GIPF project

The Gipf Project is a series of abstract strategy board games for two people by Kris Burm.

  • 3.1 Awards and nominations
  • 4.1 Awards and nominations
  • 5.1 Awards and nominations
  • 7.1 Awards and nominations

Generally

The Gipf project includes six games:

  • Gipf (1997)
  • Zèrtz (2000)
  • Dvonn (2002)
  • Yinsh (2003)
  • Pünct (2005)
  • Tzaar (2007)

In addition, the game Tamsk is related to the Gipf project and until 2007 was the sixth ( chronologically the second ) game instead of Tzaar.

Although every game is playable separately from the others, Gipf forms the central element of the project. Each of the other games brings a so-called potential. This is to match stones that allow in Gipf a special move and can be earned in the other games. So Gipf can be played in many different versions.

All games are abstract and completely free of random elements. All playing fields is a hexagonal geometry based with play along the three main axes. The games themselves are not part of the thematic. Within the project the games, however, are the positions of " The Game " ( Gipf ), " The human spirit " ( Pünct ), as well as the four elements of " fire" ( Dvonn ), "water" ( Zèrtz ), " earth" ( Tzaar, formerly Tamsk ) and assigned to the " air" ( Yinsh ). However, this manifests itself only in the design of the game boxes.

The games from the Gipf project also popular with both lovers of abstract board games very popular and usually get from games critics from the beginning of great reviews, for example received Yinsh to Puerto Rico and the seafaring expansion for The Settlers of Catan in the journal spielbox the third-best overall score ever ( 9.67 out of 10). It has been established clubs worldwide and for each game tournaments are held (including via the internet). Despite the pivotal position of the game Gipf in the project thereby the games Yinsh Dvonn and have established themselves as the most successful singles matches.

In 2007 Tzaar replaced the game Tamsk of 1999. Latter was among players due to its previously existing in the project autonomy (use of hourglasses as pawns with consequent -yielding direct pressure of time ) was " not fit for the series" perceived as, and is now available as stand-alone game no longer sold as an integral part of the Gipf project.

The naming was done by looking for "interesting" sounding monosyllabic words with five letters ( Gipf as the " Mother play " here has a special role conscious ). Except Gipf the games while having the bearing vowels " a", " e", " i", " o ", "u " played out. However, the individual names have no special significance other is only Pünct have been adapted from the German word "point".

Gipf

The board of Gipf is hexagonal and consists of a geometric pattern of intersecting lines. When playing fields are the intersections of the lines. There are 18 white and 18 black pieces. As Gipf- stone is called two stacked stones.

One player plays with the white, the other with the black pieces. The winner is the one when the opponent is either no more tiles in stock or not Gipf- stone in the game.

The first train is positioned a Gipf- stone at the edge of the field and pushes it along a line in the field of play into it - but only up to the first intersection. When a token is put into play in the next game history, you can either push him as the first train into the field, or place it on an occupied field. Are pushed away In the latter case, the previously existing stone a line must be long (if you push him back an occupied field, one must also move this stone on and so on ). Gipf stones can be brought into play as long until you play the first single stone.

It is important to note that a token that is already in the game, can not be moved independently. You may move it only as a result of setting a new stone. At the back of the stones never a stone may slip out of the field.

Once a player has created a line of four stones of his color, these stones and all that form a direct continuation of the line, away from the game. Those of the same color come back into the stock and those of the opponent to be removed from the game. The difference between individual stones and Gipf- stones is that they must not be taken out of the game, even if they are part of a straight line. If they are removed anyway, should they not bring back more than Gipf- token into play, but they must be separated into the two individual parts.

Awards and nominations

Gipf was nominated for the Belgian Toy Award, was on the shortlist for the Game of the Year in 1998 and won in the United States the price as Best Abstract Game 1998 ( awarded by the Game magazine ).

Zèrtz

The playing field of Zèrtz are 37 black, slightly curved windows, those in the middle have a small hole and are pushed together at the beginning of the game to a hexagon. The side lengths are four rings. The more game material consists of nine black, gray seven and five white balls (or at the tournament rule from each of 10, 8 and 6 balls ).

The players are by turns. In a train bringing either a new ball on the field and must be directly then remove one of the black, located at the edge disks, or you hit one of the balls and can take them out of the game. Balls are struck by it with another ball, which is right next to her jumps. It is important to note that shock forced prevails. So you have the ability to hit a ball, so you have to do that. By setting new balls and the associated removal of the discs, the playing field is getting smaller and it offers the ability to isolate ball groups from the rest of the field. If this is a player, he may take all isolated balls from the game.

The winner is the player who has taken the first three white, gray four, five black or two balls of each color from the game (or at the tournament rule 4, 5, 6 or 3 of each color).

Awards and nominations

Zèrtz was nominated for the Gamer's Choice Awards as Best Two - Player Game, was on the shortlist for the Game of the Year in 2000, won in the United States the price as Best Abstract Game ( awarded by the Game Magazine ) and a Top 5 Award of the Mensa Select.

Dvonn

The board of Dvonn shows a drawn in the length of hexagon, which is divided by geometric lines and fields at the intersections. Also living stones is played with 23 white, 23 black and 3 red Dvonn game stones called.

