e9132e64da4fcc923837

When I started designing 2-player abstract games in the early 2000’s, ideas would fire hose out of me. I’d jot each down, sometimes play it, maybe post it to a forum, then return to the hose.

There was one in which your score was the product of your two largest islands of pieces. The twist: you could place either player’s pieces on your turn. By placing your opponent’s pieces, you could threaten to connect their two largest islands and collapse their score, but at the cost of adding to their score if you failed. I liked that tension.

In 2008, I mentioned it in a forum where designers Bill Taylor and João Pedro Neto caught wind of it. They tinkered with the mechanics, found some improvements, and I thought that was that. I went back to the hose.

Meanwhile, João made it a staple of the Portuguese Tournament of Mathematical Games under the name Produto. As a result, for many years now something like 1800 students ages 7 to 17 have played it in live competition.

https://preview.redd.it/904bbrco1j4h1.png?width=4096&format=png&auto=webp&s=602e95b420c9e582f02a098ecf90c271e6a0492b

https://preview.redd.it/7s8w6zip1j4h1.png?width=2304&format=png&auto=webp&s=702a78c38d734b8e599a9556ed37790e5f362b47

A few months ago, João posted about the game, bringing it all rushing back. I hadn’t thought about it in ages, nearly forgotten it in fact. I realized I might have been neglecting something good.

So I started playing against myself, and with time’s lens, thought I saw a path to further improvement. So I worked on it and now I have a new version called Twin Flames.

João and I are posting it as a new game, because it can play very differently. I think it merits a proper introduction, so here are (very short) rules, strategy tips, and design notes:

Components

  • at least 50 black pieces and 50 white pieces
  • up to 8 purple blocker pieces
  • This board:

https://preview.redd.it/036vabgr1j4h1.png?width=3944&format=png&auto=webp&s=ea127923a178bb3e40e7f16aa42655c6199bc250

Setup

  • Place the board in the center of the table.
  • Optionally, place some blocker pieces on random spaces, so none are on edge spaces and none are adjacent to each other. I recommend using 4 for your first game. Example:

https://preview.redd.it/az292zft1j4h1.png?width=3944&format=png&auto=webp&s=7721e8e71dfe26923d5fb6ce72ca5173103643fb

  • One player is Black, the other is White.
  • Place the pieces of both colors within easy reach of both players, but place the pieces of each player’s color closer to that player.

Gameplay

  1. The Opening: Black begins by placing one black piece on any empty space.
  2. Taking Turns: From then on, starting with White, the players take turns. On your turn, you must place two pieces - they can be your color, your opponent’s color, or one of each - onto any two empty spaces.
  3. The game ends when the board is full.

Scoring and Winning

  1. Your score is calculated by multiplying the number of pieces in your largest island by the number of pieces in your second-largest island. (If you only have one island on the board, your score is just the number of pieces in it).
  2. The player with the highest score wins. If there’s a tie, white wins. Example:

https://preview.redd.it/gpp8n28b2j4h1.png?width=3944&format=png&auto=webp&s=76204b6f459a94b8c6f2ba6da63316d47c4a1b43

In the example above,

  • Black’s score = 14*20 = 280
  • White’s score = 5*12 = 60

Black Wins in a landslide.

The rules above illustrate the game with the smallest board I play on. Here are the three board sizes I currently suggest, and a suggested number of blockers for each. All are available at abstractplay.com

https://preview.redd.it/vzclmfmn2j4h1.png?width=1803&format=png&auto=webp&s=ecb5b332adf3d718ceb8c2256df2c18122511b67

Strategy

Twin Flames’ challenge is in its product-based scoring and the ability to place pieces of either color. Success depends on balancing the growth of two distinct islands rather than focusing on a single cluster. Strategy changes a lot depending on the number of blockers in play.

Core Strategy: Balanced Pairs

Because your score is a multiplier, balance is more valuable than raw size. A single island of 20 pieces scores 20, while two islands of 10 pieces score 100.

  • Keep it Even: Aim to keep your two largest islands as close in size as possible.
  • Avoid Merging: Take care not to accidentally merge your two primary islands, as it’ll collapse your score. Your opponent may try to force this by placing pieces of your color in connective spaces. This threat is most potent when zero blockers are in play.
  • Drop Anchors: Use your early turns to establish “anchors” on different parts of the board to make it easier to grow independent islands.

Tactical Placement

Offensive Play (Building Your Score)

  • Expansion: Use your turn to add two pieces to your own color, ideally one to each of your two target islands.

Defensive Play (Limiting the Opponent’s Score)

  • The Poison Pill: Place your opponent’s color in a way that will connect their two largest islands. This is the most devastating move in the game, as it can slash their score. Even if you fail to force a merge, the attempt increases the chance your opponent will end up with unbalanced islands (one big and one small). But there’s a cost: you’ll grow their largest island to do this. Weigh the risk. Important: the more blockers are on the board, the less likely this is to happen, and this can dramatically change the game. With zero blockers, it’s an ever-present threat.
  • Walling off Territory: Use your own color to wall off areas of the board, preventing your opponent from expanding their biggest islands into or from those spaces. The more blockers you play with, the more important this becomes.
  • Filling the Gaps: In the final turns, if you can’t increase your score, use your pieces to minimize your opponent’s second-largest island.

