20 January 2020

Giantslayer

Giantslayer is a board game popular in Haloglan and Hardakan. Its origins, according to a legend, lie in the ancient war between frost giants and the first settlers who came to the lands around Deron (the capital of Haloglan). Many epic ballads are sung about the heroic fights of halogai warriors against the mighty giants, and Giantslayer players can be found in nearly every tavern.
 
From here.
  

The Rules

The game is for two players, each of whom controls one colour of stones. White stones represent the halogai - numerous and swift, but unable to bring down a giant without help from their peers; black stones the giants - horrifically powerful in attack, but scant and slow. The game is played on a hexagonal board, white stones starting on the outer edge, while black stones start surrounding the middle hex. The middle hex cannot be passed by any stone.

Initial setup: 24 white stones and 6 black stones.
  
The game represents an ambush set by halogai, the giants surrounded and outnumbered, yet still extremely dangerous. White player starts, then players alternate turns. Every turn, the player moves one of their stones. Making a move is required; it is not legal to skip a move, even when having to move is detrimental.

The game can end in two ways. Either when all black stones are captured (the giants were all killed), or when all black stones currently in play are on one of the edge hexes of the board (some of the giants escaped). The white player gets a point for each captured black stone, while the black player gets a points for each "escaped" black stone. The game is normally played in several rounds, the player switching sides after each round and keeping a running tally of points.

Examples of basic moves for the two colours.
These could be the first three turns taken by the players.
 
Each player moves and captures in a different way.

White stones can move any number of vacant hexes in a row, in any direction. They capture by flanking a black stone - at the start of the white player's turn, if any black stone has two or more white stones adjacent to it, the black stone is automatically captured before the white player proceeds with her turn.

Note that if the white player flanks a black stone, the black player can still manage to move her stone away from the endangered position on her turn. Only if she cannot do that and the stone is still flanked at the start of the white player's turn will the stone be captured.

Black stones can move only a single hex in any direction onto a vacant hex. They capture by trampling a white stone - the black player can "jump" her stone over any adjacent white stone onto a vacant hex, capturing the white stone. If capturing a white stone brings the black stone to a position where it could capture another white stone, it may do so and continue capturing until there are no more valid trampling moves to do. Only then will the black player's turn end.

Note that the black player is not required to trample when the opportunity arises and she can stop trampling even when more trampling moves would be possible.

Examples of capturing: Two white stones are flanking
a black stone and will automatically capture it,
then the white player will move. The black stone can move
to trample a white stone, but there are no additional
trampling targets, so his turn will end there. However,
because the trampling would end with the black stone
adjacent to three white stones, the black stone would be
immediately captured at the start of the white player's turn.

Thus the basic goal for the white player is to outflank the black player without allowing her to move her stones into trampling positions, or allowing her to get all the black stones on the edge of the board.

Note that the game only ends when all the remaining black stones are on the edge of the board at the same time, so it's not a problem if only one or so gets there. It's actually rather easy to flank them when their moves are limited by the edge of the board.

The black player must prevent being adjacent to multiple white stones and find a way to capture multiple white stones in one trampling, to level the playing field where the white player has massively superior numbers. She should then take advantage of any opening on the edge of the board and try to get all her stones safely to these openings, escaping.

An example of a game that ended with the black stones
escaping; both players gained three points. The uppermost
black stone is in a position where it would be captured, but as
its move resulted in all black stones being on the edge of
the board, the game ended immediately, before it could
be captured.

Discussion

This game was inspired by idle thoughts about how most classic board games have the players on equal footing, with the same amount of stones/pieces, the same rules and strategies, and the same goal. However, could there be a game where the sides are very much unequal, without loosing game balance?

This is my attempt at such a game. Each side has a different goal and must use very different strategies to achieve it. And because each side even moves and captures differently, they feel very unlike the other in play.

From the get-go, the white player seems to have a massive advantage. They have four times the number of stones than the black player, they can move any number of hexes and they get to start. However, flanking the black stones can be rather tricky, as hexes allow for very easy chained tramplings if you're not careful. When playing with my friends, some variation on a fork proved quite successful in preventing the black player from escaping unscathed.

Mainly, the white player cannot worry about loosing a few stones, they start with so many partly because they cannot beat the black player without sacrifices and baiting some rash trampling. They should also remember that they can move over the whole board, so using the white stones nearest to the place where you're trying to flank a black stone is often suboptimal.

While it may seem that the black player must loose very quickly, their form of capturing makes them very powerful. Jumping over enemy stones on a hex board is very flexible and allows one to get out of many situations where you'd be otherwise flanked, plus if the white player places their stones carelessly, you can continue jumping and massacre their army.

On the other hand, the goal of escaping the board is quite hard unless you build your strategy around it, cleaning a space on the edge of the board from the white stones that block it, then getting all your stones on the edge quickly before the white player (who can move much further than you can) can react.

I haven't yet managed to escape with all six black stones, but I did escape with four stones several times.

You should also always play at least two rounds of this game, as it is at least in part about the necessity of very different strategies for each colour of stones, and the players should prove they can use either stones effectively.

Finally, here is a (admittedly not very good) hex board for Giantslayer that we used, if you would be interested. The second board is for Tides of War.

1 comment:

  1. I like it a lot! Asymmetric boardgames are fun to think about

    ReplyDelete