Gipf project
the Gipf project is a series of abstract strategy board plays for two persons of Kris Burm.
Table of contents |
general
the Gipf project covers six plays:
although everyone is separately playable by the others, forms the central element for Gipf. Each play brings in Potenziale . Potenziale are Spielsteine, which permit a special play course in Gipf. So Gipf in many different versions can be played.
The plays from the Gipf project enjoy with lovers of abstract board plays of large popularity and from play critics usually very good criticisms received. World-wide clubs were created and for each play tournaments (also over Internet) are delivered.
GIPF
the Spielbrett of Gipf is hexagonal and consists of a geometrical sample of crossing lines. As playing fields the intersections of the lines serve. There are 18 white and 18 black Spielsteine. Gipf stone one calls two stacked stones.
A player plays with the white, the other one with the black stones. Won one, if the opponent has either no more Spielsteine in the supply or in the play.
In the first course one positions a Gipf stone at the edge of the playing field and pushes him for a line in along into the playing field - however only up to the first intersection. If in the following play process Spielstein is brought in the play, one can push it either as with the first course in the field, or put him onto a field already occupied. In latter case the before existing stone of a line must be away-pushed long (if one pushes it a field already occupied, must one also this stone further shift and so on). One can bring Gipf stones so long in the play, until one plays the first individual stone.
Importantly to consider it is that Spielstein already is in the play, to be not independently moved may. One may shift it only as consequence of setting a new stone. When moving the stones a stone from the playing field may never slip.
As soon as a player produced a line of four stones of his color, these stones become and everything, which forms a direct continuation of the line, from the play removes. Those the own color come back into the supply, those of the opponent from the play are removed. The difference between single stones and Gipf stones is that they do not have to be taken from the play, even if they are part of a straight line. If one removes it nevertheless, one may her her no longer than Gipf stone in the play back bring, but must into the two individual parts isolate.
Honors and nominating
Gipf was for the Belgian Toy Award nominated, was on the selection list for the play of the yearly 1998 and won in the USA the price as Best abstract Game 1998 (lent magazine by the Game -).
TAMSK
Tamsk is the second play of the Gipf project. It is played with three red and three black Sanduhren with ever dreiminütiger turn-around time, a neutral Sanduhr with 15-Sekunden turn-around time, 64 rings and 2 ring holding, which offer place for 32 rings each. The Spielbrett is hexagonal and Bienenwabenförmig, with a sample of lines, which cut themselves rectangular and form squares. On the intersections are circular, differently high ring bases, into which the Sanduhren can be placed.
As the first the Sanduhren are brought into the starting position. In each case into the six ring owners, which are directly at the corners of the Spielbretts, the Sanduhren are in such a way placed that red and white alternate. Each player receives a ring owner with 32 rings. Who has at the end of the play of fewer rings, is the winner of the portion.
The players are alternating at the row, one play with the white Sanduhren, the other one with the red. In each course one of the own Sanduhren must be moved. Subsequently, a ring may be inverted over the Sanduhr just played and the base present under it. The ring remains with the base, later thus not with the Sanduhr is moved away. As soon as with a field of the piles of the rings the height of the base reached, the field may not be visited any longer. None of the own Sanduhren can be moved, one must suspend.
The play ends, if no more course can be made. The winner is that, which has fewer rings. That is, that under normal conditions that loses, which had to suspend more frequently. The fundamental profit strategy is thus to as often as possible maneuver the opponent in situations in which no play course is possible for it.
Making more difficult the time is added as factor. In the first three courses the players must all three Sanduhren a mark have moved and at the end of the course have turned. That means: if each player were three times in turn, all Sanduhren on the playing field run. The player must now its Sanduhren to runs to hold. To it this succeeds not, is those stands remained Sanduhr lost. It remains on the board, may be moved however no more. The neutral Sanduhr with the 15 seconds of running time is outside of the playing field and can be used additionally, in order to set the opponent under pressure. It turned is forced the active player to accomplish its course within the 15 seconds. This option is to both players at the disposal.
