This issue marks three years of Abstract Games, and we are still going strong. We have a small but enthusiastic
readership from around the world—enough anyway to support a compact operation like ours—and the number of readers is still
growing slowly. We won't conquer the world, but it's nice to share an interest in one of the neglected byways of human
activity with a group of like souls.
One correspondent mentioned to me recently that
he was concerned there would not be enough material for us to keep going. Quite the opposite! Articles on Emergo,
Bashne, Go variants, Steppe, Jetan, modern mancala games, Hex, and the rather strange Sleeping Beauty Draughts have been
held off until the next issue—if they all fit! There'll be some surprises, too, so I haven't let all the cats out of the
bag.
This issue is unusual in that we have hardly
returned to games that have been covered previously. Grand Chess and Unlur are the only representatives in this regard.
Instead, we have devoted a lot of space to Janggi (Korean Chess). The article by Malcolm Maynard sets down the complete
rules, which, as far as I can tell, have never before been given in English. Certainly the clarification of the Facing
Generals Rule is nowhere else to be found in the printed literature or on the Internet. I am sure that Malcolm will
return
to Janggi in future issues since we are considering a column similar to Grand Chess.
I feel it is risky giving a lot of space to this
game because many Western players (and our readership is primarily North American and European) are frightened off by
games using Chinese characters for their pieces. However, I am encouraged by the fact that Shogi and Xiangqi seem to
be growing steadily in the West. So please don't be put off—the piece designations are really not that difficult to
learn.
I expect Malcolm will soon be writing about another
of his favorite Asian chess games, Mak Ruk (Thai Chess). He is still in the process of persuading me of the merits of
this game. Whenever we get together he tells me that the lack of long-range diagonal pieces makes it tactically
interesting. Nearly every time I lose. But it was only when I had won a game or two of Janggi against Malcolm that
I began to say, "Maybe this game has potential after all." There is hope yet for Mak Ruk!
I am happy to see the "A Beautiful Move in...."
series continue with Pente. I am not sure where to go with this series next, but we're open to suggestions. Perhaps
a modern game such as Dvonn would be appropriate.
This issue also contains the two very playable
games Orbit and Vai lung thlân. The former is a new Go-like territorial game by Steve Meyers, inventor of Anchor,
while the latter is a traditional Indian mancala game that seems to be in the same class as Wari in terms of strategic
interest.
"Forgotten classics" is represented in this issue
by Domain. We have Steppe, Pagoda, and Universe lined up for future issues. If you have any favorite old games with
interesting features or strategy you would like to share with others, then please us know.
It is time to announce the next game design
competition, in what is becoming a very successful event. Last year's winner, Unlur, is attracting a lot of attention.
Unlur may well come to be recognized as a great game. I am proud that the competition has thrown up a game of this
caliber. Next year's competition is based on the concept of simultaneous movement. The inventor of Unlur has said
that he believes there are still completely original game concepts yet to be developed. Why not give it a try?