Symple (game)

Last updated
Game between Christian Freeling and Ed van Zon Symple Example Game.png
Game between Christian Freeling and Ed van Zon

Symple is a two-player abstract strategy game created in 2010 by Christian Freeling and Benedikt Rosenau. [1] [2] The goal of Symple is to end the game with the highest score, with score being determined via points for controlling territory on the board less a penalty for each separate group of stones. Like Go, Symple is played on a 19x19 grid of lines; unlike Go, there are no mechanics allowing capture of stones once placed. Symple is a drawless finite perfect information game. [3]

Contents

Rules

Movement

Each player has one of two color stones, one darker and one lighter, often black and white. The game set up starts with an empty board. Each turn a player must either:

  1. Grow all of their groups of stones.
  2. Put a stone on a vacant cell unconnected to any other friendly group.

A group is defined as any one or more stones connected orthogonally (up, down, left, or right) with no spaces in between. Groups are grown by placing a single stone on a space orthogonally adjacent to any stone within a group. Each group may only grow by one stone per turn. If a stone connects two or more different groups during a growth phase both groups are considered to have been grown by the single stone. If two groups grow so that each of the two new stones touch to unite the two groups into one group, then the move is legal and does not count as growing a group twice in one turn.

The lighter color moves first. In order to mitigate turn order advantage, if neither player has grown their groups, the second player may grow all of his groups and place a single stone on any vacant square on the same turn. Moving is compulsory and a player may not pass his turn at any time. [3] [2]

Scoring

Symple ends when one player resigns or when the game board is full. A player's score is determined by the number of their stones on the board as minus X number of points for every separate group, where X is an even number agreed on beforehand. [3]

History

Symple had its origins in a conversation between Benedikt Rosenau and Christian Freeling over email discussing the star family of connection games (Star, Superstar, *Star, and YvY). [4] Rosenau noticed that each of these games awarded points for "taking certain fields and imposing a tax [on groups of connected pieces]…" [4] and was looking for a generalized version of this concept. He was, in his words "...at the limit of design without heavy playtesting. I cannot achieve what I want." [4] Christian Freeling initially was uninterested in the concept and filed it away for later use and said "I'll put it where I did put the idea of linear movement in Draughts, after inventing Bushka. Might take 15 years though." [4]

Despite his initial skepticism, however, Freeling ended up thinking about a generalized version of the gameplay mechanic all the same. He claims that just as he was going to sleep "...Symple came rising up, and the last thing I remember thinking was: '... so simple? what's wrong ...?'" [4]

This first version differed from the present game in a number of ways. Freeling initially conceived of Symple as being played on a hexagon board. The move protocol was also notably different. A player was not required to make any move at all, and instead of choosing between placing a stone down and making a new group or growing all existing groups by one, a player could choose one or both options.

He sent the concept to Rosenau who was an enthusiastic supporter of the idea, although he misunderstood the concept to Symple's benefit. He read the rules as giving the player an either or choice between passing, and choosing one of the two options, but not both. This misreading ended becoming the core dilemma of the game, choosing between placing a stone in the hopes of later growth, and growing all existing groups for immediate growth.

The only two loose ends were the board configuration and deciding on a balancing rule against first player advantage. Freeling decided that the square grid was better suited to the game than a hex grid and changed it, while Freeling and Rosenau's joint examination of the Pie rule for balancing established that it wasn't effective. The move protocol of Symple serves as a built in pie rule allowing for a natural balance. [4] They settled on allowing the second player to grow all of their groups as well as place a single stone if neither player has grown any groups. [1]

Eventually a final "flaw" in Symple was noticed. The rule that allowed players to pass on their turns caused problems with cooperative drawing in competitive play. This was pointed out to Freeling by Luis Bolaños Mures, creator of Ayu, and Keil, after he noticed several players passing their turns during game play. He sought clarification of the rules due to what he thought was an allowance of "trivial draws." After this conversation Freeling decided to change the rule wording from saying players "...may.." to players "...must..." place a single stone on the board or grow all their groups. [4] [5]

Strategy

The main dilemma is to figure out how to balance laying stones down versus growing them. Laying down stones allows for more growth later by creating more groups capable of growing, but growing offers immediate return. More groups grow faster than less groups, but if an opponent finds the right balance of group number to early growth they can begin to outpace you and control the board even with less groups growing. There's also the possibility that the opponent who grows early can cut off your groups and force you to accept the group penalty at the end of the game.

