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| Author : | Topic: Official Rules and Aba-Pro-Notation | Bottom |
| Abalone-Theory-Forum admin Posts : 153 ![]() |
Official Rules Winning the game Push the opponent's marbles off the hexagon board. First player to eject six of his/her opponent's marbles wins. After tossing for colours, blacks play first. Players move in turn. Once played, a move cannot be changed. Moves On his/her turn, a player may shift one, two, or three marbles together in any of the six possible directions, provided there is an adjacent free space: There are: In line and broadside-moves. When two or three marbles of the same colour shift together, they must be moved in the same direction. Moving more than three marbles of the same colour on a single turn is not allowed. One, two, or three marbles of the same colour, which are part of a larger row, may be separated from the row played. A single move may not lead to conquering more than one space at a time. Sumito: Pushing Means Outnumbering To push your opponent's marbles, a "Sumito" must be set up, i.e. one of the three superiority positions. The opponent's marbles may only be pushed "in line" when in contact and only providing there is a free space behind the attacked marble or group of two marbles. Pushing is not allowed if: There is no free space behind your opponent's group. There is an empty space between your group and the opponent's. The marbles are not in line. "Pac": Position of Balanced Forces The only three possible Pacs are the following: 1 to 1 Pac 2 to 2 Pac 3 to 3 Pac More than three marbles of the same colour and "in line" do not change the three to three stand-off. In a "Pac" position, neither side can push. The "Pac" must be broken along a different line of attack. Ejection A marble is ejected when it is pushed off the board. The first player to eject six of his/her opponent's marbles wins the game. Limited-Time Variation Each player may be restricted to a limited period of time for each game, e.g. 10 or 15 minutes each. Official tournaments should always be played with time limitation. source: http://uk.abalonegames.com/rules/basic_rules/official_rules.html ---------------------------------------------------------------------------- Aba-Pro-Notation If we want to speak in detail about Abalone, than we have to apply a notation to describe the moves precisely. Here we present the Aba-Pro-Notation. (The online-Abalone-magazine "le magazine" regards this notation-system as the "official notation" ) content: 1. spot-coordinates 2. move-notation 2.1 pulling (line-move) 2.2 jumping (side-move) This is a game-board with Aba-Pro-coordinates: ![]() 1. spot-coordinates: You can recognise here two dimensions: 9 rows a,b,c,d,e,f,g,h,i ![]() and 9 cross-columns 1,2,3,4,5,6,7,8,9 With this two dimensions you can refer to a spot, for example the centre: e5. 2. move-notation There are two kind of moves: 2.1. pulling (line-move) 2.2. jumping (side-move) 2.1. pulling (line-move) You can write a pulling-move with two spot-coordinates. And you can write a jumping-move with three spot-coordinates. pulling horizontally: ![]() the first pulling move with three balls horizontally is written: g5g6. the second pulling move with two balls horizontally is written: g6g7. So obviously for pulling moves, you have to write, first, the hindmost spot-coordinate for pulling and then, second, a close-by spot-coordinate for the directness. cross-pulling: ![]() This is the identical sense. You write this move with two balls: h7g7. And with three balls: i7h7. 2.2. jumping (side-move) jumping with three balls: ![]() This move is written: i6g6i7 jumping with two balls: This move is written: h6g6h7. First and second you have to write two spot-coordinates for the jumping row: one spot-coordinate for the beginning and one for the end of this ball-row. And then, third, you have to write the spot-coordinate for the next directness of the first spot: the spot-coordinate, where the first ball will be placed after the move. in detail: first spot-coordinate of the jumping row: h6 spot-coordinate of the end of the row: g6 -> h6g6 and then the spot coordinate, where the first ball will be played after the move: h7 -> h6g6 + h7 = h6g6h7 You can also write this identical move: g6h6g7 -> g6h6 + g7 = g6h6g7 ![]() |
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