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[pbmserv] New game: Savoya



Hi,

A new game Savoya has been added to the server. This is a larger version of Savoy for up to four players. The rules are appended below.

Official page: http://members.optusnet.com.au/helen.gilbert/savoy/savoy-1.htm
PBeM help page: http://www.gamerz.net/pbmserv/savoya.html

Please help me test it! Challenge camb:

  savoya challenge [yourname] camb
  savoya challenge [yourname] [yourname] camb
  savoya challenge [yourname] [yourname] [yourname] camb

Cameron

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Help for the Game of Savoya

Introduction

   Welcome to the network Savoya server. The challenge command is
   described here. Other commands are the same as for all pbmserv games.

       savoya challenge [-stack=number] [-even=number] [-step=number]
                        userid1 userid2 [userid3 [userid4]]

starts a new game for two, three or four players.

   The -stack parameter specifies the number of pieces to start with,
   stacked on the cell farthest from the pieces' home (default -stack=9).
   The -even parameter specifies the number of pieces to start with,
   distributed evenly across the home area farthest from the pieces'
   home.
   The -step parameter specifies the number of pieces to start with,
   distributed in steps within the home area farthest from the pieces'
   home.

Rules

   Savoya is a race game for two players, similar to Plakoto (a
   Backgammon variant) played upon two interwoven figure-of-eight paths.
   It is a more advanced version of Savoy.

   Equipment: Six pieces of each colour and two six-sided dice. The three
   end cells in each direction are the home of those pieces travelling in
   that direction.

   Two Player Version: One player (Horz) owns the Left (L) and Right (R)
   pieces. The other player (Vert) owns the Top (T) and bottom (B)
   pieces.

   Three and Four Player Versions: Each player own one set of pieces in
   this order: Right (R), Left (L), Top(T) and Bottom(B). The piece names
   describe their main direction of travel.

   Aim: The game is won by the first player to get all of their pieces
   home.

   Start: Players start with their pieces stacked across the board from
   their home, as shown below. Players roll a die each to determine order
   of play. The player with the highest roll uses that die for the
   opening move, thereafter all players roll two dice per move.
   a    b   c     d    e    f    g    h    i    j    k    l    m    n    o

                          +-BB-+
15                        | BB |
                          | BB |  T=90                                      15
                          + . .+
14                        |    |        +-------+-------+
                          |    |       / .      .      . \                  14
                          + . .+      /   .     .     .   \
13                        |    |     /     +----+----+     \
                          |    |    |     /           \     \               13
            +-------+-----+----+----+ . .+------+      \     |
12         / .      .     .    .    |    |     . \      + . .+              12
          /   .     .     .    .    |    |    .   \     |    |
         /     +----+-----+----+----+ . .+---+     |    |    |
11      +     /           |    |    |    |    \    |    |    |     R=90     11
       / .   /            |    |    |    |    |    |    |    |
      /   . /      +------+ . .+----+----+----+ . .+----+----+----+----+-LL-+
     |     +      / .     |    |    .    .    |    |    .    .    .    . LL 10
10   |     |     /   .    |    |    .    .    |    |    .    .    .    . LL |
     |     |    |     +---+ . .+----+----+----+ . .+----+----+----+----+----+
     |     +    |    /    |    |    |    |    |    |    |    |
9     \  .  \_  |    |    |    |    |    |    |    |    |    |               9
       +      --+ . .+----+----+----+ . .+----+----+----+ . .+-----_
        \       |    |    .    .    |    |    .    .    |    |      \
8        \_     |    |    .    .    |    |    .    .    |    |       \       8
           -----+ . .+----+----+----+ . .+----+----+----+ . .+--_     +
                |    |    |    |    |    |    |    |    |    |   \  .  \     7
7               |    |    |    |    |    |    |    |    /    |    +     |
 +-RR-+----+----+----+----+ . .+----+----+----+ . .+---+     |    |     |
 | RR .    .    .    .    |    |    .    .    |    |    .   /     |     |    6
6| RR .    .    .    .    |    |    .    .    |    |     . /      +     |
 +----+----+----+----+----+ . .+----+----+----+ . .+------+      / .   /
                |    |    |    |    |    |    |    |            /   . /      5
       L=90     |    |    |    \    |    |    |    |           /     +
5               |    |    |     +---+ . .+----+----+-----+----+     /
                |    |     \   .    |    |    .    .     .     .   /         4
4               + . .+      \ .     |    |    .    .     .      . /
                |     \      +------+ . .+----+----+-----+-------+
                 \     \           /     |    |    |
3                 \     +----+----+     /     |    |                         3
                   \   .     .     .   /      + . .+
2                   \ .      .      . /       |    |
                     +-------+-------+        |    |  B=90                   2
                                              + TT.+
1                                             | TT |
                                              | TT |                         1
                                              +----+

a b c d e f g h i j k l m n o

   Movement: Each turn, the current player must move one or more of their
   pieces according to the dice pips shown. A double entitles the player
   to use twice the number of pips.

   Pieces must move the number of pips shown in any direction allowed by
   the cell in which they start the move. Pieces on crossings may move in
   any of four directions, while pieces on all other cells may only move
   in either of two directions, as shown below.
                           |    |
              +-------+----+----+----+--
             / .      .    .    .    .
            /   .  <----R---->  .    .
           /     +----+----+----+----+--
          +     /          |    |
         /  .  /           |    |
        /     +            + . .+
       |     /             |    |
       |    |              | ^  |
--+----+----+----+----+----+ | .+----+--
  .    .    .    .    .    | |  |    .
  .    .    .    .    . <----R---->  .
--+----+----+----+----+----+ | .+----+--
       |    |              | |  |
       |    |              | v  |
       + . .+              + . .+
       |    |              |    |

   Once a direction is chosen, the piece must follow the path
   continuously throughout its move; it may not make sharp turns mid-way
   through the move even if it steps onto a crossing. If a piece can
   reach the same cell via a different number of steps depending which
   direction it takes, the player may choose whichever direction they
   prefer.

   The move may be made by a single piece or split among more than one
   piece. The maximum number of pips must be used each turn, unless the
   game is won mid-way through a move. Pieces may not step off the end of
   the board, and a move must change the board state: a piece cannot
   simply swap positions with another piece or circle back to the cell
   from which it started its move.

   Capture: If the piece lands on a single differently coloured piece,
   then the singleton is pinned until the player moves off it, as per
   Plakoto. No piece may land on any stack owned by a differently
   coloured piece. Note that in the two-player version this means that
   pieces may be pinned by friendly pieces going in the opposite
   direction, for instance an R piece may pin an L piece even though both
   belong to Horz.

Pieces may stack on same-coloured pieces to any height.

   A player who cannot move is forced to pass until they can move again.
   There is no voluntary passing.

Notes

   Simply stepping forwards each turn will traverse the full path and
   take a long time to get pieces home. Instead, crossings allow
   shortcuts that can bypass segments of the path.

   Crossings are also strong cells to occupy as they threaten four lines
   of attack at once. Creating blocks on crossings is usually a good
   play, and conversely leaving singleton pieces on crossings can be
   dangerous as this gives the opponent the greatest chance of pinning
   them.

   Beware of bounce-back in which a single remaining piece close to home
   is forced to move a long way backwards if both dice overshoot the home
   area.

   The fact that pieces cannot turn corners during a move means that any
   piece releasing a pin will be threatened by the released piece next
   turn, unless it lands on a safe stack.

   The first player only gets one die for the opening move to reduce any
   first move advantage. In fact, an opening roll of 5 can be a bad start
   in Savoya, and an opening roll of 3 can be a bad start in Savoy if the
   opponent is lucky enough to roll a double 6 next turn.

   Savoya is at heart a non-linear version of Plakoto. The smaller
   version of Savoy provides a gentle introduction to this concept, while
   Savoya provides scope for more complex battles to occur.

Syntax

   The move syntax is:
     savoya move board# userid password a6-c6
     savoya move board# userid password a6-c6,g6-h6
     savoya move board# userid password 3xg10-j10,e6-b6

History

   Savoy and Savoya board designs and rules copyright (c) Cameron Browne
   2006.

   The game is called Savoya as the figure-of-eight knot is also known as
   the savoy knot. It was originally called Genuflect as the paths cross
   themselves repeatedly.

   The official Savoy/Savoya page can be found at
   http://members.optusnet.com.au/helen.gilbert/savoy/savoy-1.htm.