r/abstractgames

A little showcase of my new game.

https://reddit.com/link/1ta1x99/video/uoezijdr1i0h1/player

Hello guys, I wanted to share my project and how far I have come.
The Game is a mixture between Checkers, Chess and Tak. It is not yet finished, but I thought I would show you the basic placement and movement mechanic that I have finished.

There are two players. During their Turn they can perform three actions:

  1. Placing a Stone on an unoccupied Tile. I know in the video Stones are placed on occupied Tiles too. This is only for easier testing and debugging tho. the final program won't allow you to do that.
  2. They can perform a Checkers-style capture. this is not yet in the program.
  3. They can Collapse a Tower similar to Tak. This is also not yet in the program.
    The goal of the Game is to capture your opponents Kingstone (also not yet in the program). If there is no move available for either Player, the player with the most Stones on the field wins.

So what actually happens in the video? We start with both silver and gold already having placed some stones and its currently golds turn. they place a stone at C5 (since that's the only option that's currently implemented, they can only choose this action and not 2) or 3)). But placing a Stone next to an other Stone of the same color allows waves to happen. It is the players choice to trigger them, but once started, waves cant be stopped. Gold chooses to accept those waves and the golden Tower on C6 jumps over the placed stone at C5 and lands on C4. Now it's Silvers turn.
Silver places a stone at B3. He could trigger Waves, but he refuses.
Gold on his turn places a stone on top of the stone at C5. this will be illegal later on, but I wanted to show the icon change that symbolizes a stone vs a tower.
Silver places a stone at C3. this time he triggers the waves. C2 and B3 jump over C3 and land on B4 and C4. A stone lands always on top, so silver puts its stone on the golden tower. A tower is always treated like a stone of the same color as the towers top stone. But this isnt it. after all it is called waves and not wave. Stones that jumped bring a Wave will trigger Stones next to them to jump also (next to always means orthogonally in this game). Stones that have already jumped or were placed this turn dont get triggered a second time. So the stone landing on C4 triggers the Stone at B2 to jump to D4, and the Stone at D4 to jump to B2, but not the Stone that was placed at C3. The stone landing at D3 will trigger the stone at D2 to jump to D4 and the Stone that is at D4 to jump to D2. You might have noticed that D4 gets triggered twice at the same time. in such a scenario the player may choose with trigger applies to the stone. Silver chooses that D4 should jump to D2. But there is a second problem. Both D2 and B4 land on D4. so wich stone (or tower) should go onto the other? again the player chooses. the player chooses that D2 goes under B4. But we aren't finished. Remember D4? he landed next to a stone at E2. so E2 jumps to C2. Since there are no stones left to trigger, the turn ends and it would be golds turn.

Rn i am working on rewriting the code and then implementing the other rules. after that I want to implement it into Alpha Zero General, so that I can have a competent Ai to play against. Ofc visuals will need to be updated. What do you think? Ans also, do you have ideas for a name?

reddit.com
u/Overall-Drink-9750 — 3 days ago
▲ 6 r/abstractgames+1 crossposts

Hi everyone!

A while ago I shared my digital abstract game, Wall Go (inspired by the territory-building game from Netflix's The Devil's Plan). The discussions that happened in the comments here were incredibly eye-opening. You guys really know your game design theory! Some of you brilliantly pointed out the mathematical similarities with Game of the Amazons and Fendo, bringing up valid concerns about rule loops and the classic First-Player Advantage (FPA).

I took your feedback to heart. I just pushed a major update addressing the visual clarity (SVG paths are strictly orthogonal now) and fixed the confusing UI bugs, but more importantly... I wanted to test your theory on the First-Player Advantage.

I stripped the game from the React UI, built a headless Node.js script, and ran a Monte Carlo "Self-Play" Simulation. I pitted two cloned instances of the 'Hard' AI against each other (injecting microscopic random noise in tie-breaker evaluations to ensure variety) for exactly 10,000 matches on the standard 7x7 Neon grid.

Here are the statistical results:

  • Games played: 10,000
  • P1 Win Rate (Starts first): 55.4% (~5,540 wins)
  • P2 Win Rate: 44.6% (~4,460 wins)

The data is clear: The FPA in Wall Go is mathematical fact. In territory-enclosure topologies, putting down the very first wall allows P1 to dictate the inertia of the board. P2 spends the rest of the game playing defensively, and ends up losing by a razor-thin margin (often a 1 or 2-tile difference in territory score).

Now I need your expert advice on how to balance this!

As an indie dev, I want to implement the most elegant solution. Which of these 3 approaches do you think fits this genre best?

Option A: The Komi System (Score Handicap)
Since the statistical gap is around 11%, I could auto-award P2 with a fixed "+1.5 territory points" at the start of the game, neutralizing the first placement advantage and preventing exact ties.

Option B: The "Pie Rule"
The tournament classic. P1 makes their first move (Move + Wall). Then, P2 evaluates the board and can say: "I like your move, let's swap colors." P2 becomes P1. This forces P1 to play an intentionally weak or balanced opening.

Option C: Throttled Opening
A structural rule change: The player who goes first is allowed to move a piece on Turn 1, but is not allowed to place a wall.

Option D: Something Else?
Is there a better balancing mechanism I'm not thinking about?

Let me know your thoughts! Working with this community is making me a better game designer.

