Brax (game)

Last updated

Brax is a two-player abstract strategy board game. It was invented in 1889 (or shortly before) in America by Frederic B. Denham of New York City. [1] The board design is unique. The players move their pieces along paths on the square board; each path is one of two colors. A piece can move one or two spaces in a turn depending upon whether it matches the color of the path. Players attempt to capture each other's pieces.

Contents

Brax was featured in The Book of Classic Board Games, written by Sid Sackson and published by Klutz Press in 1991, [2] which ranked it among the top 15 board games in history.

The game is also known as Jinx. A unique feature in Brax and Jinx is that players can call out "Brax" or "Jinx" if their piece threatens the other player's piece(s). This forces the other player to move the threatened piece on their next move (no other piece may be moved), and the threatened piece is jinxed; hence the name of the game Jinx.

There are three-player, four-player, and "fox and geese" (hunt game) versions of Brax.

Goal

Board for Brax, without pieces. The diamonds in Rows 1 and 9 mark the starting positions for each player. Brax board.svg
Board for Brax, without pieces. The diamonds in Rows 1 and 9 mark the starting positions for each player.

A player wins when they have captured all their opponent's pieces.

Equipment

The board is composed of 64 square cells, laid out in eight rows and columns. The board is further designed with lines marked along the borders between cells in one of two colors (e.g. blue and red). Each square cell has three sides in one color and one side in the second color. [1]

Equivalently, the board can be considered as a square grid of 9×9 lines, with two, three, or four lines connecting each of the 81 intersection points; there are four two-line points at the corners of the board, twenty-eight three-line points along the edges of the board, and forty-nine four-line points in the interior of the board. Each connecting line is one of the two colors. In the blank sample board depicted here, each intersection point is addressed with a column (A through I) and row number (1 through 9).

Each player has seven pieces of the same two colors as the marked lines (e.g. blue and red). In the patent, it is suggested the pieces have one side plain and the other side marked to facilitate three or four-player games, where multiple players work together as a team. [1] The starting position for each player's seven pieces is in the rank closest to that player, as designated by the diamonds in Row 1 and Row 9, on the example board illustrated.

Variations

Denham describes and illustrates variant game boards with non-square unit cells, including rhombuses, hexagons, and octagons. For each of these -sided unit cells, sides are one color, while sides are the opposing colors, where , rounded down to the nearest integer. [1]

Gameplay and rules

  1. Players decide what colors to play and who starts first.
  2. Each player's pieces are placed on the inner seven positions of that player's first rank.
  3. Players alternate their turns. Only one piece may be moved in a turn.
  4. A player's piece moves orthogonally in any direction on the marked lines or segments between the intersection points. A player piece may move one or two spaces depending upon the color of the marked line(s).
    • If the movement is along a line of their own color, then the piece can move one or two spaces provided the piece travels along the line of their color for both spaces. However, the piece cannot, for example, move one space forward, and then one space back in one turn, and thus repeat the previous position.
    • Alternatively, if the line is the color of the other player, then the piece may only move one space.
    • Pieces cannot be moved over an occupied point, with the exception of a double-capture move.
  5. A piece captures an enemy piece by displacement as in Chess. A piece moves into the same space as the enemy piece, and the enemy piece is removed.
    • It is possible that one player's piece can capture two enemy pieces in one turn. This happens when the player's piece is able to move two spaces on its own colored line, displacing two opponent pieces on those two spaces.
    • It is not required to capture the opposing player's piece, even if it is a legal move.
  6. A player (designated Player A) may call "Brax" or "Jinx" after moving their piece, if the same piece that was just moved threatens at least one of their opponent's (Player B's) pieces, meaning that on Player A's next turn, Player B's piece(s) can be captured. By calling "Brax", Player B is forced to move the threatened piece on their next turn (no other piece can be moved). If two (or more) pieces of Player B are threatened, then Player B can decide which piece to move.
    • "Brax" can only be called immediately after a player has moved their piece into a threatening position, and that piece threatens at least one enemy piece.
    • Player B may capture the Player A piece that poses the threat if that is a legal move for Player B.
    • If Player B moves their piece into a threatened situation, Player A may choose not to capture it, but call out "Brax" after they take their turn and move a different piece (i.e., not the threatening piece). Player B is then forced to move the threatened piece, as previously described.
    • The player who called "Brax" cannot call "Brax" on their next turn; instead they must wait for at least one turn before they can call "Brax" again.
    • A player does not have to call "Brax" when threatening their opponent's piece(s), if they do not wish to, however, the opposing player is not forced to move the threatened piece(s) on their next move. This may occur when the pieces mutually threaten each other, and neither player needs to call "Brax" until it is advantageous.
  7. When one player has only one piece left on the board, and the other player has only two pieces left on the board, then "Brax" can no longer be called by either player.

