Padlex/Ludii-LLaMA-7b
Text Generation • Updated • 10
prompt stringlengths 71 4.65k | completion stringlengths 34 5.1k |
|---|---|
Construct a Ludii game based on the following description
Played on a Tables board with sockets for the pieces instead of points. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die, another piece the value on another die, and anothe... | (define "AllPiecesInLastQuadrant" ("AllOwnedPiecesIn" (sites Mover "LastQuadrant"))) (define "NextSiteFrom" ("NextSiteOnTrack" #2 from:#1)) (game "Buffa de Baldrac" (players 2) (equipment { ("TableBoard" ("TableTracksOpposite" End)) (dice d:6 num:3) (piece "Disc" Each (or (forEach Die combined:True if:(and ("DieNotUsed... |
Construct a Ludii game based on the following description
A square, with diagonals, but one side of the square has been removed. Two pieces per player. Players alternate turns placing a piece on an empty spot on the board. When the pieces are placed, players alternate turns moving one of their pieces to an empty adjace... | (game "Do Guti" (players 2) (equipment { (board (add (remove ("AlquerqueGraph" 3 3) vertices:{1 3 5 7}) edges:{{3 0} {0 1} {1 4}}) use:Vertex) (hand Each) (piece "Disc" Each "StepToEmpty")}) (rules (start (place "Disc" "Hand" count:2)) phases:{ (phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty))))... |
Construct a global Ludii definition which fulfills the following requirements.
Move again if the player can do the move specified.
###
| (define "ReplayIfCanMove" (if (can Move #1) (moveAgain) #2)) END |
Modify the Ludii game according to the following option changes:
A 3x3 board is currently selected. -> A 4x4 board is currently selected.
(game "Compart" (players 2) (equipment { (board (square 3) use:Vertex) (piece "Marker" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty) if:(not (is In (to) (sites (valu... | (game "Compart" (players 2) (equipment { (board (square 4) use:Vertex) (piece "Marker" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty) if:(not (is In (to) (sites (values Remembered)))) (apply (addScore Mover 1))) (then (do (forEach Site (sites Group at:(last To) if:(not (is Enemy (who at:(to))))) (rememb... |
Construct a Ludii game based on the following description
Three concentric squares with lines connecting their midpoints. Nine pieces per player. Players alternate turns placing pieces on the board or moving one piece on the board to an adjacent empty spot. The first player to get three of their pieces in a row wins.
... | (game "Sujjua" (players 2) (equipment { ("NineMensMorrisBoard") (piece "Marker" Each ("StepToEmpty" Orthogonal)) (hand Each)}) (rules (start (place "Marker" "Hand" count:9)) (play (or (if ("HandOccupied" Mover) (move (from (handSite Mover)) (to (sites Empty)))) (forEach Piece))) (end ("Line3Win" Orthogonal)))) END |
Modify the Ludii game according to the following option changes:
The players play on LastEdgeR-B version. -> The players play on LastEdgeR-G-B version.
(game "LastEdge" (players 2) (equipment { (board (graph vertices:{ {0 0} {0 1} {0 2} {0 3} {0 4} {1 0} {1 1} {1 2} {1 3} {1 4} {2 0} {2 1} {2 2} {2 3} {2 4} {3 0} {3 1}... | (game "LastEdge" (players 2) (equipment { (board (graph vertices:{ {0 0} {0 1} {0 2} {0 3} {0 4} {1 0} {1 1} {1 2} {1 3} {1 4} {2 0} {2 1} {2 2} {2 3} {2 4} {3 0} {3 1} {3 2} {3 3} {3 4} {4 0} {4 1} {4 2} {4 3} {4 4}} edges:{ {0 1} {0 5} {1 6} {1 2} {2 7} {2 3} {3 8} {3 4} {4 9} {5 6} {5 10} {6 11} {6 7} {7 12} {7 8} {... |
Construct a Ludii game based on the following description
Two rows of five holes arranged in a circle around four stores in the center. Each player has five holes on one half of the circle. Ten counters in each hole. Players sow from their holes, and can choose to sow any number of counters, but must leave at least one... | (define "PiecesOwnedBy" (count at:(mapEntry #1))) (define "NextHoleFrom" ("NextSiteOnTrack" 1 from:#1 #2)) (game "Okwe (Achalla)" (players 2) (equipment { (board (add (concentric {10}) vertices:{{0.45 0.45} {-0.45 -0.45} {0.45 -0.45} {-0.45 0.45}}) (track "Track" {0 2 4 6 8 9 7 5 3 1} loop:True) use:Vertex) (regions P1... |
What does the following global Ludii definition do?
(define "HopOrthogonalCapture" (move Hop Orthogonal (between if:("IsEnemyAt" (between)) (apply (remove (between)))) (to if:(is Empty (to)))))
###
| Defines a hop move in all the orthogonal directions over an enemy to an empty site. The enemy piece is removed. END |
Construct a Ludii game based on the following description
Four 3x8 rectangles, arranged in a cross shape with a large square space in the center. The outer corners of each square are marked with a cross, as are the third and sixth space from the same corner. Four players, playing on two teams. Four pieces per player. T... | (define "PawnPiece" (if (= #1 1) (id "Pawn" P1) (if (= #1 2) (id "Pawn" P2) (if (= #1 3) (id "Pawn" P3) (id "Pawn" P4))))) (define "Centre" 96) (define "SetValueAlly" (if (is Mover P1) (set Value P3 #1) (if (is Mover P3) (set Value P1 #1) (if (is Mover P2) (set Value P4 #1) (set Value P2 #1))))) (define "ValueAlly" (if... |
Construct a global Ludii definition which fulfills the following requirements.
Defines a rectangular board with Alquerque-style alternating diagonals with eight triangle extensions.
###
| (define "AlquerqueBoardWithEightTriangles" (board (merge { (shift 2 2 (square 5 diagonals:Alternating)) (shift 2 0 (wedge 3)) (shift 5 3 (rotate 90 (wedge 3))) (shift 2 6 (rotate 180 (wedge 3))) (shift -1 3 (rotate 270 (wedge 3))) (shift 0.65 1.15 (scale 0.5 (rotate -45 (wedge 3)))) (shift 5.35 1.15 (scale 0.5 (rotate ... |
Construct a global Ludii definition which fulfills the following requirements.
Defines starting rules placing one counter on each white cell of a square board (e.g. Starting rules of Draughts).
