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[pbmserv] Yinsh Games Wanted



hi im   karen53   invite me to Yinsh i have played on
the german site!

make sure you dont make the mistakei did in
challenging or moving i kept typing in Yinish when in
reality its   Yinsh

it will remind you when it gets going sort of a
reversi  othello type game youll love it!

thats the only way i know ot describe it!

RULESHelp For the Game Of Yinsh 
Introduction
Welcome to the network Yinsh server. The rules of
Yinsh are given below. The Yinsh challenge command is
described here. Other commands are the same for all
pbmserv games. 

yinsh challenge [-blitz] userid1 userid2 
Start a new game between userid1 and userid2 
Specify -blitz for a fast game (described below). 

Rules
The official rules can be found on the Project GIPF
website (www.gipf.com). What follows is a quick
summary along with some observations on notation. The
board is a hexagon with the corners removed: 

                11 
             10     
          9     .     . 
       8     .     .     . 
    7     .     .     .     .        
 6     .     .     .     .     .        
          .     .     .     .     
 5     .     .     .     .     .    
    .     .     .     .     .     .    
 4     .     .     .     .     .       
    .     .     .     .     .     . 
 3     .     .     .     .     .    
    .     .     .     .     .     . 
 2     .     .     .     .     . 
    .     .     .     .     .     . 
 1     .     .     .     .     . 
          .     .      .    .    
       .     .     .     .     .     
    A     .     .     .     .     K     
       B     .     .     .     J       
          C     .     .     I 
             D           H  
                E     G 
                   F

The letters mark columns and the numbers indicate rows
going from upper left to lower right. Intersections
are denoted by a letter and number (e.g., "a1") and
ranges are denoted using a hyphen (e.g., "b1-f4"). The
first five moves for each player consist of placing a
ring (denoted "(x)" or "(o)"). For these moves you
need only indicate the intersection. 

After the rings have been placed, a move consists of
moving one of your rings in a straight line. After a
ring has moved it leaves behind a marker of the same
color (denoted "x" or "o"). There are 51 markers black
on one side and white on the other. When the markers
are exhausted, no more moves are possible and the game
ends as described below. Rings may travel any distance
over blank squares and may jump over markers, however
if they jump over a sequence of markers they must stop
on the first empty intersection. All the markers
jumped over are flipped meaning that white markers
become black and black markers become white. 

If a move results in a row of five markers of your
color, you must remove the row (returning the markers
to the supply) and also remove one of your rings. This
is indicated, for example, by "i8-f5;xg5-g9xa5"
meaning move a ring from i8 to f5, remove the row
g5-g9 and the ring at a5. If the ring to be removed is
unambiguous, it can be left out and the preceding move
can be simplified to: "i8-f5; xa5". 

Note: Although the official format specifies a
semicolon ";" between parts of a move, limitations in
the server mean that to specify the move you must
actually use a colon ":". The move will be displayed
in official format. It is possible that your move
causes a row of five of your opponent's pieces. The
row and marker to be removed are indicated at the
beginning of his or her next move. E.g.,
"xg5-g9xa5;d3-b3" 

It may be the case that more than one row is formed in
a single turn. In this case the rows to be removed are
separated by a semicolon (a colon on input). If a move
produced a pair of rows that intersect, you can pick
which one to remove; however, if after the first is
removed the second no longer forms a row, it is not
removed. 

If the blitz option is set, the game is won by the
first player to remove one ring. In the normal
(default) game, the game is won when someone removes
three rings. 

If a player cannot move they are forced to pass. If
neither player can move either because they are
blocked or because there are no more markers to, then
the game is awarded to the player with the greater
number of rings and if each player has the same number
of rings removed the game is tied. 


References and History
Yinsh is the sixth game in Kris Burm's Project Gipf
(chronologically it is fifth but it is intended to be
the last game in the cycle started by the game Gipf).
It has been adapted for Richard's PBEM server by Lyman
Hurd with the support and encouragement of the
inventor. 
 
    










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