[Introduction/overview]
According to Wikipedia, abstract strategy games are: An abstract strategy game is a board game with perfect information, no chance, and (usually) two players or teams. Many of the world's classic board games, including checkers, chess, go, and mancala, fit into this category.
Multiple attempts in the past to quantify what an abstract strategy game is has been attempted. One of the best documents laying out what quantifies as a pure abstract strategy game was done by J. Mark Thompson, in the article “Defining the Abstract”.
You can find his article here: http://www.thegamesjournal.com/articles/DefiningtheAbstract.shtml
Pure abstract strategy games tend to be noted by what they lack: theme and luck. They are also noted by what do have: simple rules and perfect information. Of course, some notable games, such as backgammon and blind chess (kriegspiel) have been debated whether or not they fall under the abstract strategy category, because they deviate from the pure form. Theme has also been a debatable point, as even chess has been called into question whether or not it is themed, and thus a pure abstract strategy game. A universally accepted standard of what is or is not an abstract strategy game may never come about. However, in regards to an organization such as IAGO, the hope is a sufficiently detailed standards will function to provide a stable base to operate.
Because of the debate, and the needs of IAGO, this document goes beyond merely definitions. Its purpose to look beyond the definition to come up with a unifying model to describe all abstract strategy games. The model also is broad enough to cover most boardgames. Reasons for this minutia is provide sufficient depth for modeling all abstracts. The practical application of this document will come in the form of additional IAGO standards documents.
[Key elements]
There are multiple key elements that define all abstract strategy games. These elements are:
1. Turns. A turn is defined an action or a series of actions that a player can perform that change the state of pieces in a game.
2. Players. Actors in a game who change the states of pieces in the game.
3. Pieces. These are items players control in the game that are used to define state of game.
4. Board (play area). Board is a term used to describe area where pieces are positioned and interact with one another. A board may also represent a Board with no spaces.
5. Null (off play area/board). This is used to descibe where pieces are located that are not on the board. Null can be defined and configured many different ways. It can consist of a queue or multiple queues.
[Turn attributes]
* Sequencing of turns:
- Turn order: Only one player may perform actions at a time. Rules governing when order of players moving.
- Real-time: All players perform their actions at same time.
- Simultaneous: All players plan and record all their moves and then they the moves are acted out at same time.
* Information level: Degree to which what players do is known. Perfect means everything is revealed to all at same time. Hidden means that some or all of moves are revealed, or only revealed when certain criterion are met.
[Players]
* Types:
- Intelligent (aware of game conditions and acts upon information in game to adjust plans)
- Unintelligent (Unaware of game conditions and acts either deterministic, reactive or random). Can act as a mix of all three.
* Relationships:
- Enemies: Has goals opposing other players in the game.
- Partners (Allies): Share common goals, and win conditions.
- Neutral: Has no goals in game (can't win).
[Piece attributes]
* Ownership (who owns the piece): Piece(s) may be owned by one or more players. Ownership is defined as a player being able to manipulate a piece during their turn.
* Traits: States of a piece that determines how it is governed by rules.
[Board attributes]
* Discreteness of spaces:
- Discrete (finite): Multiple spaces that fit distinct piece on each other.
- Non-Discrete (Infinite): Can be argued it is a “spaceless” board. Boundaries are defined by pieces, not spaced on board.
* Boundness of board:
- Board is finite: Board has boundaries
- Board has infinite number of spaces (non-discrete): Board is expandable, and has boundaries extended.
* Traits: Attributes of board spaces (and board) that are governed by rules, and impact how rules govern pieces.
- Static: Attributes don't change
- Dynamic: Attributes can change
[Relationship of Board to Pieces]
* Unispace: Each space on board may contain only one piece.
* Multispace: Each space on board may contain multiple pieces. Rules regarding limits to quantities is required (even if unlimited). Mancala and stacking games apply to this.
- Queued (stack): Pieces enter and leave in a sequence from one another.
