Difference between revisions of "Connection game"
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:Generalized game of shape-building and connection, where board and win conditions are decided with help of a [[pie rule]]. | :Generalized game of shape-building and connection, where board and win conditions are decided with help of a [[pie rule]]. | ||
;[[Atoll]] (Mark Steere, 2008) | ;[[Atoll]] (Mark Steere, 2008) | ||
− | : | + | :A generalization of Hex to boards with four or more perimeter segments. With four segments, it is identical to Hex. |
:See [http://www.marksteeregames.com/Atoll_rules.pdf the rule sheet] for more information. | :See [http://www.marksteeregames.com/Atoll_rules.pdf the rule sheet] for more information. | ||
Revision as of 11:54, 5 February 2008
A connection game is a game where the goal is to use the pieces to create a connection between some parts of the board. The first connection game was Hex, which was invented in 1942, after which several other connection games have been created.
Timeline
- Hex (Piet Hein 1942 and John Nash 1948)
- The original connection game. Played on a rhombic hex grid.
- Y (Craige Schenstead and Charles Titus, 1950s)
- Played on a triangluar grid of hexagons
- Twixt (Alex Randolph, 1960s)
- Played on a square grid of holes into which the players place pegs. The pegs can be connected via bridges.
- Havannah (Christian Freeling, 1980)
- Multiple goals, two connection-oriented and one shape-oriented.
- Quax (Bill Taylor?, 2000?)
- Played on a square grid with the possibility of diagonal connections.
- Onyx (Larry Back, 2000)
- Played on an original grid consisting of both triangles and squares. It is the first connection game with a capturing rule.
- Gonnect (João Pedro Neto, 2000)
- This game is simply Go, but with a different goal, namely to create a connection between any two opposite sides.
- Unlur (Jorge Gómez Arrausi, 2001)
- Played on a hexagonal hex grid. Unique in the way that the players have different objectives.
- Connecto (unknown author, unknown year)
- Played on an interlaced square board.
- MindNinja (Nicholas Bentley, 2006)
- Generalized game of shape-building and connection, where board and win conditions are decided with help of a pie rule.
- Atoll (Mark Steere, 2008)
- A generalization of Hex to boards with four or more perimeter segments. With four segments, it is identical to Hex.
- See the rule sheet for more information.