###
| (define "WhiteCellsSetup" (start { (place "Counter1" (difference (expand (sites Bottom) steps:(- #1 1)) (sites Phase 0))) (place "Counter2" (difference (expand (sites Top) steps:(- #1 1)) (sites Phase 0)))})) END |
Modify the Ludii game according to the following option changes:
The game is played on a 9x9 board -> The game is played on a 13x13 board
(define "IsNotCut" (not (is Pattern {F R F R F} whats:{(mover) (next)}))) (game "Crossway" (players 2) (equipment { (board (square 9) use:Vertex) (piece "Marker" Each) (regions P1 {(... | (define "IsNotCut" (not (is Pattern {F R F R F} whats:{(mover) (next)}))) (game "Crossway" (players 2) (equipment { (board (square 13) use:Vertex) (piece "Marker" Each) (regions P1 {(sites Side N) (sites Side S)}) (regions P2 {(sites Side W) (sites Side E)})}) (rules (meta (swap)) (play (do (move Add (to (sites Empty))... |
Describe the mechanics of the following Ludii game
(game "El Zorro" ("TwoPlayersNorthSouth") (equipment { ("CrossBoard" 3 7 use:Vertex diagonals:Alternating) (piece "Fox" P1 (or ("HopCapture") "StepToEmpty")) (piece "Hen" P2 ("StepToEmpty" (directions {Rightward Leftward Forwards})))}) (rules (start { (place "Hen2" (un... | Five squares which are each divided with lines connecting the midpoints of their sides and diagonals. The five squares are arranged in a cross-shaped board. One player plays as two foxes the other as twenty hens. The hens begin on the twenty spaces on one half of the board, the foxes on the bottom two corners of the sq... |
Describe the mechanics of the following Ludii game
(game "Kotu Ellima" (players 2) (equipment { ("AlquerqueBoardWithFourTriangles") (piece "Marker" Each (or ("HopCapture") ("StepToEmpty")))}) (rules (start { (place "Marker1" (union {(expand (sites Bottom) steps:2) (expand (sites Right) steps:3) (sites {"F3" "G3" "E4" "... | From the starting position, each player takes turns moving one piece to an adjacent point connected to its current position by a line. Captures are made by hopping over an adjacent piece. The player who captures all the opponent's pieces wins. END |
Construct a global Ludii definition which fulfills the following requirements.
Checks if the next player has no legal moves and the next player loses and checks if a specific player has no pieces to lose. This ludemeplex can be used only in an ending condition.
###
| (define "NoMovesLossAndNoPiecesPlayerLoss" { ("NoMoves" Loss) (if (no Pieces #1) (result #1 Win))}) END |
Construct a Ludii game based on the following description
Start with a tile of each colour placed next to each other. Players take turns adding a tile of their colour touching at least one existing tile. Win by making a line of four (or more) of your colour, but lose by making a line of three of your colour beforehand.... | (define "NumTiles" 24) (game "Bravalath" (players 2) (equipment { (boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start { (place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 1 (count Sites in:(sites Around (to) NotEmpty)))))) (end { (if (is Line... |
Describe the mechanics of the following Ludii game
(define "CanMoveANewShip" (not (all Sites (difference (expand origin:(mapEntry "Port" P1)) (mapEntry "Port" Mover)) if:(is Occupied (site))))) (define "CapturingPortNotAttacked" (> 3 (count Sites in:(forEach (sites LineOfSight at:(if (is Mover P1) (mapEntry "Port" P2) ... | MOVING
Each player moves one ship each turn. A ship moves any number of empty squares in a straight line, either vertically, horizontally, or diagonally (that is, like a chess queen). However, a ship may never end its turn in its home port.
DESTROYING SHIPS
Two opposing ... |
Construct a Ludii game based on the following description
Six or more players, even number of players, played on two teams. The board consists of twenty kernels of corn, spaced evenly in a line. If there are ten to fourteen players, the board is expanded to 25 kernels. If there are more than sixteen players, it is expa... | (define "CapturedPiecesFollowCapturingPiece" (forEach Level (last From) FromTop (if ("CapturedPiece" (state at:(last From) level:(level))) (fromTo (from (last From) level:(level)) (to (last To)))))) (define "RebirthCapturingPiece" (add (piece (id "Stick" Mover)) (to (handSite Mover)))) (define "RemoveCapturedPieces" (f... |
Construct a Ludii game based on the following description
3x3 intersecting lines, with diagonals drawn in the square. Three pieces per player, which begin on the three points on opposite sides of the board. Players alternate turns moving a piece to an empty adjacent spot along the lines of the board. The first player t... | (game "T'mbl" (players 2) (equipment { (board (square 3 diagonals:Alternating) use:Vertex) (piece "Marker" Each ("StepToEmpty"))}) (rules (start { (place "Marker1" (sites Top)) (place "Marker2" (sites Bottom))}) (play (forEach Piece)) (end (if (and (is In (centrePoint) (sites Occupied by:Mover)) (is Line 3)) (result Mo... |
Construct a Ludii game based on the following description
Overview:
In Seesaw the players (North and South) command opposing armies with soldiers that can promote. Your army starts out as a single soldier and your promotion area evolves as you deploy more soldiers. Every time a soldier promotes it grows - f... | (define "CaptureRange" (if (> (var) 1) (intersection (sites Around (intersection ("Reachable" (var)) (sites Around (sites Occupied by:Enemy component:"Disc")))) (sites Occupied by:Enemy component:"Disc")) (intersection (sites Around (from)) (sites Occupied by:Enemy component:"Disc")))) (define "Reachable" (sites Distan... |
Construct a Ludii game based on the following description
4x8 board. Four pieces in each of the holes in the inner two rows. Sowing occurs in an anti-clockwise direction. Single counters cannot be sown. When the final counter of a sowing falls into an occupied hole, these counters are picked up and the sowing continues... | (define "NextHoleFrom" ("NextSiteOnTrack" #3 from:#1 #2)) (define "Columns" 8) (game "Kubuguza" (players 2) (equipment { (mancalaBoard 4 "Columns" store:None { (track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E... |
Construct a Ludii game based on the following description
Played on a board of three concentric squares, with a line bisecting the perimeters of each square on each side, but not extending inside the perimeter of the central square. Play occurs on the intersections of the lines and the corners of the squares. Each play... | (game "Mylna" (players 2) (equipment { ("NineMensMorrisBoard") (piece "Marker" Each ("StepToEmpty" Orthogonal (then ("ReplayIfLine3" Orthogonal)))) (hand Each)}) (rules (start (place "Marker" "Hand" count:9)) phases:{ (phase "Placement" (play (if "SameTurn" ("RemoveAnyEnemyPieceNotInLine3" Orthogonal) (move (from (hand... |
Construct a Ludii game based on the following description
8x8 checkered board, the dark spaces placed so that the bottom right corner is a dark space. Twelve pieces per player, placed on the dark spaces of the first three rows closest to the players. Players alternate turns moving a piece forward diagonally to an empty... | (define "IsUnpromoted" ("IsPieceAt" "Counter" Mover (last To))) (define "HopDiagonalDoubleCounter" ("HopCaptureDistance" (from) Diagonal (range 1 (count Rows)) (then ("ReplayIfCanMove" ("HopCaptureDistance" (from (last To)) Diagonal (range 1 (count Rows))))))) (define "HopDiagonalCounter" ("HopCapture" (from) Diagonal ... |
Construct a Ludii game based on the following description
3x3 board, without the outer edges of the square. Three pieces per player. Players alternate turns placing the pieces on an empty space on the board. When all of the pieces have been placed, players move pieces to an adjacent empty space on the board. the first ... | (game "Tuk Tak" (players 2) (equipment { (board (square 3)) (hand Each) (piece "Marker" Each "StepToEmpty")}) (rules (start (place "Marker" "Hand" count:3)) phases:{ (phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase ("HandEmpty" P2) "Movement")) ("PhaseMovePiece" "Movement")} (end (... |
Modify the Ludii game according to the following option changes:
Order 3 board -> Order 4 board
Square 2N grid w/even nodes, no center -> Square 2N grid w/even nodes, no center
Highly tactical. Control a site with a surplus of 1 on lines of sight. -> Tactical. Control a site with a surplus of 2 on lines of sight.
