ABALONE VS GIPF
ABALONE
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. 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 (serial in respect to the line of marbles), as illustrated below. A player can push their opponent's marbles (a "sumito") that are in a line to their own with an in-line move only. They can only push if the pushing line has more marbles than the pushed line (three can push one or two; two can push one). Marbles must be pushed to an empty space (i.e. not blocked by a marble) or off the board. The winner is the first player to push six of the opponent's marbles off of the edge of the board.
Statistics for this Xoptio
GIPF
GIPF is an abstract strategy board game by Kris Burm, the first of six games in his series of games called the GIPF Project. GIPF was recommended by Spiel des Jahres in 1998. Players take turns pushing tokens (one player taking black, the other white) from the edge of the tri-gridded, hexagonal board, with pieces already in play pushed in front of the new placements rather than allowing more than one piece on any space. The game is lost if a player has no more tokens to play, and since each starts with a set number of tokens, it is clearly necessary to recycle pieces already positioned to keep playing. This is achieved by contriving to line up four pieces of the same colour in a row on the board, at which point those tokens are returned to their owner, and any opposing tokens extending from the line of four are captured. Because a single player will often move several pieces and change numerous on-board relationships, it is remarkably difficult to predict the state of the board more than one turn ahead, despite GIPF being a game of perfect information. Play tends to be highly fluid and there is no real concept of long term territorial or spatial development. The game can be expanded with extra pieces (available separately) called Potentials, which allow different kinds of moves to be made. These are named for the other games in the GIPF Project, though the other games are not actually necessary in order to utilise the Potentials named after them.