GIPF VS SHATAR
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.
Statistics for this Xoptio
SHATAR
Shatar (Mongolian: ᠮᠣᠩᠭᠣᠯ ᠰᠢᠲᠠᠷᠠ Monggol sitar-a, "Mongolian shatranj"; a.k.a. shatar) and hiashatar are two chess variants played in Mongolia. The rules are similar to standard chess; the differences being that: The noyan (ᠨᠣᠶᠠᠨ, lord) does not castle. The küü (ᠬᠦᠦ, pawn) does not have an initial double-step move option, except for the queen pawn or king pawn. In old shatar rules, a pawn that reaches its eighth rank must promote to half-power tiger. But a pawn could step back to its sixth rank to promote to all-power tiger. It moves like a queen. The baras (ᠪᠠᠷᠰ or ᠪᠠᠷᠠᠰ, tiger; Persian: fers) moves like a promoted rook in shogi: like a chess rook or one square diagonally. It was called half-power tiger or half-power lion in old shatar rules. In modern shatar rules, a baras moves like a queen. The mori (knight; ᠮᠣᠷᠢ) cannot deliver mate. In modern shatar rules, the mori can give mate. The bishop (teme) and rook (terge) move as they do in standard chess. The game always starts by White playing 1.d4 and Black responding with 1...d5. This is the only time in the game a pawn may advance two squares; some sources claim this initial move can optionally be made with the e-pawn. In old shatar rules, Ujimqin player must make an initial double-step move with the queen pawn; in Chahar, the king pawn. In old shatar rules, baremate is draw. In old shatar rules, one special rule is called tuuxəi, like komi in Go. A player could leave the enemy with only two pieces remaining (noyan and another piece) at the end. Then he must start making checks using the terge or baras and make consecutive checks until checkmate. Before checkmate, number of consecutive checks is the number of tuuxəi. If a player wins by checkmate as in chess, he receives only one tuuxəi. A player usually leaves the enemy with one noyan and one küü to allow time to put his pieces into good positions for making consecutive checks.