These games by Christian Freeling can be played at mindsports
You can't have a high summit without a broad base. As far as the work of Christian Freeling goes these are games that came with the territory. Collateral damage so to speak. At the same time most of them will please at least some players.
These are the ones that you can actually play here.
Chess variants
Shakti belongs to the "Atlantis Triplets", three miniature chess variants based on a shrinking playing field.
Caïssa, the second one of the Triplets introduces the novel 'capture by exchange', which is in fact no capture at all.
Cyclix, the third of the "Atlantis Triplets", recycles captured pieces via the king, effectively keeping them in play all the time.
The chess pawn moves different from the way it captures. In Loonybird all pieces except the king move different from the way they capture.
If you thought Loonybird would be the weirdest one here, think again :).
A co-invention of Chris Huntoon and yours truly, building on a chess board divided in four sub-grids combined with a feature of King's Colour. The result is still funny but the implementation here gives a more serious game.
Chakra is an ordinary chess variant with one extraordinary piece: the Transmitter. Consisting of two parts, it is a portal through which pieces can warp.
Games of elimination
Loca is a unique Checkers variant because it features man-king hybrids, pieces that move short but capture long. It is an 'entrance into and endgame' in that it starts with a barrage of mutual captures. The game was accidentally invented by Christian Freeling in 2020.
This hexvariant of Sid Sackson's game Focus replaces the artificial 'ceiling' of 5 for the height of a stack, by one equal to the number of adjacent cells, which makes aiming large stacks at 'low capacity' cells very profitable, and the main focuspoint in terms of tactics and strategy.
This flawed masterpiece is definitely somewhat 'over the top' tactically - that's in fact the very source of its flaw. In turnbased play white definitely has an advantage. Not so in over the board play though, because the advantage relies on trial and error.
Territory and connection games
Migong is based on the set of pieces of the China Labyrinth, like the much earlier game Dominions below. It is a co-invention with Luis Bolaños Mures, a fellow inventor I've always admired and of whom we feature Ayu and Keil.
Contrary to appearances, Dominions is a Go variant. The set of pieces it is played with is provided by the China Labyrinth.
Medusa is a Go variant without any ambiguity in its rules, and with the option to actually move groups. Its branch density is staggering, without making the game anymore difficult to 'read' for humans.
This is Medusa's support act, a simple Go variant with a small body of rules resembling a Swiss watch.
The thought that led straight to XiaGo was "what if the 'holes' in the Medusa board that are there to reduce the liberties of the hex grid, were movable? XiaGo is still Go in many respects, but the movable neutrals add a new dimension not seen before in a Go variant.
Cannons & Bullets was inspired by the placement protocol of Mike Zapawa's Tumbleweed and it even emerged with the same goal. But it is smaller and has a very different behaviour, less sticky, more jumpy.
Uknight is the second game based on the 'knight vision' placement protocol that first appeared in the game KnightVision. This time the goal is not a Hex-like connection, but Lines of Action-like unification.
KnightShade is the third game based on the 'knight vision' placement protocol that first appeared in the game KnightVision. Again the goal is not a Hex-like connection, but rather the creation of single loop, bordering on the edge and rounding the centre.
Translating Othello to the hexgrid wasn't all that difficult. The game 'carves' its own grid. Diagonal capture has been omitted for clarity, reducing the number of directions in which captures can be made to even less than the average in the square game.
Qascade's goal is to finish with 'the largest group, cascading'. It uses the 'one-bound, one-free' opening protocol to guarantee balance, an even distribution and termination, and 'one placement, one twist' to play out the game. Draws cannot occur.
There are several connection games using the 'alquerque' board. This one's distinguishing feature is the choice a player has to either place one stone on a connectivity-8 point, or two stones on two connectivity-4 points.
In Hexsymple the absence of diagonal cutting points makes for different cutting and connecting tactics serving an equally deep strategy.
Few attempts to implement a Go variant on a hex grid have ever succeeded, and equally few to make one based on 'flip capture'. Because of the 'life saving' properties of the Symple move protocol, Sygy succeeds at both simultaneously.
Mu levis is a multi-player territory game. It has a wild two-player relative that you can find in the Arena.
The goal of Multiplicity is to have a higher score than the opponent. The score is the product of the sizes of all a player's groups. The game uses the 'one-bound one-free' move protocol. Its strategy revolves around not connecting groups!
Pylyx is a simple unification game in which you must stack up ten men in one piece.
A connection game of circular reasoning.
A territory game based on a configuration theme of completing squares. Simple, fast and requiring no more than a chess board, a checkers set and a number of markers.
This game actually served to momentarily store the "one bound - one free" opening protocol after its emergence. It's a simple game with Othello-like capture.
Other themes
A simple 'last to move wins' game based on the square set of the China Labyrinth. It comes with a very clever and wholly dualistic form that emphasises its puzzle origins.