(defi... | (define "ColourBackground" (colour 135 170 130)) (define "SquareDiagonal" (board (square 8) use:Vertex)) (define "SquareGrid" (board (square 8) use:Vertex)) (define "Hex2Limp" (board (dual (hex (/ 8 2) (+ 2 (/ 8 2)))) use:Vertex)) (define "BoardUsed" "SquareGrid") (define "LoSDirection" Orthogonal) (define "MoveTwiceTh... |
Construct a Ludii game based on the following description
7x7 board, with diagonals in the square formed by the central 3x3 lines. 24 pieces per player. Black plays first. Players alternate turns placing a piece on one of the empty spots on the board. The first stone must be placed in the central spot. They attempt to ... | (define "HowManySquareSurroundedEmptyPoint" (count Sites in:(forEach (sites Around (last To)) if:(if (is Empty (site)) (or ("SurroundedDirections" N S W E) ("SurroundedDirections" NE SE SW NW)))))) (define "SurroundedDirections" (and { (is In (last To) (sites {(ahead (site) #1) (ahead (site) #2) (ahead (site) #3) (ahea... |
Construct a Ludii game based on the following description
Played on an 8x8 board with pieces with specialized moves: Pawns (8): can move one space forward; Rooks (2): can move any number of spaces orthogonally; Bishops (2): can move any number of spaces diagonally; Knight (2): moves in any direction, one space orthogon... | (define "InitialPawnMove" (if (is In (from) (sites Start (piece (what at:(from))))) ("DoubleStepForwardToEmpty" "SetEnPassantLocation"))) (define "EnPassant" (move Step (directions {FR FL}) (to if:"InLocationEnPassant") (then (remove (ahead (last To) Backward))))) (define "InLocationEnPassant" (and (is Pending) (= (to)... |
Construct a Ludii game based on the following description
Each side has a line of pawns. The pawns move as in chess i.e. The pawn moves forwards one square (optionally two squares on its first move) and captures diagonally forwards one square by replacing the opponent’s piece. The rule of En Passant is also allowed. Wh... | (define "InitialPawnMove" (if (is In (from) (sites Start (piece (what at:(from))))) ("DoubleStepForwardToEmpty" "SetEnPassantLocation"))) (define "EnPassant" (move Step (directions {FR FL}) (to if:"InLocationEnPassant") (then (remove (ahead (last To) Backward))))) (define "InLocationEnPassant" (and (is Pending) (= (to)... |
Modify the Ludii game according to the following option changes:
The board has 13 holes. -> The board is an Alquerque board.
(game "Picaria" (players 2) (equipment { (board (square 3 diagonals:Solid) use:Vertex) (hand Each) (piece "Marker" Each ("StepToEmpty" All))}) (rules (start (place "Marker" "Hand" count:3)) phase... | (game "Picaria" (players 2) (equipment { ("AlquerqueBoard" 3 3) (hand Each) (piece "Marker" Each ("StepToEmpty" All))}) (rules (start (place "Marker" "Hand" count:3)) phases:{ (phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)))) (nextPhase ("HandEmpty" P2) "Movement")) ("PhaseMovePiece" "Movement... |
Construct a Ludii game based on the following description
The game starts in drawing a ground line and several line segments such that each line segment is connected to the ground. Any number of segments may meet at a point, and thus there may be multiple paths to ground. Every turn, the current player selects any line... | (define "Ground" (sites Bottom)) (define "NotConnectedToTheGround" (= 0 (count Sites in:(intersection ("Ground") (sites Group Edge at:(site) if:(is Occupied (to))))))) (define "RemoveCutBranch" (forEach Site (sites Group Edge at:(site)) (remove Edge (site)))) (game "Hackenbush" (players 2) (equipment { (board (graph ve... |
Construct a global Ludii definition which fulfills the following requirements.
Defines the most popular backgammon tracks.
###
| (define "BackgammonTracks" { (track "Track1" {12..7 5..0 13..18 20..25 #1} P1 directed:True) (track "Track2" {25..20 18..13 0..5 7..12 #1} P2 directed:True)}) END |
Modify the Ludii game according to the following option changes:
The game is played on a 10x10 board. -> The game is played on a 14x14 board.
The board is a diamond tiling by square. -> The board is a diamond tiling by triangle.
The connection between two stones is using all the orthogonal directions. -> The connection... | (game "Diagonal Hex" (players 2) (equipment { (board (tri Diamond 14)) (piece "Marker" Each) (regions P1 { (sites Side NE) (sites Side SW)}) (regions P2 { (sites Side NW) (sites Side SE)})}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Connected All Mover) (result Mover Win))))) END |
Construct a Ludii game based on the following description
5x5 intersecting lines, with diagonals drawn in the four quadrants of the board. Two triangles, their apices intersecting the main board at opposite midpoints. The bast of the triangle is bisected by a line drawn from the apex, and this line is bisected and inte... | (define "BigHop" (move Hop (between (range 1 9) if:#1 (apply (remove (between)))) (to if:(is Empty (to))))) (game "Merimueng-rimueng" (players 2) (equipment { ("AlquerqueBoardWithBottomAndTopTriangles") (hand P2) (piece "Tiger" P1 (or { ("StepToEmpty") ("BigHop" ("IsEnemyAt" (between)))})) (piece "Sheep" P2 "StepToEmpt... |
Construct a Ludii game based on the following description
The board consists of three intersecting lines, with diagonals drawn in the square formed. On opposite ends of the square, the central line is extended beyond the square and lines drawn from the adjacent corners to the end of this line, forming two triangles at ... | (game "Jeu Militaire" (players 2) (equipment { (board (rotate 90 ("ThreeMensMorrisGraphWithLeftAndRightTriangles")) use:Vertex) (piece "Pawn" P1 ("StepToEmpty")) (piece "Pawn" P2 N ("StepToEmpty" (directions {Forwards Rightward Leftward}))) (regions "Home" P2 (sites {"B1" "C2" "A2"})) (regions "Home" P1 (sites {"B2"}))... |
Modify the Ludii game according to the following option changes:
Played on a size 8 board. -> Played on a size 9 board.
