Abstract Games Issue 8 Winter 2001

Another year has passed, quickly it seems, and Abstract Games is still going strong. We are still making incremental improvements to the magazine, but it seems to have settled into a fairly standard size and layout. Once again, we offer our sincere thanks to all our subscribers and advertisers for their support.
          Many games have passed through our hands over the past couple of years. A number of the best have been written about in these pages. Unfortunately there are too many games and too little time, and I have to make some hard choices about what games I can actually play regularly.
          Onyx is probably my favorite new game of the last two years. Realm, which will be covered in the next issue, is another game that I like very much. Other games that I am still playing are Twixt, Grand Chess, and my old favorites Wari and Epaminondas. Also, I have entered the Camelot World Championship, advertised in this issue. (If you have never played Camelot before, now is the time to learn—this competition is open to anyone.) One of these days I am going to find time to give Trax the attention it deserves.
          This is obviously a very personal list of favorite games, and mine seems to change fairly regularly as new games rotate in and old games are given a rest for a while. It brings me to the question of what we look for in a game, and why choose one game to play over another? What does make a game good enough to play time after time?
          I would appreciate some reader feedback to these questions. For myself, a game has to have, above all, interesting tactics and strategy, but also I like originality and simplicity. There is also a certain quality that is very difficult to define that makes some games beautiful.
          We are still running articles about games from the 8x8 Game Design Competition, and there are four more games in this issue. Three Crowns is one game that I have returned to a number of times, as is Mozaic. The latter makes a fine beach game and is Connie's favorite from the competition. This series will be completed with yet more good games in the next issue, and thereafter we should be into the games from the next competition.
          In the first competition the limitation was board size and shape. This time we have decided to make the constraint that the games must be played with unequal forces. Examples of these among traditional games are the Fox and Geese and Tafl families of games. I am sure this will challenge the ingenuity of game inventors, who may use any size and shape of board they like this time, as long as it is a regular tessellation of either triangles, squares or hexagons. How about a connection game with unequal objectives?
          This issue contains three games dating from around the end of the nineteenth century: Salta, Congo and Transvaal. This period saw the introduction of a great number of original games, some of which persist to this day, such as Halma and Reversi. It was a golden age for board games. In the next issue we will have three games from the 1970's and early 1980's, perhaps another golden age. Thereafter, computer games began to overtake this particular market segment. Ironically, I think the rise of the Internet may lead us into another golden age for abstract games. Does anybody concur?
          At last in this issue we return to Twixt and Hex. Apologies are due to the patient players of these games. People are still responding to the Jetan article in AG6, and I know that some readers are playing ten-game matches. We will definitely be printing some follow-up articles on Jetan in future issues. In the meantime: May your thoat be tireless and your sword arm strong!

                                                             Kerry Handscomb

Contents

Editorial

Letters and Game Notes

Game and Book Reviews

Alice Chess Part 1
by Peter Coast

Reflections on Vernon Rylands Parton
Inventor of Alice Chess
by Peter Parton

Between Heaven and Hell
Inspired by Alice Chess
by L. Lynn Smith

The Game of Congo
by Michel Boutin

Salta The Humanistic Game
by Ralf Gering

Twixt Tactics Part 2
by David Bush

Hex Strategy Part 4: Computer Hex
by Cameron Browne

Hexdame A nice combination
by Fred Kok

Zčrtz Strategy Guide Part 3
by Stephen Tavener

Moving on from Fox and Geese
by John Beasley

8x8 Game Design Competition
Four More Games
by Kerry Handscomb

The Grand Chess Corner
by Tony Gardner

Chu Shogi …the game of lions
by R. Wayne Schmittberger

It's Only Natural
by Connie Handscomb

Index


Select Other Issues

Issue 16 Winter 2003
Issue 15 Autumn 2003
Issue 14 Summer 2003
Issue 13 Spring 2003
Issue 12 Winter 2002
Issue 11 Autumn 2002
Issue 10 Summer 2002
Issue 9 Spring 2002
Issue 8 Winter 2001
Issue 7 Autumn 2001
Issue 6 Summer 2001
Issue 5 Spring 2001
Issue 4 Winter 2000
Issue 3 Autumn 2000
Issue 2 Summer 2000
Issue 1 Spring 2000

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