Suicide
Okay, here’s another proposal. It loses some elegance, but I think the trade-off will be worth it if the current ruleset proves to have insufficient power to stymie the silliness.
Suicide is Forbidden.
It is forbidden to make a move such that a group which was pass-alive becomes no longer pass-alive after the move is played.
On any turn, instead of playing a stone of their own color, a player may (but is never forced to) choose instead to place a stone of either opposing color, provided that it would fulfill the following two conditions:
- It would be a legal move if played by the owner of that color.
- It causes a group that was previously not pass-alive to become pass-alive.
A looser (in most cases) restriction #2 would be “It forms an orthogonal connection with a stone of like color”, but I’m not sure if there’s much to recommend this restriction over the one I put above.
Balance
The more I think about the pressures in Tricolor Balancing Go and Tricolor Go, the more I think I may have dismissed the basic variant too early. I was probably biased by all the bad press most three player games get, without considering that Go, by it’s nature, may not share those flaws.
A common problem with 3-player chess is that if red and blue start fighting and exchange a few pieces, they are both weakened with respect to green, and thus players are discouraged from engaging the enemy. I think, in Tricolor Go, that if red and blue get into a fight and green stays out of it, the best case scenario for green is that the fight ends evenly and it’s still an even game overall. But if either red or blue win the fight, then yes, green will be in a good position relative to the loser, but may well have taken a severe blow to their winning chances now that another player has had a good result in a fight. Thus, when a fight breaks out between two players, it will make sense for the third player to join in, and fun will be had by all.
One problem which I think Tricolor Go and Tricolor Balancing Go both have in unique ways, is being able to get ahead/becoming completely lost.
In Tricolor Balancing Go, it is in both the low-score and high-score player to maneuver their scores closer together, so that they can get a chance on overtaking the mid-score player. This will result, between strong players, with the score being very close throughout the game, which may make for an unsatisfying end that may feel as if it’s almost up to chance. I think this may be a fatal flaw in the core concept.
In Tricolor Go, on the other hand, the players may be able to develop a meaningful point spread amongst themselves, as everyone will be trying to gain points while reducing everyone else’s. More specifically, the low-score and mid-score players will both be trying to reduce the high-score player’s score, as well as eachother’s score, while the high-score player need only focus on reducing the mid-score player’s score. I expect there would be some pressure for scores to converge, but it would probably be much weaker than in Tricolor Balancing Go. The downside is that the low-score player might reach a stage in the game where it’s just not feasible for them to win, which may result in a king-maker scenario. This may not be as much of a problem considering that the low-score player only has half the attention of the mid-score player (and none of the attention of the high-score player) focused on keeping them down, which may be an incredibly elegant and balanced catch-up mechanism.
All in all, I’d still like to play a few games of Tricolor Balancing Go at the very least, but the simple solution may be best here.