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[pbmserv] Barticus wants Stymie and ConHex challenges



Just after the Quoridor tournament started, I got a serious brain cramp and started blowing a lot of games. I wasn't starting games for a couple weeks to give me an opportunity to rest. Now that the Quoridor Tournament is over (for me) and all my other games have ended (including a couple of miraculous comebacks) I am starting a huge bunch of games. I already started 14 Stymie games and 8 ConHex games, but I want MORE! I try to move every day in every game. I am expecting that a couple of these players won't want to play, and that some of these players won't move every day, but if I end up needing to make 30 moves some days, then I will make 30 moves.

Cameron has inflicted so many new connection games on the server that they start to all look the same. There are two new connection games which IMO are a cut above your ordinary connection games: Stymie and ConHex.

Stymie was invented by Randall Bart. It is a connection game played on Archimedean 488 tiling. The designation 488 means that ever vertex is the meeting of one square (the 4) and two octagons (8s). A normal move consists of occupying two spaces, an adjacent square and octagon. As the game progresses, there will occur an octagon with no adjacent square or a square with no adjacent octagon. You may make a single move to fill such a space, but there is a penalty: On you opponent's next move he may occupy three spaces (an octagon and two adjacent squares or a square and two adjacent octagons). A cut off space where paths cross is called a Stymie, because both players want to move there, but you dare not until you are sure that you opponent can't kill you with a triple move.

The Stymie rule bears a similarity to the ko rule in Go. Normal action is based on adjacency, but the Stymie rule causes action in one place to impact action everywhere else on the board. One of the weaknesses of connection games is that action tends to converge on a particular spot. The Stymie rule spreads the action around, leading to a richer middle game.

Stymie does not (yet) have a swap rule, and the first player has a slight advantage. You may challenge me in singles or pairs:

Stymie challenge barticus <you>
Stymie challenge <you> barticus

Rules: http://www.gamerz.net/pbmserv/stymie.html

ConHex was invented by Michail Antonow. It's a connection game played on an array of warped hexagons wrapped around a central square. Like TwixT, action is occurring on two levels. An individual move claims a vertex, but vertices themselves don't build your chain. By taking three vertices of a hexagon or two vertices of an edge space you claim the space, in an effort to build a chain of spaces across the board.

One of the weaknesses of connection games is that the center is more valuable than the edges. Because it takes only two moves to capture an edge space in ConHex, action is drawn from the center to the edges, making the value of spaces more even across the board.

ConHex has a swap rule, which makes the game very well balanced. You may challenge me in singles or pairs:

ConHex challenge barticus <you>
ConHex challenge <you> barticus

Rules: http://www.gamerz.net/pbmserv/conhex.html

Several years ago, I was asked to list the ten best games of all time. I listed Go as number one and TwixT and number two, and commented that those two were far above all the others. These games are already in my top ten, and while they are not (yet) seriously threatening the top two of my pantheon, you will note they each have elements which remind me of the richness of those venerable games.
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