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Connection game

Abstract strategy game subgenre

Connection game

Abstract strategy game subgenre

A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces. This could involve forming a path between two or more endpoints, completing a closed loop, or connecting all of one's pieces so they are adjacent to each other. Connection games typically have simple rules, but complex strategies. They have minimal components and may be played as board games, computer games, or even paper-and-pencil games.

In many connection games, the goal is to connect two opposite sides of the board. In these games, players take turns placing or moving pieces until one player has a continuous line of pieces connecting their two sides of the playing area. Hex, TwixT, and PÜNCT are typical examples of this type of game.

History

According to Browne, Hex (developed independently by the mathematicians Piet Hein and John Nash in the 1940s) is considered to be the first connection game, although earlier games involving connectivity have been noted to predate Hex, including Lightning (1890s) and Zig-Zag (1932). Martin Gardner is credited with popularizing the genre in his writeup of Hex in Scientific American (1957), expanded and republished in Mathematical Puzzles & Diversions (1959). It was shown, starting with smaller boards, the player making the first move had a decided advantage, depending on where the initial move was made.

Hex and Y were examples of games where the players competed to build a path connecting sides of the board. In the June 2000 issue of Games, R. Wayne Schmittberger identified an additional sub-class of connection game in which points were bridged to form connections although the overall goal – forging a path connecting opposite sides of the board – was the same. These games included Gale/Bridg-it (1958/1960) and TwixT (1962). Schmittberger also identified a third sub-class where serpentiles with preprinted paths, such as Psyche-paths/Kaliko (1970) and Trax (1981), were used. In 1984, Larry Back began developing what would become Onyx, a connection game with a capturing mechanic.

List of connection games

  • Black Path Game
  • Blokus
  • Bridg-It, also called Gale
  • Crosstrack
  • Dots
  • Gonnect
  • Havannah
  • Hex, also called Con-tac-tix, Nash, or Polygon
  • Kaliko, aka Psyche-paths, using hex serpentiles
  • Lines of action
  • Onyx
  • PÜNCT
  • Qua, 3D Board Game
  • Selfo
  • Shannon switching game
  • Star
  • *Star
  • Tak
  • Tantrix
  • Through the Desert
  • Trax
  • TwixT
  • Y

References

References

  1. Browne, Cameron. (2005). "Connection Games: Variations on a Theme". A. K. Peters, Ltd..
  2. Polczynski, Jim. (Spring 2001). "Lightning: A Connection Game from the 1890's".
  3. (1932). "Zig-Zag". Parker Brothers, Inc..
  4. Gardner, Martin. (1959). "The Scientific American Book of Mathematical Puzzles & Diversions". Simon and Schuster.
  5. (2019). "Hex, the full story". CRC Press.
  6. Schmittberger, R. Wayne. (June 2000). "Making Connections".
  7. Gardner, Martin. (October 1958). "Four mathematical diversions involving concepts of topology". Scientific American.
  8. Dean, Sandy. (July 2008). "The Game of Bridg-It".
  9. Back, Larry. (Winter 2000). "Onyx: An Original Connection Game".
  10. (Winter 2002). "Front Cover". Carpe Diem Publishing.
  11. "Havannah & Atoll board".
  12. "Kickstarting Tak, a new Cheapass Game based on Patrick Rothfuss's "Wise Man's Fear"". Boing Boing.
  13. Nash, John F.. (February 2, 1952). "Some games and machines for playing them {{!}} Report D-1164". RAND Corporation.
  14. Gardner, Martin. (2008). "Hexaflexagons, Probability Paradoxes, and the Tower of Hanoi". Cambridge University Press.
  15. Knuth, Donald. (2011). "The Art of Computer Programming". Addison-Wesley.
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