Christian Freeling and Benedikt Rosenau consider move 12 to be a generally useful turn to begin shifting from placing down stones to growing, but it may be useful to switch sooner or later as strategies are more carefully analyzed.

Ideally the opening stones should be placed to be able to secure as much territory for future growth. Controlling the edges of the board is generally useful, but one or two "anchor stones" in the center are also advantageous. Keeping groups disconnected is important in the early game because it maximizes growth potential.

In the endgame, when growth potential is reduced, opportunities arise to cut off the opponent's groups or connect the player's own groups (to eliminate group penalties at the end of the game.) Additionally, during the final turns, it is possible to attempt to intentionally keep small empty areas within one's territory; since players are forced to create a new group if they cannot grow, this can be a way to force the other player to make a worthless invasion group for which the per-group penalty will be larger than whatever score is gained by creating the group. [3] [6] [7]

Trivia

See also

Related Research Articles

<i>Gomoku</i> Abstract strategy board game

Gomoku, also called Five in a Row, is an abstract strategy board game. It is traditionally played with Go pieces on a 15×15 Go board while in the past a 19×19 board was standard. Because pieces are typically not moved or removed from the board, gomoku may also be played as a paper-and-pencil game. The game is known in several countries under different names.

<i>Risk</i> (game) 1957 map-based war board game

Risk is a strategy board game of diplomacy, conflict and conquest for two to six players. The standard version is played on a board depicting a political map of the world, divided into 42 territories, which are grouped into six continents. Turns rotate among players who control armies of playing pieces with which they attempt to capture territories from other players, with results determined by dice rolls. Players may form and dissolve alliances during the course of the game. The goal of the game is to occupy every territory on the board and, in doing so, eliminate the other players. The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited "secret mission" objective that shortens the game.

<span class="mw-page-title-main">Fanorona</span> Board game from Madagascar

Fanorona is a strategy board game for two players. The game is indigenous to Madagascar.

<span class="mw-page-title-main">Checkers</span> Strategy board game

Checkers, also known as draughts, is a group of strategy board games for two players which involve forward movements of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers is developed from alquerque. The term "checkers" derives from the checkered board which the game is played on, whereas "draughts" derives from the verb "to draw" or "to move".

<span class="mw-page-title-main">Go (game)</span> Abstract strategy board game for two players

Go is an abstract strategy board game for two players in which the aim is to capture more territory than the opponent by fencing off empty space. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go, and over 20 million current players, the majority of whom live in East Asia.

<span class="mw-page-title-main">Rules of Go</span> Details of the rules for the abstract strategy board game for two players

The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation.

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

Havannah is a two-player abstract strategy board game invented by Christian Freeling. It belongs to the family of games commonly called connection games; its relatives include Hex and TwixT. Havannah has "a sophisticated and varied strategy" and is best played on a base-10 hexagonal board, 10 hex cells to a side.

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

Y is an abstract strategy board game, first described by John Milnor in the early 1950s. The game was independently invented in 1953 by Craige Schensted and Charles Titus. It is a member of the connection game family inhabited by Hex, Havannah, TwixT, and others; it is also an early member in a long line of games Schensted has developed, each game more complex but also more generalized.

<span class="mw-page-title-main">Christian Freeling</span> Dutch game designer (born 1947)

Christian Freeling is a Dutch game designer and inventor of abstract strategy games, notably Dameo, Grand Chess, Havannah, and Hexdame.

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

There are many variations of the simple rules of Go. Some are ancient digressions, while other are modern deviations. They are often side events at tournaments, for example, the U.S. Go Congress holds a "Crazy Go" event every year.

<span class="mw-page-title-main">Turkish draughts</span> Variant of draughts played in the Mediterranean and Middle East

Turkish draughts (Armenian: շաշկի)(Arabic: دامە)(Kurmanji: Dame) is a variant of draughts (checkers) played in Turkey, Greece, Egypt, Kuwait, Lebanon, Syria, Jordan and several other locations around the Mediterranean Sea and Middle East.

