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Four Field Kono
Four Field Kono ( ko, 네밭고누) is an abstract strategy game from Korea. Each player attempts to capture the other player's pieces by jumping over their own piece and landing on the other player's piece. The game is not related or similar to another Korean game called Five Field Kono Five Field Kono (오밭고누) is a Korean abstract strategy game. A player wins by moving all of their pieces into the starting locations of their opponent's pieces. Rules The players take turns moving one of their pieces one square diagonally. .... Although the game is often described as being medieval, this assertion does not seem to be backed by evidence. It has, however, been recorded being played from the late 19th century onwards. Goal The goal of each player is to capture the other player's pieces and reduce it to one. This is because with only one piece, a player can no longer execute a capture. Another way to win is for a player to immobilize the other player's pieces so that they c ...
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Abstract Strategy Game
Abstract strategy games admit a number of definitions which distinguish these from strategy games in general, mostly involving no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and perfect information. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as '' Continuo'', Octiles, '' Can't Stop'', and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to ...
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Korea
Korea ( ko, 한국, or , ) is a peninsular region in East Asia. Since 1945, it has been divided at or near the 38th parallel, with North Korea (Democratic People's Republic of Korea) comprising its northern half and South Korea (Republic of Korea) comprising its southern half. Korea consists of the Korean Peninsula, Jeju Island, and several minor islands near the peninsula. The peninsula is bordered by China to the northwest and Russia to the northeast. It is separated from Japan to the east by the Korea Strait and the Sea of Japan (East Sea). During the first half of the 1st millennium, Korea was divided between three states, Goguryeo, Baekje, and Silla, together known as the Three Kingdoms of Korea. In the second half of the 1st millennium, Silla defeated and conquered Baekje and Goguryeo, leading to the "Unified Silla" period. Meanwhile, Balhae formed in the north, superseding former Goguryeo. Unified Silla eventually collapsed into three separate states due to ...
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Five Field Kono
Five Field Kono (오밭고누) is a Korean abstract strategy game. A player wins by moving all of their pieces into the starting locations of their opponent's pieces. Rules The players take turns moving one of their pieces one square diagonally. The first player to move all of their pieces to their opponent's starting squares wins. See also * Gonu Bibliography * *{{cite book , last=Culin , first=Stewart , authorlink=Stewart Culin , title=Korean Games , year=1895 , location=Philadelphia , pages=102 External linksFive Field Kono appletFive Field Kono
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Zillions of Games Zillions of GamesSearch-based Procedural Content Generation: A Taxonomy and Survey' ...
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19th-century Board Games
The 19th (nineteenth) century began on 1 January 1801 ( MDCCCI), and ended on 31 December 1900 ( MCM). The 19th century was the ninth century of the 2nd millennium. The 19th century was characterized by vast social upheaval. Slavery was abolished in much of Europe and the Americas. The First Industrial Revolution, though it began in the late 18th century, expanding beyond its British homeland for the first time during this century, particularly remaking the economies and societies of the Low Countries, the Rhineland, Northern Italy, and the Northeastern United States. A few decades later, the Second Industrial Revolution led to ever more massive urbanization and much higher levels of productivity, profit, and prosperity, a pattern that continued into the 20th century. The Islamic gunpowder empires fell into decline and European imperialism brought much of South Asia, Southeast Asia, and almost all of Africa under colonial rule. It was also marked by the collapse of the la ...
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Abstract Strategy Games
Abstract strategy games admit a number of definitions which distinguish these from strategy games in general, mostly involving no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and perfect information. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as '' Continuo'', Octiles, '' Can't Stop'', and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to ...
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Traditional Board Games
A tradition is a belief or behavior (folk custom) passed down within a group or society with symbolic meaning or special significance with origins in the past. A component of cultural expressions and folklore, common examples include holidays or impractical but socially meaningful clothes (like lawyers' wigs or military officers' spurs), but the idea has also been applied to social norms such as greetings. Traditions can persist and evolve for thousands of years—the word ''tradition'' itself derives from the Latin ''tradere'' literally meaning to transmit, to hand over, to give for safekeeping. While it is commonly assumed that traditions have an ancient history, many traditions have been invented on purpose, whether that be political or cultural, over short periods of time. Various academic disciplines also use the word in a variety of ways. The phrase "according to tradition", or "by tradition", usually means that whatever information follows is known only by oral tradition, ...
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