MindSports

Emergo

from

Complete Games

 

Column Checkers General
Emergo Rules
    Object
    Beginning
    Capture
    Entering
    Movement
Strategy
History

Emergo in Zillions
    How To Play
About Emergo
About Zillions

Column Checkers General


Checkers

Column Checkers

Like checkers type games and Bushka, column checkers is about a simple two-men-three-squares scenario: on the left a black and a white man are on adjacent squares. Put the cursor on the picture and see the white man jumping the black man, landing on the third square and removing the jumped man from play. That's checkers type capture. On the right an identical situation. Put the cursor on the picture and see the white man jumping the black man and taking it along underneath as a prisoner, landing on the third square. That's column checkers capture.

Now with a little imagination, one can see a man capturing several men as prisoners in a multiple capture. Next imagine this piece itself is jumped by the opponent: the guard is captured and the prisoners are now released! This released column can now in turn start to make prisoners and these will buried under several guards - to release them, the piece must be jumped a corresponding number of times!
That's the general idea, and the most significant difference with checkers type capture is that no pieces ever leave the board! Obviously a win is achieved by capturing all the opponent's men.

   Emergo Rules  

If there's mention of men and pieces, a man is single, while a piece consists of a number of stacked men. If the difference doesn't matter, a man may also be referred to as a piece, for instance 'the number of pieces on the board'.

Object


If a player has no piece left he loses the game.

The following situations constitute a draw:

  • A player has at least one piece left, and cannot move
  • 3-fold repetition of the same position with the same player to move
  • Mutual agreement

The first situation may even happen if a player has still one or more men in hand, although we never encountered it. A position is conceivable in which the entering player is not under attack, but has no square left on the board where he can enter without putting himself under attack.
The second situation has implications in some endgames with very few pieces.

A draw by mutual agreement may occur in endgames that are mutually unprospective. Put two white and two black 3-under-3 pieces in opposite corners and it may be hard to get anywhere.

Beginning

The first diagram shows the board, which is initially empty.

Initial position.

 

Capture

  • Capture is obligatory and has precedence in both phases
  • A player captures the top man of an opponent's piece on an adjacent square, by jumping the piece with is own piece, taking the top man along under it, and landing on the square immediately beyond, which must exist and be vacant for the capture to take place
  • Majority capture precedes: if the capturing piece can continue its course in a similar fashion in any direction except a 180 degrees turn, it must do so, taking care beforehand to establish the route that brings the maximum number of captured men. If there's more than one way to meet this criterion, the player is free to choose
  • In a multiple capture the capturing piece may visit a square more than once as well as jump a piece more than once!

The capture of a single man reduces the number of pieces on the board by one. Since there is no mechanism to increase the number of pieces, a game of Emergo is always 'spiraling upward', that is, the number of pieces steadily decreases while their size increases.

The next sequence is only to illustrate mechanics. It is not a game position because then white would have to enter a man. White moves F4-E4 as indicated, and black must take the majority capture H4xF4xD4, which leads to the position in the second diagram.

Majority capture. Majority capture and decapitation.

Majority capture precedes so white must capture clockwise because anti-clockwise capture would end on the square of origin and bring only four men. As it is the move ends on C4: white liberates a piece of two and captures five men under a cap of three.

Entering

  • Entering is only allowed on vacant squares. If the player to move cannot make a capture, then entering a man has precedence over moving a piece
  • He may not enter more than one man, unless his opponent has all twelve men on the board, in which case he must enter his remaining men as one piece. This piece is called the shadowpiece

A player may still have several men in hand while his opponent has all men on the board. This is always the result of one player entering while the other must capture. It is not at all unusual: creating a large shadowpiece is a very valid strategic goal, particularly for black.

White may not, on his very first move, enter on the central square (E5). Apart from that there's only one condition for entering a man or the shadowpiece alike:

  • Entering may not force an opponent into making a capture, unless the entering player is already being attacked by his opponent!

This is the key rule governing the entering phase! As long as my opponent does not attack any of my pieces, I may not put the piece I enter under attack. If he attacks one of my pieces however, he releases me from the above condition.