Design Notes

Most differences between Twin Flames and the original are fine-tuning, but there’s also a major difference: the new version has a randomized setup that adds blockers to the board.

Blockers change the game a lot. The original game was about threatening to merge your opponent’s biggest islands together, but the more blockers you include, the less it’s about that and the more it’s about leveraging blocker geometry. I don’t know what the right balance is. But I’m excited it’s adjustable, because it means I can tune for high-level play, which is both important to me and hard.

You can play Twin Flames on three different size boards, with your choice of 0,2,4,6, or 8 blockers at abstractplay.com. If you play with different configurations, I’d love to know which is your favorite and why.

The Case For Blockers:

  • The game-to-game variability can feel nice, like there’s more landscape to explore. Like I’m getting a different puzzle each game. I feel that in Twin Flames. Unsure if others will.
  • Makes the game more intuitive? - without blockers, there are lots of occasions to place your opponent’s pieces instead of your own, to threaten to merge their biggest islands. Playing your opponent’s pieces can feel weird to some people. With the blockers, the game is less about that.
  • Limiting opening theory and leveling the playing field - for me, learning openings is an unpleasant aspect of becoming good at a game. Random setups make openings less important. This only matters for games that get studied, but I design my games for study, whether anyone studies them.

The Case Against Blockers:

  • Steeper learning curve: a less-consistent play environment can make learning harder. That’s likely somewhat true of Twin Flames, but since I also suspect blockers make the game more intuitive as described above, my jury’s out.
  • Mechanical imbalance or clunkiness - I suspect Twin Flames is balanced, blockers or not. It has to do with the turn rule combined with the game’s win condition. But I need to see more skilled play. Also the blockers don’t feel clunky to me, but that’s in the eye of the beholder.
  • Reduces the value of merge threats - whether this is good or bad depends on whether players prefer the considerations that replace the merge threats when you include blockers. I don’t know. As mentioned, the number of blockers can be adjusted to tune the importance of different strategic considerations.
  • Aesthetic purity: some dislike the look of random openings. But I like them, and here I feel extra visual interest in the peculiar landscape of possibility they create.

How Twin Flames relates to my design goals

My umbrella goal for abstract games is Inviting Depth:

Inviting: You don’t feel too lost in your first play, and you want to play more and learn more.

Twin Flames feels more inviting to me than many of my abstract games, which may explain why kids are playing its predecessor in tournaments. But I don’t know how far that goes, given how uninviting most abstract games feel to most people.

It’s a bit surprising considering the game’s branch factor (the number of distinct possible moves on a turn). Even on the smallest board, an early-game turn in Twin Flames can have around 14,000 branches. Branchy games often feel paralyzing.

Twin Flames seems to sidestep this paralysis more than other branchy abstracts because the rules are simple and the first heuristic you learn — Balanced Pairs — clarifies the game.

Depth: if 100 good players played a game full time as a professional sport for a couple of years, the strategy book they wrote at the end of it would be unusually fascinating.

I think I see potential for the game to be deep for many by the definition above. The mix of hot & cold positions, offensive and defensive options, and the way the dynamics change depending on the number of blockers seems to create scope for nuance, discovery, and different ways of seeing. Here the branchy-ness seems to help.

But this kind of depth is definitionally hard to achieve due to the “unusually fascinating” requirement, so we’ll see. I’m studying the game more deeply than usual to find out if it’s deep at least for me.

As a closing aside, I love that this game’s candle has burned for so long thanks to collaboration with fellow abstract lovers like João and Bill (RIP Bill), people I have only ever known online. The internet sucks in a thousand ways but there’s still magic in it.

A Birthday Bounty

On July 16, my birthday, I’ll give $100 to the player with the highest Elo rating (other than me) on abstractplay.com, if they’re willing to share their strategy/tactics tips with me after.

- Nick Bentley

reddit.com
u/El_Poopo — 4 days ago

Made a free site with 21 abstract games, need your help picking what's next

Hey folks, big abstract games fan here.

I've spent the past year building playabstractgames.com, free to play, no signup, AI opponents with real difficulty levels. Current lineup is in the image: Chess, Go, Hnefatafl, Reversi, Amazons, Hex, Lines of Action, Gomoku, Connect6, Pente, and more, mixing ancient, classic, and modern games.

Two things I'd love from this community:

  1. What’s missing? I want to add more games, so tell me your favorites. Xiangqi, Fanorona, Havannah, your favorite obscure classic, whatever you think deserves a spot.
  2. Feedback. Anything clunky about the site, the UX, or the AI opponents (too easy, too hard, feels off), I want to hear it.

