Game by Bill Taylor.
Note: It doesn't matter which player actually ends up moving the piece into a goal square; just the fact that it is there means that someone won.
W = Winning start square for 1st player, assuming perfect play. L = Losing start square for 1st player T = Tied game with perfect play. (A game is tied if neither player has a move) 3x3 4x3 4x4 4x5 3x5 * W L * W W L * W L W * W W W * W W W L W W W W W W W W W W L W W W W W W W W W L W * L W W * L W W W W W W W L W W W * W L W * W W W W W W W *
(the additional movement capabilities makes deep search difficult) Seems to be biased toward the 1st player, with losses only cccuring (sometimes) in the vincinity of the non-goal corners. It should be noted that some of the start squares marked W have only one winning move out of the eight available, and the direction of that winning move is not obvious at all - so they still make for fairly good games.
Hex slime trail, targets in obtuse corner. Probably the best version of this game. Here's some small board results:
4x4 5x5 5x4 4x6 * W T L * W T W T * W T W T * W T L W W L T W W W W W W W W W W W W L T T L W W T W W W T W W W W W T L W W L T W * W W W W W W T T W * W W L T T W T W * T L W W L T W *
I think this variation is best because of relative balance of start squares that lead to W, L, or T. We really haven't playtested this one enough to vouch for superior play-ability.
Hex slime trail, targets in acute corner. On 4x4 and 4x5 board all squares win for first player. Draws are too easy to come by in this version.
5x5 * W T T T W L T T T T T L T T T T T L W T T T W *
Rules write up by Dave Boll, Colorado, USA
[email protected] Jan 18, 1993