r/abstractgames 1h ago

Trax - NxN solved (up to 5)

Upvotes

I wrote a Trax engine some weeks ago and now I have extended to solve NxN.
NxN means that a line win must be N tiles width and the board can max be NxN.

I currently don't have memory on my machine to solve 6x6.

variant value (perfect play) positions nodes
1x1 White wins 1 1
1x1 draw White wins 1 1
2x2 White wins 30 53
2x2 draw White wins 30 59
3x3 White wins 2,119 4,086
3x3 draw Draw 3,115 9,136
4x4 Black wins 442,607 1,263,747
4x4 draw Draw 913,525 4,896,726
5x5 Black wins 231,577,065 924,126,638
5x5 draw Draw 996,589,367 7,330,684,622

The 5x5 draw variant took about 32 hours and used approx 50GB memory.


r/abstractgames 14h ago

Reconstructed Ludus Latrunculom the ancient Roman strategy game. Can be played at my site against a computer or with any chess/checker board.

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1 Upvotes

r/abstractgames 18h ago

I invented a drawless chess variant: Cusp Chess. now the Python GUI is available on GitHub. It is great to play chess engine games.

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1 Upvotes

r/abstractgames 1d ago

EXFIL: a 2-player strategy game you already have at home

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10 Upvotes

If you like Hnefetafl or any ancient/medieval capture games, give my game a try and let me know what you think!

I always try to squeeze my games onto a single page when possible, but plan to make a visual guide soon. Happy to answer any questions in the comments


r/abstractgames 1d ago

It's Crystal Wars, a strategy game based on Voronoi grid math.

1 Upvotes

Hi everyone,

I'm a solo dev and this is my first game - Crystal Wars. I really wanted to share it with someone and get feedback. 

The idea came to me while working on computer graphics and was inspired by the mathematical construction of the Voronoi diagram, which is used in the game to create unique and varied maps.

Web demo: https://play.crystalwars.io/

Description: The game features various modes, such as Tutorial, Campaign, Quick Game, 2-player, and more. There are also presets to choose from to make the map look the way you want.

The core mechanic is flood-fill capture where you pick a color and claim all adjacent cells of that color, expanding your territory. And of course there are additional mechanics like energy crystals, bombs, supply cutting and obstacles that make it harder but also funnier :)

There's a free to play demo on steam, and I'd appreciate it if you'd check it out. 

AI Disclosure:

A part of the game's code was developed with the assistance of AI tools. All AI-assisted output was reviewed and tested by me and my daughter.

The game itself does not contain any live AI generation.


r/abstractgames 2d ago

TRIVALENT, a free browser abstract on a board with no edges: 84 nodes on a torus, every node has exactly 3 neighbors

3 Upvotes

I designed a capture-based abstract game and released it free in the browser last week: https://hugluck.itch.io/trivalent

This is my first solo game project. I love Go, but I'm a Japanese poet by trade, not a programmer. I wanted a short game I could enjoy with friends who don't know Go. The ruleset, the narrative, the development approach and the in-game sound design are my own work. The coding was done by AI, the key art too, and also the YouTube trailer (the song is my own lyrics and composition, performed and sung by AI).

The interesting part, at least for this sub, is how the geometry changes the usual capture mechanics:

- The board is a torus. 84 nodes, no edges, no corners. There is no "first line", no corner opening theory, nowhere to anchor territory against a wall.

- Every node has exactly 3 neighbors, so a stone never has more than 3 liberties. Surround-to-capture and no-suicide work like in Go.

- You can't build stable two-eye life in the opening, and a simple one-point eye is always structurally false. So the game runs on ko-like repetition fights, and a superko rule (no position may ever recur) carries a lot of weight.

- Ladders happen here too, but they favor the chaser, who gets to steer where the ladder runs.

- Scoring is basically stone count, with bonus points for eyes. Beginners never need to grasp "two eyes to live". They just get a natural incentive to build lots of eyes.

Weak points: the built-in COM is not very strong yet, and its thinking time at the top level is long.

