Here it’s called “TriGo”: TriGo :: igGameCenter
Yes, I see, thank you very much!
Yes, thank you for that site! But the game Trigo is not a real “hexagonal GO”. It has a very strange rule - they put 2 stones every move! It’s incorrect, I think! And yet another problem - there is nobody who wants to play there! ![]()
I think the idea is that with too many liberties it becomes difficult to have any good cutting tactics similar to crosscuts in ordinary Go.
I haven’t really tried it, but it’s kind of what I’ve heard here and there. So usually something like having two moves at a time or playing with two colours each, or other variations are supposed to bring back some complexity.
Oh I didn’t realize that, sorry!
Lot’s of great inspiration here: https://www.reddit.com/r/theocho/comments/1idavui/palio_delloca_di_cagli_a_board_game_where_the/
I imagine that there will be a whole other set of physical challenges used to resolve any disputes about how any captured stones have been misplaced.
There are quite a few ways that Go has been played on the points of a hex/triangular grid. Here are a few:
- Hexago - Arguably the first, Hexago was described in New Rules for Classic Games, by R. Wayne Schmittberger in 1972. It has some minor differences from Go. There is no passing, and players are forced to fill in their own eyes if they have no other moves.
- Keil - This hexagonal go variant from 2019 is one of many that Luis Bolaños Mures has created.
- Medusa & XiaGo - These two games by Christian Freeling both reduce the number of adjacent liberties in slightly different ways. (The first with regularly-spaced “holes”, and the second substituting neutral pieces for the holes that either player may elect to move.) Christian’s description for XiaGo (following the link) mentions that several other game designers also felt the number of liberties was a problem, and solved it in different ways. (Keil is mentioned, as is Nick Bentley’s Blooms.)
- Blooms - Speaking of it, I love Blooms, in which both players play with two different colors of stones. (I extended that to three colors in my own Go Variant, Blither.)
So Tetris Go disallows chains with a tetris shape. It’s a fun variant, but is that in the spirit of Tetris, and what about the other mechanic in Tetris?
Tetris Go II
Players place Tetris shapes rather than single stones.
After normal captures, if there are rows or columns that are completely filled with stones, all of these rows and columns are emptied. Players receive N points for each of their stones that was removed.
Most importantly, the game is accompanied by the right music.
You could expand on the idea of Pixel Go either from here
Pixel go you place 2x2 blocks, which is a Tetris shape. You could expand it to playing any Tetris shaped blob.
It’s a weird game mode ![]()
1 point per stone removed, 1 point per stone captured by normal go rules, and first to 184 points wins? (180.5 + (7.0 * 0.5)) If both players pass before reaching that threshold, score by area scoring, add in the points for stones removed, but ignore the points for stones captured (as those are accounted for with the area scoring), and determine the winner that way?
If playing on a larger board or with different komi, it should be self-evident how to adjust these numbers accordingly
I like it, a points race like in the classic game ![]()
Yeah, I’m not sure whether getting deadlocked because there are no places left to place 4 stones or reaching the goal would be more common, so I wanted to account for both to be on the safe side
Yeah, the shape could be random, with the upcoming shape displayed beforehand. But the shape needs to fit into empty intersections completely (pixel go allows for overlapping placement).
At least that’s what I’m thinking of right now.
An alternate interpretation to my above:
Play until the board gridlocks due to not having any empty spaces in groups of 4 or more that either player is willing to play. Then each player scores the number of stones from cleared lines of their color + the number of enemy captured stones by Go capturing
It might be very difficult to capture anything, unless we redefine liberties.
A chain has liberties as long as it’s adjacent to at least one empty area where some tetris shape can fit.
Wait, does this allow for “under the stones”-play?
I don’t mind it being difficult to capture in the Go sense, as Tetris doesn’t have that type of capture
Could you clarify? you can keep playing in points where lines were cleared from
Yeah, I agree this is vital to feel like Tetris
That would be more Tetris-like. I’m more of a NES-Tetris fan, so no-bag no-hold 1 shape randomly picked with ⅐ probability, but both players get the same sequence. Probably komi pie would be necessary, the chances that the game has no First Player Advantage or that it’s worth 7.0 points seem negligible: Slicer proposes an integer value for komi (can be positive or negative), Chooser chooses to play Black or White, when the board gridlocks, komi is added to White’s score