34 games, built as pilots: 24 from a book of old games and how to make them, 10 from other sources — each with its rules, what had to be filled in marked as my choice, a machine to play against, and a lesson that shows the rules on the board.
Finish a lesson for a stamp; beat the machine for a dot per level. Everything stays on this device.
Pick a game and make a link. Your friend opens it on their phone, and you take turns — each move travels through the link, nothing else.
Win today's game with your name set, and you are on the board for the week.
Seeds sown round the board, one in each bowl; what you capture wins.
Jump over the enemy and take him.
Jump over anyone, nobody is taken; first across wins.
The few against the many: the few capture, the many hem in.
The king and his men against the besiegers; the king escapes or is taken.
One board, one player, a problem to solve.
Dice decide most of it, but not all.
The cards in the hand, the points on pegs.
Dice or sticks, a track round the board, attacks and safe squares.
Rows, sums and chains — the line decides.
Every piece its own move; capture the leader to win.
Liberties, chains, ko and territory — the great game, by the book's rules.