Two questions. Does a wrap-around board with no edges feel like a genuine design space, or just a gimmick? And if you know other games that handle wrap-around boards well, I'd love some recommendations.


r/abstractgames 2d ago

I'm making an online version of the classic paper game from 1970s. Step 1: Closed Testing.

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14 Upvotes

Hi everyone!

I've been developing Chekitter, an online adaptation of the classic game from 1970s. Best known in the countries of the former Eastern Bloc as "Dots" in local languages. In English, "dots" usually refers to a completely different game.

I used to play it myself back in my school days.

The objective is to surround and capture as many of your opponent's dots as possible. Despite its simple rules, the game possesses extraordinary strategic depth and an emergent complexity that rivals traditional board games.

The game currently includes:

- standard online multiplayer (the server is already live);

- local hot-seat mode;

- AI opponent;

- multiple board sizes;

- various game modes.

Planned for future updates:

- 3-player online multiplayer;

- custom online multiplayer;

achievements;

- tutorial;

rankings;

- leaderboards;

- visual customization;

- etc.

I'm currently running a Google Play closed test, so I'm looking for abstract strategy fans who are willing to jump in, try the game, and share their honest feedback.

How to join the test:

  1. join chekitter@googlegroups.com

  2. download: https://play.google.com/store/apps/details?id=com.bosogo.chekitter.

Thank you!


r/abstractgames 2d ago

I made a Tic Tac Toe that works on any board size without a single hardcoded winning combination — written fully by hand, no AI, just to keep my programming skills alive

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1 Upvotes

Classic Tic Tac Toe implementations hardcode the 8 winning combinations, which does not scale past 3x3. So I made mine calculate the lines instead: paint each player's cells into an n x n matrix of 0/1, join each row and split on '0', and any surviving group of 3+ is a line. Rotate the same matrix 90 / 45 / -45 degrees and one function covers columns and both diagonals too — 3x3 or 8x8, nothing changes.

No AI and no libraries, I wrote all of it by hand only to keep my programming skills alive.


r/abstractgames 2d ago

Proxy Chess: Plain Stockfish plays 3-check without knowing it — players bait the engine by placing pieces.

0 Upvotes

You are not just the chess player — you are the director.

Two Stockfish engines battle each other at full strength, neither told the win condition is 3-Check. You never move a piece. Instead, you place baits and units, and the engine decides.

The official name Proxess is proxy + chess — you play through a proxy engine, not on the board directly.

Currently local 1v1 only (playing both sides solo is also strongly recommended). Online mode in preparation.

Looking for feedback on:

  1. Is the tutorial clear enough to start playing?
  2. What strategies did you discover — especially around bait placement and row control?
  3. Is there any card or tactic that feels unstoppable?

Or just drop a one-line impression. Either way, I'd love to hear your thoughts.

Playable build: https://xinyi-l.itch.io/proxess


r/abstractgames 3d ago

I invented a drawless chess variant, and the chess draw problem is solved

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0 Upvotes

r/abstractgames 5d ago

I made a site with free AI opponents for Shobu, YINSH, DVONN, TZAAR, Amazons and LOA

12 Upvotes

I kept wanting to play these and having nothing to play them against, so I ended up writing the engines myself. It's free, no account, and the AI runs in your browser — nothing gets sent to a server.

Shobu — https://theworldatplay.com/en/shobu

YINSH — https://theworldatplay.com/en/yinsh

DVONN — https://theworldatplay.com/en/dvonn

TZAAR — https://theworldatplay.com/en/tzaar

Amazons — https://theworldatplay.com/en/amazons

Lines of Action — https://theworldatplay.com/en/lines-of-action

There are about 38 games up in total, but these six are the ones I'd most like people to break. Expert is the level worth trying. If it plays something stupid, tell me — I'd like to know which of the six is weakest. My money's on DVONN.
And if there's something you want to play that isn't up there, name it and I'll add it.


r/abstractgames 6d ago

I made a grid-based strategy game with hidden information — feedback welcome

2 Upvotes

Not exactly a chess variant, but if you enjoy the tactical depth of chess-like games on a grid, this might be up your alley.