Movement

  • If the player to move cannot make a capture and does not have any men in hand, he must move a piece to an adjacent square. There are no restrictions except that the square must be vacant

Strategy

Cornerstone of all Emergo strategy is getting a few strong pieces rather than a lot of weak ones. Now ironically you cannot do that yourself: only your opponent can stack up your men, and he does so by capturing them. Having your men captured is great! The more the better! But .... you must be sure to liberate them afterwards. That's the one tiny catch. To put it simple, and disregarding the endgame for a moment, Emergo strategy is:

Feed  Decapitate  Bury!

Feed as many men as you possibly can to an opponent's weak piece, preferably one that already holds prisoners. But always make sure that you can decapitate it, liberating a very strong piece. Now you start to bury the opponent's men under this piece, using your tactical ingenuity to get it done.

Pieces always start out at their strongest. Involvement in the action means an increasing number of prisoners under a decreasing cap. There's a certain moment in which a piece becomes a liability. Its easy to see that six under six means a win in virtually any situation: you can't remove the cap with what's left. But how about five under two? This would depend, if not on tactics, on the nature of the position. Can the piece retreat while others wear down would be attackers? Then it's a nice catch that may even play an offensive role in a small caps endgame. But if the piece gets drawn into a combination prior to that, it usually means that more prisoners are liberated than the number you tried to tuck away in the first place, because the piece is fed in the process of its decapitation. Things may look safe, but tactics are diabolical!

Emergo History

Emergo derives from the Latin 'Luctor et Emergo', the motto of the Dutch province of Zeeland, and meaning 'I wrestle and emerge'. You'll find this name to be very appropriate. Emergo originates in the game Lasca, invented by the legendary world champion Chess Emanuel Lasker. Lasker made a classic mistake: he left a great idea where he found it, which was: in the game of Checkers. Thus he hooked it up to three interrelated principles of this game: an initial position, a forward orientation and promotion. None of these are needed to implement the essence of his idea, and applying them makes Lasca an overcomplicated game.
Emergo is played on the 41 dark squares of a 9x9 checkered board with dark corners, with 2x12 men. The game is a joint effort by Ed van Zon, who got me interested in Lasca's way of capture in the first place, and me. When I made the usual
hexagonal translation (soon available for Zillions of Games), using exactly the same rules, I initially found the game far more dramatic, and so did everybody at the games club 'Fanatic' at Twente University in Enschede, the Netherlands. Few cared for the square version after its introduction. Emergo became a hexagonal game overnight, and this hexversion has been played as 'Emergo' on a regular basis for many years at Fanatic, before the dungeon people came and took over.
Under these rules the game is also featured in R. Wayne Schmittberger's "New Rules for Classic Games" (John Wiley & Sons, Inc. New York - ISBN 0-471-53621-0) and in Games Magazine (February 1986).
During that time it never showed any indication of a first move advantage in 'over the board' games. But when we started to play e-mail games, a flaw emerged: clever play in the entering stage allows white to retain the right to move first in the next stage. The first player to move after the entering stage has the opportunity to unconditionally start a feeder, a combination that forces a weak piece of the opponent to capture numerous men, only to see them liberated as one huge piece against which the victim's scattered weak forces stand no chance. This was no different in 'over the board' play, but there such combinations seldom reached the painstaking finesse made possible in e-mail games. One simply cannot look that deep into the hexversion's combinatorial whirlpools, without losing track. But given an hour or so of carefully trying out the most promising lines, one will eventually find a straight knock out most of the time. Thus the game's most distinguishing feature, it's stunning combinatorial possibilities, suddenly turned against it. This resulted in a new evaluation of the square game which reclaimed the name 'Emergo'. As it turns out this game has been grossly undervalued. Though its tactical possibilities are not nearly as mindboggling as those found in HexEmergo, their intricacies nevertheless easily equal those of say International Draughts. Yet they cannot be extended far enough to actually win proceeding from the first move after the entering stage, not even in e-mail games, because combinations cannot maintain their momentum nearly as long as in HexEmergo. In addition, the square game's strategy is to a much higher degree characterized by positional aspects. The result is a better balance between strategy and tactics.

