Ive played Go casually, so I understand the concepts, but I'm far from an expert. Here's my take:
Each space you have is worth one point
A captured piece is worth one point
So, if you were to "fill up" your opponents territory with pieces then it'd reduce their points to zero. Of course, if they then capture all those pieces, they gain 1 point for the capture of each piece, and the spaces are then freed again, becoming worth 1 point again. This basically means that a failed "invade" essentially doubles the points those squares provide.
If you place stones in your opponents territory, try to make sure they won't get capture, otherwise you're just helping your opponent.
The easiest way to learn Go imo is just to play vs a basic AI. I downloaded a Go app for my mobile a while back (I don't have my phone on me right now, but I'm pretty sure its this one).
Oh man! Ketchup! Awesome to see this game mentioned on here.
I feel like Omega is Ketchup's spiritual brother, as they're both hex board placement games that rely heavily on size of groups.
Virag and Wagner proved renju without swaps - https://www.semanticscholar.org/paper/Solving-Renju-Wágner-Virág/0cc40a7750b14ccf417faa39ac292e8d096617bc There might be some other interesting papers which cite that one.
The cool thing about abstracts though is, when they do hit, they can easily eclipse any other type of game. Fortnite may be awesome, but it will never get close to Tic-Tac-Toe numbers! Unlikely it even gets close to Tetris numbers before the heat on it starts to fade as the next big thing comes out. Candy Crush fairly is fairly mindless, imo, but garnered a couple of billion downloads. Flow Free reached 100 million downloads recently on Google Play with almost no paid marketing, and it's not even a wholly original puzzle--they just made the best software implementation (cared the most) and kept it freemium.
So, while failure is the most like outcome for any given game venture, abstract or otherwise, don't worry about that.
You're doing this for love of games primarily, and that's what produces the greatest games, including the ones that persist for generations or millennia.
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PS: Be prepared for a lot of "mehs"--nobody cares, nobody cares, nobody cares is the reality--but you will find it eminently rewarding each time the eyes of a player who "gets it" lights up.
(I guarantee you almost everybody thought Richard Garfield was crazy, up until the point when it was clear he'd schooled just about every game designer in history ;)
could be the Gigamic series.
I'm kind of thrown by the player counts you're remembering though -- anything more than 2 player is pretty rare for abstracts.
I know you don't want to "make" your own board, but you could buy generic hex tokens and just place them side by side to create whatever size board you need.
Hello everyone, I have made a puzzle game called Resonance. Resonance is a Math plus path-finding puzzle game. This game has 500 levels. It starts from 3 by 3 grid and goes up to 15 by 15 grid. The game becomes difficult from level 8. Below is the link if you want to try.
https://play.google.com/store/apps/details?id=com.myComp.Resonance
Thanks.
Google Play (Android) iTunes (iOS)
During the last COVID lockdown I didn’t know what to do with my time, so I created this little Stradoku app called Guriddo (グリッド, japanese for grid).
The rules of Stradoku are similar to Sudoku: You have a 9x9 grid that has to be filled with numbers from 1-9, however there are no subgrids. The grid is divided by tricky black fields. But see for yourself.
If you have any further questions, suggestions, praise or criticism, do not hesitate!