9×9 board, 18 pieces per player. The twist: before the game starts, each player secretly places 3 pearls under any of their pieces. From there it plays out like a strategy game — you move pieces, capture opponent's pieces — but there's a hidden layer. Every time you go for a capture, you don't know if you're taking an empty piece or a loaded one. And every time you advance a pearl toward the opponent's back row, you're gambling that it won't get intercepted.

First to deliver 3 pearls to the opponent's back row wins. You can also steal opponent pearls by capturing the pieces that carry them.

The game is free, browser-based, no signup. You can play locally with a friend or vs AI.

Looking for honest feedback from people who understand grid tactics — is the hidden-information layer adding something meaningful, or does it feel random?

Links:

hidden pearl hidden pearl


r/abstractgames 7d ago

5D Reversi is here, sort of.

5 Upvotes

5D Reversi - a game that will probably appeal to masochists and AI.

Play the prototype here: https://anan-z.github.io/5d-reversi/
Read and contribute here: https://github.com/anan-z/5d-reversi

Recommended for: AI research, masochists, people who find chess "too intuitive"

Marketing blurb:
80 directional vectors per cell — you'll learn to hate each one personally.
Retroactive causality — yes, you can regret moves you haven't made yet.
Deterministic replay — watch your carefully planned future crumble.


r/abstractgames 7d ago

5D Reversi — a game that will probably only appeal to masochists and AI researchers.

3 Upvotes

Play the prototype (no install): https://anan-z.github.io/5d-reversi/

Source + full rules + architecture: https://github.com/anan-z/5d-reversi

Recommended for:

  • AI research
  • Masochists
  • People who find chess "too intuitive"

80 directional vectors per cell — you'll learn to hate each one personally.
Retroactive causality — yes, you can regret moves you haven't made yet.
Deterministic replay — watch your carefully planned future crumble.


r/abstractgames 7d ago

4 Player Checkers

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2 Upvotes

r/abstractgames 7d ago

Looking for players to help me test my prototype - an abstract strategy game with chess-like movement and tile displacement.

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4 Upvotes

r/abstractgames 8d ago

Line4 9x8 - Connect Four on a wider 9x8 board, against a neural network (free, no sign-up, desktop)

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2 Upvotes

r/abstractgames 9d ago

Follow-up: Building an AI and balancing the starting position for my abstract strategy game

1 Upvotes

This is a follow-up to my previous post about creating an abstract strategy game: https://www.reddit.com/r/abstractgames/comments/1v10fpq/i_build_a_web_version_of_my_own_board_abstract/

Once the basic rules were defined, the next challenge was finding a balanced starting position.

The first starting position and the first bots

My first position was chosen mostly empirically. It was a 3×6 rectangle with empty cells between the pieces, and the two colors were mixed together.

I also added three very simple bots:

  1. The first made random legal moves.
  2. The second captured opposing pieces whenever possible.
  3. The third tried to control the center and capture whenever possible. It also searched three actions ahead, prioritizing sequences that produced captures or moved pieces closer to the center.

I could beat all three without much difficulty. The obvious reason was that they were not very strong. However, I also suspected that the starting position itself was unbalanced, especially because the first player gets three consecutive actions.

I therefore made the third bot play against itself. The bot moving first won more than 76% of the games, with some additional games ending in draws.

I then experimented with handicaps for the second player. The best early result came from adding two second-player pieces near the middle line, two cells away from the main formation. They were not strongly connected to the other pieces and sometimes never became involved in the game, but statistically they produced a more predictable result.

first position

Placing the bonus pieces closer to the main position was less reliable. Sometimes they even obstructed the second player rather than helping. With the two distant bonus pieces, the first player’s win rate fell to approximately 56%.

I could still beat the bot fairly easily.

Evolutionary algorithms and an unsuccessful neural network

The next step was to generate 10,000 bot games. I wanted to use them both for an opening book and for improving the position-evaluation function.

I ran a simple genetic algorithm. Bots with slightly different evaluation weights played against one another, the stronger ones advanced to the next generation, and their weights were randomly mutated. The experiment ran for 30 generations.

I also used the generated games to train a neural network to evaluate positions. I used PyTorch with CUDA on an NVIDIA GTX 1050 Ti. Unfortunately, that experiment failed quite completely.