(game "Fivalath" (players 2) (equipment { (board (square 8) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty)))) (end { (if (is Line 5 All) (result Mover Win)) (if (is Line 4 ... | (game "Fivalath" (players 2) (equipment { (board (square 9) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty)))) (end { (if (is Line 5 All) (result Mover Win)) (if (is Line 4 All) (result Mover Loss))}))) END |
Describe the mechanics of the following Ludii game
(define "OneRowIsEmpty" (or (all Sites (sites P1) if:(= 0 (count at:(site)))) (all Sites (sites P2) if:(= 0 (count at:(site)))))) (define "PiecesOwnedBy" (+ (count Cell at:(handSite #1)) (count in:(sites #1)))) (define "NextHoleFrom" ("NextSiteOnTrack" #2 from:#1)) (de... | 2x6 board. Four counters in each hole. Players sow counters in a clockwise directions from one of the holes in their opponent's row. When the final counter lands in an occupied hole, the contents of that hole are picked up and sowing continues, unless the next hole is empty, in which case the contents of the next hole ... |
Construct a Ludii game based on the following description
Each player starts the game with four pieces:
- a Lion (king) in the center of the home row
- a Giraffe (rook) to the right of the king
- an Elephant (bishop) to the left of the king
- a Chick (pawn) i... | (define "Promote" (move Promote (last To) (piece (id "Chicken" Mover)))) (define "InLastRank" (is In #1 (sites Mover "LastRank"))) (define "StepMove" (move Step #1 (to if:(not ("IsFriendAt" (to))) "CapturePiece") #2)) (define "CapturePiece" (apply (if ("IsEnemyAt" (to)) (if ("IsPieceAt" "Lion" Next (to)) (remove (to)) ... |
Construct a global Ludii definition which fulfills the following requirements.
Ends a mancala game when a condition is verified in computing the score of each player thanks to a ludemeplex called "PiecesOwnedBy" taking in input the role of P1 or P2. This ludemeplex can be used only in an ending condition.
###
| (define "MancalaByScoreWhen" (if #1 (byScore { (score P1 ("PiecesOwnedBy" P1)) (score P2 ("PiecesOwnedBy" P2))}))) END |
Construct a Ludii game based on the following description
5x5 holes. Twelve pieces per player, which begin in the two rows closest to each player and in the two holes to the right of the central hole. The central hole remains empty.
Players alternate turns moving a piece to an empty adjacent h... | (define "ShouldCapturedButMoved" (and (is In (last From) ("SitesWithPossibleCaptureInPreviousTurn")) (is In (last From) (sites Empty)))) (define "HuffOnePieceOf" (move Select (from #1 if:(is Occupied (from))) (then (and { (remove (last To)) (moveAgain) (set Value Prev 0)})))) (define "SitesWithPossibleCaptureInPrevious... |
Describe the mechanics of the following Ludii game
(define "CommanderOfWasCapture" (is Triggered "CommanderCaptured" #1)) (define "CaptureCommandeOf" (trigger "CommanderCaptured" #1)) (define "CommanderOfWasCapture" (is Triggered "CommanderCaptured" #1)) (define "CaptureCommandeOf" (trigger "CommanderCaptured" #1)) (de... | The goal is to capture the enemy Commander, or reduce the opponent army to a single Commander. Each piece has an indicator which determines at which directions the piece can move. This can be altered by rotating the piece 45 degrees= to the left or right. Rotating the piece costs a move. Each player has 3 Shields, 5 Pr... |
Construct a Ludii game based on the following description
5x5 intersecting lines with diagonals drawn in the four quadrants. Twelve pieces per player. which begin on two rows closest to the player and the two spaces in the central row on the player's right. Players alternate turns moving a piece to an empty adjacent po... | (define "ShouldCapturedButMoved" (and (is In (last From) ("SitesWithPossibleCaptureInPreviousTurn")) (is In (last From) (sites Empty)))) (define "HuffOnePieceOf" (move Select (from #1 if:(is Occupied (from))) (then (and { (remove (last To)) (moveAgain) (set Value Prev 0)})))) (define "SitesWithPossibleCaptureInPrevious... |
Construct a Ludii game based on the following description
Each turn you must move one of your stacks, in a straight line orthogonally or diagonally, a distance exactly equal to the size of that stack.
If it lands on an empty space, the stack grows by 1.
If it lands on an enemy, the enemy is remo... | (define "Move" (or ("MoveToEmpty") ("Capture") #1)) (define "Capture" (move (from) (to (sites Around (from) Enemy distance:(size Stack at:(from))) (apply (and { (if (= 1 (state at:(to))) (set Var "MoverHasWon" 1)) (set Var (state at:(from))) (remove (to) count:(size Stack at:(to)))}))) count:(size Stack at:(from)) stac... |
Construct a Ludii game based on the following description
5x6 board. Each player has twelve pieces. Players alternate placing their pieces until they are all placed on the board. Players cannot make a row of three pieces in the placement phase. Once the pieces are all on the board, they may be moved one space orthogona... | (define "NoLine3" (not (is Line 3 Orthogonal))) (game "Dra" (players 2) (equipment { (board (rectangle 5 6)) (hand Each) (piece "Marker" Each ("StepToEmpty" Orthogonal (then ("ReplayIfLine3" Orthogonal exact:True))))}) (rules (start (place "Marker" "Hand" count:12)) phases:{ (phase "Placement" (play (do (move (from (ha... |
Construct a Ludii game based on the following description
Omny is played on the cells of any hexagonal grid where some or all of the cells are designated star cells. Players take turns placing a stone of one's own color on an empty cell. A group is a set of connected stones of the same color. A cut of a group X is any ... | (define "StarCells" (sites Board)) (game "Omny" (players 2) (equipment { (board (hex 7)) (piece "Disc" Each)}) (rules (play (if (= 1 (var)) (or (move Swap Players P1 P2) (move Add (to (sites Empty)) (then (set Var 0)))) (move Add (to (sites Empty)) (then (if (= 1 (count Moves)) (set Var 1)))))) (end (if (>= (count Site... |
Modify the Ludii game according to the following option changes:
Each row has 9 holes. -> Each row has 10 holes.