This is a transposition of sorts of DropZone, based on the triangular set of the China Labyrinth. It hasn't got colour duality as DropZone, and thed blue and yellow pieces each player has consist of two half-sets that don't make a whole one. Like having two left legs.
This is a 'Capture the Throne' game in which two rivalling fractions contest the possesion of the throne after the king's death. All in the abstract of course :).
It isn't easy to create an abstract game with the flow of an actual game of soccer. Hanniball, a joint effort with Arty Sandler of iGGameCenter, came the other way around: because it displayed the flow of an actual game of soccer, the game was presented as such.
A capricious race game, in which the 'far wall' is the main obstacle for both players.
A combinatorial quickie, related to Konane. On small boards the second player wins 7 out of 10, and the Axiom program playing against itself suggests that this behaviour casts a long shadow. However, on a 6x6 board humans would have a hard time applying this knowledge.
This is Havannah's support act, a configuration game with three different winning configurations of six stones each - line, triangle and hexagon - and Pente-like capture of adjacent pairs. Highly tactical and very dramatic.
Jump Sturdy is a simple game of breakthrough and race, with a very unusual twist. It has great tactical scope and a profound strategical depth.
Monkey Trap, a miniature relative of Amazons, is a fast fun game for the younger ones that can even be played as a pencil and paper game, with pennies for monkeys.
Swish and Squeeze are twin bead capture games, but no mancalas. With simple material and without an excessive need to make a meal of it, they are very sharp, well balanced, finite and drawless.
You can play this game against an invincible program. You can trick the program by instructing it to occasionally (or always) play random moves.

These games by Christian Freeling don't have applets at mindsports
These ones have no applet, so they're more or less ornamental.
You need a domino set, five different colored pawns, five correspondingly colored dice, a one minute sandtimer and as many beer infested bèta-nerds as the room will accommodate.
Christian Freeling's first game is a backgammon type game for two to four, on an each on his own basis. More or less the only dice game in his oeuvre, or one would have to classify Mephisto as such.

You can also play a number of interesting games that are either traditional or the work of fellow inventors.
Chess variants
Invented by Demian Freeling a couple of weeks before his eighths birthday, this exotic Xiangqi variant of sorts is great fun throughout.
This notorious chess variant by Robert James Fischer bears testimony to the fact that great players do not necessarily make great inventors.
Xiangqi is the traditional Chinese variant of Chess. It somehow froze into its archaic form but yet has a large following. In China.
Games of elimination
Bashni results from introducing a different form of capture in a known framework. In Bashni's case the framework is that of Shashki, the russian 8x8 draughts variant.
Without the late Ljuban Dediç's game Croda, a brilliant attempt by a renown Draughts master to save Draughts from from fading into insignificance, Dameo would not have existed. So in a sense Ljuban succeeded in his mission.
Here the diagonally opposed forces move and capture orthogonally. Strategy revolves around promotion, of which there's a lot due to the special promotion squares.
Hexoust is the hexversion of Mark Steere's game Oust. Preference may well be a matter of taste.
Zola is another Mark Steere game, inventerd in 2021. It is a simple and drawless game of annihilation. The inventor's claim of 'little or no' turn order imbalance leans to 'little' but 'no' has been challenged by AI tests where a slight first player advantage was established.
Few games are as dramatic and capricious as Martin Medema's game Explocus, a lucky merger of Focus and and obscure seventies game called Explosion.
We also feature the hexversion Hexplocus.
Sid Sackson's game, once marketed brilliantly as 'the never get board game', is in fact slightly overrated. The absence of 'advantageous sub-goals to be achieved as calculable signposts along the way' makes it an interesting tactical game.
Pilare is a board game designed by Basque game author Jorge Gómez Arrausi. It won a proxime accessit award in the games creation contest of Tona, 2005. Its mechanics bear a strong similarity to mancala games.
Pommel is a hexagonal checkers variant invented by Michael Howe of Connecticut, USA in 2010. It has an interesting feature found in no other checkers variant, namely linear capture by leaping.
A game that relates to Turkish Draughts like Frisian to International. It introduces diagonal movement in an otherwise 'straight' game. A definite step towards modern games like Croda and Dameo.
Where the European branch evolved on a diagonal sub-grid, turkish evolved on a straight grid. Although there's much to say for the latter, Turkish never got to the status that International Draughts once had as an international sport.
This is International Draughts with a 'specially demoted' king. The net result is that two kings win against one, but the rule cannot avoid the smell of a band aid.
Fanorona is the national game of Madagascar and the 9x5 'Fanoron-Tsivy', the widest-known variant, is the one we present here. Is the mother of all forms of contact checkers (which to our knowledge amounts to precisely one other game, namely Bushka).