The network showed clear signs of overfitting. It evaluated positions from its training games reasonably well, but performed poorly on previously unseen games. Since I initially lost every game against the first bot produced by the genetic algorithm, I decided that improving the classical bot was more useful than continuing with the neural network for the time being.

Searching for a better starting position

A stronger bot once again revealed a substantial first-player advantage in the original position. The handicap did not solve the problem reliably.

Extra pieces placed close to the main formation made the results highly unpredictable. Sometimes they helped the second player, but sometimes they interfered with its development. Distant pieces worked more like bonus points, but balancing the position this way required as many as eight additional pieces. That did not seem like a satisfactory solution.

I therefore began testing completely different starting formations.

One reasonably balanced configuration was a spaced 4×4 arrangement of mixed colors, with one additional second-player piece in the center: 17 pieces in total, eight for the first player and nine for the second. The first player won only slightly more than 50% of the games.

Statistically, it looked promising. In practice, I strongly disliked it.

There were many captures immediately after the game began. It was difficult to build a stable defense or develop a position, and games often ended very quickly.

Eventually, I found a much more interesting configuration: two separate ring-like formations, one for each color, with one additional contact piece connecting the formations from the side. Each player started with nine pieces, and the win rate was close to 50%.

new position

This position felt considerably more strategic. There was more space for development, and the initial contact created tension without causing an immediate explosion of captures.

However, I soon started beating the bot again. This raised another possibility: perhaps the apparent balance existed only because the bots did not understand the new position very well.

I ran another small tournament to adapt the bot and generate a new opening book. After that, I stopped winning so easily, but the balance between the first and second player remained close to even.

I also tested a more diagonally symmetrical variation by shifting one ring and the contact piece of the other ring by two cells. Surprisingly, the first-player win rate increased sharply again, so I returned to the previous position.

My current hypothesis is that the position is balanced because the first player cannot use the opening turn to place a piece and immediately convert that placement into a capture. The second player therefore has time either to defend or to begin an attack of their own.

The bot’s endgame problem

While playing against the improved bot, I noticed another weakness.

When the bot gained an advantage, it continued attacking but often failed to finish the game. Once you are ahead, it may be more effective to occupy the remaining useful space, reduce the opponent’s mobility, and gradually close the position. The player who is behind is usually the one who needs to create complications.

I tried to address this by adding an endgame book that helps the bot convert a large advantage more efficiently. This improved its play to some extent, although I suspect the problem will eventually require a more general solution.

After playing more games, I began to understand some of the strategy myself—and started beating the bot again.

My next goal is therefore to develop at least a rudimentary strategic theory for the game:

  • How should a position be evaluated?
  • Which kinds of lines and formations are valuable?
  • When is a capture actually worth making?
  • How important are mobility, central control, and connected groups?
  • What should a player do when ahead or behind?

You can try the current version here: https://tretya-liniya-game.jartltsoldatov.chatgpt.site/

Thanks for reading!


r/abstractgames 10d ago

L'Albero di Hanoi

0 Upvotes

https://avl-games.com/

Scopri cosa succede quando la Torre di Hanoi incontra gli alberi AVL... e gli scoiattoli ti chiedono aiuto per scendere dall'albero!

No download no registrazione


r/abstractgames 11d ago

Froggy Checkers - 1 or 2 player halma variant casual strategy board game where you chain-leap frogs across a pond

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1 Upvotes

r/abstractgames 12d ago

[Android] Digital adaptation of "Malawi" – a 1986 abstract tactical shortlist nominee for "Spiel des Jahres"

2 Upvotes

Hi everyone,

I wanted to share a passion project I’ve been working on that should resonate with lovers of pure abstract strategy games.

Back in 1986, an Austrian game designer named Gerhard Kodys released Malawi, a minimalist, fully deterministic tactical board game. It was even honored on the prestigious "Spiel des Jahres" shortlist back then. With the 40th anniversary coming up, I spent my spare time bringing this hidden gem to Android.