(define "AllSitesNoMoreThanOne" (all Sites (sites Mover "Home") if:(>= 1 (count at:(site))))) (define "SecondToRightInnerRow" (if (is Mover P1) (intersection (sites Mover "Inner") (difference (expand (sites ... | (define "AllSitesNoMoreThanOne" (all Sites (sites Mover "Home") if:(>= 1 (count at:(site))))) (define "SecondToRightInnerRow" (if (is Mover P1) (intersection (sites Mover "Inner") (difference (expand (sites Right)) (sites Right))) (intersection (sites Mover "Inner") (difference (expand (sites Left)) (sites Left))))) (d... |
Describe the mechanics of the following Ludii game
(define "EagleMovement" (sites To (if (and ("IsNotOffBoard" (ahead (from) #1)) (not ("IsFriendAt" (ahead (from) #1)))) (or (fromTo (from) (to (ahead (from) #1))) (slide (from (ahead (from) #1)) #2 (to if:("IsEnemyAt" (to)))))))) (define "RhinoMovement" (sites To (if ("... | 12x12 checkered board. Each player begins with 24 pieces with special moves: King (x1): Moves one space orthogonally or diagonally or may jump over one space forward orthogonally or diagonally on its first move; Aanca (x2): Moves diagonally one and one space orthogonally in the same direction, and may continue moving i... |
Construct a Ludii game based on the following description
Starting with the runner player, players alternate moving one of their checker tokens. Each token moves in one orthogonal direction only.
Runner tokens move vertically from the first rank, either by moving into an adjacent empty space or... | (define "HopCounter" (move Hop (from #1) #2 (between if:(and (not (is In (between) (sites ToClear))) ("IsEnemyAt" (between))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) #3)) (game "Gauntlet" (players {(player N) (player W)}) (equipment { (board (square 8)) (piece "Counter" Each) (piece "DoubleCoun... |
Construct a Ludii game based on the following description
Black plays first, then turns alternate. On his turn, a player must place a stone of his color on an empty point of the board. At the end of a turn, all groups on the board (both friendly and enemy) must have at least one liberty. Otherwise the player's move is ... | (define "NoCapture" (not (can Move ("EncloseCapture" Orthogonal)))) (game "NoGo" (players 2) (equipment { (board (square 9) use:Vertex) (piece "Marker" Each)}) (rules (play (do (move Add (to (sites Empty))) ifAfterwards:(and ("HasFreedom" Orthogonal) "NoCapture"))) (end ("NoMoves" Loss)))) END |
Construct a Ludii game based on the following description
The player must insert numbers so that the sums of lines in all three directions equal the same number. Numbers cannot be repeated.
###
| (game "Magic Hexagon" (players 1) (equipment { (board (hex 3) (values Cell (range 1 19))) (regions { (sites {0 1 2}) (sites {3 4 5 6}) (sites {7 8 9 10 11}) (sites {12 13 14 15}) (sites {16 17 18}) (sites {2 6 11}) (sites {1 5 10 15}) (sites {0 4 9 14 18}) (sites {3 8 13 17}) (sites {7 12 16}) (sites {0 3 7}) (sites {1... |
Construct a Ludii game based on the following description
On your turn you have to options:
• Noncapturing move: Step kingwise away from the center of the line you are stepping along.
• Capturing move: Capture queenwise any enemy not farther away from the center of the line you are moving along.... | (define "Capture" (move (from) (to (intersection (sites Occupied by:Next) (sites Direction from:(from) (directions {#1 #2}) stop:(is Occupied (to)) stopIncluded:True)) if:(not (> (min (count Sites in:(sites Direction from:(from) #1)) (count Sites in:(sites Direction from:(from) #2))) (min (count Sites in:(sites Directi... |
Describe the mechanics of the following Ludii game
(define "MoveTo" (forEach Site (sites Occupied by:Mover) (if ("CanEscape" #1) ("RemoveAPiece") (move (from (site)) (to #1 if:("NoEnemyOrOnlyOne" (to)) ("HittingCapture" ("Bar"))))))) (define "CanEscape" ("IsOffBoard" #1)) (define "AllPieceEscaped" (no Pieces Mover)) (d... | 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Both players begin on the same side of the board, one player with fifteen pieces on the rightmost point, the other player with fourteen pieces on the point behind it, and one on the point behind that. Pl... |
Construct a Ludii game based on the following description
The board is a track of any number of spaces, made in the sand. Any number of players, playing with one piece. One piece is the hyena. Four nut shells are used as dice, with the following throws: four of all the same side = 20; two of the same side = 2; any othe... | (define "SetHyenaPlayer" (and (add (piece "Hyena") (to 0) stack:True) (set Var (id Mover)))) (define "HyenaPlayer" (var)) (define "SiteHyenaToMove" ("SiteToMoveOnTrack" from:(where "Hyena" Shared) (* 2 ("ThrowValue")))) (define "SiteToMove" (if (= (from) (handSite Mover)) ("SiteToMoveOnTrack" from:0 (- ("ThrowValue") 1... |
What does the following global Ludii definition do?
(define "StepDiagonalToEmpty" (move Step Diagonal (to if:(is Empty (to)))))
###
| Defines a step move to all the diagonal directions to an empty site. END |
Construct a Ludii game based on the following description
A player can move a piece to any empty adjacent cell of the same color; so, on an open board, six moves are possible. Throughout the game, a player's pieces are restricted to cells of the same color.
A captured piece is immediately remov... | (define "PieceMove" (move Step (to if:(and (is Empty (to)) (= (phase of:(from)) (phase of:(to))))) (then (and { ("SuicideSurrounded") ("SurroundedEnemyOnOuterEdge") ("SurroundedThrall") ("SurroundedJarl")})))) (define "SuicideSurrounded" (if (not (can Move (or { ("SurroundedEnemyOnOuterEdge") ("SurroundedThrall") ("Sur... |
Construct a Ludii game based on the following description
2x7 board, with two stores. Seven counters in each hole. Players sow from any hole on their side of the board, in a clockwise direction, and sow into the store on their left, but not the one on the right. When the final counter of a sowing lands in an occupied h... | (define "NotMoverStore" (!= (to) (mapEntry Mover))) (define "PiecesOwnedBy" (count at:(mapEntry #1))) (game "Chungcajon" (players 2) (equipment { (mancalaBoard 2 7 { (track "Track1" "7,W,WNW,ENE,E" loop:True P1) (track "Track2" "8,E,ESE,WSW,W" loop:True P2)}) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(... |
Construct a Ludii game based on the following description
Players take turns placing their pieces on one empty space on the board, with the goal of making a line with stones connected diagonally of at least length 4. The length of the line is 4 or more. The game is played on a 11x11 board. The board is a diamond tiling... | (game "Broken Line" (players 2) (equipment { (board (hex Diamond 11)) (piece "Marker" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Line 4 Diagonal) (result Mover Win))))) END |
Modify the Ludii game according to the following option changes:
12 Holes per row. -> 15 Holes per row.
(define "NextHoleFrom" ("NextSiteOnTrack" 1 from:#1 #2)) (define "AHoleHasMoreThanOneCounter" (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site)))))) (define "LastHoleSowed" (... | (define "NextHoleFrom" ("NextSiteOnTrack" 1 from:#1 #2)) (define "AHoleHasMoreThanOneCounter" (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site)))))) (define "LastHoleSowed" (sites {(var)})) (define "NoPiece" (all Sites (sites Player "Home") if:(= 0 (count at:(site))))) (define ... |
Modify the Ludii game according to the following option changes:
The length of the line is 3 or more. -> The length of the line is 5 or more.