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

Armenian draughts, or Tama, is a variant of draughts played in Armenia. The rules are similar to Dama. Armenian draughts, however, allows for diagonal movement.

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.

<span class="mw-page-title-main">Emergo (board game)</span> Abstract board game

Emergo is an abstract strategy game created by Christian Freeling and Ed van Zon in 1986. It belongs to the "stacking" category of games, or column checkers, along with Bashni and Lasca. The name comes from the motto of the Dutch province of Zeeland: Luctor et emergo meaning: "I wrestle and emerge". The goal of the game is to capture all of the opponents pieces similar to checkers/draughts. Emergo, and all column checkers, differ from most draughts variants because of their unique method of capture. An opponent's piece is added to the capturing player's column rather than being removed. Men can be recaptured from an opponent later on in the game.

Sid Meier's Civilization: The Boardgame is a 2002 board game created by Glenn Drover based on the Civilization series of video games, in particular, Civilization III. Drover himself was a sales manager at Microprose during the original development of Civilization, though he was not directly involved in the creation of the video game.

<span class="mw-page-title-main">Dragonfly (chess variant)</span> Chess variant played on a 7×7 board

Dragonfly is a chess variant invented by Christian Freeling in 1983. There are no queens, and a captured bishop, knight, or rook becomes the property of the capturer, who may play it as their own on a turn to any open square. The board is 7×7 squares, or alternatively a 61-cell hexagon with two additional pawns per side.

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

Hexdame is a strategy board game for two players invented by Christian Freeling in 1979. The game is a literal adaptation of the game international draughts to a hexagonal gameboard.

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

Dameo is an abstract strategy board game for two players invented by Christian Freeling in 2000. It is a variant of the game draughts and is played on an 8×8 checkered gameboard.

<span class="mw-page-title-main">Congo (chess variant)</span> Chess variant

Congo is a chess variant invented by Demian Freeling in 1982 when he was nearly 8 years old. His father encouraged him to design a variant using a 7×7 gameboard. Demian was already familiar with chess and xiangqi, and the result blends some features from both. Congo became the second-most popular chess variant at the Fanaat games club in Enschede, the Netherlands.

<span class="mw-page-title-main">Sygo</span> Abstract strategy game

Sygo is a two player abstract strategy game created in 2010 by Christian Freeling. It is a variant of Go. Sygo is played on a 19x19 grid of lines. It differs from Go in that captured stones change colors instead of being removed from the board, similar to Reversi/Othello. Additionally, each turn, players may either place a new stone, or else grow all of their existing groups of stones by placing a new stone adjacent to each group, similar to Symple, another of Christian Freeling's games. The goal of Sygo is to control the most territory on the board as determined by the number of a player's stones on the board as well as empty points surrounded by the players stones. The game ends either when one player resigns or both players pass on successive turns.

References

  1. 1 2 "Symple". BoardGameGeek. Retrieved 2020-09-02.
  2. 1 2 Ploog, David. "The Movement Protocol of Symple." Abstract Games... for the competitive thinker Issue 19, 2020, pp. 8-13, Archived from original 27 August, 2021. Accessed 2 Sept. 2020.
  3. 1 2 3 4 "Symple Rules". www.mindsports.nl. Retrieved 2020-09-16.
  4. 1 2 3 4 5 6 7 "Late arrivals & final whispers". www.mindsports.nl. Archived from the original on 2021-08-27. Retrieved 2020-09-02.
  5. 1 2 "Freeling interview". THE NEW ABSTRACT GAMES. Archived from the original on 2021-08-27. Retrieved 2020-09-02.
  6. Silverman (2020-04-28). "Symple: a game that matters". Dr Eric Silverman. Archived from the original on 2021-08-27. Retrieved 2021-07-06.
  7. Ploog, David. Symple . May 2016. Accessed 8 Sept. 2021.
  8. "Full Report for Symple by Christian Freeling". mrraow.com. Retrieved 2020-09-02.
  9. "CodeCup 2013 - Competition". archive.codecup.nl. Retrieved 2020-09-02.