Copyright (c) 1997 Bryce Wilcox
The game is played on a initial empty 3x7x5 hexagonal board.
A snake is a connected group of stones of the same color, with the next restrictions:
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| An example
White should play at cell [1] in order to avoid the connection of both Black snakes. Black then, could not join them, since it would have stones with more than two adjacent friendly stones. |
Some notes from the author:
- About some variations:
The John Tromp alternate scoring rule: each snake is worth 2x, where x is its length.
The "no weenies" alternate scoring rule: each snake is worth x-n, where x is its length and n is a constant.
The "long straight snakes" alternate snake definition: ignore the all-line restriction in the traditional definition of a snake. This would completely change game play. As far as I know nobody has tried it yet.
The "loops bonus" rule: if you place a stone which forms a snake in which all stones are adjacent to exactly two other snake-stones (i.e. a loop), you get to make another move. You might choose to allow snake eggs as loops for this rule!
New game: a descendant of Squirm which allows you to move stones...
Getting the first turn isn't necessarily an advantage, because when you play you are committing to positions that your opponent can use against you. Your own stones become poisonous to you in certain situations, so it might well be that playing second is more advantageous. This will be determined by experience, I guess.
Regarding Tromp's rule, the exponential 2x scoring is almost as punishing as the original rule. A polynomial function, like x2, could give opportunity for one player to compensate an adversary's longer snake with two slightly smaller ones.
Regarding the Pie rule wrt scoring variants: since player
1 offers the Pie, he should get 0.5 komi and thus win in the case of equal sums.
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