1, 3, and 4-player games

  1. For games using three or four players, it is suggested that two players form a team using a single color.
    • In the three-player variant, each player on the team with two players plays with three pieces: one player of that team plays with the plain side of the piece face-up, and the other player on the same team uses pieces with the marked side face-up. Each player on the two-player team will take a single turn as described in the two-player game. The opposing player will play with five pieces, and moves two different pieces per turn. [1]
    • In the four-player variant, there will be two teams with two players each. Each player takes three pieces, and the individual player within the team is distinguished again by playing with either the plain or marked side of the pieces. Each individual player starts from a different side of the board. [1]
  2. A solitaire hunt game variant is suggested, in which the player takes a single piece and tries to capture all the pieces in the opposing color. The opposing color pieces are moved "in a predetermined manner" which is not described in detail. [1]

Examples

Example 1

For movement, consider a Blue piece at location E3. Pieces may move two spaces along friendly lines, and one space along opposing lines. The second move on a friendly line does not have to be in the same direction as the first move. That means there are multiple possible moves:

Example 2

For capture, consider a Red piece at location E6 with Blue pieces nearby. Again, pieces may move two spaces along friendly lines, and one space along opposing lines. That means the following captures are possible:

Example 3

On the other hand, if the Red piece had just moved from (D6) to location E6 and the Red player called "Brax" or "Jinx", the Blue player is forced to move the Blue piece that is threatened at F5. Because the Blue piece at F5 cannot capture the Red piece at E6 because it is two spaces away along a Red line, alternative valid moves would include (F5)-E5-E4, (F5)-F4-G4, and (F5)-G5-G6. Although the Blue piece also could move (F5)-F6, this would be ineffective in escaping the potential capture, as the Red piece could simply capture the Blue piece on the following turn.

Related Research Articles

<span class="mw-page-title-main">Chinese checkers</span> Abstract strategy board game

Sternhalma, commonly known as Chinese checkers or Chinese chequers, is a strategy board game of German origin that can be played by two, three, four, or six people, playing individually or with partners. The game is a modern and simplified variation of the game Halma. "Complexity: requires no counting or spelling; even young children can play."

<i>GIPF</i> (game)

GIPF is an abstract strategy board game by Kris Burm, the first of seven games in his series of games called the GIPF Project. GIPF was recommended by Spiel des Jahres in 1998.

<span class="mw-page-title-main">Janggi</span>

Janggi, sometimes called Korean chess, is a strategy board game popular on the Korean Peninsula. The game was derived from xiangqi, and is very similar to it, including the starting position of some of the pieces, and the 9×10 gameboard, but without the xiangqi "river" dividing the board horizontally in the middle.

<span class="mw-page-title-main">Tori shogi</span>

Tori shōgi is a variant of shogi, which was invented by Toyota Genryu in 1799 despite being traditionally attributed to his master Ōhashi Sōei. It was first published in 1828 and again in 1833. The game is played on a 7×7 board and uses the drop rule; it is the only traditional shogi variant, possibly besides wa shogi, to do so. This is one of the more popular shogi variants. There were tournaments in London and Royston in the 1990s and early 2000s.

Yari shogi is a modern variant of shogi ; however, it is not Japanese. It was invented in 1981 by Christian Freeling of the Netherlands. This game accentuates shogi’s intrinsically forward range of direction by giving most of the pieces the ability to move any number of free squares orthogonally forward like a shogi lance. The opposite is true of promoted pieces which can move backward with the same power.

Whale Shogi is a modern variant of shogi. It is not, however, Japanese: it was invented by R. Wayne Schmittberger of the United States in 1981. The game is similar to Judkins shogi, but with more pieces, and the pieces are named after types of whale.

Judkins shogi is a modern variant of shogi, however it is not Japanese. Credit for its invention has been given to Paul Judkins of Norwich, UK, prior to April 1998.

Heian shōgi is a predecessor of modern shogi. Some form of chess almost certainly reached Japan by the 9th century, if not earlier, but the earliest surviving Japanese description of the rules dates from the early 12th century. Unfortunately, this description does not give enough information to actually play the game, but this has not stopped people from attempting to reconstruct this early form of shogi.

