• New game: Seesaw

    From Alek Erickson@21:1/5 to All on Mon May 31 03:37:59 2021
    https://boardgamegeek.com/thread/2668604/new-game-seesaw

    Seesaw is a Draughts-inspired elimination game invented by Michael Amundsen and Alek Erickson. Just as in Draughts, the players, North and South, command opposing armies with soldiers who can promote. Unlike Draughts, your army in Seesaw starts out as a
    single soldier and your promotion area evolves as you deploy more soldiers.

    Every time a soldier promotes it grows – first into a 2-stack, then a 3-stack, and so on. The central idea of Seesaw is the double meaning of stack size:
    (i) Odd-sized stacks move forwards and even-sized stacks move backwards, and (ii) on any given turn, a stack can take as many steps as it likes from 1 up to its size.
    This results in soldiers seesawing up and down the board as their strength increases until one side will be completely eliminated.

    Non-capturing moves:
    On turns where you do not have to capture an enemy (see below) all the steps a stack takes is either constrained to the 3 upward directions or to the 3 downward directions, depending on the size and the owner of the stack. South's forward directions are
    the 3 upward directions, and North's forward directions are the 3 downward directions. For completeness, we can add that a player's backward directions are the three remaining, nonforward, directions.

    Capturing moves:
    If one or more of your stacks can reach an enemy by lifting the restraint on direction, you must capture such a reachable enemy by replacement. If that stack did not spend all its steps reaching the captured enemy, you can, before you end your turn,
    spend the left-over steps by making a noncapturing move with that stack. However, if yet an enemy is in range immediately after you have captured (counting only the steps left over), you must capture again. To reiterate: You may only end your turn if you
    can no longer reach an enemy soldier. Otherwise, you may choose to spend steps left over or pass on spending them. This is the only time passing is allowed. In particular, you may never pass at the beginning of your turn.

    Deploying soldiers:
    You may place a soldier on any empty cell adjacent to one of your promotion cells. This also makes that cell (where you just deployed a soldier) into a promotion cell of your color. So when you deploy, you first add a tile to the cell you're deploing at
    to mark it as a promotion cell. This makes the cell nonempty, but tiles never count towards stack size. All soldiers are 1-stacks when they are deployed.

    Promotion zones and piece promotion:
    There are exactly 2 promotion zones, which gradually grow from the initial (single-hex) promotion zones (that are the northernmost and southernmost single hexes).
    Promotion hexes are permanent: they never change color or revert to non-promotion hexes.
    Each promotion zone will necessarily be a contiguous set of hexes.
    A hex is added to a promotion zone when that player chooses to deploy a new (singleton) piece (which must be done on a non-promotion hex adjacent to a promotion hex).
    Moving a piece/stack onto a non-promotion hex does not make the hex become a promotion zone.
    Your odd-sized stacks promote when they end up on a promotion cell belonging to your opponent at the end of your turn.
    Your even-sized stacks promote when they end up on a promotion cell belonging to you at the end of your turn.
    When this happens, you increase the promoted stack's size by adding a piece to it.

    Each turn:
    All turns consists of either (i) moving exactly 1 stack, or (ii) turning exactly 1 cell into a promotion cell and deploying exactly 1 soldier at that cell.

    Ending the game:
    If, at the end of your turn, your opponent has no stacks on the board, you have won the game.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Medo Metaher@21:1/5 to Alek Erickson on Tue May 3 03:31:35 2022
    On Monday, 31 May 2021 at 12:38:00 UTC+2, Alek Erickson wrote:
    https://boardgamegeek.com/thread/2668604/new-game-seesaw

    Seesaw is a Draughts-inspired elimination game invented by Michael Amundsen and Alek Erickson. Just as in Draughts, the players, North and South, command opposing armies with soldiers who can promote. Unlike Draughts, your army in Seesaw starts out as
    a single soldier and your promotion area evolves as you deploy more soldiers.

    Every time a soldier promotes it grows – first into a 2-stack, then a 3-stack, and so on. The central idea of Seesaw is the double meaning of stack size:
    (i) Odd-sized stacks move forwards and even-sized stacks move backwards, and (ii) on any given turn, a stack can take as many steps as it likes from 1 up to its size.
    This results in soldiers seesawing up and down the board as their strength increases until one side will be completely eliminated.

    Non-capturing moves:
    On turns where you do not have to capture an enemy (see below) all the steps a stack takes is either constrained to the 3 upward directions or to the 3 downward directions, depending on the size and the owner of the stack. South's forward directions
    are the 3 upward directions, and North's forward directions are the 3 downward directions. For completeness, we can add that a player's backward directions are the three remaining, nonforward, directions.

    Capturing moves:
    If one or more of your stacks can reach an enemy by lifting the restraint on direction, you must capture such a reachable enemy by replacement. If that stack did not spend all its steps reaching the captured enemy, you can, before you end your turn,
    spend the left-over steps by making a noncapturing move with that stack. However, if yet an enemy is in range immediately after you have captured (counting only the steps left over), you must capture again. To reiterate: You may only end your turn if you
    can no longer reach an enemy soldier. Otherwise, you may choose to spend steps left over or pass on spending them. This is the only time passing is allowed. In particular, you may never pass at the beginning of your turn.

    Deploying soldiers:
    You may place a soldier on any empty cell adjacent to one of your promotion cells. This also makes that cell (where you just deployed a soldier) into a promotion cell of your color. So when you deploy, you first add a tile to the cell you're deploing
    at to mark it as a promotion cell. This makes the cell nonempty, but tiles never count towards stack size. All soldiers are 1-stacks when they are deployed.

    Promotion zones and piece promotion:
    There are exactly 2 promotion zones, which gradually grow from the initial (single-hex) promotion zones (that are the northernmost and southernmost single hexes).
    Promotion hexes are permanent: they never change color or revert to non-promotion hexes.
    Each promotion zone will necessarily be a contiguous set of hexes.
    A hex is added to a promotion zone when that player chooses to deploy a new (singleton) piece (which must be done on a non-promotion hex adjacent to a promotion hex).
    Moving a piece/stack onto a non-promotion hex does not make the hex become a promotion zone.
    Your odd-sized stacks promote when they end up on a promotion cell belonging to your opponent at the end of your turn.
    Your even-sized stacks promote when they end up on a promotion cell belonging to you at the end of your turn.
    When this happens, you increase the promoted stack's size by adding a piece to it.

    Each turn:
    All turns consists of either (i) moving exactly 1 stack, or (ii) turning exactly 1 cell into a promotion cell and deploying exactly 1 soldier at that cell.

    Ending the game:
    If, at the end of your turn, your opponent has no stacks on the board, you have won the game.
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    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)