| A late arrival |
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HanniBall So I had stopped inventing games. This very essay was intended to wrap it up: I did it then and then, and so and so. I was at a safe distance. Safe enough to tentavely get involed in the international abstract games community once again. So come April I found myself translating the rules of the games at Arty Sandler's fantastic games site iGGC to Dutch, to make it more accessible to Dutch players. Some eighty games. It was hard to not think about games. On the night of April the 6th, while translating the rules of an ancient Mongolian game called Jeson Mor, something happened. Jeson Mor has a curious theme: be the first to reach the middle square with one of your nine 'horses' (chess knights) and leave it. To leave it one must avoid being captured on that very square, that's what it's all about. It's the kind of game a computer program would play perfectly, but it survived because it's obviously fun for the young ones. What struck me was a certain futility in the theme. Why not put something on the middle square to grab and bring 'home', I thought. A 'grab-the-money-and-run' theme. To make a short story even shorter, my mind was wrapping itself around the idea of a more 'advanced' version of Jeson Mor. And it happened just the same way as it used to: the game began to 'autoshape' in my head. Not by deliberately thinking about it, but by passively letting it happen, in between and during the daily routine of translating, taking care of the animals and getting the groceries. It felt like swimming in familiar waters all the way, despite the unusual theme and the unusual mechanics that began to unfold.
Barring some details including a slight reduction in boardsize, these were the only modifications that were applied to the game. Now it's out there, on an open verdict. Epilogue Playtesting for a week or two at iGGameCenter revealed that the game's tactics satisfy its spirit. However, a not anticipated problem emerged, in terms of strategy. iGGC's Arty Sandler was the first to formulate it: "Get the ball (black can get to it first), bring it to the left or right backfield and build a 'narrow passage' along the b- or h-column where you keep the ball save from invasion by a knight's move. To get in, the opponent would need a Lion or an Elephant, and a lone invader runs the risk of being captured. Now here's the puzzle: move the whole narrow passage towards the opponent's side, taking the ball along, till you're close enough to the opponent's goal to make a break for it with a Lion and the ball. That's it in a nutshell. It's been coined catenaccio, and though it revealed no inconsistency in the rules, it wasn't the way the game wants to be played. It clearly needed a rule to limit the number of pieces and their distribution around the ball. Arty Sandler finally solved the problem with a rule against clustering. This was a sufficiently important change to qualify him as a co-inventor. HanniBal has been implemented on the Zillions machine in June 2009. HanniBal has been implemented at IGGameCenter in May 2010. Enschede, april 21, 2009 / june 1, 2010 christian freeling HanniBall © This e-mail address is being protected from spambots. You need JavaScript enabled to view it and This e-mail address is being protected from spambots. You need JavaScript enabled to view it |