PLAYING THE GAME METAPONTUM
In this chapter you can find the following pages:
9 game variations to exercise:
Game variant: Master Pi Game
The Master Pi Game composition expresses the spirit of perfect harmony and collaboration between the allies. This game contains the necessary methods in order to learn the business of co-operation. New players should look carefully at the mechanism of thought inversion when mp exchange place; in chess one eliminates a piece. When you are able to play the Master Pi Game without written score, you have understood the nature of playing together so that you may proceed to the next games.
The Master Pi Game should however be played first as it is. Usually if players try to play it first without written score they become confused and discouraged.
Written score Master Pi game
Commentary on the moves of the Master Pi Game.
[# = standing on hexagon number.., or goes to hexagon number#..]
Move 01. White: Templar on hexagon #1 is allowed to move vertically between his own pioneers. He exchanges place with pioneer on #49 from his ally on the other side. When pioneer on #49 takes his place on #1, he is elevated to laureate. Players thank each other. According to the rules all pioneers may be elevated on the back row #1-#8 and #57-#64 by the ally. The pioneer receives a coronet to distinguish him, [a magnetic pearl in the magnetic games, or a flag coronet in the wooden school model game]. The power of the laureate becomes equal to the power of the magister. The place of its destination is the same as that of a pioneer of his own colour on the other side. After reaching his destination he is fixed in place and may no longer move. Laureates become the workhorses of the game. The pieces, moving parts = mp, on the back row, the templars, scientists, ministers, magisters and regents should reach their destination on the other side first of the board before the pioneers and laureates, because they could block their entrance on the back row. Next the remaining pioneers should reach their destination and then the laureates.
Move 01. Black: Black's first move is identical to white's.
Move 02. White: Scientist on #2 helps templar on #16 by exchanging place so that he can reach to the 1st row and is able to realise himself later. Templars are not allowed to move obliquely [on 30 or 60"], therefore they are unable to reach the back row; this is their handicap.
Move 02. Black: Minister on #62 helps templar on #49 to the back row for the same reason.
Move 03. White: Scientist on #16 moves sideways to #18 in order to make place for laureate #64 who will potentiate on that place so that in a future move a pioneer of his ally can be redeemed by him.
Move 03. Black: Minister on #49 makes the first redemption of the game; he receives the first honour point (h1) from white. Players shake hands and congratulate each other each other by saying: my compliments, thank you for this redemption . The white pioneer on #49 is now home; he has reached his final destination and remains stationary (immobile) for the rest of the game.
Move 04. White: Minister on #3 redeems minister on #13, the redeemer himself is now redeemed, and he receives an honour point (h1) and a handshake etc., from black.
Move 04. Black: The colour-bound scientist on#63 advances to #47; he is allowed to move vertically between the other mobile parts, mp, to the nearest hexagon of the same colour. Only by exchanging place with his ally is the scientist able to change colour. He must end up on #2 or #7 but both hexagons have a different colour; only the ally can help him overcome his handicap.
Move 05. White: Minister on #13 exchanges place with the colour-bound scientist on #47; he must go to a white #2 to realise himself according to the game diagram; the minister is now close to his home.
Move 05. Black: Pioneer #50 exchanges place with the minister who now is able to realise himself only after templar on #62 has moved from that place to realise himself.
Move 06. White: Scientist on #18 wants to change colour and advances to #34 standing in front of pioneer on #47.
Move 06. Black: Pioneer on #47 helps of course to change colour, they are allies after all!
Move 07. White: Laureate on #64 potentiates to #16 from where he came as a pioneer in the first move; he makes place for the templar on #62 who wants to realise himself also.
Move 07. Black: Laureate on #1 goes to #33 from which he is able to potentiate at a later time.
Move 08. White: Templar on #62 realises himself on #64.
Move 08. Black: Templar on #2 realises himself on #1.
Move 09. White: Minister on #50 realises himself on #62.
Move 09. Black: Laureate on #33 potentiates himself on #50.
Move 10. White: Scientist #47 realises himself on #63.
Move 10. Black: Laureate on #33 potentiates on #50. N.B. Pioneer on #34 stands directly in the line of power of laureate #16 who can redeem him in 1 move. Seven pieces, mp, are home, reached their final goal, and 2 laureates wait in readiness in the first 10 moves. The centre of the board is empty; all in the game is balanced and in harmony because there was perfect cooperation and concord between the allies!
Move 11. White: Magister on #4 elevates (laurels) pioneer on #52 by exchanging place with him like in the first move with the templar.
Move 11. Black: Magister on #60 lauwers pioneer on #12.
Move 12. White: Magister on #52 exchanges place with laureate on #4; they potentiate simultaneously; they can only be effective in the game and thus for each other when they return to their own territory.
Move 12. Black: Magister on #12 and laureate on #60 potentiate also for the same reason.
The first 10 moves are now repeated on the right hand side. Playing in mirror image enhances clear and danslike moves. This creates order and symmetry while the centre field remains empty so that a swift exchange of mp can take place. This game methodology leads to isometric thinking between players and saves much thinking.
Move 13. White:See explanation 1st move.
Move 13. Black: see explanation 1st move.
Move 14. White: See explanation 2nd move.
Move 14. Black: see explanation 2nd move.
Move 15. White: See explanation 3rd move.
Move 15. Black: see explanation 3rd move, etc., up to the explanation of the 22nd move.
Move 22. White: Laureate 16 redeems pioneer on #34 (h3).
Move 22. Black: Scientist #23 realises himself on #07, 5th realisation (r5).
Move 23. White: Laureate on #25 potentiates on #10.Black: Laureate #56 redeems pioneer on #26 (h3).
Move 24. White: Magister on #4 goes to #13 on the vertical line of regent #61 to be able to exchange position with him.
Move 24. Black: Magister on #60 goes to #53 anticipating the exchange with regent on #5.
Move 25. White: Magister on #13 exchanges with regent on #61.
Move 25. Black: Magister on #53 exchanges with regent on #5.
Move 26. White: Regent #53 positions himself for the key move of friendship.
Move 25. Black: Regent #13 goes to #4 for the same reason.
Move 27. White: Laureate #34 potentiates to #13.
Move 27. Black: Laureate on #26 potentates to #53.
Move 28. White: Pioneer #11 goes to #26 so he can be redeemed by laureate on #50 on the fly-way at 30".
Move 29. White: Laureate on #10 redeems pioneer on #34 (h4).
Move 29. Black: Laureate on #50 redeems pioneer on #26 (h4).
Move 30. White: Laureate #34 realises himself on #51 (r6).
Move 30. Black: laureate on #26 realises himself on #11 (r6).
Move 31. White: Laureate #13 redeems pioneer on #54 (h5,r7,s) and he realises himself simultaneously = s. This is called a simultaneous by pass; it is the most efficient move in the game with the exception of the key move of friendship.
Move 31. Black: Laureate on #53 redeems pioneer on #14, (h5,r7,s).
Move 32 White: Laureate #12 redeems pioneer on #55 (h6,r8,s), a simultaneous bypass.
Move 32 Black: Laureate on #52 redeems pioneer on #15 (h6,r8,s), a simultaneous bypass.
Move 33 White: Players exchange simultaneously each others regent on #4 and the magister on #5 which now stand in front of them.
Move 33 Black: Players exchange simultaneously each others regent on #60 and the magister on #61 which now stand in front of them.
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