vredesschaak metapontum
Logo Metapontum 309

PLAYING THE GAME METAPONTUM

vredesschaak wijze metapontum

In this chapter you can find the following pages:


9 game variations to exercise:


vredesschaak

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
Mp
Hexagon numbers black
14
Regent
59
62
Magister
10
51,57
Minister
39,64
34,42
Wise man
1,53
43,55
Templar
9,20
6,12,19,23,32,36,41,46
Pioneer
13,15,18,33,37,38,44,54

 

Game diagrams Ad Random
Begin position
End position
Hover the ponter over the game boards to reveal the hexagon numbers

 

End position Ad Random
Hexagon numbers white
Mp
Hexagon numbers black
61
Regent
5
60
Magister
4
59,62
Minister
3,6
58,63
Wise man
2,7
57,64
Templar
1,8
49,50,51,52,53,54,55,56
Pioneer
9,10,11,12,13,14,15,16

 

Game notation Ad Random

Explanation of abbreviations and symbols

White    (or the lighter color)
Black    (or the darker color)
z
n hn x n hn (...)
z
n hn x n hn (...)
1
wi42 - 58 r1
1
mi39 - 25
2
re14 - 02
2
mi25 x pi12
3
re02 x wi01 h1
3
mi12 x pi06 r1
4
ma62 - 61
4
ma10 - 29
5
ma61 x ma29
5
pi44 x pi36
6
ma29 - 08
6
ma61 x pi44 la1
7
ma08 x te09 h2
7
ma44 - 60
8
ma09 - 07
8
pi38 x pi23
9
ma07 x pi37 la1
9
pi23 - 09 r2
10
mi51 - 62 r2
10
la07 x ma37 p
11
te43 - 45
11
mi64 x te45 h1
12
pi19 - 30
12
pi54 - 39
13
ma07 x pi39 la2
13
la37 - 56
14
mi57 - 54
14
la56 - 57
15
la61 x la07 p
15
la57 x te55 h2
16
pi41 - 56 r3
16
ma60 x pi12 la2
17
ma39 - 11
17
wi53 - 37
18
ma11 x re59
18
la55 x pi38 h3
19
wi34 - 48
19
la38 - 63
20
la07 x wi37 h3
20
pi18 - 14 r3
21
pi46 - 50 r4
21
te20 - 17
22
pi32 x pi33
22
te17 x re01 r4
23
re17 - 18
23
ma12 x la60 p
24
la12 x re11
24
re12 - 04
25
la11 - 05
25
la63 x wi48 h4
26
pi25 - 40
26
pi36 - 29
27
la05 x pi29 la3
27
la61 x pi40 la3
28
la61 x la40 p
28
ma60 - 12
29
la29 - 19
29
la61 x ma59
30
la19 - 03
30
mi45 - 35
31
la03 x mi35 h4
31
la59 - 60
32
la35 - 51 r5
32
la48 - 43
33
mi54 - 59 r6
33
la43 x pi30
34
pi43 - 54 r7
34
la30 - 11 r5
35
pi33 - 48
35
pi32 - 17
36
pi48 - 49 r8
36
pi17 - 16 r6
37
la40 - 53 r9
37
la60 x re18
38
la37 - 20
38
la05 - 10 r7
39
la20 x la18
39
ma12 - 05
40
la18 - 52 r10
40
la20 - 12 r8
41*
re60 x ma61 slz2
41*
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.
vredesschaak wijze metapontum metapontum metapontum
Top | Nederlandse versie Metapontum Begin Homepage in English | Sitemap Updated 08-02-2008 | Next page
wijze