Chess was the first game that I tried to get good at, when I was about thirteen. I read The Game of
Chess by Harry Golombek, which I think was my first game book. Within a year or two I had found Discovering
Old Board Games by R. C. Bell, and this inspired me to get hold of his masterly two-volume Board and Table
Games from Many Civilizations. By this time I had overcome my cultural programming about the superiority
of Chess, and I was avidly investigating many different games.
I was fascinated by Trevor Leggett's
Shogi: Japan's Game of Strategy, but I was hampered by the lack of opposition. Backgammon was easier to
find opponents for, and I loved Bruce Becker's Backgammon for Blood. Other favorite games were Epaminondas,
Mentalis, Hexagonal Chess, and Wari. Sid Sackson's great A Gamut of Games was a good source for games.
We also played theme games like
Kingmaker, Civilization, Brittania, Diplomacy, and Risk, as well as fantasy table-top war gaming
inspired by The Lord of the Rings. I was captivated by Dungeons and Dragons, and I remember being very
impressed with the brilliance of the role-playing concept. We played card games, too. On an exchange
trip to Germany when I was fifteen I spent the whole time playing Skat. It was great!
I had tried Go, but none of the
presentations I had seen did it justice, and it was not until university that I finally got involved
with Go after reading Kaoru Iwamoto's Go for Beginners. At the time I felt Go was the only perfect
game. Within a few years, however, I discovered the Oxford Shogi Club. The stupendous Shogi endgame
makes it, for me, the greatest of all chess-type games. Shogi was a major reason for my living in
Tokyo for nearly four years.
The experiences we have when
young are sometimes special and unrepeatable, and this can be as true of games as it is of anything else.
More recently I took a long
look at Lines of Action, one of the games from Sid Sackson's book. Lines of Action seems to lend
itself well to analysis and strategic theorizing, and by dint of many hours of hard work, I think
I became quite good at it. I overdid it, though, and I haven't been able to play Lines of Action
for a while. I'm taking a rest from Onyx right now in case the same happens.
I feel I need another
special game to look into more deeply. There is a thrill in working out a game's strategy
from scratch without the aid of books or expert players. Realm, Dvonn, Hive, Pagoda, and
Zhadu are attractive options, as are several of the games from the game design competitions—Three
Crowns, perhaps. On the other hand, Super Halma in this issue looks very interesting . . .
At last we return to
Bashne in this issue! It has been said that Emergo is the most cleanly realized column
checkers game. However, Bashne has a history and a body of expert players (in Russia) who
hold regular tournaments and do some deep strategic analysis. I think it is good to give
readers a glimpse of this activity.
Also in this issue we have
the winners of the Simultaneous Movement Game Design Competition and are announcing the next game
design competition. The two games selected this time strike me as children's games rather than
serious abstracts, but perhaps it is inherently difficult to build strategy into a game with
simultaneous movement. Perhaps the four games we described in AG14 represent the limit of what
is possible. The theme of next year's competition is not unduly restrictive and is known to have
produced some very fine games with great depth.
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Contents
Editorial
Letters
Game and Book Reviews
Interview
Mark Alan Osterhaus - Out of the Box
by Clark D. Rodeffer
4x4 Games - An Investigation
by Michael Schoessow
Super Halma
The Quest for the Best Two-Handed Version
by Andrew B. Perkis
Havannah - Basic Tactics Part 1
by Christian Freeling
Simultaneous Movement Game Design Competition
by Kerry Handscomb
Loopy Games
by Paul Yearout
Snort - A variety of abstract farming
by Ralf Gering
We Played Liubo Last Night - A mysterious game
by Jean-Louis Cazaux
Bashne - Analysis of a Variation
by Anatholy Zbarj
The History of 3D Chess
Part Six: The 4x4x4 Cube
by L. Lynn Smith
Janggi Addenda
by Malcolm Maynard
The Ability to Focus
by Connie Handscomb
Index
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