SQUIRM

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:

DROP - On each turn, each player drops a stone into an empty cell. It is illegal to make non-snake groups.
GOAL - When both player pass, wins the player with the longest snake.

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:

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.