The game is played on a 10x10 board. -> The game is played on a 14x14 board.
The board is a diamond tiling by square. -> The board is a diamond tiling by triangle.
The connection... | (game "Broken Line" (players 2) (equipment { (board (tri Diamond 14)) (piece "Marker" Each)}) (rules (meta (swap)) (play (move Add (to (sites Empty)))) (end (if (is Line 5 All) (result Mover Win))))) END |
Describe the mechanics of the following Ludii game
(define "MoveIn" (forEach Piece (move Select (from) (to (sites Around (from)) if:("EmptyWithEnemyIn" #1 #2)) (then (and "MoveThePiece" (directional (from #3) #4 "RemoveEnemyPiece")))) #5)) (define "MoveAgain" (then (if (can Move ("CaptureFromLast" (last To))) (moveAgai... | 9x5 intersecting lines with diagonals in each square formed by 3x3 intersecting lines. Each player has 22 pieces, starting on the intersections of the lines except in the centre position, placed on opposite rows of the board, but alternating in the central row. Pieces move to an adjacent intersection along the lines. I... |
Construct a Ludii game based on the following description
TURNS - At each turn, each player slides (vertically or horizontally) a stone into the only empty cell.
GOAL - Wins the player who made the last move.
###
| (game "Lewthwaite's Game" (players 2) (equipment { (board (square 5) use:Vertex) (piece "Ball" Each (move Slide))}) (rules (start { (place "Ball1" (sites Phase 1)) (place "Ball2" (difference (sites Phase 0) (sites Centre)))}) (play (forEach Piece)) (end ("BlockWin")))) END |
Construct a Ludii game based on the following description
4x8 board. Two counters in each hole. Opening play: Players rearrange their counters so that there are four counters in each hole of their outer row. If they play with the second array, they take turns sowing from each of the holes with four counters, beginnin... | (define "RightMostWithFour" (trackSite FirstSite Mover "TrackCW" from:(if (= (value Player Mover) Undefined) (mapEntry "RightMost" Mover) (value Player Mover)) if:(= 4 (count at:(to))))) (define "NextHole" ("NextSiteOnTrack" #3 from:#1 #2)) (define "OuterPhaseOppositePit" (if (is Mover P1) (+ (to) (* 3 ("Columns"))) (-... |
Construct a Ludii game based on the following description
The board is a five-pointed star. The player has nine pieces. The player attempts to place all the pieces on the board. The player choses a point, then moves the piece two spaces in a straight line. The piece may move through a spot occupied by another piece, bu... | (game "Nao Gutiya Baithaneka" (players 1) (equipment { ("StarBoard" 5) (hand Each) (piece "Marker" P1 ("HopFriendCapture"))}) (rules (start (place "Marker" (handSite P1) count:9)) (play (if (is Even (count Moves)) (move (from (handSite Mover)) (to (sites Empty)) (then (moveAgain))) (forEach Piece (if (= (from) (last To... |
Construct a Ludii game based on the following description
4x13 board. Thirteen pieces per player, arranged on the outer rows of the board. Played with six sticks which function as dice. Pieces move according to the throws of the dice. Play progresses from left to right in the player's home row, and then from right to l... | (define "AllPieceInOpponentHome" (and (= (count Sites in:(difference (sites Occupied by:P1) (sites P2))) 0) (= (count Sites in:(difference (sites Occupied by:P2) (sites P1))) 0))) (define "CaptureEnemyPiece" (apply if:("IsEnemyAt" (to)) (remove (to)))) (define "InactivePiece" (= (state at:(from)) 1)) (define "Activated... |
Describe the mechanics of the following Ludii game
(define "StoreStateRemoved" (set Value Mover (state at:(last To)))) (define "LastStateRemove" (value Player Mover)) (game "Greater Loss" (players 2) (equipment { (board (square 4)) (piece "Disc" Each)}) (rules (start { (place "Disc1" {"A1"} state:1) (place "Disc1" {"B1... | Players take turns removing a piece of their colour whose number is higher than the last piece they removed (free choice of first piece). The player who removes their highest numbered piece loses. END |
Modify the Ludii game according to the following option changes:
Board & size: Hexhex with edges alternating 2 and 4 -> Board & size: Hexhex with edges alternating 6 and 8
Must place next to 1-2 friendly pieces, -> Must place next to exactly one friendly piece,
but not next to enemy pieces. -> but not next to pieces th... | (define "ScoreUpdate" (if (> (* 2 (size Group at:(last To))) (score Mover)) (if (> (* 2 (size Group at:(last To))) (score Next)) (set Score Mover (+ 1 (* 2 (size Group at:(last To))))) (set Score Mover (* 2 (size Group at:(last To))))))) (define "SitesTooDense" (forEach (sites Occupied by:Mover) if:(<= 2 (count Pieces ... |
Construct a Ludii game based on the following description
Played on an 8x8 board with a double contingent of chess pawns. Pieces move forward one orthogonally or diagonally. Pieces can capture by moving diagonally. The first player to reach the opponent's edge of the board wins. A player also can win if they capture al... | (game "Breakthrough" ("TwoPlayersNorthSouth") (equipment { (board (square 8)) (piece "Pawn" Each (or { "StepForwardToEmpty" (move Step (directions {FR FL}) (to if:(or (is Empty (to)) ("IsEnemyAt" (to))) (apply (remove (to)))))})) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start { (place "Pawn1" (exp... |
Modify the Ludii game according to the following option changes:
The game has 3 players. -> The game has 4 players.
(define "MadeACompleteCircuit" (if (= 1 (value Player Mover)) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCW" from:("NextSite" (last From) "TrackCW") to:(last To))) (is In (value Pie... | (define "MadeACompleteCircuit" (if (= 1 (value Player Mover)) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCW" from:("NextSite" (last From) "TrackCW") to:(last To))) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCCW" from:("NextSite" (last From) "TrackCCW") to:(last To))))) (def... |
Construct a Ludii game based on the following description
Goal: Player with the largest, most complex 'warren' wins.
A warren is the entire networks of friendly stones, that separate areas of the board (enclosures) from each other and from external areas in contact with the board edges.
