3D
Games
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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.
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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!
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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.
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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.
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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.
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The
Cylinder
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Rank
11 is the top row of 12 spots - this is the North
end
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Rank
1 is the first row of 12 spots - this is the south
end
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the
file above k2 is the farthest West - the
centre is f6 - the file above j1 is the
farthest East
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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
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1am
1am
12midnight
8am
9am
12noon
5am
3am
5am
7pm
3pm
7am
3am
2pm
6am
12noon
11am
2am
5pm
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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
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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
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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. |
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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
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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 :
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top
board
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d3 |
| f3 |
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b3 |
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Centre
Board
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e2
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d2
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f2
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g2
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c2
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a2
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b2 |
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Base
Board
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| e1 |
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c1 |
| a1 |
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. 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.
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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~
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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
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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 -
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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
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matchplay -
tournaments -
Send in
your feedback to the Internet Chess Variant pages www.chessvariants.com