If you want to try the updated version (or try to beat the Extreme AI), here are the links:
🌐 Web version (playable in browser): https://zioseb.itch.io/wall-go-ai
📱 Android Internal Test: https://play.google.com/apps/internaltest/4701630510403699104

need the gmail address

Cheers!

u/Zioseb — 10 days ago

I've been developing this two player abstract for a while. It plays on a circular board with three concentric rings (two of which move) and 36 nodes.

https://preview.redd.it/89adx1ja8cyg1.jpg?width=445&format=pjpg&auto=webp&s=32657214681bf2c7a276792bc46521032b8c4319

Here's the board. Some of the ideas of the game:

  • There are two set of stones. One that move one steps, one that move one or two steps in any direction.
  • To win, occupy the three inner nodes simultaneously (or capture all opponent pieces - to capture, you must jump over an opponent's stone).
  • Rotation mechanic with a global counter. The number follows a forced 1-2-3-1... cycle.
  • Captured pieces return as reserves.

Runs in browser. There's local and online multiplayer, built-in engine at three difficulty levels. I work professionally with chess, so there's even an analysis board and something similar to FEN and PGN notation :)

We've played it a bit, and it seems like fun. But we need some feedback to figure out just how fun it really is, and whether it's too hard. In short, we're looking for new opponents to play some games.

Here's the link - https://matteolimaurizio-coder.github.io/tre-anelli/

I've also published the game to itchdotio to try to share the game more (but it doesn't work as well as it works on GitHub) - https://encomio.itch.io/tre-anelli

Thank you!

reddit.com
u/Diffacile — 14 days ago

Cayley-Truchet Puzzle

The aim of the game is to construct a closed loop with as many tiles as you can.

For each small finite group G with n elements, I create n*n = n² tiles of n different types. The difficulty increases with n and the also more "complicated" groups tend to be more difficult to "solve". Default ist the Klein Four group V4, but you can change it easily in your browser below the board of the game. Any feedback, especially any ideas on how to make this to a fun multiplayer game? (Spoiler: For the group C5 we have maximal number of tiles: 25 = 5 * 5:)

https://preview.redd.it/9jowo20lgyzg1.png?width=1093&format=png&auto=webp&s=abfa85b6dd24e0637ff86203ecf54f7c82b248b9

reddit.com
u/No-Possible-263 — 6 days ago

hello, I'm trying to find the website explaining this game I'm trying to remember. The website was mostly red

it was some kind of chess variant with iirc a narrower board

It's not commercial, the idea is you use pebbles you find and all the rules are explained on the website, like how each unit moves etc

I think one of the units is called the dagger or something but Im not so confident about that

If I can recall any other details I'll try to add them sorry if this is very little to work with

reddit.com
u/bunnyxen — 10 days ago
▲ 10 r/abstractgames+2 crossposts

Hi,

A my friend Rico Trebeljahr built this digital version of Tiao, a two-player turn based strategy board game. Think Checkers meets Go. It's free, runs in the browser, has multiplayer, AI, over the board mode and a lot of other neat things. The source is on GitHub (AGPL).

The game was originally designed by me. I created the rules and have been playtesting and refining the game design for years. Rico built a website for it. The core in about 2 weeks using TypeScript, Next.js, Express, Websockets, and MongoDB. Fully dockerized, deployed on a Hetzner VPS with Coolify. Authentication with better-auth. Real-time gameplay, ELO matchmaking, OpenPanel analytics, and a fully functional achievements system.

Play it: https://playtiao.com Source: https://github.com/trebeljahr/tiao

Happy to answer questions about the tech, the game design, or anything else.

My hope is that more people will play this game because I think it is genuinely fun and would be cool to one day see people play this on a Go board or on their phones/computers.

Have a good one.

playtiao.com
u/Quwertzuiop96 — 11 days ago

Hi everyone!

First of all, thank you so much for the amazing feedback I received on my previous post. It really motivated me to keep pushing the project forward.

My vision for Wall Go AI has evolved: rather than just being a single game, my goal is to turn it into a dedicated Hub for Abstract Strategy Games. I want to build a single place where you can jump in and play various strategic classics (and new variants) against a set of AI opponents directly in your browser.

Currently, the platform already features the original Wall Go, along with my own implementations of Quoridor, Game of the Amazons, and Domineering.

So, what's new in version 2.7.3?

  • A sneak peek at Abalone: The implementation of Abalone is currently heavily in development! It's not fully playable yet, but the foundation (hexagonal grid mapping, group selection logic, and visual UI) is already taking shape on the platform.
  • UI/UX Polishing: Improved visual feedback (like the new golden selection border for grouped pieces) to make the board reading clearer.
  • Under-the-hood optimization: Better state management to support multiple completely different rule sets seamlessly.

I would love your input! 💡
Since I want to build this hub for abstract game lovers, I need your advice:
What classic abstract games, or even obscure hidden gems, would you like to see added to the hub next?

Let me know your favorite strategic games in the comments, and I'll see if I can bring them to life against the AI!

You can try the current 2.7.3 version here: https://zioseb.itch.io/wall-go-ai

Thanks again for your support and keep the ideas coming!

u/Zioseb — 13 days ago

Dedal https://dedalthegame.com/ is an abstract strategy game of movement and capture for two players.
It is a chess/shogi-like game where the goal is to capture the opponent's goddess. The website has a game tutorial and offers the possibility to play against bots or other users, to create a profile, to get a rating....

https://preview.redd.it/4xfzp7f7eryg1.png?width=687&format=png&auto=webp&s=ec8728414485b5d5f8221717e058256a3b0a4d12

reddit.com
u/CompleteConflict2968 — 12 days ago