- Multiqueued: Each player has their own queue for spaces on the board.
- Pile (Mancala games): pieces freely leave or gather independent of each other, not in sequence. A pile can contain multiple player's pieces in it.
Rules govern which pieces may be grouped together on which spaces, and leaving.
[Null attributes]
* Types:
- Void: Pieces into Null never return to game (eliminated).
- Single space: Has capacity of one. Prior pieces sent to equivalent of Void (described above)
- Pool: Pieces can enter back into play into play in any order
- Queue: Pieces enter back into play into a sequence.
- Multiple Queue: Each player has his own queue.
[Proposed Categorization by C.D Rodeffer]
Board Target (claim, occupy, connect or capture a specific goal space or spaces)
Piece Target (claim, capture, immobilize, eliminate or checkmate a specific goal piece or pieces)
Board Majority (claim, occupy, connect or capture the most (or more important) goal spaces)
Piece Majority (claim, capture, immobilize, eliminate checkmate the most (or more important) goal pieces)
Claim, occupy, connect, capture, immobilize, eliminate
[Categories of standard abstract strategy games]
Classes of game types (based on Zillions site, used for Athlon determination):
1. Escape (Breakthrough/Race) [Location of pieces to positions on board matters]: Players try to get a piece(s) onto key positions on board.
* Bi-sided (Race): Both players try to get from one location to another with one or more of their pieces. Arimaa is here. Both sides have key positions to get to. Locations can be identical or different.
* Uni-sided (Breakthrough: Navigate/block): One player tries to get piece or pieces to location(s) on board and opponent tries to stop them. Tablut is here.
In Escape (Breakthrough/race), win positions for pieces on board is absolute. Victory is occupation 100% of all critical areas.
2. Territory (Occupy/Claim): Player tries to control/own most spaces on board. Go and Othello count here.
* Occupy (absolute): Players occupy spaces directly. Othello applies here.
* Claim (relative): Players try to own spaces indirectly, based on position of pieces on board, according to some rules. Go applies here.
In Territory, ownership of board spaces determines winner. Victory is a control/own majority of all critical areas.
3. Positioning (Chain/Cluster or Connection/Arrangement) [Relationship of pieces' locations to each other matters]: Players configure groups of pieces on the board in some manner.
* Connection (chain): Players try to connect two or more spaces on the board with a chain of their pieces. Hex and Twixt are here.
* Arrangement (cluster): Players try to get their pieces in a certain configuration. Lines of Action, Groups and Teeko are here.
In Positioning, win positions for pieces on board is relative. Relative here means pieces could end up partly being on absolute spots. But the relative positions are governed by a set of rules.
4. Elimination (Capture/Immobilization) [Quantity of usable pieces on board matters]: Players seek to capture or immobilize one or more of opponent's piece(s).
* Royal: Players try to capture or put a particular opponent's piece or all of a type of pieces where piece(s) are threatened and into a place they can't escape capture (checkmate). This is for chess, chess variants, Shogi, Chinese chess, Ploy, kinglet, extinction chess, etc…
* Multipiece: Players try to eliminate (or immobilize) all, or a number, of an opponent's pieces (in general, not) before their opponent. Checkers fits here.
In Elimination, win condition are piece(s) in Null (meaning not on board) or piece(s) are immobilized. Try to eliminate something for win.
5. Non-standard (Non-combinatorial): This category is for games that don't conform to the standard abstracts as documented in the acceptance document (games in the above categories are considered standard abstracts (the games here could also fit into the above categories, but for IAGO purposes they aren't). Each of these sub-categories below represent a deviation from one of the standards. A non-standard game can only be part of one, and only one, of these categories. To go beyond this would end up causing too much deviation from standard IAGO Abstract strategy games. For tournament purposes, all games that fit into any of the below categories are considered “Non-Standard” for IAGO Tournament purposes. This is the list of categories as part of non-standard
I. Hidden information (Fog of War): This is for games that involve imperfect information. Games where conditions of the play environment are known to exist, but their attributes are not known. For a game to be here as an exception, the only hidden information has to do with the attributes of pieces in play. This includes nature of a piece in question (Stratego) and/or its location (Kriegspiel). No other form of hidden information is accepted. In this also, at least one of the players in the game must know the nature of the pieces in play, with the exception of games where players randomly draw and place pieces onto the board strategically. This last exception fits into the random category (this last category would mean no other form of hidden information is to be combined with it).