... | (define "ColourBackground" (colour 245 245 245)) (define "RabbitMove" (forEach Piece (do (set Var "SitesMoverAroundFrom" (count Sites in:(sites Around (from) Orthogonal if:(is Mover (who at:(to)))))) next:(move Hop Adjacent (between (range 0 Infinity) if:True) (to (sites Empty) if:(is Empty (to)))) ifAfterwards:(or (< ... |
Construct a Ludii game based on the following description
4x8 board. Play begins with two counters in each hole. Opening moves: Players place all of the counters in the outer row into their rightmost hole. They then take one counter from each of the holes in the inner row and redistribute them into the outer row, one i... | (define "InnerToOuter" (if (is Mover P1) (- #1 ("Columns")) (+ #1 ("Columns")))) (define "Columns" 8) (game "Isolo" (players 2) (equipment { (mancalaBoard 4 "Columns" store:None { (track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (re... |
Construct a Ludii game based on the following description
Played on a square grid. The board begins empty. One player plays as Black, the other as White. Players alternate turns placing a piece of their colour on the board; Black plays first. Passing is not allowed. After a move, all opposing pieces without liberties a... | (define "RemoveSurrounded" (forEach Site (sites Occupied by:Next) (if (= (count Liberties at:(site) Orthogonal) 0) (move Remove (site) (then (addScore Mover 1)))))) (game "BlooGo" (players 2) (equipment { (board (square 9) use:Vertex) (piece "Ball" Each)}) (rules (meta (no Repeat)) (play (move Add (to (sites Empty)) (t... |
Construct a Ludii game based on the following description
The game starts with a tile of each color touching one another. Players take turns placing tiles which must touch at least two other tiles. A player wins by either completely surrounding one or more of the opponent's tiles, or by creating a straight line of five... | (define "NumTiles" 24) (game "Andantino" (players 2) (equipment { (boardless Hexagonal) (tile "Hex" Each numSides:6)}) (rules (start { (place "Hex1" (centrePoint)) (place "Hex2" (ahead (centrePoint) E))}) (play (move Add (to (sites Playable) if:(<= 2 (count Sites in:(sites Around (to) NotEmpty)))))) (end { (if (or (is ... |
Modify the Ludii game according to the following option changes:
The game is played on a 6x6 board -> The game is played on a 7x7 board
(game "Cross" (players 2) (equipment { (board (hex 6)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end { (if (is Connected {(sites Side S) (sites Side NW) (sit... | (game "Cross" (players 2) (equipment { (board (hex 7)) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty)))) (end { (if (is Connected {(sites Side S) (sites Side NW) (sites Side NE)}) (result Mover Win)) (if (is Connected {(sites Side N) (sites Side SW) (sites Side SE)}) (result Mover Win)) (if (is Connec... |
Construct a Ludii game based on the following description
2x8 board. Four counters in each hole. Play begins with both players placing all of the counters in the rightmost three holes in their row into the rightmost hole. Counters are sown in an anti-clockwise fashion, but they can be sown clockwise only if it leads to... | (define "NoPiecesInPlayerSide" (all Sites (sites #1) if:(= 0 (count at:(site))))) (define "NextHoleFrom" ("NextSiteOnTrack" #3 from:#1 #2)) (define "Columns" 8) (game "Iyogh" (players 2) (equipment { (mancalaBoard 2 "Columns" store:None { (track "TrackCCW" "0,E,N,W" loop:True) (track "TrackCW" "7,W,N,E" loop:True)}) (p... |
Describe the mechanics of the following Ludii game
(define "OpponentHas" (> (min (count Sites in:(if (< 0 (count Sites in:(intersection (sites Occupied by:Mover) (sites Direction from:(to) #1 stop:(= (mover) (who at:(to))) stopIncluded:True)))) (sites Direction from:(to) #1 stop:(= (mover) (who at:(to)))) (sites Board)... | Players place one token of their color each turn and the first player unable to do so has lost. You may place on any empty cell unless your opponent has a token closer to that cell than you have along at least 2 of the 3 lines (axes) the cell is on.
The game uses the pie rule: One player chooses t... |
Construct a Ludii game based on the following description
8x8 Draughts board. Twelve pieces per player, arranged on the three rows closest to the players. Players alternate turns moving a piece forward diagonally to an adjacent empty space. Pieces capture an opponent's piece by hopping over it to an empty space on the ... | (define "IsUnpromoted" ("IsPieceAt" "Counter" Mover (last To))) (game "Dama (Italy)" (players 2) ("DraughtsEquipment" (square 8)) (rules ("BlackCellsSetup" 3) (play (if "SameTurn" (if "IsUnpromoted" (max Moves ("HopOnlyCounters" (from (last To)) (directions {FR FL}) (then ("PromoteIfReach" (sites Next) "DoubleCounter" ... |
Modify the Ludii game according to the following option changes:
The game starts with 15 geese. -> The game starts with 17 geese.
(game "Fox and Geese" (players 2) (equipment { ("CrossBoard" 3 7 use:Vertex diagonals:Alternating) (hand P1) (piece "Fox" P1 (or ("HopCapture") "StepToEmpty")) (piece "Goose" P2 "StepToEmpty... | (game "Fox and Geese" (players 2) (equipment { ("CrossBoard" 3 7 use:Vertex diagonals:Alternating) (hand P1) (piece "Fox" P1 (or ("HopCapture") "StepToEmpty")) (piece "Goose" P2 "StepToEmpty")}) (rules (start { (place "Goose2" (union {(expand (sites Bottom)) (sites Row 2) (sites {"A4" "G4" "A5" "G5"})})) (place "Fox1" ... |
Construct a Ludii game based on the following description
Five rows of five holes. Each player has twelve sticks; one player's sticks are longer than the other player's. Players alternate turns placing one of their sticks in an empty hole on the board. A player may, on their turn, move a stick to an empty adjacent hole... | (game "Choko" (players 2) (equipment { (board (square 5) use:Vertex) (piece "Stick" Each (or "StepOrthogonalToEmpty" "HopOrthogonalCapture")) (hand Each) (regions "AllSites" (sites Board))}) (rules (start (place "Stick" "Hand" count:12)) (play (if (is Pending) (move (from (handSite Mover)) (to (sites Empty))) (or (if (... |
Construct a global Ludii definition which fulfills the following requirements.
Defines the most popular backgammon tracks in using the hands of the players.
###
| (define "BackgammonTracksWithHands" { (track "Track1" {26 12..7 5..0 13..18 20..25 #1} P1 directed:True) (track "Track2" {27 25..20 18..13 0..5 7..12 #1} P2 directed:True)}) END |
Modify the Ludii game according to the following option changes:
FairKalah board 2 -> FairKalah board 3
(define "PiecesOwnedBy" (+ (count at:(mapEntry #1)) (count in:(sites #1)))) (define "Columns" 6) (game "FairKalah" (players 2) (equipment { (mancalaBoard 2 "Columns" (track "Track" "0,ESE,E,ENE,WNW,N,W" loop:True)) (... | (define "PiecesOwnedBy" (+ (count at:(mapEntry #1)) (count in:(sites #1)))) (define "Columns" 6) (game "FairKalah" (players 2) (equipment { (mancalaBoard 2 "Columns" (track "Track" "0,ESE,E,ENE,WNW,N,W" loop:True)) (regions P1 (sites Bottom)) (regions P2 (sites Top)) (map {(pair P1 LastSite) (pair P2 FirstSite)}) (piec... |
Construct a global Ludii definition which fulfills the following requirements.
