A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces. This could involve forming a path between two or more endpoints, completing a closed loop, or connecting all of one's pieces so they are adjacent to each other. Connection games typically have simple rules, but complex strategies. They have minimal components and may be played as board games, computer games, or even paper-and-pencil games.
In many connection games, the goal is to connect two opposite sides of the board. In these games, players take turns placing or moving pieces until one player has a continuous line of pieces connecting their two sides of the playing area. Hex, TwixT, and PÜNCT are typical examples of this type of game.
According to Browne, Hex (developed independently by the mathematicians Piet Hein and John Nash in the 1940s) is considered to be the first connection game, although earlier games involving connectivity have been noted to predate Hex, including Lightning (1890s) and Zig-Zag (1932). Martin Gardner is credited with popularizing the genre in his writeup of Hex in Scientific American (1957), expanded and republished in Mathematical Puzzles & Diversions (1959). It was shown, starting with smaller boards, the player making the first move had a decided advantage, depending on where the initial move was made. In his 1959 book, Gardner also mentions that Claude Shannon proposed a modified version of Hex that would be played on a board with three equal-length sides; the winning condition would be changed to the first to connect all three sides. This was a variant of the game Y, which was a generalization of Hex that had been invented independently by John Milnor, Charles Titus, and Craige Schensted in the early 1950s.
Hex and Y were examples of games where the players competed to build a path connecting sides of the board. In the June 2000 issue of Games, R.
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Hex (also called Nash) is a two player abstract strategy board game in which players attempt to connect opposite sides of a rhombus-shaped board made of hexagonal cells. Hex was invented by mathematician and poet Piet Hein in 1942 and later rediscovered and popularized by John Nash. It is traditionally played on an 11×11 rhombus board, although 13×13 and 19×19 boards are also popular. The board is composed of hexagons called cells or hexes.
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores.
Dissection puzzles require assembling a common set of pieces into multiple distinct forms. Existing works focus on creating 2D dissection puzzles that form primitive or naturalistic shapes. Unlike 2D dissection puzzles that could be supported on a tabletop ...