At the beginning of the game, the three red Dvonn tokens are placed. Subsequently, the two players take turns their white or black stones. In the next phase, the bricks are stacked on the board by moving. A single piece may be moved a field in any direction, two superimposed stones two fields, three superposed stones three fields, etc. A stack must always be moved as a unit and must not leave the pitch. If a stack has no contact with one of the red Dvonn tokens on adjacent stacks or more stones, it is removed from the game. As the owner shall be the player whose color indicates the major leagues stone. Who has the most rocks in it controls stacks at the end wins.

Awards and nominations

Dvonn was on the shortlist for the Game of the Year in 2002 and was nominated in the United States in 2003 as the best game of all categories.

Yinsh

Yinsh appeared as the fifth game of the series, but counts in the counting of the series as the sixth and final game as the game designer Kris Burm felt the similarity between Yinsh and Gipf as a good way to close the circle.

The game material consists of five white and black rings and 51 round tiles, white on one side, on the other hand are black. On the board there is a geometric pattern of intersecting lines. When playing fields are the points of intersection. In the first phase of the game, players take turns, the rings of their color on any line intersections. Then the real game begins. In each train a player places a tile with its color up in one of his rings and then moves the ring one of the adjacent lines along. Are there stones skipped one turns these around (even in your own color! ) And putting the ring on the first free field behind the skipped stones. Own as opposing rings must not be skipped.

Once a player has created a series of five stones of the same color, he may and must take one of his rings as well as the number of tiles from the board. If a player can remove three rings from the game, he won, no stone should be in the game, and therefore no longer be a train possible, thus gaining the player who could take more rings from the game up to this point or the game is a draw.

Awards and nominations

2004 saw Yinsh on the selection list for game of the year, 2005, it was nominated in the United States as Best Abstract Strategy Game of the Year. The Game magazine chose it as the Best Abstract Game of the Year.

Pünct

In October 2005, the sixth (but content fifth ) game in the series has been published.

The game board shows a large hexagon with regularly arranged holes. Each player has ever 18 white and black checkers. The six of them have the same shape (line, triangle and angle). On the back of the stones are three small increases, with which you can place the stones on three holes of the board and seal it. On the front of the stones there are three wells, so that they also can either stack. Each one of these wells is a different color, the so called Pünct ( two each possible position, but the position on the triangle, and the two edge locations are the straight line can not be distinguished ). The main objective is to connect two opposite sides of the hexagon with stone its color. This placed stones may also be moved and rotated. By stacking one can disturb existing connection lines of the enemy. An additional difficulty arises from the fact that the stones (ie not when inserting Bring into play ) may place on other stones only when pushed.

Tzaar

On the game show Essen 2007 Tzaar appeared as a substitute for the game Tamsk. That was not felt by many players due to the time component than for other series to match.

The board consists again of a hexagonal box, but with a ausgespartem center area. Each player is assigned to the same stock of tiles that fill the entire field. These stones vary in three different types of different frequency but identical possible moves.

A player on the train always has to act in two ways. He can " beat ", which means that it attracts its own stone or stones stack in a straight line at the upcoming opponent's piece, or stack, but must not be higher, and takes this out of the game. Or he can " top up " by successive stacking two separate stacks or stones after analogous Zugregel. First of all the stones are distributed to the plan, either according to a standard layout, random, or by alternating insertion. Then the first player starts the game with a capturing move. As of now, the players take turns, first perform a mandatory tensile impact and then the choice between a second tensile impact, a Aufstockzug or Customize. The player who can not perform the obligatory capturing move, loses the game. Alternatively, the game ends when one player can beat his opponent the last stone of any of the three types, stack as the type of uppermost stone count.

Awards and nominations

Tzaar is on the recommended list for Game of the Year in 2008 and was nominated in the same year for the International Gamers Award. Next it was for the French Games Price As d' Or - nominated Jeu de l' Année 2009.

Tamsk

Played Tamsk originally represented the second game of the Gipf project dar. it is with three red and three black sand clocks, each with a three-minute run time, a neutral hourglass with 15-second cycle time, 64 rings and 2 ring holders that provide space for 32 rings. The game board is hexagonal and honeycomb- shaped, with a pattern of lines that intersect at a 60 -degree angle to form triangles. On the intersections are circular, different levels of ring - base, in which the hourglasses can be made.

First, the hourglass be brought into the starting position. Each in the six ring holders that are located directly at the corners of the game board, the hourglasses are so placed that alternate red and black. Each player gets a ring holder with 32 rings. Who at the end of the game has fewer rings, is the winner of the game.

The players are by turns, one plays with the black sand clocks, the other with red. In each train must be one of their own hourglasses moved and flipped it. Then a ring on the hourglass just played and the subjacent base may be inverted. The ring remains in the base, is therefore not subsequently moved away with the hourglass. Once in a field of the ring series has reached the height of the base, the field can not be visited. Can none of your hourglasses are moved, you have to suspend.

The game ends when no more train can be made. The winner is the one who has fewer rings. This means that normally the one who loses, who had to stop more often. The basic winning strategy, therefore, is the enemy as often as possible to maneuver in situations where it does not move is possible.

To complicate matters, the time added as a factor. In the first three moves the players have all three hourglasses have moved once and turn around at the end of the train. That is, when each player has had a turn three times, all sand clocks run on the field. The player must keep his hourglasses running. If he fails, the left standing hourglass is lost. Although it remains on the board, but may no longer be moved. The neutral hourglass with the 15 seconds running time is outside of the playing field and can also be used to put pressure on the opponent. If they turned the active player is forced to carry his train within the 15 seconds. This option is available both players.

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