3D Games

The Cylinder

The Cylinder The Cylinder has an extra rank ("m") to allow the black series of spots to overlap from West to East (see diagram on the next page). The ranks and files carry over onto the spot that has the same letter and number on the other side - East-to-West or West-to-East. A crowned draughtsman on a11 goes on file eastwards to b10 (and can capture a man on b10 by hopping over him from a11 to c9) on the West side - or vice versa.

The a rank on the West stops at a8 and starts again as a9 on the East. The extra rank m - the "join" - is cross-hatched. And f6 is ringed.

Cylinder draughts for two

Play on the black spots as for Rose Draughts. Seven crowned men are placed first by White in a Rose pattern centred on f6. Black then places his seven in a similar Rose pattern anywhere he chooses but so as to avoid capture at the first move.

Play cylinder draughts for three

Play Cylinder Draughts for 3 players! White's rosette of 7 men is centred on f6, Red's is centred wherever he likes but so as to avoid capture at the first move, and then Black places his rose pattern anywhere so as to avoid capture by either player at White's first move. Play as for Rose Draughts for Three. Remember, the winner is the first player to take the last man of either opponent - even across the side of the board!

cylinder chess (only for two!)

Chess on a cylinder is fun for setting and solving problems and end games. White sets out the men as usual on a1 to f1. Black sets out his men opposite on f11 to l11. Notice how the Pawns behave as they reach the overlap zones. Remember the strength of the rook on rank across the side of the board. Play as for Rose Chess. The extra rank m affects tactics. Don't try Chess games for three on a cylinder!

The Ball

The top and bottom of the board allows moves across the South or North pole. (Such moves are not allowed on the Cylinder).

Ball Draughts

Play on Black spots only. Ball Draughts allows capture by hopping across the triangular "gaps" and poles. White puts 7 crowns arranged in a rosette centred on f6. Black puts his rosette of men any where so that they will not be captured when White makes his first move.

Ball Notation

Only apply it to the black files
Ball notation is based on lettering and numbering the black FILES. (Ignore the white spots But see below). Lines near the poles link the files East-West. A piece landing on one of a pair may move to the other as part of the move either way round the world.

The Ball is a sort of map or Mercator's projection of a sphere or globe. The South pole is the only spot in file 1 but each of its mates has a separate code (b1, e1, h1, l1) in order to identify the position of a piece when it makes its next move - especially when it is capturing across the pole. The same applies to North pole spots in file 10.

Ball chess

Ball Chess is almost impossible - ranks and files "curve" at the places linked by lines. But it makes an interesting arena to study endgames

Ball Chess notation: Any white spots north of a black spot are given a subsidiary letter to indicate whether that white spot is north-west, north or north-east of the reference black spot. For instance, a South pole spot is called b1, say, and the white spots north of it are b1w, b1n or b1e. The North pole has no white spots north of it! Ball Chess for 3? No way.

Transference
No one can tell what lessons can be transferred from games to real life. No one can evaluate the time and talent is well spent on games or improves the quality of life or the intellect. But having fun is a start.

 

The Cylinder
Rank 11 is the top row of 12 spots - this is the North end
   
Rank 1 is the first row of 12 spots - this is the south end
the file above k2 is the farthest West - the centre is f6 - the file above j1 is the farthest East
 
   
 
Missing image page 31
 

Globetrotters

For 2-6 players who, why, where you are What theme: choose a theme for your game: eg. compete against the other players in each place to * reach it with news * free its media from bias * win the world cup at football * market your product etc., etc..

What you need: the Board and one playing piece for each player. Use playing pieces from a game you have already or make some to suit your theme.

When to stop: the first player to visit all 60 places in the fewest "days" wins. Tick off places visited, and keep track of your route as you go along.

Who plays first and where: draw lots to start, then play in turn clockwise. Start anywhere but each of you needs to put your piece on the board where you are going to start before the game begins. No one may be on the same place at the same time. You may not fly over or land on any place occupied by another player's piece.

Which way to go: only go along the "air route" double lines - not across the sea or land areas in between. Aim for any place you want to go to next, counting the places flown over en route and where you land. You may pass over or land on places you have already landed on.

How to win: visit all 60 places using the shortest route. Remember short cuts! The shaded places show the shortest route across the Date Line or near a Pole. End your move with your piece on the "real" place.

Orientation

Latitude: using a "football" regular pattern of 12 pentagons and 20 hexagons, the "airports" are named after the places nearest to these intersections - roughly on the 30o, 45o, 60o and 75o latitudes North and South. The Equator and Poles show which way the board goes. Greenwich Mean Time and seasons show night or day and the weather at Latitude 45o-60o!

Other games on the Globetrotters Board
global draughts
draughts for two players:
(See the Ball draughts board.)

White puts six crowned draughtsmen next to each other on any six places. Black then puts his six crowned draughtsmen in a similarly close array anywhere else - even overlapping the edge or a pole - but so that non one can take a man with their first move. Capture by hopping across a man to either place immediately the other side but make sure it is vacant to land on.