II. Randomness: This has to do with an unpredictable element that no player controls and is part of the game. These are the only standards by which randomness is permitted for an IAGO approved game (as a non-standard abstract):
a. Initial set up of board configuration (Through the Desert is an example of this and/or pieces (Chess960 or Checker randomized 3-Move opening are examples of this). In cases where players control the configuration of the board layout in a fair manner, before sides are selected, it is not considered a random board configuration.
b. Determining turn order at start of game. Turn order throughout game is either fixed or determined by some non-random method during a game.
c. Selecting which piece a player may either move or place on a board (random draw), in cases where the positions may offer a side a large advantage.
d. Selecting how far a piece may move (as in backgammon).
II(B). Unfair balance from either static or randomly determined set up: In these cases, the preferred method to resolve this is to have a non-random method of resolving this, by a form of pie-rule or having players play both positions (or all positions in case of a game with more than 2 players).
III. Multiplayer: Games with more than two players or teams. This is for games such as 4 player Blokus. This is only for cases where all other standards make the game a standard abstract strategy game.
IV. Beyond strategic and tactical cognitive skills required: Game depends on other things besides a person's ability to practice masterful strategy and tactics. Such skills must be derived from a person's mental capabilities. Included in this would be potential to persuade politically in a multiplayer game. Any other skill must be language independent to allow for players of different languages to still be able to compete. On this note, a game requiring mathematical skill would be permitted, but one requiring proper spelling of words or knowing the meaning of words is not allowed. Physical dexterity requirements to play competently and beyond legally being able to move pieces, doesn't count here either.
V. Exceptional rule length: Rules are longer than the standard 2 pages maximum size for rules, 3 with diagrams (on an 8 1/2” by 11” piece of paper with standard font size). This is arbitrary, but a good rule of thumb. Anything beyond 2-3 pages (single sided) ends up working against the simplicity that abstract strategy games are noted for. Excluded from this rule length are rules that contain variants or strategy tips.
V(A). Chrome: Game had added rules that give the game theming that is detectable. This is allowed provided that there is no deviation in any other category. This deviation could lead to games being longer than 2-3 rules. Examples of games that fit having Chrome, yet met other criterion are 2 players Imperial and 2 player Shadow of the Emperor (if play of pieces is considered positional). I personally would say that such a game MUST come under the 3 page rule, but I will leave people to voice opinion here.
VI. Non-positional gameplay: These involve games that don't factor in how pieces relate to one another. This would be for games like Nomic where players create rules, a hypothetical game for multiple players based around Freecell (where players freely pick and remove cards). Also included here would be deterministic auction games. Because these game, when adding random factors, quickly become non-abstract strategy games, this has been added.
VII. Turns are either real-time or simultaneous: If everything else is standard, outside of turns being sequential, then a game is allowed either to happen real-time (players all move at same time), or writing down moves and have them happen concurrently.
6. Athlon (Tournament): This is another unique category. It does refer to specific types of games but types of multiple games (each of different types) tournaments IAGO would sponsor. It is included to discuss the parameters of what kind of tournaments that have IAGO involvement.
* Standard: All the games in Standard Athlon tournaments involve no games that aren't officially recognized for tournament play in IAGO. Hybrid (see below) covers cases of where at least one of the games isn't an officially recognized abstract strategy game for tournament play. An Athlon tournament involving chess, go and backgammon would be considered a Standard Athlon tournament.