Shō shōgi is a 16th-century form of shogi, and the immediate predecessor of the modern game. It was played on a 9×9 board with the same setup as in modern shogi, except that an extra piece stood in front of the king: a 'drunk elephant' that promoted into a prince, which is effectively a second king. While 9×9 may not seem 'small', it was smaller than the other shogi variants prevalent at the time, which were the 12×12 chu shogi and 15×15 dai shogi. According to the Sho Shōgi Zushiki, the drunk elephant was eliminated by the Emperor Go-Nara, and it is assumed that the drop rule was introduced at about the same time, giving rise to shogi as we know it today.

Wa shogi is a large board variant of shogi in which all of the pieces are named for animals. It is played either with or without drops.

Heian dai shogi is an early large board variant of shogi as it was played in the Heian period. The same 12th century document which describes the Heian form of shogi also describes this variant. Unfortunately, this description does not give enough information to actually play the game, but this has not stopped people from attempting to reconstruct this early form of shogi. A fairly complete and playable reconstruction is outlined here.

Dai shogi or Kamakura dai shogi (鎌倉大将棋) is a chess variant native to Japan. It derived from Heian era shogi, and is similar to standard shogi in its rules and game play. Dai shogi is only one of several large board shogi variants. Its name means large shogi, from a time when there were three sizes of shogi games. Early versions of dai shogi can be traced back to the Kamakura period, from about AD 1230. It was the historical basis for the later, much more popular variant chu shogi.

<span class="mw-page-title-main">Ko shogi</span>

Kō shōgi is a large-board variant of shogi, or Japanese chess. The game dates back to the turn of the 18th century and is based on xiangqi and go as well as shogi. Credit for its invention has been given to Confucian scholar Ogyū Sorai (1666–1728), who had also described the rules of the game in his book, Kōshōgifu (廣象棋譜).

<span class="mw-page-title-main">Banqi</span>

Banqi or Half Chess, also known as Dark Chess (暗棋) or Blind Chess (盲棋), is a two-player Chinese board game played on a 4×8 grid, or half of the xiangqi board. Most games last between ten and twenty minutes, but advanced games can last for an hour or more. Banqi is a social game, usually played for fun rather than serious competition. A more formal version of Banqi may have evolved into the games Jungle and modern Luzhanqi.

<i>Game of the Generals</i> Board game

The Game of the Generals, also called GG or GOG as it is most fondly called, or simply The Generals, is an educational war game invented in the Philippines by Sofronio H. Pasola Jr. in 1970. Its Filipino name is "Salpakan." It can be played within twenty to thirty minutes. It is designed for two players, each controlling an army, and a neutral arbiter to decide the results of "challenges" between opposing playing pieces, that like playing cards, have their identities hidden from the opponent.

<span class="mw-page-title-main">TZAAR</span>

TZAAR is the seventh game released in the GIPF series and Games Magazine's 2009 Game of the Year. It officially replaced TAMSK, which was originally published as the second board game in the GIPF Project.

<span class="mw-page-title-main">Ploy (board game)</span> 1970s 3M Bookshelf Game

Ploy is an abstract strategy board game for two or four players, played on a 9x9 board with a set of 15 pieces (2-handed) or 9 pieces per player. Pieces have various horizontal, vertical or diagonal moves somewhat like chess pieces, except directions of movement are limited; pieces change directions of movement by "rotating". Object of the game is to capture the opponent's Commander, or all of his other pieces.

Jul-Gonu is a two-player abstract strategy board game from Korea. It is one of many Gonu games. The game has a relatively small board, and yet offers a challenge at different levels. The game could be played on a larger board, however, it tends to be tiresome. Jul means "lines", and the lines of the board are often drawn on the ground. The game is also referred to as "Ne-Jul-Gonu", i.e. "Four Lines Gonu", referring to the four lines in each direction.

<span class="mw-page-title-main">Plateau (game)</span>

Plateau is a two-player abstract strategy board game invented by Jim Albea.

This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems.

References

  1. 1 2 3 4 5 6 7 USgrant 406632,Frederic B. Denham,"Game Apparatus",published July 9, 1889
  2. Sackson, Sid (1991). The Book of Classic Board Games. Palo Alto, California: Klutz Press. ISBN   0-932592-94-5.