F. Combining games
“Combining games” feels even stranger
then playing “Ultimate GIPF”. Call it “ultimate”
Ultimate GIPF. It is not the concept itself that makes it ultimate,
but the feeling you get when you must interrupt GIPF to play another
game and then go back to GIPF to do what you intended to do if you
won that other game – or to look for something else if you
lost. It feels as if there’s nothing you can control anymore.
To get used to this principle, you may want
to try something as straightforward as just a die. If a player wants
to use one of his potentials, the opponent may challenge him to
roll a die. If the challenged player rolls equal to or higher than
his opponent’s roll, he may use the special ability of the
potential. If he rolls lower, he may not do so. This is a fast way
to get used to how something outside GIPF influences what may and
may not be done during the game.
If you don’t like dice, here’s another good way to start
combining games. The players play with 6 potentials each, but they
have the right to challenge the use of an opponent’s potentials
only once. So they’ll have to consider at which moment and
which potential they’ll try to neutralize. This makes it possible
to play a combination of games in a short time.
1. If you want to connect a game to GIPF, you and
your opponent must first come to an agreement. GIPF is the game
you play and the other game will affect the strategy. The agreement
is about which other game(s) you connect to GIPF and how many times
you may try to "neutralise" the use of each other's potentials
– and under which conditions. For example, you both play with
12 potentials, and you agree that you may try to neutralise 3 of
each other's potentials (not necessarily the first 3 potentials
you want to use, unless that, too, is part of the agreement).
The principle is simple: if you want to make use of a potential,
your opponent may try to prevent you from doing so by challenging
you to play another game. You must win or at least tie the other
game to obtain the right to use the special ability of the potential.
If your opponent wins, then the potential is lost.
The use of the YINSH-potential is originally linked to the game
YINSH. If want to make use of the special power of a YINSH-potential,
your opponent may try to neutralise its use by challenging you to
play YINSH. So interrupt the running game of GIPF, put the board
aside and play a game of YINSH. If you win or tie the game of YINSH,
you may execute your special potential move; if your opponent wins,
you lose the potential you intended to use (it goes out of the game)
and the game of GIPF continues.
3. When you
want to make a move with a potential but your opponent succeeds
in neutralising it, then you haven’t made a move, which means
that your turn isn’t over yet. You must make another move
– you may even try using a potential again.
Note: it is always the challenged player (i.e.
the player who wants to use a potential) who chooses who starts
the side game.
4. Playing YINSH
or PÜNCT to enforce or neutralise the use of a YINSH- or PÜNCT-potential
is just our suggestion. (The same counts for the TAMSK-, ZÈRTZ-
and DVONN-potentials.) You can connect any existing game or challenge
to a potential, as long as it is agreed to before you start playing
GIPF. You can flip a coin or roll a die, but you may also propose
a game of chess or even another game of GIPF (if you have a second
board); you may play pool or darts, organise any contest you want,
so long as it is clear at the end whether you may or may not use
the potential. All depends on what you feel like doing and how much
time you have. If you prefer to conclude the game of GIPF in one
evening, then choose short challenges. If you are prepared to spread
it over several days, or even weeks… well, then the world
may be too small.
Amaze yourself! Be inspired! Use your