
In this chapter you can find the following pages:
9 game variations to exercise:


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.