Not trying to sell anything, just want to make this better for people who love these games. Drop suggestions in the comments, I read them all.

u/BeyondCrafty3561 — 5 days ago
▲ 6 r/abstractgames+2 crossposts

"New" Variant of Hexagonal Go/Baduk

Good day!

I'd like to ask for help from this great community to analyze a new game that has me obsessed. It's called "SIX" or "SIX-O," and it's played on a hexagonal or triangular grid. The goal is to create a line, triangle, or ring of six connected stones. I think it's a much more complex game than it first appears.

At first, it might seem like another Connect 4, but as the game progresses, it transforms into a battle for territory, like Go/Baduk. I'm sharing an image of a very technical game that ended in a draw: there isn't a single six-stone triangle, line, or ring.

The original version is played without a board and only with 21 pieces of each color, which I think is a significant limitation for exploring it in depth. The version I'm exploring is played on a hexagonal grid, preferably larger than 8x8x8, and also adds another winning possibility: any ring of 6 or more stones. This eliminates most ties and allows for the emergence of interesting patterns similar to the ladders in Go/Baduk. I hope you'll give it a try.

I've been exploring other hexagonal games like Hex, HeXO (Connect-6), TriGo, Bloom, and Havannah, and in my opinion, this version of SIX-O is much more elegant. I believe that if it reaches the right community, it has the potential to become a classic, as it doesn't require a double turn or the use of other colors.

That's why I wanted to ask for your support in developing a web implementation of this game. Of course, all credit would go to whoever creates it. I feel a little sad to think that I found a super interesting and deep game that no one else knows about, so I'd like to share it with the community.

As I said, the rules are very simple: players take turns, placing stones on any square of the board (not necessarily adjacent like in the original version). The stones placed remain on the board, and the first player to achieve a line of six, a triangle, or any ring of any size wins.

The only additional rule is to balance the start: 1) White plays first and places a stone near the center; 2) Black places an adjacent stone; and 3) White must play their second stone fulfilling the following conditions: a) it cannot be adjacent to their first stone, and b) it must be adjacent to the stone placed by the opponent.

In practice, this allows Black's next move to be connecting two stones that separate White's stones (like a black bee with white wings), which balances the game: White has one more stone on the board, but Black has the initiative during the first phase of the game because their stones are connected.

And that's all. I hope you'll give the game a try, and that someone can take this project and develop it to the next level. And I apologize for my English; it's not my native language.

Thank you so much for all your support!

u/Ok-Basket5408 — 7 days ago
▲ 3 r/abstractgames+1 crossposts

Oshi -- pure strat, open deployment, super simple game with AI and human opponent website live now for beta :)

This is a game I've recently been working on that I've cooked up into a little website for public beta testing.
Oshi has super simple rules, but if my AI v AI testing is worth anything, it seems to be pretty deep.
The game has two parts, placement where you decide where your pieces are going, and play, where you move and reposition pieces to get to your opponent's home row.
There's an interactive tutorial and full rules on the site, a robust AI opponent with three levels of difficulty, and the option to sign in by one-time codes to play asynchronously against other humans in ranked or casual matches.
Take a look and let me know what you think, here or via the feedback form on the site!

AI statement: I've used AI heavily to make the testing and website for this game, but the game itself is 100% me-made. I haven't used AI for any of the creative process, just as a shortcut to getting code up and running.

oshi.games
u/GBR87 — 12 days ago
▲ 6 r/abstractgames+1 crossposts

Topological board games

Hi everyone, I’m developing Topological Board Game, a interesting board game and a experimental strategy sandbox.

The idea is to take board games and scientific systems away from traditional boards and let them run on different lattices, dimensions, boundaries, and topology-inspired spaces.

It includes classic board-game foundations like Chess, Go, Reversi, and Jump-style movement, but also experimental Labs based on Life, physics, mathematics, biology, particles, operators, cellular systems, and complex systems.

The game is still growing, so feedback is very welcome.

Play here:

https://topoboardgame.vercel.app/

reddit.com
u/youxunzhang — 10 days ago

I made a 3D abstract strategy game called STRATA. Looking for feedback.

https://preview.redd.it/8dgtycwlc89h1.png?width=784&format=png&auto=webp&s=02bbb6f8f969b086954d2090895b85280f5c72bb

Hi everyone,

I've been working on a compact 3D abstract strategy game called STRATA.

The game is played on a 4×4×4 battlefield across four layers. Each player controls 16 pieces and must protect their Core while trying to capture, surround, or immobilize the opponent's Core.

One of the unique mechanics is that captured pieces can be redeployed onto specific layers, creating new tactical possibilities throughout the game.

Key features:

• Four-layer battlefield

• Captured pieces can be redeployed

• Multiple victory conditions

• Games take about 10–20 minutes

You can play it in your browser here:

https://strata001.itch.io/strata

I'm mainly looking for feedback on:

- First impressions

- Rule clarity

- Strategic depth

- User interface

Thanks for taking a look.

reddit.com
u/strata001 — 12 days ago