* Hybrid: For a game to be a Hybrid Athlon tournament, a minimum of 50% of the games involved in the tournament structure must be officially IAGO recognized abstract strategy games for tournament play. If this is the case, then a tournament involving these games would be a Hybrid Athlon tournament. For example, a tournament involving just chess, poker and bridge would not be consider a Hybrid Athlon tournament. However, if the tournament consisted of chess, backgammon and poker, it would be a Hybrid Athlon tournament.
[Action types]: Move, capture, place
* Move: transferring location of piece on board from one location to another. A move can also be defined as moving a piece to the Null area, and then back onto board in following turn (with the prior position recorded). Rules governing movement are based on position of piece on board at start of move, the type of piece it is (or other pieces are), and/or the relationship of the piece to other piece(s) in the game.
* Capture: Transfer of piece from Board to Null. Pieces may either return to board (capture) or not (eliminate). A capture may change atttributes of piece as it goes into Null (such as ownership).
- Immobilize is a contrary subset of capture, where piece stays on board, but is incapable of being used by its owner.
* Place: Transfer from Null to Board.
[Elements that reduce determinism of players in an abstract strategy game (make it less pure)]
1. Degree playing environment is not controlled by players (randomized). This involves pre-game set up and post game set up. Also, randomization of player set up fits into this. Players having complete control over where they place pieces doesn't count as randomization. Only exception for randomization would be the determining of turn order/player seating may be determined at random (ideally it would be preferred this not happen).
2. Degree information to players is perfect. This means known at start of turn or the game, players know the exact conditions they are facing, and expected results based on what moves they make.
3. Variants of board environment, and degree players have control over it. In a case where players have a fixed set up and the board set up is randomly determined, unless the set up is balanced for all players.
4. Number of players. More than two leads to more uncertainty. It is implied that there is a minimum of two players for a game.
[Elements of a game that is 100% deterministic (pure abstract)]
1. Playing environment: no randomness. Players either control their set up of pieces, or they are fixed (not randomly determined). All players in the game are intelligent.
2. No hidden information.
3. The board is identical every game, or at least symmetric in its set up so that it is fair to all players.
4. The game is played with two players only.
[Other issues]
Stacking games: I personally would include this under what other category they belong to like, Elimination. Focus and Byte would possible be here. These would usually be best fit under elimination games, unless it has some other win condition, which make it fit under position or escape. It had been argued that sowing games are in the same class as stacking games.
Sowing games: Pieces start in a pile, and are distributed. Games in the Mancala family. Also included would be games like Swahili or Space Walk.
* Solution: Have classic abstract strategy games in their own division, not codified like this. Also the idea of board attributes covers this. Stacking games issue is still not resolved, however.
Also note that a game could combine one or more of the above. The trick is to see what is most dominant, or perhaps have an order of priority. A game where you have breakthrough OR capture, would likely be just breakthrough, because capturing is just a way to prevent a person from breaking through. Using this reasoning, elimination games will be classified as something else, if they have another class of games they belong to.
Misere' versions of game fit into mirror versions of what they are opposite. A game where you try to get all your pieces or all pieces of one type of yours onto the board would be a be a misere' version of capture/immobilize. A game where you try to get all your pieces off a certain spaces on the board would be a misere' version of breakthrough/race. A game where you force your opponent into a certain configuration is a misere' version of chain/group game.
[Categories/Classes/Divisions of games to be played]
1. Classic (and Classic variants): There are classics such as chess and go. There is also variants on classics, like Speed chess, bughouse, and mini-Go. These games are one off the main games and I don't believe have champions, and no association to promote them. Also fitting in here would be the idea of -athalons. Multigame events where players play a set of very different games. Like someone plays speed chess, mini-go and another game (say checkers) as a classic triathalon.
2. Regular (Modern): These games use classic game equipment, but things completely different. Mark's designs fit into this particularly. These games center around a standardize set of equipment for IAGO.
3. Alternative (Commercial): These games are usually one game standalone products, which require purchasing of separate equipment. If a game is not able to be played with standard classic game equipment, then it would fit here.