Get to know the world: · Make up your own game for the Globetrotters board. Make more use of times, seasons, latitudes, north/south or east/west hemispheres etc.. Enjoy!

the 60 places to visit ·

Time Zone Airport/Country · ·

1am
1am
12midnight
8am
9am
12noon
5am
3am
5am
7pm
3pm
7am
3am
2pm
6am
12noon
11am
2am
5pm

Alaska
Aleutian Is
Antipodes Is
Argentina

Bermuda
Bounet I
Byrd Land
California
Chile
China
Crozet I
Drake I
Easter I

Egypt
Elizabeth I
France ·
Gough I
Hawaii
Heard I

 

10am Iceland · 6am Illinois · 1pm Italy · 9pm Japan · 4pm Kazakistan · 10pm Kuru Is. · 8am Labrador · 11pm Mariana Is. · 4pm Mauritius · 5am Mexico · 12midnight Midway I. · 6pm Mongolia · 11am Morocco · 9pm New Siberia I · 8pm New South Wales · 11pm New Zealand · 9pm Northern Territories · 8pm North Korea · 12noon Norway · 4pm Novaya Zemlya · 8pm Oates Coast · 10pm Papua New Guinea ·   · 2pm Prince Edward I. · 3pm Russia · 12noon St Helena I. · 6pm St Paul I. · 1am Samoa · 11am Sandwich Is. · 3pm Saudi Arabia · 1am Scott I. · 7pm Siberia · 2am Society Is. · 1pm South Africa · 9am South Georgia I. · 9pm Tasmania · 6am Valparatan I. · 4am Vancouver · 12midnight Victoria Land · 7pm Western Australia · 3pm Wilkes Land · 11pm Wrangel I.  


12 noon is Greenwich Mean Time -- · Even times are in bold type Abbreviations are underlined

   

Play-toe

The Simplest 3D rose Board Design

Plan View looking down from the top

The simplest board has the basic Rose motif as the centre board, and one even simpler board above and another below it. The notation is as follows :

top board
d3
f3
b3
Centre Board
e2
d2
f2
g2
c2
a2
b2
Base Board
e1
c1
a1

. how to play play-toe (3D 3-in-a-row)

Play as for Five-in-a-row (qv.) but just get three of your own men in a row to win. A bit like Noughts and Crosses but on a triangular matrix in 3D!
The lines that count are a2, g2, d2 or b2, g2, e2 or c2, g2, f2 on the centre board, and a1, g2, d3 or c1, g2, f3 or e1, g2, b3 diagonally through the centre board by way of the centre spot g2.
This game was originally called Plato (pronounced Play-toe - with allusions to "Play Tic-Tac-Toe") because Socrates says in Plato's Euthyphro translated by Lane Cooper (c.350 BC) that "the right way to begin is to pay attention to the young, and make them just as good as possible."
Note how the triangles and squares alternate if you join up the spots - see the lowest diagram here. When its drawn properly it is a regular but mixed cube-pyramid polyhedron - a mixture of a sugar lump and a beech nut!

How to make a play-toe set Cut out transparent discs of plastic and drill holes in them as shown. Use marbles for the pieces. You need as many marbles of any two contrasting colours for two players - try it with three players or more! - or try the more abstract game using three plans one for each level marked with notation.

 

G - Dots, Dents, Tiles and other unusual materials The following Rose board games are available which are unrelated to Chess - earlier attempts were published in Credo books (qv.) : Boxes, Beetle, Space-invaders, Crevasse: on a dot matrix - join up lines to discover hidden hazards or treasure Cr-ab games: Race Games from A to B or treasure hunts - on a board of blank chicken-wire of hexagons mapped out to suit. Bikini, U2 (You Too), Oranges-and-Lemons, Cr-Own-an-Anchor, Croquet, Clock Golf, Crazy Golf, Criss-cross - Crabble, Crosswords: on a tiled board having a square centred where each spot should be - Cards: each made of a pattern of 3,4,5,4,3 spots in a 3-a-side hexagon and marked for play as Continuo tiles, Domino tiles etc.. - Other Games: Other games have been adapted but are still in the experimental stage. The limit to adapting the Rose Games idea is only limited by youre imagination. Take Snakes and Ladders or Monopoly ( - please!).

Future Rose Games

H - future Rose games - Now invent more Rose games which incorporate the elements identified in the Internet chess variant pages, especially by Michael Keller's taxonomy (qv.):

~New elements of board design~

 

Minichess -
irregular boards -
infinite boards -
other wargames and heirarchical games -
Shatranj -
other Asian games -
African games -
other matrices -
boards with moving parts -
special effects on selected squares -
new rules not incuded to date unequal armies -
literary chess -
free or random selection -
delayed deployment -
secret deployment -
creating pieces or spots during play -
variable spots or pieces -
choice of forces -
modified pieces -
promotion of pieces -
combining pieces -
pieces with added power -
different capturing move -
leapers -
riders -
hoppers -
chess-draughts combinations -
miscellaneous pieces -
restricted movement -
increased/altered movement -
more than one piece per spot -
more than one move per turn -
fixed-length series of games -
variable-length series of games -
progressive games -
limited choice of moves -
pieces functioning independently -
relay -
teleportation -
crossings -
castling variations -
miscellaneous -
enemy pieces -
neutral spots or pieces -
modification of earlier moves -
hidden movement -
simultaneous movement -
periodical rule changes -
limitations of right of capture -
extra power to capture -
capture by coordination -
rifle -
custodian -
Capricorn -
dynamo -
mixed capture powers -
conversion of captured pieces -
repositioning -
immobilisation -
demotion -
effects of capture on the playing piece -
other side effects -
win criteria modification -
loss of all own units -
multiple targets -
multirex -
modified check -
other objectives -
4-handed -
more than four -

 

Matches and tournaments

Full details of matches and tournaments are available from the ACE on request.
I - Rose games matchplay and tournaments

Rose team games -
matchplay -
tournaments -

Send in your feedback to the Internet Chess Variant pages www.chessvariants.com

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