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In this chapter you can find the following pages:
9 game variations to exercise:
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Game variant: Ad Random
Ad Random (just an example)
The mp in the diagram below are placed ad random by means of two lot numbers drawn out of a hat, the first lot is the name of the mp and the second lot is its position from 1- 64. From that totally haphazard position the mp must be played to the strict and very formal end position of the Master Pi Game. In this way one can generate a sheer endless number of ad random begin and end positions, each having its own unknown problems just like they happen to us in life. In this example game it happens that we have to make an exemption to the regent's rule of standing on a white hexagon in the beginning of the game. They are however, played to the correct white hexagon in the end position. Pioneers 15 and 13 are already home. But this is up to the discretion and choice of the players to determine beforehand what rule they are going to apply.
Game report Ad Random
Begin position Ad Random |
Hexagon numbers white
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Mp
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Hexagon numbers black
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14
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Regent
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59
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62
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Magister
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10
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51,57
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Minister
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39,64
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34,42
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Wise man
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1,53
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43,55
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Templar
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9,20
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6,12,19,23,32,36,41,46
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Pioneer
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13,15,18,33,37,38,44,54
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Game diagrams Ad Random |
Begin position |
End position
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Hover the ponter over the game boards to reveal the hexagon numbers |
End position Ad Random |
Hexagon numbers white
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Mp
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Hexagon numbers black
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61
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Regent
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5
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60
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Magister
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4
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59,62
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Minister
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3,6
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58,63
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Wise man
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2,7
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57,64
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Templar
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1,8
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49,50,51,52,53,54,55,56
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Pioneer
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9,10,11,12,13,14,15,16
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Game notation Ad Random
Explanation of abbreviations and symbols
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White (or the lighter color)
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Black (or the darker color)
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z
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n hn x n hn (...) |
z
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n hn x n hn (...) |
1
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wi42 - 58 r1 |
1
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mi39 - 25 |
2
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re14 - 02 |
2
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mi25 x pi12 |
3
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re02 x wi01 h1 |
3
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mi12 x pi06 r1 |
4
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ma62 - 61 |
4
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ma10 - 29 |
5
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ma61 x ma29 |
5
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pi44 x pi36 |
6
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ma29 - 08 |
6
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ma61 x pi44 la1 |
7
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ma08 x te09 h2 |
7
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ma44 - 60 |
8
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ma09 - 07 |
8
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pi38 x pi23 |
9
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ma07 x pi37 la1 |
9
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pi23 - 09 r2 |
10
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mi51 - 62 r2 |
10
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la07 x ma37 p |
11
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te43 - 45 |
11
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mi64 x te45 h1 |
12
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pi19 - 30 |
12
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pi54 - 39 |
13
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ma07 x pi39 la2 |
13
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la37 - 56 |
14
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mi57 - 54 |
14
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la56 - 57 |
15
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la61 x la07 p |
15
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la57 x te55 h2 |
16
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pi41 - 56 r3 |
16
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ma60 x pi12 la2 |
17
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ma39 - 11 |
17
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wi53 - 37 |
18
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ma11 x re59 |
18
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la55 x pi38 h3 |
19
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wi34 - 48 |
19
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la38 - 63 |
20
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la07 x wi37 h3 |
20
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pi18 - 14 r3 |
21
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pi46 - 50 r4 |
21
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te20 - 17 |
22
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pi32 x pi33 |
22
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te17 x re01 r4 |
23
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re17 - 18 |
23
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ma12 x la60 p |
24
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la12 x re11 |
24
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re12 - 04 |
25
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la11 - 05 |
25
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la63 x wi48 h4 |
26
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pi25 - 40 |
26
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pi36 - 29 |
27
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la05 x pi29 la3 |
27
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la61 x pi40 la3 |
28
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la61 x la40 p |
28
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ma60 - 12 |
29
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la29 - 19 |
29
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la61 x ma59 |
30
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la19 - 03 |
30
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mi45 - 35 |
31
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la03 x mi35 h4 |
31
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la59 - 60 |
32
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la35 - 51 r5 |
32
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la48 - 43 |
33
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mi54 - 59 r6 |
33
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la43 x pi30 |
34
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pi43 - 54 r7 |
34
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la30 - 11 r5 |
35
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pi33 - 48 |
35
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pi32 - 17 |
36
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pi48 - 49 r8 |
36
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pi17 - 16 r6 |
37
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la40 - 53 r9 |
37
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la60 x re18 |
38
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la37 - 20 |
38
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la05 - 10 r7 |
39
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la20 x la18 |
39
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ma12 - 05 |
40
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la18 - 52 r10 |
40
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la20 - 12 r8 |
41*
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re60 x ma61 slz2 |
41*
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re04 x ma05 slz2 |
Remarks:
- 41*. The key move of friendship: the final peace move of four moving parts, two sets of black an white regents and their magisters of the same colour, simulteneously exchange place.
Both regents com on a white hexagon next to their magister.
- The addition of the redemptions of white/blue (h) + realisations (r) + key move = 16 in this game.
- The addition of the redemptions of black/red (h) + realisations (r) + key move = 14 in this game. Do we add the pioneers on 13 and 15, who were on the home position from the beginning of the game, than we get 16 again.
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