Hex Grid
A hex map, hex board, or hex grid is a game board design commonly used in wargames of all scales. The map is subdivided into a hexagonal tiling, small regular hexagons of identical size. Advantages and disadvantages The primary advantage of a hex map over a traditional square grid map is that the distance between the center of each and every pair of adjacent hex cells (or ''hex'') is the same. By comparison, in a square grid map, the distance from the center of each square cell to the center of the four diagonal adjacent cells it shares a corner with is times that of the distance to the center of the four adjacent cells it shares an edge with. This equidistant property of all adjacent hexes is desirable for games in which the measurement of movement is a factor. The other advantage is the fact that neighbouring cells always share edges; there are no two cells with contact at only a point. One disadvantage of a hex map is that hexes have adjacent cells in only six directions i ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Charles S
Charles is a masculine given name predominantly found in English and French speaking countries. It is from the French form ''Charles'' of the Proto-Germanic name (in runic alphabet) or ''*karilaz'' (in Latin alphabet), whose meaning was "free man". The Old English descendant of this word was '' Ċearl'' or ''Ċeorl'', as the name of King Cearl of Mercia, that disappeared after the Norman conquest of England. The name was notably borne by Charlemagne (Charles the Great), and was at the time Latinized as ''Karolus'' (as in '' Vita Karoli Magni''), later also as '' Carolus''. Some Germanic languages, for example Dutch and German, have retained the word in two separate senses. In the particular case of Dutch, ''Karel'' refers to the given name, whereas the noun ''kerel'' means "a bloke, fellow, man". Etymology The name's etymology is a Common Germanic noun ''*karilaz'' meaning "free man", which survives in English as churl (< Old English ''ċeorl''), which developed its ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Y (game)
Y is an abstract strategy board game, first described by John Milnor in the early 1950s. The game was independently invented in 1953 by Craige Schensted and Charles Titus. It is a member of the connection game family inhabited by Hex, Havannah, TwixT, and others; it is also an early member in a long line of games Schensted has developed, each game more complex but also more generalized. Gameplay Y is typically played on a triangular board with hexagonal spaces; the "official" Y board has three points with five-connectivity instead of six-connectivity, but it is just as playable on a regular triangle. Schensted and Titus' book '' Mudcrack Y & Poly-Y'' has a large number of boards for play of Y, all hand-drawn; most of them seem irregular but turn out to be topologically identical to a regular Y board. As in most games of this type, one player takes the part of Black and one takes the part of White; they place stones on the board one at a time, neither removing nor moving any ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Havannah (board Game)
Havannah is a two-player abstract strategy board game invented by Christian Freeling. It belongs to the family of games commonly called connection games; its relatives include Hex and TwixT. Havannah has "a sophisticated and varied strategy" and is best played on a base-10 hexagonal board, 10 hex cells to a side. The game was published for a period in Germany by Ravensburger, with a smaller, base-8 board suitable for beginners. It is nowadays only produced by Hexboards. Game rules One player plays as black; the other plays as white. White starts, after which moves alternate. The rules are as follows: * Each player places one stone of their color on the board per turn. * Stones are never moved, captured, or otherwise changed. * A player wins when they complete one of three different structures from unbroken lines, or paths, of connected stones, all of their colour: ** A ''ring'' is a loop around one or more cells (no matter whether the encircled cells are occupied by any playe ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hex (board Game)
Hex is a two player abstract strategy board game in which players attempt to connect opposite sides of a rhombus-shaped board made of hexagonal cells. Hex was invented by mathematician and poet Piet Hein in 1942 and later rediscovered and popularized by John Nash. It is traditionally played on an 11×11 rhombus board, although 13×13 and 19×19 boards are also popular. The board is composed of hexagons called ''cells'' or ''hexes''. Each player is assigned a pair of opposite sides of the board, which they must try to connect by alternately placing a stone of their color onto any empty hex. Once placed, the stones are never moved or removed. A player wins when they successfully connect their sides together through a chain of adjacent stones. Draws are impossible in Hex due to the topology of the game board. Despite the simplicity of its rules, the game has deep strategy and sharp tactics. It also has profound mathematical underpinnings. The game was first published under the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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GIPF Project
GIPF may refer to: * The ''GIPF'' Project, comprising seven abstract strategy board games Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ... by Kris Burm * ''GIPF'' (game), the first and central game of the ''GIPF'' Project * Government Institutions Pension Fund (Namibia) {{disambig ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Abalone (board Game)
''Abalone'' is a two-player abstract strategy board game designed by Michel Lalet and Laurent Lévi in 1987. Players are represented by opposing black and white marbles on a hexagonal board with the objective of pushing six of the opponent's marbles off the edge of the board. ''Abalone'' was published in 1990 and has sold more than 4.5 million units. The year it was published it received one of the first Mensa Select awards. It is currently sold in more than thirty countries. Gameplay Rules The board consists of 61 circular spaces arranged in a hexagon, five on a side. Each player has 14 marbles that rest in the spaces and are initially arranged as shown below, on the left image. The players take turns with the black marbles moving first. For each move, a player moves a straight line of one, two or three marbles of one color one space in one of six directions. The move can be either ''broadside / arrow-like'' (parallel to the line of marbles) or ''in-line / in a line'' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Abstract 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Traveller (role-playing Game)
''Traveller'' is a science fiction role-playing game first published in 1977 by Game Designers' Workshop. Marc Miller designed ''Traveller'' with help from Frank Chadwick, John Harshman, and Loren Wiseman. Editions were published for GURPS, d20, and other role-playing game systems. From its origin and in the currently published systems, the game relied upon six-sided dice for random elements. ''Traveller'' has been featured in a few novels and at least two video games. Design Traveller is a tabletop role-playing game. Characters journey between star systems, engaging in exploration, ground and space battles, and interstellar trading. One player, the game master or referee, oversees task attempts and guides events as the players explore the setting. Characters are defined not by the need to increase native skill and ability but by achievements, discoveries, wealth, titles, and political power. Influences and inspiration Marc Miller lists a number of books that influenc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Game Designers' Workshop
Game Designers' Workshop (GDW) was a wargame and role-playing game publisher from 1973 to 1996. Many of their games are now carried by other publishers. History Game Designers' Workshop was originally established June 22, 1973. The founding members consisted of Frank Chadwick, Rich Banner, Marc Miller, and Loren Wiseman. GDW acquired the Conflict Games Company from John Hill in the early 1970s. GDW published a new product approximately every twenty-two days for over twenty years. In an effort to bridge the gap between role players, board wargamers and miniature wargamers, the company published RPGs with fantastic settings alongside games with realistic themes including rulesets for 15mm and 20mm miniatures set during the American Civil War, World War I, World War II, and the modern era; and boardgames involving these eras such as the ''Air Superiority'' series and ''Harpoon''. The company disbanded February 29, 1996 after suffering financial troubles. Products Role-pla ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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TSR, Inc
TSR, Inc. was an American game publishing company, best known as the original publisher of '' Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had been unable to find a publisher for ''D&D'', a new type of game he and Dave Arneson were co-developing, so founded the new company with Kaye to self-publish their products. Needing financing to bring their new game to market, Gygax and Kaye brought in Brian Blume in December as an equal partner. ''Dungeons & Dragons'' is generally considered the first tabletop role-playing game (TTRPG), and established the genre. When Kaye died suddenly in 1975, the Tactical Studies Rules partnership restructured into TSR Hobbies, Inc. and accepted investment from Blume's father Melvin. With the popular ''D&D'' as its main product, TSR Hobbies became a major force in the games industry by the late 1970s. Melvin Blume eventually transferred his shares t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |