Abstract Games Issue 12 Winter 2002


onnection games have always attracted me. I liked the simplicity and the mathematical perfection of Hex. Later, I rediscovered the Game of Y without knowing that it had been invented already. Since that time, I became convinced that a connection game on a hexagonal board should exist. Of course, Christian Freeling invented Havannah, which has very simple rules, but it has not got the mathematical perfection I desired.
           On 26th December, 2001, only five days before the deadline of the Unequal Forces Game Design Competition, I was playing a game of Lur, a territorial game inspired by Anchor and Hexgo. Suddenly I became aware of a property of hexagonal boards with hexagonal cells: If the board is completely filled with pieces of two colors, one player must have created a line or a Y. (This property has now been mathematically proved by Taral Guldahl Seierstad.) This would give me the mathematical perfection, and I just needed some simple rules.
           Initially I tried the rule that the first player who creates a line or a Y wins the game. Unfortunately, this does not produce a balanced game. An attacking player has too strong an advantage since he has five different ways to win—three lines and two Y's.
           Suddenly I remembered the Unequal Forces Game Design Competition, and that Kerry had suggested a connection game with different objectives. There it was! One player attempts to win by creating a line, and the other by creating a Y. However something remained, as creating lines is easier than creating Y's, and the first move advantage was not enough to balance the game. On the other hand, draws are possible, as we can see in the diagram below.


White cannot achieve a line; Black cannot achieve a Y

The first problem was solved by adopting the rule that I call the contract. At the beginning of the game both players place black pieces on the board, until one considers that Black has a better position and decides to play Black.
           The other problem was how to avoid draws. A game cannot be a good game if it is often drawn, and when one first invents a game one does not know how drawish it is going to be. I decided to eliminate possibility of draws. I realized that the only way for a draw to happen is when one player creates the opponent's objective, so I decided that if a player creates the opponent's objective he loses. This was a lucky choice. I later realized that this rule makes the game very different strategically from Hex, and it affords scope for new tactics. It also allows for new concepts, such as "topologically won positions," that we will discuss below.
           After Unlur won the competition, Juan Zubieta decided to include it on the Ludoteka website so that it could be played in real time. We subsequently were able to test the game deeply.
           The first thing we observed is that Unlur over a board with eight cells per side becomes very complex and difficult to understand, so now we prefer to play on a board with six cells per side. We do not really know what is the best size yet, but this article will be based on the smaller board.
           The other refinement of the rules is related to the contract. I have adopted the rule that forbids play on the border cells of the board during the contract stage. Why? We have discovered that some Black moves on the border of the board are a liability for Black. So, if during the contract one player felt that playing inside the border would lead to a good position for Black, he would make a weak move by playing on a border cell, thereby extending the contract. This situation could be repeated several times, with the contract continuing indefinitely.
           Some preliminary discussions of the tactics and strategy of this unusual game follow these rule clarifications.
- Jorge Gomez Arrausi

Other Winning Conditions
In addition to the normal winning conditions, there are a few other configurations that guarantee a win for one of the players. In other words, when the game reaches such a position, one of the players cannot help but win, even if the players collaborate not to let that happen. I know of three such winning configurations.
           I will say that a player controls a side, when he has a chain of stones connecting the two sides adjacent to this side. For example, White controls the right if there is a white chain connecting the top-right side to the bottom-right side.
           The three winning configurations are:
1. If White controls two opposite sides, then White wins.
2. If Black controls three non-adjacent sides, then Black wins.
3. If White and Black control one side each opposite to each other, and the two controlling groups are adjacent to each other, then White wins.
           In most cases it is probably easier to win by using the ordinary winning method (create a line or a Y), but I think these other methods can have an impact on the game in a given situation. In fact I have seen each of them used in games I have played or in variations thereof.
- J- Taral Guldahl Seierstad