Territory and connection games
Tumbleweed was invented in 2020 by Mike Zapawa who also invented Slyde. The game is based on 'line of sight' placement and capture. A very organic game based on a very original concept.
A connection game in which the players, black and white, compete to complete a loop of neutral stones by claiming cells for their colour and and placing neutrals.
The Game of the Amazons was invented in 1988 by Walter Zamkauskas of Argentina. In the game the 'amazons' move to wall off territory to keep room to move. Eventually one of the players will fail.
Desdemona was invented by Rey Alicea in 2020 and it merges Amazons and Othello in a very natural way to a hybrid that actually works.
Keil is a Go-like territory game invented by Luis Bolaños Mures in 2019. It introduces the idea of linked cells, which preserves crosscuts and ko by reducing the natural connectivity of the hex grid.
Polar is an intruiging placement game invented by Dieter Stein in 2015-2017. Like Starweb that you can find in the ArenA, it uses triangular scoring.
Gonnect, sometimes described as 'a love child of Go and Hex', was invented by João Pedro Neto in 2000. It basically links the rules of Go to a different object: to estabish an orthogonal connection between opposite sides of the board, left-right or bottom-up as the case may be.
In Catchup, as long as they differ in size, players' territories consists of their largest groups. If these are the same size, then players' territory consists of their largest group plus their 'next in size', and so on till an unequal territory count results.
Slyde mirrors the goal of Catchup but has a new and original core behaviour: the swap. Not the turn order balancing swap but the 'swap move'.
Permute also mirrors Catchup's goal and also has a new and original core behaviour: the twist. Four stones in a 2x2 square are rotated 90 degrees in either direction, after which on of them is 'bandaged' so it cannot be part of a twist again.
Lines of Action (LOA) is a connection game, albeit non-typical. Claude Soucie invented it around 1960. Sid Sackson described it in his first edition of 'A Gamut of Games' (1969).
More than a century ago a game called 'Reversi' appeared in England. There's a dispute about its origin: a mr. Lewis Waterman claimed to be the inventor, while a John W. Mollet Esq. claimed it to be merely an adaption of his game 'Annexation'. Will the truth ever emerge?
This game is based on Hex in that it has the same object. However, it replaces the normal move protocol and the pie rule by the Symple move protocol and its embedded balancing rule.
Xodd and Yodd are 'dynamic goal' connection games invented by Luis Bolaños Mures in 2011. They may be considered essential non-parity games. Both players control both colors and inverting the goal of the game results in essentially the same game.
Yodd and Xodd are 'dynamic goal' connection games invented by Luis Bolaños Mures in 2011. They may be considered essential non-parity games. Both players control both colors and inverting the goal of the game results in essentially the same game.
Slither is a two-player abstract board game invented by Corey Clark in 2010. It emerges from the combination of a clever condition and a clever move protocol. The result is a very dynamic game full of surprising tactics.
Other themes
FlowerShop was invented in 2021 by Mike Zapawa who also invented Slyde and Tumbleweed. The game uses the 12* protocol and features partial and impartial pieces.
Mattock is an intruiging game invented by Drew Edwards in 2020. It shines a new light on an old goal: increasingly constricting the opponent, step by step, till the last player to move wins.
Pente, invented by Gary Gabrel in the seventies, became very popular in the USA in the first half of eighties. The game adds an interesting twist to the general five-in-a-row idea: straight or diagonally adjacent pairs of opponent's stones can be captured in the 'custodian' fashion.
Morelli is an 'occupation' game in which players fight for the Throne. Their weapons are capture and configuration and the Throne may change ownership several times during play. The game's theme is refrehingly new, and its tactics support a fair range of strategies.
A traditional combinatorial game played in Hawai, based on draughtslike capture. Every move must be a capture. Last to move wins. Columnified, the game became Grabber.
Ordo is a very 'organic' race game with an original way of movement and capture, invented by Dieter Stein in 2009. The inventor proceeded with a faster but not necessarily better version called Ordo-X.
Dan Troyka's race game of the same name as Christian Freeling's one, was invented in 2000. It has great simplicity and great strategical depth as its hallmarks.

These have no applets but they're interesting and either traditional or the work of fellow inventors.
Games of elimination
A most respectable variant and still a great game. However, Checkers is a proven draw and players must, as they must in an increasing number of games, compete in the shadow of perfect play.
Shashki has no precedence of majority capture and consequently no 'sticker' based combinations, but ... it has a 'flying king' that may emerge in the process of capture and proceed as such in the same turn. Hardly enough to 'save' the game as more than recreational.
Like its pedecessor Bashni, Lasca results from introducing a different form of capture in a known framework. In Lasca's case the framework is that of Anglo-American Checkers - which serves it worse. The game was invented by the late worldchampion Chess, Emanuel Lasker.