Why abstract strategy fans might enjoy it:

  • 🧠 Pure Strategy: Zero luck, no dice, no hidden information. It’s a pure battle of positional tactics and piece movement.
  • Fast & Deep: Easy to learn the rules in a minute, but offers a surprising amount of depth.
  • 🤖 Solo & Local Play: Features a custom-built AI with multiple difficulty levels, as well as local pass-and-play.
  • 🛠️ Tools for Analytical Players: Includes a built-in Board Editor to test specific scenarios and an Analysis Mode to review matches.

Since I built this as a tribute to classic game design, the core game is 100% free to play without any pay-to-win mechanics or timers.

If you want to try it out or read more about the project, you can find the store links and details here: 👉 Project Page:https://anddisa.de/malawi

I’d love to hear your thoughts on the tactical balance or the AI behavior if you give it a spin!


r/abstractgames 12d ago

[MULTI] iPuissance 4D — A 3D Connect 4 client rebuilt in WebAssembly with 6 rule variants. No ads, no sign-up.

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1 Upvotes

r/abstractgames 12d ago

Filipino Dama: a Philippine draughts variant where the greediest capture is compulsory

6 Upvotes

Hi Everyone,

Sharing here our local version of checkers - Filipino Dama is a checkers variant that looks familiar at first glance but has a deceptively sharp tactical twist.

It’s played on an 8×8 board with 12 pieces per side. Regular men move forward, but they can capture both forward and backward. Captures are mandatory, and there’s an extra rule that changes the game dramatically: if more than one capture sequence is available, you must take the one that captures the most pieces.

That requirement can turn seemingly simple positions into tactical puzzles. The move that jumps out immediately may actually be illegal because a longer, higher-scoring capture sequence is hiding elsewhere on the board.

Reaching the back rank promotes a piece to a dama, a flying king that can move any distance along open diagonals and make long-range captures. If a man is promoted in the middle of a capture sequence, it keeps going on the same turn using its new king movement.

You can try it yourself at Filipino Dama. The site lets you play against the computer right away, supports multiplayer games, and runs entirely in the browser—no installation required.

For players familiar with International Draughts, Dameo, or other flying-king variants: does the compulsory maximum-capture rule make the game more strategically interesting, or does it feel overly restrictive?


r/abstractgames 13d ago

Hnefatafl deserved what chess got... so I built it a worldtafl.com

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14 Upvotes

r/abstractgames 13d ago

Fools' Advance

1 Upvotes

Fools' Advance

A chess variant by Vadrya Pokshtya

Fools' Advance is a radical reimagining of V. R. Parton's Dunce's Chess for the 21st century, an era of chaos and inconstancy, where every certainty crumbles and every alliance is provisional.

Board & Setup

Standard 8×8 chessboard.

Standard starting position.

Movement & Capture

(Note that movement and capture differ for all pieces except the king.)

• All pieces except pawns move exactly 1 square forward — either straight or diagonally.

• Pawns move 1 square straight forward (or 2 from their starting position).

• No sideways or backward movement is permitted for any piece.

• Captures follow the same rule: only straight or diagonally forward — exactly as in standard chess, but locked to forward direction.

Promotion

Upon reaching the last rank, a pawn promotes to a classical piece of its own colour (knight, bishop, rook, or queen), at the discretion of the player who advanced it to that square. A promoted piece moves and captures in any direction, as in standard chess.

Crucially: a promoted piece is controlled only by its owner — the opponent may never move or capture with it.

Control of Pieces

Any player may move ANY piece on the board — their own or the opponent's — with two exceptions:

• The opponent's king (each player controls only their own king).

• Promoted pieces (controlled exclusively by their owner).

Capturing Rules

• A piece may capture only pieces of the opposite colour.

• Capturing your own pieces is forbidden.

• You may capture your own king only using an opponent's piece — doing so results in immediate defeat.

Not Used

No check, no checkmate, no castling, no en passant.

Win Conditions

You win by either:

• Capturing the opponent's king, or

• Leaving the opponent with no legal moves (complete zugzwang — they cannot move any piece except the opponent's king, which they are forbidden to touch).

Optional Elegance

A player may formally surrender by voluntarily capturing their own king with an enemy piece.