Potentials are pieces you can add to GIPF, which
have the "potential" of a particular move. You can use
them to change GIPF into many different versions and, if you want
even more complexity, to connect other games to GIPF. The aim is
to offer you a large variety of combinations, so that you can decide
for yourself which version of GIPF you want to play at any given
moment.
A.
Introduction
A few pieces of advice you may want to read before you start playing
GIPF with potentials.
B.
General use of the potentials
These are the basic rules you must know, because they apply to all
the different types of potentials.
C.
The TAMSK-potential
The TAMSK-potential has the potential of an extra move.
D.
The ZÈRTZ-potential
The ZÈRTZ-potential may be used to jump over one or more
other pieces.
E. The DVONN-potential
The DVONN-potential has the ability to jump on top of other pieces.
F. The YINSH-potential
The YINSH-potential has the ability to run the lines.
G. The PÜNCT-potential
The PÜNCT-potential has the ability to neutralise an opponent's
GIPF-piece.
H.
Extra basic pieces to play "Ultimate GIPF"
Basic pieces can also be used as potentials to create more GIPF-pieces...
I . Combining games
Start carefully, then build your own cluster of games.
A. Introduction
A few pieces of advice you may want to read
before you start playing GIPF with potentials.
1. Something that must be stressed over
and over again: playing with potentials is an option! You should
not feel obliged to make use of them just because they are available.
2. Adding potentials to GIPF means that
you add extra possibilities (read: complexity). You can start playing
with potentials without first having mastered the basic strategies
of GIPF, but it is a bit like jumping in the ocean without first
having learned to swim properly. Some players like that kind of
adventure, but even they have to reach a certain level of play before
they realize how the specific strengths of the different potentials
add value to the game. So, don’t start playing with potentials
too soon, unless you are an Indiana Jones-like abstract games player.
The more you first enjoy GIPF as a game in itself, the more you
will enjoy adding potentials to it.
3. Using potentials in GIPF is not obvious;
it is something you'll have to get used to. And you'll only get
used to it through being surprised by your opponent's potentials.
This is a hard way to learn, but also the most effective one. Hold
on for a number of games, and suddenly you'll notice how each of
the potentials will open up GIPF in a completely different way.
4. We strongly recommend that you do not
mix the different potentials too soon. First play with just one
type and experience how that particular potential affects GIPF.
There’s plenty of time after that to start playing with a
combination of potentials.
5. You need not play the tournament version
when adding potentials to GIPF. A good way to start using potentials
is to first play according to the basic GIPF-rules. The fact that
you then play without GIPF-pieces means that you have only one goal
to achieve (i.e. make your opponent run out of pieces), which implies
that you can concentrate more on the use of the particular power
of the potential(s) you’re playing with. You’ll see
that it is not only the effective use of a potential that matters;
the awareness of what it “could” do is sufficient to
change the way you play.
6. When playing with one type of potential,
the best number is 6 per player - which is also the standard number.
You can play with less, but then their use becomes sort of an accidental
matter. The more potentials you add to GIPF, the more they also
influence the way you have to manage your pieces in reserve.
7. When you come to the point where you
want to play with a mixture of potentials, you’ll have to
make a number of decisions yourself – in particular if, apart
from YINSH- and PÜNCT- potentials, you also have TAMSK-, ZÈRTZ-
and DVONN-potentials at your disposal. There are no standards yet.
Below you’ll find a few possibilities:
- With 2 types of potentials: 12 per player,
6 per kind.
- With 3 types of potentials: 12 or 15 per
player, 4 or 5 per kind.
- The players each decide half of the agreed
number. E.g. each player determine 6 potentials of a total of
12 per side.
- Both players choose, for themselves, the
agreed number of potentials.
- When you play with all 5 types of potentials,
each player takes 3 per kind and also uses the 3 extra basic GIPF-pieces.
(See point H. about "Ultimate
GIPF".)
- Etc.
If you want to go even further,
you have the possibility to make one more - big! - step:
combining games.
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