ZÈRTZ
the playing field of Zertz are 37 black, easily curved disks, those in the center a small hole and at the beginning of the play to hexagon pushed together. The side length amounts to in each case four rings. The further play material consists of 9 black, 7 grey and 5 white balls (and/or. with the tournament rule from in each case 10, 8 and 6 balls).
The players are alternating in turn. In a course one brings either a new ball on the field and must directly afterwards one of the black disks present on the edge remove, or one strikes one of the balls and may her from the play take. Balls are struck, by jumping over them with another ball, which is directly beside it. It is important to note that impact obligation prevails. If one has thus the possibility of striking a ball then one must do that. With the setting of new balls and the associated removing from disks will the playing field ever smaller and it is offered the possibility of isolating groups of balls from the remaining playing field to. If this succeeds to a player, then it may take all isolated balls from the play.
Won that player, who took 3 white, 4 grey, 5 black or 2 balls of each color from the play as the first (and/or. with the tournament rule 4, 5, 6 or 3 of each color).
Honors and nominating
Zertz was with the Gamer's Choice Awards as Best 2-Player Game nominated, was on the selection list for the play of the yearly 2000, won in the USA the price as Best abstract Game (lent magazine by the Game -) and a Top 5 Award of the refectory SELECT.
DVONN
the Spielbrett of Dvonn shows a hexagon drawn into the length, which is partitioned by geometrical lines and fields at the intersections. With 23 white, 23 black and 3 red Dvonn Spielsteinen is played.
At the beginning of the play the three red Dvonn Spielsteine are put. Subsequently, the two players put alternating their white and/or. black stones. In the next phase the stones are stacked by shifting on the board. An individual stone may be moved 1 field in any direction, two stones of 2 fields, three lying on top of one another stones of 3 fields etc. lying one on the other. A pile must the playing field as unit be always shifted and may not not leave. If a pile has no more contact over the neighbouring fields to one the red Dvonn Spielsteine, it is removed from the play. As an owner is considered that player, whose color highest Spielstein shows. Who removed at the end to most stones from the play, won.
Honors and nominating
Dvonn was on the selection list for the play of the yearly 2002 and in the USA in the year 2003 as the best play of all categories one nominated.
YINSH
Yinsh appeared to the series as the fifth play, however finally the sixth and last play will be, since the play author Kris Burm felt the similarity between Yinsh and Gipf as good possibility of closing the circle.
The play material consists of five white and five black rings and about 50 round Spielsteinen, which knows on the side, on which other side is black. On the Spielbrett is a geometrical sample from crossing lines. As playing fields the intersections serve. In the first play phase the players put alternating the rings of their color on arbitrary line intersections. Subsequently, the actual play begins. In each course a player puts Spielstein with his color upward in one of his rings and moves then the ring of one the adjacent lines along. Thereby if stones are jumped over, one turns these (also in the own color!) and sets the ring on the first free playing field. Rings may not be jumped over.
As soon as a player create a set of five stones in the same color has, and must he may take one of its rings of the board. If it could remove three rings from the play, it won.
Honors and nominating
2004 Yinsh came on the selection list to the play of the yearly, 2005 it in the USA as Best abstract strategy game OF the year was nominated. The Game - magazine selected it as Best abstract game OF the year.
PÜNCT
in October 2005 was published the last (however contentwise fifth) play of the series.
The Spielbrett shows a large hexagon with regularly arranged holes. Each player has 18 white and/or. black Spielsteine. Six each of it have the same form (straight line, triangle and angle). On the back of the stones are three small increases, with which one can platzieren the stones on three holes of the Spielbretts and lock these. On the front of the stones are three recesses, in order to be able to stack it on top of one another also. Principal purpose is it to connect two opposite sides of the hexagon with stones of its color. Put stones may be also shifted and rotated. With stacking on top of one another one can disturb existing connecting lines of the opponent. An additional difficulty arises as a result of the fact that one may put the stones only when pushing (not thus when bringing into the play) on other stones.