You can play Emergo online in the ArenA.


Emergo in Zillions

Emergo requires Zillions of Games version 2.0 or higher.

Most things are pretty straightforward. One thing that might not be immediately clear is how to enter a shadowpiece: simply drop the remaining pieces on the same position (you'll have to do this yourself).

Zillions plays Emergo like a beginner, lacking a strategic concept, but then so will you, probably. Zillions is pretty decent in the tactics department so you may get surprised yet. To get a real opponent, set the thinking time per move to "Match My Time".

Some more tips:

  • Enable "Smart Moves", it makes entering as easy as simply clicking on the target square and will also help a lot with forced moves (there'll be many).
  • Enable "Highlight Movable" or toggle it temporarily by pressing the "F7" key. Especially handy when you wonder why the program won't allow you to move what you want.

 

Still, using Zillions of Games for playing Emergo requires some additional pointers. Operating a 3D game on a 2D computer screen calls for some tricks, especially since a large stack might obscure another piece.

Zillions' Emergo

You pick up a piece, be it a single man or a stack of men, by the bottom man and drop it on the target square. However, you'll find that won't be as easy as it sounds, altough it often does work this way. The reason is technical and unavoidable with Zillions of Games when one doesn't want the board blown up out of proportions. Moreover, picking up a piece is easy compared to dropping it on the target square, because the pointer turns into an open hand when you're good to pick up but there's no such visual feedback for the target.
That's where the small violet arrows come into play. There's no problem at all using these as the pick-up or drop-down positions. They're small but adequate (I hope). They also allow you to pick up a piece that's obscured by another, like the white piece on D7 in the diagram above.

There are also some display quirks to be mildly aware of.
First, when you move a piece only a small portion will be dragged. Don't worry though, when you drop it the rest of the piece will follow quickly.
Second, sometimes the pieces won't be redrawn completely, e.g. when you pick something up only to release it on the same position or when you move a piece that's obscuring or obscured by another, like in the diagram above. Still don't worry, you can correct the display by forcing a redraw, for instance by hitting the "F7" key. You can also ignore such anomolies: moving a 'broken' piece will restore its display too.
Third, as you see above, an obscured piece (sometimes) shows some part through the obscuring one. I might claim this is intentional, but that would be lying; it's simply Zillions behavior and I wouldn't know how to prevent it. But these occurrences will be very rare.

How To Play

To play Emergo, choose one of these alternatives (provided you have the Zillions of Games program installed, see below):

  • Simply click here
    (choose "Open this file from its current location" if asked "what to do with this file")

  • Double-click on the Emergo.zrf file in the Explorer window

  • Execute these steps
    1. Run "Zillions of Games"
    2. Choose "Open Game Rules..." from the File menu
    3. Select "Emergo.zrf" in the Open dialog & click "Open"

About Emergo

Emergo game © 1985 by Christian Freeling and Ed van Zon
Art work & above introduction © 2002 by Christian Freeling
Emergo.zrf Rules File © 2003 by Ed van Zon

This implementation, Emergo.zrf, is a rules file to be used with the Windows program "Zillions of Games" version 2.0 or higher.

Emergo.zip (containing all the necessary files to play Emergo with Zillions of Games) is freely distributable, provided it is the complete package, it is not modified in any way and there's no charge for it.

Emergo is just one of the games invented by Christian Freeling; they can all be seen, and some of them played, on the internet in the MindSports ArenA.

(Hexagonal) Emergo is featured in R. Wayne Schmittberger's "New Rules for Classic Games" (John Wiley & Sons, Inc. New York - ISBN 0-471-53621-0) and in Games Magazine (February 1986).

About Zillions of Games

Zillions of Games © 1998-2003 by Zillions Development Corporation

Zillions of Games is a program for Windows 98/ME/NT/2000/XP that allows you to play any number of games against the computer or over the Internet. You can even design and implement your own games with it. Zillions of Games can be purchased online. For more information: