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Mathematical Game
A mathematical game is a game whose rules, strategies, and outcomes are defined by clear mathematics, mathematical parameters. Often, such games have simple rules and match procedures, such as tic-tac-toe and dots and boxes. Generally, mathematical games need not be conceptually intricate to involve deeper computational underpinnings. For example, even though the rules of Mancala are relatively basic, the game can be rigorously analyzed through the lens of combinatorial game theory. Mathematical games differ sharply from mathematical puzzles in that mathematical puzzles require specific mathematical expertise to complete, whereas mathematical games do not require a deep knowledge of mathematics to play. Often, the arithmetic core of mathematical games is not readily apparent to players untrained to note the statistical or mathematical aspects. Some mathematical games are of deep interest in the field of recreational mathematics. When studying a game's core mathematics, arithmet ...
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Clumsy Wagon (IME-USP)
Clumsy or clumsiness may refer to: Behaviour *Accident-proneness *Developmental coordination disorder, a motor skills disorder which brings about chronic clumsiness Music *Clumsy (Our Lady Peace album), ''Clumsy'' (Our Lady Peace album), 1997 **Clumsy (Our Lady Peace song), "Clumsy" (Our Lady Peace song) *Clumsy (Samiam album), ''Clumsy'' (Samiam album), 1994 *Clumsy (Fergie song), "Clumsy" (Fergie song), 2007 *Clumsy (Britney Spears song), "Clumsy" (Britney Spears song), 2016 *"Clumsy", a song by All Time Low from ''Wake Up, Sunshine'', 2020 Literature

*''Clumsy'', a 2002 graphic novel by Jeffrey Brown (comics), Jeffrey Brown {{Disambiguation ...
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Chess Variants
A chess variant is a game related to, derived from, or inspired by chess. Such variants can differ from chess in many different ways. "International" or "Western" chess itself is one of a family of games which have related origins and could be considered variants of each other. Chess developed from ''chaturanga'', from which other members of this family, such as '' ouk chatrang'', ''shatranj'', Tamerlane chess, ''shogi'', and ''xiangqi'' also evolved. Many chess variants are designed to be played with the equipment of regular chess. Most variants have a similar public-domain status as their parent game, but some have been made into commercial proprietary games. Just as in traditional chess, chess variants can be played over the board, by correspondence, or by computer. Some internet chess servers facilitate the play of some variants in addition to orthodox chess. In the context of chess problems, chess variants are called heterodox chess or fairy chess. Fairy chess variants te ...
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Rhythmomachy
Rithmomachia (also known as rithmomachy, arithmomachia, rythmomachy, rhythmomachy, the philosophers' game, and other variants) is an early European mathematical board game. Its earliest known description dates from the eleventh century. The name comes loosely from Greek and means "The Battle of the Numbers." The game is somewhat like chess except that most methods of capture depend on the numbers inscribed on each piece. The game was used as an educational tool that teachers could introduce while teaching arithmetic as part of the ''quadrivium'' to those in Western Europe who received a classical education during the medieval period. David Sepkoski wrote that between the twelfth and sixteenth centuries, "rithmomachia served as a practical exemplar for teaching the contemplative values of Boethian mathematical philosophy, which emphasized the natural harmony and perfection of number and proportion, that it was used both as a mnemonic drill for the study of Boethian number theo ...
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Phutball
Phutball (short for Philosopher's Football) is a two-player Abstract strategy game, abstract strategy board game described in Elwyn Berlekamp, John Horton Conway, and Richard K. Guy's ''Winning Ways for your Mathematical Plays''. Rules Phutball is played on the intersections of a 19×15 grid using one white stone and as many black stones as needed. In this article the two players are named Ohs (O) and Eks (X). The board is labeled A through P (omitting I) from left to right and 1 to 19 from bottom to top from Ohs' perspective. Rows 0 and 20 represent "off the board" beyond rows 1 and 19 respectively. As specialized phutball boards are hard to come by, the game is usually played on a 19×19 Go (board game), Go board, with a white stone representing the football and black stones representing the men. The objective is to score goals by using the men (the black stones) to move the football (the white stone) onto or over the opponent's goal line (rows 1 or 19). Ohs tries to move ...
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Pente
Pente is an Abstract strategy game, abstract strategy board game for two or more players, created in 1977 by Gary Gabrel. A member of the M,n,k-game, m,n,k game family, Pente stands out for its Custodian capture, custodial capture mechanic, which allows players to "sandwich" pairs of stones and capture them by flanking them on either side. This changes the overall Tactic (method), tactical assessments players face when compared to pure placement m,n,k games such as Gomoku. Rules Pente is played on a 19x19 grid of intersections similar to a Go board. Players alternate placing stones of their color on empty intersections, with White always assuming the opening move. The goal of the game is to either align five or more stones of the same color in a row in any vertical, horizontal or diagonal direction or to make five captures. Stones are captured by custodial capture (flanking an adjacent pair of an opponent's stones directly on either side with your own stones). Captures consist o ...