Tactics and strategy
As a hexagonal connection game, Unlur inherits much of the theory about edge templates from Hex. For the basics about templates we therefore refer readers to Cameron Browne's articles on Hex in earlier issues. There are, however, certain important cases where Unlur differs from Hex. One of the most notable ones is that a 0-connected path does not guarantee a win. If Black has a 0-connected path creating a Y, it may be possible for White to force Black to give up a secure connection in order to avoid creating a line. (See Diagram 1.) For White, a 0-connected path only rarely does not imply a win, since it is very hard for Black to force White to make a Y before he makes a line.
           To avoid this, Black should try to make a 0-connected path that does not touch sides that he does not plan to use in his final Y. White, on the other hand, should try to force Black to touch such sides; typically, it means that White should force the black stones to touch sides belonging to both sets of three sides that make up a Y. Clearly corners are dangerous for Black, since they belong to two adjacent sides. If a black stone is securely connected to an edge by an edge template that covers a corner, it means that White can force the connection to go to the corner. (See Diagram 2.)
           Another important difference between Unlur and Hex is that in Unlur all sides are friendly. This means that we have another family of edge-templates, namely those that guarantee that a stone can be connected to at least one out of two different sides, or to two different sides independently. (See Diagram 3.) There are too many possibilities for a useful catalogue.
           A final unique difference is that there is a set of positions that topologically guarantees a win for one player, before the game is completed. This is completely unlike most other connection games, where a player can usually complete his goal if the opponent has not already achieved his. (See Diagram 4.)

The Unlur Contract
In Unlur, an ingenious variant of the pie rule is used. The players have different objectives, and it is quite clear from the rules that White has a distinct advantage on an empty board. So, the players even out the game by alternately placing black stones on the board. We will refer to the positioning of black stones when a player passes as the contract. Thus the goal for the players in the opening should be to create an even contract. Because the opening generally consists of several moves, it is possible to make the game very evenly balanced. Also, even on the smaller Unlur board with six hexagons on each side, there are 11 opening moves, and around 50 possibilities for each move thereafter. So, for a four-stone opening, there are already 2 million possibilities. The number of openings that are actually played may be smaller, since players may repeat certain patterns, but in general this makes opening analysis very difficult. We will look at two types of contract.

The block contract
When the position gets so close that both players may consider swapping, you do not want your next black play to have too large an effect on the position. The moves that are least influential to the position are usually those that are adjacent to one, two or three stones already placed. Thus, when the initial plays are near the sides, it is quite reasonable to expect a contract with one or two blocks of stones grouped together. Playing like this makes sense for both players because it will never force them to play a move that will greatly affect the position.
           A contract of this type can thus be played close to one or two (often opposite) sides, effectively leaving only two possibilities for White to make his line. (See Diagram 5.)
           In this type of contract, it is usually reasonable to expect that White will play the first move of the game on the center point, so this is what the potential Black player has to defend against.

The center contract
The first or second move for Black is played in the center. Because the center point lies on diagonals linking up all the sides, it is a very powerful point. So, a typical contract can be expected to last for only two or three moves. Similarly, if the first moves are near the center, again the contract can be expected to be short, perhaps three or four moves. (See Diagram 1.)
           Generally, looking at reasonable center and side openings, we can interpolate and get an impression of what is fair and what is not. This gives a good idea of how long a contract should be, but the particulars are more difficult, because of the specific relations between stones. Generally, fewer stones are needed if they are spread out, and fewer stones are needed if they are close to the center. As for tactics, you should always expect White to start on the center point if it is not already occupied. Also, you should be ready to answer an attachment by White on a point adjacent to the center point if you take Black with a stone at the center point.
           Also, the number of possible openings is quite astonishing. Only three randomly distributed stones allows for around 200,000 possible openings. However, it is only near the center that three stones is sufficient, so the total number of reasonable contracts is likely to be much larger.

Diagram 1 — The "arrow" opening

The diagram shows the "obvious continuation" from the opening with the unmarked black stones. It is a natural choice for both Black and White from a center-point opening. If Black's only goal were to connect three alternating sides, he could simply play A, creating a 0-connected path between the left, top-right, and bottom-right sides. However, as noted above, a 0-connected path cannot guarantee a win. Black would not be allowed to connect to the bottom-right side until he has connected the top-right side, because A is also on the top-left side. In this particular case, it appears hopeless for Black, since White in effect gets five free moves at the bottom while Black connects to the top right.
           The continuation from the diagram would be Black A, then White B!. White C may also work here, but in general B is a good example of Unlur technique. If Black has more material on the right side, a move such as D could be an effective replacement for Black A.

Diagram 2

The connection template above left guarantees a connection to the bottom-left side. In Hex, this would always be sufficient information, but in Unlur it also makes a difference that there is a corner in the template at C. After the sequence 1-2-3, shown on the right, Black needs to play in the corner to complete the template. As seen in Diagram 1, this may be a liability for Black.

Diagram 3

In the template on the left, White is guaranteed to connect to either the bottom-left or bottom-right side. In the template on the right (including A, B, and C), White is guaranteed to connect to both the bottom-left and bottom-right sides. Without one of the points A, B, and C, the connection templates to the two sides are overlapping, thus White is not guaranteed to connect to both. (Black plays at D, with a follow-up at either E or F.)

Diagram 4

The above configuration of white stones guarantees a win for White, no matter where the Black stones are placed. Notice first that Black can never form a Y, since a white group separates the top-left side from the right side and the bottom-left side, and another white group separates the bottom-right side from the left side and top-right side. Furthermore, White can never be forced to form a Y before he forms a line, since whenever the two white groups are connected he also achieves his winning condition. So, the game will end either with White forming a line, and winning, or Black forming a line in the center area, which is also a win for White.

Diagram 5 — A fair contact?

If Black gets all the stones at A, B, C, and D, he has almost eliminated the possibility of a White top-left to bottom-right win, so, in effect, his goal reduced to connecting his two large groups. Surely, this goal seems much easier than White's goal. However, with only the black stones as played so far, it is hard for Black after White G. The answer is probably that Black needs one or two of the points marked A-F, in addition to the six stones on the board.
- Carl Johan Ragnarsson and Taral Guldahl Seierstad

Sample Game
The following game was played online between Elvire Scheibling and Carl Johan Ragnarsson. Carl Johan passed on the 10th move, taking Black.


The contact

Considering the general ideas about a "block" contract discussed above, the contract looks favorable for Black. However, any opening where Black has no stones near the center point will be difficult to analyze. On a small board, the 7, 8, and 9 stones have nice potential toward the center.


Position up to White 20

The beginning of the game has nothing special. All the moves here are quite natural. Even more than in Hex, it is important, especially for White, to be connected in the center, to avoid Black breaking through here. The center is the focal point of the game, and there is not as much room for keeping your options open.
           In this type of game Black has to rely on sneaking around on the sides, trying his best to avoid the corners. White was already thinking that she was in a bad position, giving Black control of so many sides. She thought it was now urgent to take control of the lower side. So White made the unexpected move 20. Maybe it is a mistake and she should have pushed Black to the corner, playing first the A-B exchange. However, the situation is not easy since Black is not forced to answer at B immediately. In any case, Black was happy to avoid the corner and played A himself.


Position after Black 53

Here, White is happy she did not force Black in the corner A in the beginning of the game. With a Black stone at A, Black could play B and win, achieving both the Black and White aims in a move.
           But, Black can win anyway! Even though Black needs an extra tempo to play at one of the points marked C, Black has enough time to connect to the left, by playing at D or E. But, if Black had only one more disconnected bridge on the right side, White could have sneaked by on the bottom left with both moves E and B. This shows clearly how important the forcing moves can be for the end result of the game, not only because of their placement, but also because of the sides a player connects to, and the tempos it takes him to connect.


Final position

Black wins, achieving the aims of both Black and White.
- Carl Johan Ragnarsson

There is now a mailing list for discussion of Unlur at http://groups.yahoo.com/group/unlur, and one may play online at the Ludoteka website at http://www.ludoteka.com/. Jorge has a webpage for Unlur at http://www.abstractboardgames.com/unlur, and he hopes to be running the first Unlur tournament by the beginning of 2003. If you wish to get some practice in the meantime, an Unlur board is given on the back cover of this magazine. It is the right size to play with small coins such as pennies and dimes, but I expect that most game players would be able to find other suitable counters. - Ed.

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