Defines the original Lasca board.
###
| (define "LascaBoard" (board ("LascaGraph") use:Vertex)) END |
Construct a Ludii game based on the following description
4x22 board. 22 pieces per player, four kings and eighteen regular pieces. Kings have no difference in movement or power than regular pieces. Moves are determined by four two-sided sticks, black on one side and white on the other. The moves are determined by the ... | (define "Move" (if (and { (if ("PieceActivated" (from)) True ("Tab")) #1}) (if (is In (from) (sites Mover "Home")) (if (not ("IsFriendAt" ("NextSiteOnTrack" ("ThrowValue") "Track"))) (move (from) (to ("NextSiteOnTrack" ("ThrowValue") "Track") "CaptureEnemyPiece") (then (if (and (not ("PieceActivated" (last To))) (= 1 (... |
Modify the Ludii game according to the following option changes:
The game is played on a 3x3 board -> The game is played on a 5x5 board
(define "MoveIn" (forEach Piece (move Select (from) (to (sites Around (from)) if:("EmptyWithEnemyIn" #1 #2)) (then (and "MoveThePiece" (directional (from #3) #4 "RemoveEnemyPiece")))) ... | (define "MoveIn" (forEach Piece (move Select (from) (to (sites Around (from)) if:("EmptyWithEnemyIn" #1 #2)) (then (and "MoveThePiece" (directional (from #3) #4 "RemoveEnemyPiece")))) (then (if (can Move ("CaptureFromLast" (last To))) (moveAgain))))) (define "CaptureFromLast" (or ("MoveAgainIn" #1 (to) SameDirection (l... |
Construct a Ludii game based on the following description
Starting with white, each player places a marble on an empty space or platform (2x2 arrangement of marbles). The first player making a full line of his color on any layer wins. Lines may be diagonal. This is, for a 4x4 set, a 4-in-a-row on the first layer, or a ... | (game "Spline" (players 2) (equipment { (board (square 4 pyramidal:True) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty) if:(is Flat)))) (end (if (is Line (- (count Rows) (layer of:(last To))) SameLayer) (result Mover Win))))) END |
Construct a Ludii game based on the following description
Each player has 6 Chess queens. It is played on a 5x5 board. The starting position has the queens arranged on opposite sides, alternating white-black-white-black in each space. The pieces move as queens in Chess. The first player to line up four queens in a row ... | (game "All Queens Chess" (players 2) (equipment { (board (square 5)) (piece "Queen" Each (move Slide))}) (rules (start { (place "Queen1" (union { (difference (sites Bottom) (sites Phase 1)) (intersection (sites Left) (sites Row (/ (count Rows) 2))) (difference (sites Top) (sites Phase 0))})) (place "Queen2" (union { (d... |
Construct a Ludii game based on the following description
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top l... | (define "HaveAPieceAndCanEscape" (and ("IsFriendAt" (site)) (< (trackSite Move from:(site) steps:(pips)) 0))) (define "SetScoreOf" (score #1 (if (is Mover #1) (if (= ("NumPiece" #2) 15) 2 1) 0))) (define "NotEmptyAndNotOffTheBoard" (and (is Occupied (site)) ("IsNotOffBoard" ("NextSiteFrom" (site))))) (define "CanEscape... |
Describe the mechanics of the following Ludii game
(game "Dodo" ("TwoPlayersNorthSouth") (equipment { (board (rotate 30 (hex 4))) (piece "Disc" Each ("StepToEmpty" Forwards))}) (rules (start { (place "Disc1" {0 1 2 3 4 5 6 7 9 10 11 15 16}) (place "Disc2" {20 21 25 26 27 29 30 31 32 33 34 35 36})}) (play (forEach Piece... | On your turn you move one of your pieces one step onto an empty cell in one of the three forwards directions. Black's pieces move towards the bottom of the board, while White's pieces move towards the top. If, at the beginning of your turn, none of your pieces can move, you win. END |
Construct a global Ludii definition which fulfills the following requirements.
Defines starting rules placing one piece on each site before and after the centre (e.g. Starting rules of Zamma).
###
| (define "BeforeAfterCentreSetup" (start { (place #1 (forEach (sites Board) if:(< (site) (centrePoint)))) (place #2 (forEach (sites Board) if:(> (site) (centrePoint))))})) END |
Construct a Ludii game based on the following description
2x4 board. Six counters per hole. Sowing occurs in a clockwise direction from the left half of a player's row, and anti-clockwise when played from the player's right half of the row. The first seed of sowing is placed in the hole from which the sowing began. Whe... | (define "Move" (or { (move Select (from (sites Mover "LeftSide") if:(> (count at:(from)) 1)) (then (and (remember Value "HolesSowed" (last To)) (sow "TrackCW" apply:(if (and (is In (to) (values Remembered "HolesSowed")) (is Even (count at:(to)))) ("CaptureMove" "TrackCW")) origin:True)))) (move Select (from (sites Move... |
Construct a Ludii game based on the following description
One player has three dwarfs and the other has one giant.
Firstly, the giant is placed on one of the top sites. After this first move of the giant, it is the dwarfs' move.
Each piece can move between the different sites only if they are co... | (game "Game of Dwarfs" (players {(player S) (player N)}) (equipment { (board (add (remove (rotate 90 ("ThreeMensMorrisGraphWithLeftAndRightTriangles")) vertices:{3 7 1}) edges:{{0 1} {4 5} {2 7} {0 4}}) use:Vertex) (piece "Foot" P1 (move Step Adjacent (to if:(and (if (= 1 (count Turns)) (!= (centrePoint) (to)) True) (i... |
Construct a Ludii game based on the following description
2x3 board. Eight counters in each pile. A player takes the counters from any of the piles and sows them anti-clockwise, beginning with the pile from which the counters were taken. Any piles that now contain 2, 4, or 6 counters are captured. The player who captur... | (define "PiecesOwnedBy" (count Cell at:(handSite #1))) (game "Kapana Bona" (players 2) (equipment { (mancalaBoard 2 3 store:None (track "Track" "0,E,N,W" loop:True)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 8 to:(sites Track))) (play (move Select (from (sites Board) if:(> (count at:(from)) 0)) (then... |
Construct a Ludii game based on the following description
5x5 intersecting lines, with diagonals drawn in the four quadrants of the board. Two triangles, their apices intersecting the main board at opposite midpoints. The base of the triangle is bisected by a line drawn from the apex, and this line is bisected and inte... | (define "Hop" (move Hop (between (range 1 9) if:("IsEnemyAt" (between)) (apply (remove (between)))) (to if:(and (is Empty (to)) ("NumCapturedPiecesIsOdd"))))) (define "NumCapturedPiecesIsOdd" (is Even (count Steps (from) (to)))) (game "Rimoe" (players 2) (equipment { ("AlquerqueBoardWithBottomAndTopTriangles") (piece "... |
No dataset card yet