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Reversi
Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. ''Othello'', a variant with a fixed initial setup of the board, was patented in 1971. Basics Two players compete, using 64 identical game pieces ("disks") that are light on one side and dark on the other. Each player chooses one color to use throughout the game. Players take turns placing one disk on an empty square, with their assigned color facing up. After a play is made, any disks of the opponent's color that lie in a straight line bounded by the one just played and another one in the current player's color are turned over. When all playable empty squares are filled, the player with more disks showing in their own color wins the game. History Original version Englishmen Lewis Waterman and John W. Mollett both claim to have invented the game of reversi in 1883, each denouncing the other as a fraud. The game gained considerable popularity in England at the e ...
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L Game
The L game is a simple abstract strategy board game invented by Edward de Bono. It was introduced in his book ''The Five-Day Course in Thinking'' (1967). Description The L game is a two-player game played on a board of 4×4 squares. Each player has a 3×2 L-shaped tetromino, and there are two 1×1 neutral pieces. Rules On each turn, a player must first move their L piece, and then may optionally move either one of the neutral pieces. The game is won by leaving the opponent unable to move their L piece to a new position. Pieces may not overlap or cover other pieces, or let the pieces off the board. On moving the L piece, it is picked up and then placed in empty squares anywhere on the board. It may be rotated or even flipped over in doing so; the only rule is that it must end in a different position from the position it started—thus covering at least one square it did not previously cover. To move a neutral piece, a player simply picks it up then places it in an empty square ...
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Hexapawn
Hexapawn is a deterministic two-player game invented by Martin Gardner. It is played on a rectangular board of variable size, for example on a 3×3 board or on a regular chessboard. On a board of size ''n''×''m'', each player begins with ''m'' pawns, one for each square in the row closest to them. The goal of each player is to either advance a pawn to the opposite end of the board or leave the other player with no legal moves, either by stalemate or by having all of their pieces captured. Hexapawn on the 3×3 board is a solved game; with perfect play, White will always lose in 3 moves (1.b2 axb2 2.cxb2 c2 3.a2 c1#). Indeed, Gardner specifically constructed it as a game with a small game tree in order to demonstrate how it could be played by a heuristic AI implemented by a mechanical computer based on Donald Michie's Matchbox Educable Noughts and Crosses Engine (MENACE). A variant of this game is octopawn, which is played on a 4×4 board with 4 pawns on each side. It is a for ...
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Hex (board Game)
Hex (also called Nash) 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 related to the Brouwe ...
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Gomoku
''Gomoku'', also called ''five in a row'', is an Abstract strategy game, abstract strategy board game. It is traditionally played with Go (game), Go pieces (black and white stones) on a 15×15 Go board while in the past a 19×19 board was standard. Because pieces are typically not moved or removed from the board, gomoku may also be played as a paper-and-pencil game. The game is known in several countries under different names. Rules Players alternate turns placing a stone of their color on an empty intersection. Black plays first. The winner is the first player to form an unbroken line of five stones of their color horizontally, vertically, or diagonally. In some rules, this line must be exactly five stones long; six or more stones in a row does not count as a win and is called an overline. If the board is completely filled and no one has made a line of 5 stones, then the game ends in a draw. Origin Historical records indicate that the origins of gomoku can be traced back to th ...
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Go Variants
There are many variations of the simple rules of Go (board game), Go. Some are ancient digressions, while other are modern deviations. They are often side events at tournaments, for example, the U.S. Go Congress holds a "Crazy Go" event every year. National variants The difficulty in defining the rules of Go has led to the creation of many subtly different rulesets. They vary in areas like scoring method, ko, suicide, handicap placement, and how neutral points are dealt with at the end. These differences are usually small enough to maintain the character and strategy of the game, and are typically not considered variants. Different rulesets are explained in Rules of Go. In some of the examples below, the effects of rule differences on actual play are minor, but the tactical consequences are substantial. Tibetan Go Tibetan Go is played on a 17×17 board, and starts with six stones (called Bo) from each color placed on the third line. White makes the first move. There is a unique ...
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Go (board Game)
# Go is an abstract strategy game, abstract strategy board game for two players in which the aim is to fence off more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go, and over 20 million current players, the majority of whom live in East Asia. The Game piece (board game), playing pieces are called ''Go equipment#Stones, stones''. One player uses the white stones and the other black stones. The players take turns placing their stones on the vacant intersections (''points'') on the #Boards, board. Once placed, stones may not be moved, but ''captured stones'' are immediately removed from the board. A single stone (or connected group of stones) is ''captured'' when surrounded by the opponent's stones on all Orthogona ...
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